Kitsuneko Posted November 13, 2013 Report Share Posted November 13, 2013 So here goes... This is one of my earliest posts on this forum, so there are bound to be a ton of mistakes. Nonetheless, I'd love any and all feedback ^^ When this card is Summoned: You can banish 1 card from your hand to send 1 "Archdragon" monster from your Deck to the Graveyard. Increase this card's level by 1 for every card banished by this effect. The lowest of the Judeo-Christian angels, and a "make plays happen" kind of card. It's interesting in that it's capable of both setting up plays and making plays when its effect synergizes with other Archdragon cards. If you control another face-up 'Archdragon" monster, you can Special Summon this card (from your hand). You can only use this effect of "Archangel, Legion of the Archdragon" once per turn. When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can banish it instead. The second lowest of the Judeo-Christian Angel Hierarchy. They are the basic attack unit of the set, and allow you to get extra summons each turn for quick synchro or swarming. If this card is used as a Synchro Material Monster, banish this card. Up to twice per turn, you can banish 1 card in your Graveyard to select and see 1 card in your opponent's hand. Principality's effect is less straightforward than the previous two Archdragons; self banishment is always useful (for this set), and the ability to manipulate your Graveyard can make this card powerful, but only with the proper setup (see: slow). Power, Virtue, and Dominion have finally been made! While at least 1 "Archdragon" monster is in your Graveyard, except "Power, Law of the Archdragon"; This card cannot declare an attack unless you banish 1 monster from either player's Graveyard. Not too complicated. Level 4 beatstick with a good effect, but doesn't really speed anything up. During either player's Main Phase: When a face-up monster's effect is activated, you can target it; Special Summon this card in face-up Attack Position and negate that target's effect. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of an "Archdragon" monster. Archdragon Effect Veiler! Well, better and worse. On one hand, you don't lose her when you use her negate effect. On the other hand, anything and everything will walk over Virtue, and chip down a hefty amount of your Life Points while they're at it too. More risk, more reward. Once per turn, you can target 1 Spell or Trap card on the field; destroy it. Then, banish that Spell or Trap card and 1 "Archdragon" monster in your Graveyard. If you cannot, take 2000 points of damage. <Insert mandatory ST removal monster here> If this card is banished, you can Special Summon it. You can only use this effect of "Throne, Guardian of the Archdragon" once per turn. If another "Archdragon" monster you control would be destroyed, you can destroy this card instead. Throne... Oh, is this card ever too good. It should be pretty obvious how to use this guy. Cannot be Normal Summoned or Set. You can banish 3 monsters from your opponent's Graveyard while you have at least 2 banished "Archdragon" monsters; Special Summon this card (from your hand). Once per turn, you can Special Summon 1 of your banished Dragon-Type monsters. It cannot attack this turn, and its effects are negated. For each Dragon-Type monster on the field, this card gains 200 ATK. Cherub... The most Eldritch of the Angelic order, at least according to Ezekiel. Of course, it's doubtful that the original writers of the biblical canon had little cupids stolen from Greek mythology in mind when they originally wrote of the Cherubs. Cherub is very powerful and can make building the superboss monsters a much simpler task, but its effect is somewhat slow (albeit potentially very punishing). Mid to late game kind of card. Cherub might be a little too strong right now. I'll probably considering dumbing it down in one way or another, if there are enough comments directed towards it. You can tribute an "Archdragon" monster you control to Special Summon this card (from your hand). If you do, this card becomes Level 6, and its ATK becomes 2300. If this card is in your Graveyard, you can target 1 of your banished "Archdragon" monsters; banish this card and Special Summon that target. A flexible beatstick who helps manipulate your banished and graveyard zones. Very handy, and not difficult to play either (although for speed, it's a -1) Now, we have the boss monsters! The Archdragon bosses will be based on the Archangels of Judeo-Christian lore. 1 "Archdragon" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Until the End Phase of your opponent's next turn, this card is unaffected by card effects controlled by your opponent. When this card is sent to the Graveyard: Select 1 card on the field, then banish both this card and the selected card. Samael, either one of God's highest Archangels or a fallen angel depending on the canon. Samael is a powerful beater with temporary effect immunity, and a nice effect that can gain back card count loss from the Synchro Summon. However, his protection ability only affects himself, a reference to the fact that oftentimes Samael is portrayed as a selfish Archangel. 