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Hypnagogic Archetype (first post)


CysguSweggots

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Hypnagogic Archetype

the state of intermediate consciousness preceding sleep

 

ART: JazinKay

DISCLAIMER: Sorry if the balance of the cards are a bit off; I stopped playing yugioh around early-mid GX and only got back in very recently. I have no idea what I'm doing O.O. Oh, English isn't my first language so I need a lot of help with the OCG, thanks :).

 

I chose the name cause it sounded cool. I would think of a deeper reason but I'm really lazy.

 

So the gimmick of these cards is to use monsters to banish cards, as to make use of the effects of "Hypnagogic Island" and "Hypnagogic Ruler", whilst also trying to build up a strong field of monsters. I'm highly doubtful that a deck using these cards would work but it was fun to make. I intentionally made a big weakness of the deck destruction by card effects, as it would prevent the monster(s) from being banished, but there are a few spells/traps that negate card effects as to make card effects not 100% effective against the deck.

 

 

[spoiler='Monsters:']

[spoiler='Bouncer']

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Whilst this card is on your side of the field, other "Hypnagogic" monsters cannot be attacked. For each card in the banished zone, this card gains 100DEF points. If this card is destroyed in battle, it is banished.

Designed this card to basically be the wall of the deck. DEF or effect def needs a nerf.

[/spoiler]

[spoiler='Charger']

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You can special summon this card by banishing one "Hypnogogic" card from your hand or field. When this card attacks, you must banish one card from your hand or field. If this card is destroyed in battle, it is banished.

Went for a black panther-esque feel, as it is required to destroy a card to be allowed to attack. Thinking about nerfing the ATK a bit to something more like 2000-2200 as well as getting rid of the Special Summon ability.

[/spoiler]

[spoiler='Dasher']

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Once per turn, during your Standby Phase: You can banish one card from your hand and add 1 "Hypnagogic" card from your deck to you hand. If this card is destroyed in battle, it is banished.

Deck search as to be able to get Island or Ruler out quicker.

[/spoiler]

[spoiler='Frentic']

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This card is also treated as a Beast-type when face-up on the field. When this card destroys an opponent's monster in battle, you can add one Level 4 or lower "Hypnagogic" card from your banished zone to your deck, then shuffle your deck. If this card is destroyed in battle, it is banished.

I needed a tuner and a way to get back a few cards if you're running low.

[/spoiler]

[spoiler='Knight']

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When this card destroys an opponent's monster during your battle phase; you can special summon 1 "Hypnagogic Knight Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0). This token is destroyed during your end phase. If this card is destroyed in battle, it is banished.

Not sure how I feel about this one; might just delete it. I needed a strong-ish Level 5/6 in the deck and I added the token ability as to be able to tribute during the second main phase.

[/spoiler]

[spoiler='Mimic']

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When this card is flipped face-up as a result of battle: You can banish the attacking monster and this card, then summon or set 1 "Hypnagogic" card from your hand with a level equal or less to that of the attacking monster.

Easy way to get out monsters. Tried to balance the effect by giving it poor stats, but I'm not sure if the effects OP or not...

[/spoiler]

[spoiler='Mummy']

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Once per turn, by banishing 1 card from your graveyard: You can select 1 card in your opponent's hand. If the selected card is a monster: your opponent must discard it. Otherwise, "Hypnagogic Mummy" cannot attack this turn. If this card is destroyed in battle, it is banished.

Unsure as to the balance of this card. I think the effect is balanced enough, but not sure.

[/spoiler]

[spoiler='Necromancer']

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This card can be special summoned from your hand if you control two or less "Hypnagogic" monsters. Once per turn, by banishing one monster from your hand, you can summon from your banish zone monster(s) with levels equal or less than the level of the the banished monster. If this card is destroyed in battle, it is banished.

Not sure about the ability to special summon; I think it makes the card a bit too OP. I'll either get rid of that or lower the ATK.

[/spoiler]

[spoiler='Ruler']

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This card cannot be normal summoned or set. This card can only be special summoned by banishing 3 "Hypnagogic" monsters from your field. Once per turn, you can summon or set one level 4 or less "Hypnagogic" card from your banished zone. That monster cannot attack or use its effect the turn it was summoned with this effect. This card gains 400ATK and DEF points for each card in your banished zone. If this card is destroyed in battle, it is banished.

