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Hydrokinetic Archetype


Daigusto Sphreez

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...So the idea is to incorporate a psychic element into Psychic-Type Yugioh cards that actually feels psychic, like, y'know, guessing what's in your opponent's hand, while having the utility of delicious water support cards. Though of course, by using your crazy hand-reading powers you can totally already have a good idea of what's in your opponent's hand with this archetypes support cards (Princess, Haven), along with pre-existing support cards (Eye of Truth, Convulsion of Nature). Not definitely complete, but is complete enough to post at least. Rate/Hate/Appreciate C&C is always nice and I can return the favor on your cards (unless the cards you want me to mark are difficult to decipher/have really bad ocg, I'm not looking for a headache).

 

Will add more cards if people like the archetype idea.

Imagecredit: Jazinkay

Without any further ado:

 

 

[spoiler=Haven]

 

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Once per turn, during either player's turn: You can select 1 card in your opponent's hand and reveal it until the End Phase. Once per turn, If your opponent has no cards in their hand and you control another face-up "Hydrokinetic" card: You can return 1 face-up card your opponent controls to their hand. 

 

[/spoiler]

 

[spoiler=Technician]

 

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Once per turn; during your Main Phase: You can select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right, add 1 "Hydrokinetic" card of the same type from your Deck to your hand. You can only use 1 "Hydrokinetic Technician" effect per turn.

 

[/spoiler]

 

[spoiler=Engineer]

 

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This card cannot be attacked if you control another face-up "Hydrokinetic" monster. Once per turn: You can select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right, increase this card's ATK by 1000 until the End Phase. When this card destroys an opponent's monster by battle: You can Set 1 "Hydrokinetic" card from your banished zone or Graveyard to your field. 

 

[/spoiler]

 

[spoiler=Radiata]

 

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Once per turn: You can target 1 Set card on your opponent's field and call the type of card (Monster, Spell or Trap). If you call it right: You can Special Summon 1 Level 5 or lower "Hydrokinetic" monster from your Graveyard. Any damage your opponent receives is halved during the turn you activate this effect. 

 

[/spoiler]

 

[spoiler=Shapeshifter]

 

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Twice per turn: You can select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right; increase this card's level by 1. When this card is sent to the Graveyard: You can reveal 1 "Hydrokinetic" card in your hand, and if you do, Special Summon this card from the Graveyard. You can only use this effect of "Hydrokinetic Shapeshifter" once per duel. 

 

[/spoiler]

 

[spoiler=Princess]

 

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Once per turn, during your Main Phase: You can equip this card to a "Hydrokinetic" monster you control as an equip card OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, your opponent must show you their hand. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

[/spoiler]

 

[spoiler=Mantis]

 

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Once per turn; during your Main Phase: You can select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right, your opponent cannot activate card effects of that type until your next Standby Phase. You can only use 1 "Hydrokinetic Mantis" effect per turn.

 

[/spoiler]

 

[spoiler=Fossil Fuse]

 

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Select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right; Special Summon 1 "Hydrokinetic" monster from your Graveyard. If you call it wrong; shuffle this card into your Deck. 

 

[/spoiler]

 

[spoiler=Barrier]

 

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When your opponent declares an attack: You can select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right; negate that attack. If you call it wrong; return this card to your hand. 

 

[/spoiler]

 

[spoiler=Aquaticas]

 

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"Hydrokinetic Shapeshifter" + 1 or more non-Tuner Psychic-Type monsters
When this card is Special Summoned: You can select the top card of your opponent's Deck and call the type of card (Monster, Spell or Trap). If you call it right: Place it on either the top or bottom of your opponent's Deck. If you call it wrong; excavate it. When this card is sent to the Graveyard: You can banish 1 "Hydrokinetic" card from your Graveyard, then select the top card of your opponent's deck and call the type of card (Monster, Spell or Trap). If you call it right; banish it, and if you do, Special Summon this card from your Graveyard. 

 

[/spoiler]

 

[spoiler=Geneticas]

 

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1 Tuner + 1 or more non-Tuner Psychic-Type monsters
When this card is Synchro Summoned: You can target 1 Set card on your opponent's field and call the type of card (Monster, Spell or Trap). If you call it right; banish it. When this card is sent to the Graveyard: You can banish 1 "Hydrokinetic" card from your Graveyard, then select 1 Set card on your opponent's field and call the type of card (Monster, Spell or Trap). If you call it right, Special Summon this card from your Graveyard. 
 