1 "Archdragon" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Until the End Phase of your opponent's next turn, your opponent cannot activate or Set Spell or Trap cards. When this card is sent to the Graveyard: Select 1 of your banished cards, then return that card to your hand and banish this card. Gabriel, one of God's most esteemed Archangels, standing next to Michael. Gabriel has an S/T stun style effect, which can lead to strong finishing plays and/or forcing large compromises from your opponent's strategy. Of course, the problem is Archdragons aren't complete beasts when it comes to swarming, and its effect can still be stopped by the likes of Solemn Warning, Horn of Heaven, Effect Veiler, and the like, so it's not a broken card, albeit a very strong one. 1 "Archdragon" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Until the End Phase of your opponent's next turn, your opponent cannot Special Summon or Set monsters. When this card is sent to the Graveyard: Select 1 card in your opponent's hand, then banish both this card and the selected card. Typically the third of the documented Archangels. Raphael also has a lockdown based effect, but he doesn't have the finishing capability that Gabriel has. Note that being level 7, it's easy to sync Gabriel out unlike the other Archdragons using a Tuner (Principality and Virtue), to manually engage Raphael's second effect. Pretty cool combos can be done with this guy. 1 "Archdragon" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Until the End Phase of your opponent's next turn, negate the effects of all monsters on your opponent's side of the field and Graveyard. When this card is sent to the Graveyard: Select 1 monster in your Graveyard, then Special Summon that monster and banish this card. Typically the fourth of the documented Archangels. Uriel has a powerful anti-monster effect, although unlike Samael or Gabriel, he is extremely easy to stop. His "sent to the Graveyard" effect isn't as versatile as the other Archdragon bosses (Gabriel can target spells and traps as well), but it's still very handy. Next, we have the super bosses. Difficult to summon, but game changing if they hit the field. 2 or more (Max 5) Level 8 Synchro Monsters You can also Xyz Summon this card by using any "Archdragon" Synchro Monster you control as the Xyz Material, as long as at least 1 Xyz Material is Level 8. The Xyz Summon of this card cannot be negated. When this card is Xyz Summoned, cards and effects cannot be activated until the End Phase of your opponent's next turn, except this card. Once per turn, you can detach 1 Xyz Material from this card: Banish 1 card on the field; This card cannot attack this turn. 2 or more (Max 5) Level 9 Synchro Monsters You can also Xyz Summon this card by using any "Archdragon" Synchro Monster you control as the Xyz Material, as long as at least 1 Xyz Material is Level 9. This card gains 1000 ATK for every Xyz Material attached to it. This card can attack as many times per turn as there are Xyz Material attached to it. If this card would be removed from the field, you can detach 1 Xyz Material from this card instead. I also finally managed to make some support spells and traps for these guys ^^; Send 1 "Archdragon" monster from your hand to the Graveyard to draw 2 cards. Kind of generic, but one of the things about Archdragons was that they have a weaker search engine than other decks. In order to maintain that while giving them some kind of draw power, this card was made. That, and art consistency with Virtue was too good a chance to miss ;) Once per turn, during your End Phase, you can target 1 of your banished cards; Send it to the Graveyard, then add 1 "Archdragon" monster from your Graveyard to your hand or Deck. When this card is removed from the field, add 1 monster from your Graveyard to your hand. Recycling is nice. Still not a search engine, so while stronger for the lategame, during the early and midgame you'll have less options to play around with. Send 1 monster on your side of the field to the Graveyard, then banish it. During your next Standby Phase after this card's activation, Special Summon that monster. Ninja card. Note that they go to the Graveyard first before getting banished. This means that this card can trigger the Archdragon Synchros' effects while still giving them the resummon. Send 1 "Archdragon" monster on your side of the field to the Graveyard and target 1 "Archdragon" monster in your Deck; Special Summon it, then banish the monster that was sent to the Graveyard by this card's effect. That monster's effect is negated while it is face-up on the field, and is banished when it is removed from the field. The closest thing to a search engine for the Archdragons, and even then it's not very search engine esque. Being a trap card, it's slow. Even then, the cost for activating this card is a -1 right there. Hopefully the versatility of this card makes up for it... Right? Now with even more options! 2 Level 4 "Archdragon" monsters When this card is Xyz Summoned: Target 1 "Archdragon" monster in your Graveyard; Add it to your hand. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster with DEF equal to or lower than this card's ATK; destroy it. A normal, non-superboss Xyz for these fellows. Decently powerful, but hopefully not too strong @.@ Another Synchro Archdragon for the trouble~ 1 "Archdragon" Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Target 1 "Archdragon" monster in your Deck; Banish it. When this card is sent to the Graveyard: Draw 1 card and banish this card. That's it for now, but more will surely come. Thanks for checking out my thread, and please leave feedback~ Link to comment Share on other sites More sharing options...
Kitsuneko Posted November 16, 2013 Author Report Share Posted November 16, 2013 Updated~ Added three boss monsters - Gabriel, Archdragon of Heracleion + Raphael, Archdragon of Nazareth + Uriel, Archdragon of Antioch. More to come as well :3 Link to comment Share on other sites More sharing options...