The 'Boss Monster' of the deck. Not sure if I should lower its ATK a bit more, or decrease the amount gained due to its ability down to 200/300. Also, I'm thinking of adding a cost/penalty to the set or summon ability.

[/spoiler]

[spoiler='Soldier']

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This card is also treated as a Warrior-type when face-up on the field. For each monster in your banished zone, this card gains 200 ATK. If this card is destroyed in battle, it is banished.

[/spoiler]

[spoiler='Soul']

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If this card is banished from your hand or field due to the effect of a monster; add 1 "Hypnagogic" card from your deck to your hand. If this card is destroyed in battle, it is banished.

Since so many abilities require the player to banish a card from their hand, I thought might as well add a poor card with the ability to deck search when banished.

[/spoiler]

[/spoiler]

 

[spoiler='Spells']

[spoiler='Experiment']

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[/spoiler]

[spoiler='Island']

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[/spoiler]

[spoiler='Magician']

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[/spoiler]

[spoiler='Release']

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[/spoiler]

[spoiler='Ritual']

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[/spoiler]

[spoiler='Pandimensional Hallucinations']

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[/spoiler]

[/spoiler]

 

[spoiler='Traps']

[spoiler='Dimension Hole']

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[/spoiler]

[/spoiler]

 

[spoiler='Extra Deck']

[spoiler='Demon']

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1 Tuner + 1 or more non-tuner Fiend-Type monsters.

When this card is Synchro Summoned: You can target 1 set card on the field and banish it. If this card was a;
Monster: You and your opponent must banish a number of cards from your hands equal to the level of the banished monster. If either player does not have enough cards in their hands: they lose life points equal to the remaining amount of cards that need to be drawn*100. Then, both players draw an equal number of cards to the amount that was discarded.
Spell: You and your opponent draw 2 cards, then both players must banish 1 card from their hands.
Trap: Both players must banish 1 monster of their choice from their field.
If this card is destroyed in battle or by a card effect: it is banished instead.

For some reason I couldn't get bullet points to work on the card effect so help with that would be greatly appreciated. I  had no clue what a Synchro Monster was before this.

[/spoiler]

[spoiler='Gale']

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2 Level 4 "Hypnagogic" monsters.

This card is also treated as a WIND attribute monster when face-up on the field. For each Xyz Material attached to this card, this card gains 600 ATK. If a "Hypnagogic" monster would be destroyed or banished by a card effect, you can detach one Xyz material from this card instead. If this card is destroyed in battle or by a card effect: it is banished instead.

As previously stated, last yugioh I played was GX, so I had no clue what an XYZ monster was before I made this (did some research). I needed to make a counter to card effects, as they usually prevent Hypnagogic monsters from being Banished.  

[/spoiler]

[spoiler='Reaper]

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2 Level 4 "Hypnagogic" monsters.

Once per turn, you can detach 1 Xyz material from this card to select 2 cards in your opponent's hand. If any of these cards is a monster, they are both banished and your opponent loses life points equal to the sum of the monster(s) levels*100. If not, you must banish 1 card from your hand or field and you lose 500 life points. If this card is destroyed in battle or by a card effect: it is banished instead.

[/spoiler]

[/spoiler]

 

[spoiler='Support Cards']

Cards I made that aren't specifically related to the Hypnagogic cards, but do have effects that could benefit them.

[spoiler='Spells]

[spoiler='Bow Shot']

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Due to the fairly low damage potential of Hypnagogic monsters, I made a card that could attack the opponent directly, whilst also banishing a card; benefiting the effects of Island and Ruler.

[/spoiler]

[spoiler='Dimension Gate']

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[/spoiler]

[spoiler='Grave Commute']

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So situational, but might work kinda I think.

[/spoiler]

[spoiler='Tormenting the People']

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Probably gonna delete.

[/spoiler]

[/spoiler]

[spoiler='Traps']

[spoiler='Demon Spirit']

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Couldn't think of a way to balance this card. Please suggest something :( .

[/spoiler]

[spoiler='Soul Containers']

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Another card to get around the card effect weakness of the deck, but I tried to balance with the life point payment, still unsure as to if the card's balanced though.

