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Mine Archetype


SecondWar

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EFFECT MONSTERS
Mine Bouldar  EARTH/Rock/level 4  ATK:0/DEF:2100
When this card is Summoned, you can Special Summon 1 monster with 0 ATK from your hand or Graveyard. That monster's effect(s) is negated.

 

Mine Aulcarr  EARTH/Rock/level 4  ATK:0/DEF:1950
During the turn this card was Summoned, you can Normal Summon 1 monster with 0 ATK in addition to your Normal Summon/Set (You can only use this effect once per turn).

 

Mine Samrarra  EARTH/Rock/level 4  ATK:0/DEF:2000
If you control no monsters, or your opponent controls more monsters than you, you can Special Summon this card (from your hand). You can only use the effect of "Mine Samrarra" once per turn.

 

Mine Roubarr  EARTH/Rock/level 4  ATK:0/DEF:2200
When this card is Summoned, you can Special Summon 1 monster with 0 ATK from your deck, but it is destroyed during the End Phase, and their effect's are negated. You can only use the effect of "Mine Roubarr" once per turn.

 

XYZ MONSTERS
The Great Mine Mountain  EARTH/Rock/Xyz Rank 4  ATK:0/DEF:2500
2 level 4 "Mine" monsters
This card cannot be destroyed by battle while it have Xyz Material (Damage Calculation is applied normality). Once per turn, during either player's turn, when this card declare attack or is attacked: You can detach 1 Xyz Material from this card and select the opponent's monster. The target lose half of that's ATK, and this card gain the same amount of ATK + 100, until the end of Battle Phase.

 

The Great Mine Canyon  EARTH/Rock/Xyz Rank 4  ATK:0/DEF:3000
2 level 5 Rock-type monsters
This card can be Xyz Summoned by using a level 4 "Mine" monsters you control as a Xyz Materials. This card cannot be destroyed by battle while it have Xyz Material (Damage Calculation is applied normality). If this card has "The Great Mine Mountain" as an Xyz Material, this card gets the following effect:
  -Once per turn, during either player's Battle Phase, you can detach 1 Xyz Material from this card and select 1 Rock-type monster you control and 1 face-up monster your opponent controls, switch the ATK of that's targets.

 

SPELLS
The Canyon of Giant's Mine Mountains
Field-Spell Card
Neither player take Battle Damage with monsters with 0 ATK. When a monster with 0 ATK attacking or is attacked, you can switch the ATK and DEF of that monster at the start of damage step, until the end of Battle Phase.

 

The Revival of the Mine
Normal Spell Card
Add 1 "Mine" card from your deck to your hand.

 

TRAPS
Protection of the Mine
Counter Trap Card
When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up monster with 0 ATK in Attack Position: Negate the activation, and if you do, destroy that card.

 

The Creation of Canyon
Normal Trap Card
If you have no card in your Field Card Zone and all face-up monsters you control (min. 1) are Rock-Type: Activate 1 "The Canyon of Giant's Mine Mountains" directly from your Deck, then, until the End Phase, "Mine" cards you control cannot be targeted or destroyed by card effects.

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There are a few problems I would like to address:

 

1.  Mind Bouldar and Mine Roubarr grabbing monsters off of being SS'd seems silly to me.

2.  Revival of the Mine should not be able to search itself, cuz then you can basically go Revival -> Revivial -> Revival -> card.

3.  Protection of the Mine is waaaaaay too good.  It's a War Chariot on crack that when combined with Canyon of Giants turns into a virtual lock.

 

SO, my suggestions are as follows:

 

1.  Make Roubarr only work when it's NS'd.

2.  Make Revival unable to search itself.

3.  Tone Protection down so that it only negates monster OR s/ts and (preferably) have it only negate the effect, not destroying the card.

 

The main gripe I have with the set is that it seems to solely be focused on spamming the field with grunts to be immediately changed into Xyz.  The set feels hollow, and the little guys have almost no substance by themselves.  They may as well be vanillas that can spam the crap out of each other.

 

What I would like to see happen is more focus on switching the Mines' ATK and DEF.  Perhaps make a few Mine monsters that can do that?  You already have crazy consistency, so I think you can afford to focus on power and making the deck fun to play.



For a new member though, they aren't half bad.  I'm looking forward to seeing more of your stuff in the future.

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Came in expecting

MineGolemDR3-EN-C-UE.jpg

 

Was disappointing to see something that is quite abusable.

Simply restricting their effects to "0 ATK Monsters" is unbelievably dangerous. Being able to Search out Things like Maiden, Labradorite, Batteryman AAA, and Other Tuners with 0 ATK on a whim is just SCREAMING to be abused. At least you negated effects, otherwise...

Still, the ability to fetch tuners easily with these basically makes it from a Rank 4 Spam deck into a Synchro Spam deck. Or both. Both is even worse.

If you want to keep them to their own archetype for this reason, just make it 0 ATK Rocks, or something.

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I admit I did not think much when I had the idea of ​​this archetype. I believe that thinking about something with Rock-type monsters, and as most of them have lower ATK than DEF, I thought of ATK 0 (because the flip effects that has on many Rock-type monsters, but  would be similar to Ghostrick. ..).
But I had no idea the Archetype name of this card . After the archetype was posted I found that this card existed, and i decided not change over the name.

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