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Dungeon Monsters


Mighty Joe Young

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Decided to try my hand at making an archetype. I'm not sure if they're broken or unbalanced, so CnC greatly appreciated. OCG fixes, too. Artwork found on deviantart, Photobucket, etc.

[spoiler=Monsters]

[spoiler=Dungeon Bat]
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[spoiler=Lore]
When this card is sent to the Graveyard by a card effect: you can Special Summon up to 2 "Dungeon Bats" from your Graveyard. The effect of "Dungeon Bat" can only be used once per turn.
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[spoiler=Dungeon Beetle]
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[spoiler=Lore]
When this card is sent to the Graveyard by a card effect: you can target 1 monster your opponent controls; destroy that target.
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[spoiler=Dungeon Butterfly]
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[spoiler=Lore]
When this card is sent to the Graveyard by a card effect: you can target 1 monster your opponent controls; take control of that monster and, if you do, destroy 1 card you control. You cannot Special Summon or conduct your Battle Phase during the turn you activate this effect. The effect of "Dungeon Butterfly" can only be used once per turn.
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[spoiler=Dungeon Crawler]
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[spoiler=Lore]
When this card is flipped face-up: target 1 monster on each side of the field; destroy both targets. When this card is sent to the Graveyard by a card effect: you can select 1 "Dungeon" monster from your Deck with 1500 or less DEF; add that target to your hand.
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[spoiler=Dungeon Dragon]
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[spoiler=Lore]
This card gains 300 ATK for each "Dungeon" monster on your side of the field.
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[spoiler=Dungeon Mushroom]
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[spoiler=Lore]
When this card is sent to the Graveyard by your opponent's card effect, you can Special Summon 1 EARTH Monster with 1500 or less ATK from your Deck.
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[spoiler=Dungeon Scorpion]
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[spoiler=Lore]
When this card is sent to the Graveyard by a card effect, you can inflict 500 points of damage to your opponent's Life Points.
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[spoiler=Dungeon Swamp Creature]
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[spoiler=Lore]
When a "Dungeon" monster you control is destroyed by your opponent's card (either by battle or by card effect), you can Special Summon this card from your hand. You can only Summon "Dungeon Swamp Creature" once per turn this way.
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[spoiler=Spells]

[spoiler=Dungeon Rebirth]
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[spoiler=Lore]
Select 1 "Dungeon" monster in your Graveyard; destroy 1 monster you control and add the selected monster from your Graveyard to your hand.
[/spoiler]
[/spoiler]

[spoiler=Dungeon Trophy]
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[spoiler=Lore]
Target 1 monster you control; destroy the target and draw 1 card. If the card you drew is a "Dungeon" card, you can reveal it to draw 1 more.
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[/spoiler]

[spoiler=Traps]

[spoiler=Dungeon Catapult]
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[spoiler=Lore]
Once per turn, you can send 1 monster you control to the Graveyard to activate one of these effects:
-Inflict 500 points of damage to your opponent's Life Points.
-Destroy 1 face-up monster.
[/spoiler]
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[spoiler=Dungeon Strike]
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[spoiler=Lore]
When a "Dungeon" monster you control declares an attack: that monster gains 800 ATK until the end of the Battle Phase; shuffle that monster into your Deck during the End Phase.
[/spoiler]
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[spoiler=Dungeon Escape]
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[spoiler=Lore]
When a "Dungeon" monster on your side of the field is targeted for an attack: shuffle that monster into your deck; Special Summon 1 "Dungeon" monster from your Deck in face-up Attack or face-down Defense position. You can only activate 1 "Dungeon Escape" per turn.
[/spoiler]
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  • 2 weeks later...

These are actually good. I like them, you can really abuse Supply Unit in this deck, and sort of reminds me in a way of Fire Kings, getting their effects off of being destroyed by a card effect. Nicely done, and the art is awesome. :D

 

Come check out my recent stuff! :D

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  • 2 weeks later...

The cards are really good 8/10. However you should add more spell and traps( A field spell would be perfect given the name of the arch-type) also maybe one or two non-effects, a few synchro monsters, and an xyz. That's really all I can find wrong with it. If this was an official deck I could easily see myself running it. Edit: Also a bit of advice, don't make everything "Dungeon [name]" especially when it comes to spells and traps. For example Dungeon Escape could be Escaping the Dungeon. Plus when you make the high level monsters, don't give them cookie-cutter names. Make sure they standout.

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  • 1 month later...

I really like the concept of the deck; it's really neat and the spells and traps are beautiful.  

However, I'm getting the implication most of the time, you would be at a disadvantage at most of your duels due to the fact that you would run out of monsters quick. So, I think it would be nice and not-at-all game breaking if you considered the following changes to some cards: 
 

 

 

Dungeon CrawlerSo his effect is a really nice trigger to the Dungeon archetype, but that would kind of be a -2, because for one, you would be losing Crawler himself, and two, you'd be losing another monster for a not-very-game changing effect. So I think that instead of adding it to your hand, you can "Special Summon 1 "Dungeon" monster with 1500 or less DEF from your Deck."  The reason I say this is because Crawler himself is a high-leveled monster that requires a tribute. So, his effect should at least be better than the other lower-leveled monsters in the deck and set up future plays.