[/spoiler]
 
[spoiler=Draulicas]
 
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1 Tuner + 1 or more non-Tuner Psychic-Type monsters
When this card is Synchro Summoned: You can select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right; banish it. When this card is sent to the Graveyard: You can banish 1 "Hydrokinetic" card from your Graveyard, then select 1 card in your opponent's hand and call the type of card (Monster, Spell or Trap). If you call it right, Special Summon this card from your Graveyard. 
 
[/spoiler]
 
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My thoughts on some cards

Haven: Is a good Hydrokinetic support, basically lets you use all Hydrokinetic effects without fail.

Technician: A good searcher, to pull Haven, Princess, and Barrier.

Engineer: Stats are good, but being able to set a 2750+ DEF monster seems like a lot just for destroying a monster by battle.

Radiata: There's a high chance that cards set in the monster Zones are monsters, guaranteeing that Aquaticas is Special Summoned, activating his eff.

Shapeshifter: Level-changing effect is nice for Summoning different Synchros. Also, since it can be Special Summoned when it's sent to the Graveyard: Synchro Aquaticas and use effect, Special Summon Shapeshifter, Synchro Geneticas and use effect.

Princess: Good for support, even though the hand-revealing effect is stronger than Haven's. The stats are consistent with most Union monsters and can be used with other "Hydrokinetic" Main Deck monsters, like Technician, for a setup.

Mantis: Can be a lockdown for decks that focus on one type of card(Spellbook, Lightsworn), but his effect is balanced by his level and relatively low stats.

Fossil Fuse: Effect is consistent with archetype, but being able to Special Summon any Hydrokinetic monster is too much. Also, shuffling it back into the deck if it's a bad call makes no sense. Basically, having a card that lets you Special Summon on a right call or recycling on a bad call is broken and a bad idea.

Barrier: Reminds me of "Ordeal of a Traveler", but the other way around. Attack-negation effect is fine, but again recycling on a bad call is a bad idea. Since it's continuous, I suggest destroying it if you called wrong.

Aquaticas: I don't know if it's broken since Aquaticas' effect can be activated whenever it's Special Summoned, but "excavate it" is not an effect. Excavated cards are basically cards that are revealed until they are sent somewhere, so fix that.

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My thoughts on some cards

Haven: Is a good Hydrokinetic support, basically lets you use all Hydrokinetic effects without fail.

Technician: A good searcher, to pull Haven, Princess, and Barrier.

Engineer: Stats are good, but being able to set a 2750+ DEF monster seems like a lot just for destroying a monster by battle.

Radiata: There's a high chance that cards set in the monster Zones are monsters, guaranteeing that Aquaticas is Special Summoned, activating his eff.

Shapeshifter: Level-changing effect is nice for Summoning different Synchros. Also, since it can be Special Summoned when it's sent to the Graveyard: Synchro Aquaticas and use effect, Special Summon Shapeshifter, Synchro Geneticas and use effect.

Princess: Good for support, even though the hand-revealing effect is stronger than Haven's. The stats are consistent with most Union monsters and can be used with other "Hydrokinetic" Main Deck monsters, like Technician, for a setup.

Mantis: Can be a lockdown for decks that focus on one type of card(Spellbook, Lightsworn), but his effect is balanced by his level and relatively low stats.

Fossil Fuse: Effect is consistent with archetype, but being able to Special Summon any Hydrokinetic monster is too much. Also, shuffling it back into the deck if it's a bad call makes no sense. Basically, having a card that lets you Special Summon on a right call or recycling on a bad call is broken and a bad idea.

Barrier: Reminds me of "Ordeal of a Traveler", but the other way around. Attack-negation effect is fine, but again recycling on a bad call is a bad idea. Since it's continuous, I suggest destroying it if you called wrong.

Aquaticas: I don't know if it's broken since Aquaticas' effect can be activated whenever it's Special Summoned, but "excavate it" is not an effect. Excavated cards are basically cards that are revealed until they are sent somewhere, so fix that.

 

Thanks for the detailed feedback, very welcome. Just to address your points:

 

Engineer: A restriction couldn't hurt I agree, maybe it could be something only from the banished zone, rather than the choice of graveyard or banished zone?

 

Radiata: Of course set cards in monster card zones are easy for radiata to guess, but once the game gets into full swing I think there should rarely be set monsters on the field unless you're playing against ghostricks or some other stall style deck.

 

Fossil Fuse: Even though the card is recycled, it is still a blatant -1 if it fails, so I don't think the shuffle back into the deck effect is too overpowered personally.

 

Barrier: I agree more so on this one however, returning to the hand on a wrong call isn't a big deal usually I agree, so maybe that could be destroyed/reshuffled like fossil fuse. 

 

Aquaticas: Ok thanks for ocg correction, when Konami bring in new terms for things I sometimes misuse them. 

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