JamieDeeRaw Posted November 17, 2013 Report Share Posted November 17, 2013 Hey, these are really good, must've took some time, the stats fit each character card's personality, and the effects work well in situations and original summonings. With your permission I'd like to add these to my deck, seriously good work here. Link to comment Share on other sites More sharing options...
snowtiger Posted November 18, 2013 Report Share Posted November 18, 2013 Great work. Consistent, balanced cards that have a nice theme. I personally like your Synchros a lot. Not only do they fit in with the deck but they each represent what the Elements usually do in the game eg. FIRE burns the opponent down, EARTH summons from the graveyard. Perhaps swapping the WIND and WATER effects to fit with that theme but otherwise this is amazing. Link to comment Share on other sites More sharing options...
Kitsuneko Posted November 18, 2013 Author Report Share Posted November 18, 2013 Thanks for the comments everyone! Um, that depends on what you mean Jamie. I mean, if you want to playtest these cards out with your friends or whatnot then there's nothing I can really do about it hahah, but just make sure that if you're going to showcase my work anywhere else aside from your private use that I'm given the proper credit :P Also, commercial use is strictly out of question... I might consider that, snow. Thanks for the suggestion. The way I looked at it it can go either way; Raphael's second effect is more for synergizing with his first effect; locking down your opponent's summon plays for one turn will surely mean their hand has more junk to get rid of, right? ;) Water oftentimes symbolizes rebirth and life, so I gave Gabriel its secondary effect for that reason. I like your suggestion though, and it'll be one I seriously put into consideration for the next update. Meanwhile, I released a bunch of new cards, to put a decent stock into this set. Midstrata Angels were added: Power, Virtue, and Dominion. Final Strata now has Cherub. Superbosses Michael (He who is like God) and Luciel (Light of God <cough references cough>) have been added, and 3 Support Spells and 1 Support Trap have also been moved in. In addition, all the cards received text updates to fix some minor OCG issues, and Seraph was given new art to give a "holier and mightier" kind of look. Thank you again, and I hope you continue to keep following~ Link to comment Share on other sites More sharing options...
Kitsuneko Posted November 19, 2013 Author Report Share Posted November 19, 2013 Added "Descendant Archdragon, Sariel" The first <and possibly only> standard, non-superboss Xyz for the Archdragons :3 Link to comment Share on other sites More sharing options...
Dreko Posted November 19, 2013 Report Share Posted November 19, 2013 nice cards Link to comment Share on other sites More sharing options...
snowtiger Posted November 20, 2013 Report Share Posted November 20, 2013 Great work on the support, adds lots of recycling and search capabilities while not spamming the field. A few comments on individual cards: Power: a generic beatstick no doubt however with the ability to banish from either players grave meaning either banish opponents best cards or banish your own and get the effect of that banished card makes its cost a major plus either way so I'd probably make it just your own graveyard. Cherub: it's summoning effect is very powerful. Not many decks have banish protection or recovery so to banish 3 monsters just as a summon effect (making it hard to counter) is very powerful. My advice would be to drop the banishing opponents monsters to maybe 1 or maybe banish your own and increase it's level or give it a level modify effect so that you can create an XYZ support for the deck when you summon your dragons back. Perhaps you could drop it's level down and give it an effect like "You can Banish 1 "Archdragon" in your graveyard to Special Summon this card, from your Hand. Increase this card's Level equal to the Level of the Banished card" but otherwise a great card. XYZ monsters: In regards to the summoning of your high-rank XYZ monsters I'd say they are a little too easy to summon for some of their effects, well at least Michael's effect. I draw upon the effect of Constellar Ptolemy M7. It requires 2 Level 6 monsters or you can overlay straight on to another Constellar XYZ. The cost? it cannot use it's effect the turn it was summoned onto a Constellar. Perhaps use that idea where it cannot activate it's summon effect the turn it's summoned onto one of your synchros. If you take my Cherub idea into consideration then you'd have ways to summon it without needing to overlay straight onto your synchros. Also with Michael, to be able to prevent the negation of the summon of a 3200 beatstick that can banish might be a little OP but otherwise a great set. You've done a fantastic job on creating a fine archtype that I would definitely use (if it were real lol) I hope some of my suggestions can help you and look forward to seeing more of your work Link to comment Share on other sites More sharing options...