 

Dungeon DragonI'm getting the feeling that this guy's the boss monster for the archetype. But there are a couple problems and reasons why he wouldn't be ran in the deck. His summon condition is really hard to fulfill; you could use Dungeon Mushroom, but that isn't a reliable method, because it has to be destroyed by your opponent's card. Dungeon Escape is many galaxies better, since it's during the damage step, protecting it from Bottomless Trap Hole. You could also Tribute 2 monsters, but that's a huge price to pay. Boss monsters usually have an effect that benefits the deck and helps it function. All the Dungeon Dragon does is make himself a gigantic beatstick. He has no protection whatsoever, and reviving him is a task. And once he leaves the field, he doesn't help anything progress. (i.e. for a boss monster, he's kind of weak.) I suggest giving him a "When this card is sent to the Graveyard by a card effect:"  type of effect, so he fits the theme of the deck better; maybe add a "Dungeon" Spell or Trap Card to your hand. Perhaps even give him protection from being targeted by card effects.

 

Dungeon ScorpionScorpion's effect is kind of underwhelming, to say the least. The only threat is if you could destroy him over and over again, making a loop with 500 damage that could lead to an OTK. But there's not a very plausible way to do that. A card, namely Satellarknight Alsahm has an effect of dealing 1000 damage to the opponent simply by being summoned (catch is, it's only once per turn). For Dungeon Scorpion, he has to be destroyed by an effect first, and then he only deals 500. So, a recommended change would be to bump Dungeon Scorpion's damage up to 1000~1500 (because it's a harder condition to fulfill) and make it so that his effect would only be able to be used once per turn.

 

Dungeon Rebirth: I personally like this card as it is, but I'm not sure if it would function as good as I think it would. And given the part of the name that says Rebirth, I would think it would Special Summon a monster from the Graveyard. If it Special Summoned instead of being added to the hand, I think it would really make the deck faster. But of course, there has to be a drawback; such as not conducting a battle phase the turn you activated it. The change for Dungeon Rebirth is up to you, but I think a Special Summon would be better for the archetype as a whole to have more resources to destroy.

 

Dungeon Catapult: I also really like this card, too. But again, as for damage, I'd bump it up to 800. 

 

Dungeon Strike: I like the ATK gain. It's a beautiful Trap, but I think it would be nice if instead of shuffling it into the deck, it would be destroyed at the End Phase or something. (Don't take my word for this. Just an idea.)

 

Dungeon Escape: I'm clueless as to how I feel about this. I really, really like how it speeds up the deck, but it can Special Summon any Dungeon monster from the deck, so auto Dungeon Dragon. Maybe give it some restrictions like the level of the monster or maybe its ATK/DEF? I'm not sure if that's necessary, though.

Things to consider:  Well, some name variety, mentioned by DrainHeart earlier would be fancy. But I think the only ones that need name changing are the Dragon, Spells, and Traps. Dungeon Bat is a really nice tribute fodder for Dragon, but I keep thinking of two Dungeon Bats just sitting there waiting; maybe a Rank 2 Xyz or a Rank 4 Xyz that supports the archetype, perhaps a Synchro, would be an option for you (if that's not too distracting from the main theme of the deck). And again, like DrainHeart said, a Field Spell would be amazing for the archetype. Maybe something, I dunno... like a Dungeon? Haha~

 

In Conclusion: I really like the archetype and how it functions. Dungeon Butterfly and Dungeon Escape are probably my favorite cards from this whole list. Steal an opponent's monster for just a Foolish Burial or Mathematician.The art? Marvelous. The Spells and Traps? Beyond great. I'm looking forward to see any additions you make to this archetype (if any). It was fun reading them and I bet it would be fun to use them. Great work, and I hope this review helped you. Also, I apologize if I made any changes that offended you in any way, shape, or form. Take it easy. c:

 

 

PS: The Artwork of Dungeon Trophy, Dungeon Escape, and Dungeon Strike all feature some type of human.  

So, I think it would be nice if you made a Warrior-Type monster for the archetype. Something like

"Dungeon Raider" or something that could trigger the other monsters' effects. Since usually, 

the "Human"is the Main Character and he explores Dungeons, triggering

the deadly mechanisms that dwell inside.

(Just my two cents, ehe.)

 

Overall rating of the archetype: 9/10

~Haruhoshii

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Necrobumped but i guess it's okay since I still have changes to make.

Not sure if you intended it but your monster cards that activate when sent to the graveyard by card effect can trigger if sent from anywhere kinda like shadolls do. Not sure if you thought of it but I thought I would point out a potential loophole.

Yes, it was meant to be activated whenever sent to the Graveyard. I tried to address any serious loopholes with OPT clauses.

Those cards are weak imo. The only notable cards from my point of view are Bat, Beetle, and (probably) Swamp Creature. Take a look at Shaddolls . . .

I made this before Shadolls came out, attempting to be original.

@Haru-Star Shadow: Your review gave me a lot to consider. Thanks for being so thorough.
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