[/spoiler]

[/spoiler]

[/spoiler]

 

 

Feedback is greatly appreciated, thanks! :D

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I think the problem is that you're trying to "overbalance" cards, afraid of making them too strong and actually making them too weak for today's game. Secondly, I like the concept but it doesn't look like there would be much fodder in Grave for the "banish from graveyard" effects. So I'd make all the "banish from hand" "discard" instead. Thirdly, because swarming is not the Deck's forte and because of the effects of Mummy, Dasher, and Mimic, it's starting to look like a control deck. This means I'd make it so the control is more effective:

 

I love Mummy, but I think he's just too weak: his ATK/DEF are very good, fitting and balanced, but the card from hand should be banished to up the control and not just limited to Monster, but Spell/Trap too. He shouldn't be able to attack the turn his effect is activated, like you put, only I'd make it so regardless of whether the effect succeeded or not. The effect is too powerful to be used more than once/twice while he's on the field, so I'd add a clause specifying something like that.

 

Bouncer is good, but he needs some kind of extra effect to make him worth playing; I really like Dasher and he's all balanced and good; Charger is a really nice beatstick but I'd make it so you send to Grave instead of banish when you Summon him for more food to banish in the Graveyard; I think Frentic should add to hand instead of deck to make him worth it (as he only has 1600 anyway), but only be able to use the effect once/twice to balance it out; Soldier is very balanced but very playable, so nothing needs to be changed there.

 

SOUL IS AWESOME, but again, change his effect to search if he's discarded (that is, if you're changing all the other Hypnagogics to discarding from hand instead of banishing like I suggested), and he's waaay too powerful to be used more than once per turn. He should probably be nerfed slightly more, but I don't wanna do it :( - he reminds me of my card, which I posted yesterday morning:

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For Mimic: "Special Summon 1 Hypnagogic monster from your hand in face-up Attack Position or face-down Defense Position" instead of "then summon or set 1 "Hypnagogic" card from your hand".

Mimic is completely balanced, as his low stats complement its effect - plus Special Summoning from the hand isn't all that powerful nowadays.

 

As for Ruler, the summoning condition is pretty steep for a card with no destruction effects or protection - Like Dogma in Destiny Heroes, Rainbow Dragon in Crystal Beasts and Five-Headed Dragon in Chaos Dragons, I really don't think he would be played in a deck based around Hypnagogics because of their control aspects being more effective than this guy. He is hard to Summon and protect, with an attack boost that may be easily sub-par. Those are the two key elements in a Boss - medium to hard but desirable Summoning Conditions and Protection OR the Boss' removal effect. Huge attack points aren't much use without clearing out the opponent's defensive cards. A simple Bottomless, Fiendish Chain or Compulsory Evac. Device could put an end to a long, hard-played game.

 

For the Hypnagogic banishing clause: "If this card would be destroyed by battle, it is banished instead." I think on some of the weaker monsters, this could be improved to be "sent to the Graveyard", as destroying by card effect is nearly as common as by battle now.

 

Demon is nice, but her effect seems to benefit the opponent nearly as much as you! I think you'd be more likely to lose out on the "Monster" effect than your opponent with all the trap support needed to be Set to make the Deck good, so I'd fix that so it's not so hand-centric, but I'm not sure how.

For the Spell effect, I'd change it so only you draw cards, then discard - not banish. The Trap effect is iffy because I think Demon would usually be your only monster with the lack df Swarm that the deck has. I also love that her requirements aren't just for 

I love the Xyz monsters - they seem very control-y and fitting, especially Reaper.

 

I'll review the S/Ts later cos I'm lazy, but I think they're way too underpowered.

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Heard that nobody will take the time to read my posts if I don't take the time to read other peoples posts, so here are some tips.

 

Thanks for the amazing feedback! :D I'll go through with the suggestions you've made in a bit :) I was really afraid of making the cards too powerful (haven't played the game in ~5 years so I wasn't so sure as to the balance). Thanks :)

What I do, is I look at existing cards and archtypes and try to use them as examples for my cards to kind of work towards.  If I like a card effect if a certain card I remake that card, but specificly for my archtype.  That way, if people say, "That card is OP" or "It's too weak" I just point to the example card (if I can remember what it was).

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