Kitsuneko Posted November 22, 2013 Author Report Share Posted November 22, 2013 Thank you for the feedback :) I agree with you 100% in regards to Cherub's effect needing revamp. I think I'm going to keep the banish 3 opponent's monsters, but as a side effect you'll need to return 2 Archdragons into your own graveyard (to weaken Cherub's own effect, as well as tone down this deck's ability to function with D.D.R. and return from D.D, while weakening a plethora of the support cards in this deck, although it does recycle Seraph...), or possibly banishing 2 Archdragons from your own Graveyard, given how Archdragon Graveyard will be near empty at all times anyways due to the plethora of effects running rampant, making Cherub especially difficult to play, and making Tribute Summon possibly viable. The banish 3 opponent's monsters thing was actually put as a limiter; 3 were needed, and any less than 3 would keep cherub as a dead draw in your hand. In addition, this makes having 2 cherubs in hand especially dangerous for the player who has it, since you'd be needing 6 banishments total. The real problem I see with Cherub is that I might need to put a summoning condition on it, like "Cannot be Normal Summoned" or "Special Summon a Dragon-Type Synchro monster", since right now Cherub can possibly see play in Dragon Rulers. As for Michael... It seems everyone is saying he's overpowered. As strong as he may seem, Michael is actually absurdly difficult to summon, even with the Archdragon summoning condition. It basically means that you can Xyz Gabriel / Uriel with Raphael, Samael, and Remiel as well, but the minimum level needed is still 14, while 2 Archdragon tuners and 2 non-tuners would be needed as a bare minimum. Unless of course, the player is reusing Sync'd Archdragons through Cherub, Seraph, or a D.D. card, but if that were the case then the SS'd Archdragon Synchro fodder would lose out on its summoning effect, and would also need preparation to do (in other words, doing so would be "slow"). People seem to underestimate how difficult Michael really is to make, but it's true that once he hits the field he will do an incredible amount of damage. There have been several fixes that were recommended to Michael, although to be fair Michael was already nerfed from his original state due to his inability to attack when he uses his Xyz effect. Also, Michael stuns all your own effects too, except his own. This somewhat hinders his OTK potential. Also, "Transcendant Archdragon, Remiel" is now made! His effect is very versatile, but what makes him a very strong contender is that he gives another alternative for the Xyz summon of either Michael or Luciel. Link to comment Share on other sites More sharing options...
Kitsuneko Posted November 24, 2013 Author Report Share Posted November 24, 2013 Bump. I'd like a few more comments and opinions before I go for my next update of this thread, to get a more solid idea of things I should fix~ Link to comment Share on other sites More sharing options...
Kitsuneko Posted November 28, 2013 Author Report Share Posted November 28, 2013 -Sigh- Le bump. I'll probably do something to Cherub soon. Maybe Power as well. Link to comment Share on other sites More sharing options...
Scary Face Posted November 29, 2013 Report Share Posted November 29, 2013 nice cards, not so much card are OP, but still some, such as Power, since banishing is a cost so ur opponent cant stop u from banishing their Grapha or Machina Fortress, or Cherub, yea i think u heard it many time, is OP since it can still be normal summoned, also it's ss effect allow u to bring out ur rank 7 or 8 Xyz so fast and can reuse those Archdragons' when banished effects again. also Michael's effects are broken, a card that prevent ur opponent from activate any card effect in their turn is very powerful effect, since it's mean that ur opponent have to just draw, set a card, and end their turn w/o doing anything to Michael and w8 for it's eff to banish their card again. Link to comment Share on other sites More sharing options...
Kitsuneko Posted November 30, 2013 Author Report Share Posted November 30, 2013 Alright, changes were made again~ Power was dumbed down; he can only banish monsters now, and he doesn't have his cost effect until there is another Archdragon in the graveyard, making him unsplashable. Cherub can no longer be Normal Summoned, limiting its versatility and usability in other decks. I'll figure something out regarding Michael. I still want him to have some sort of universal stun for one turn, though. Note that he can be killed the on your opponent's turn after it was played, or at least slowed; set a fiendish chain or compulsory or something of the like during your turn as Michael doesn't stop you from setting. Then, when Michael goes for panish just stop him (no more priority) with a suitable card. He's really only "omfgwtfbbq" for the turn that he's played; he may stop the opponent from countering immediately on their turn, but traps and quick plays, as well as quick effects, can still get the job done. Also, Throne was buffed. His effect can still only be used once per turn, and according to rulings, only during your own turn (the "If"), really differentiating it from D.D. Survivor in several ways, but the life point cost was removed. His flaws remain; Being Level 5, having low ATK for a Level 5, and only being able to resummon during your own turn. There is also another key weakness; even if you have 2 banished Thrones, you can only Special Summon 1 of them per turn; this is unlike D.D. Survivor who was able to respawn in 3's after a Dark Hole while D. Fissure or Macro Cosmos was on the field. Link to comment Share on other sites More sharing options...
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