Ultravires Posted May 11, 2014 Report Share Posted May 11, 2014 I was commissioned a while back to make high quality proxies of an archetype based on several Magic cycles and themes. I'm still in the creation stage, and won't be printing anytime soon, but this is what I've come up with so far. I'm looking at a total of about 20 cards in the archetype, including a Field, a variety of equips, possibly one Trap though I doubt it, two Quickplays, a handful of Main Deck monsters and a few Contact Fusion-style mini-bosses with a twist. Keep in mind that I've been balancing this in the realm of a post-DUEA meta, so power creep is relevant. The focus of the archetype is abuse of Divine Blade equip cards and their effects. One stipulation I had was that the archetype should be distinct, in particular from Noble Knights. Whereas NKs focused primarily on the use of bosses through dropping a fully equipped R5 Arty, and now focus on grinding it out with R4 Arty, this deck has no true boss monster. My intent with the archetype is to make monster draws as relevant as possible as the game goes on. Successful advantage grind through punishing a weak field is the Blademaster win condition, not sitting on an invincible monster, though in some situations it could be advantageous to place multiple Blades on one monster. Every monster in the deck does something relevant without an equip, or has the ability to recycle and re-use equipment. Outside of Blademaster Bondsman, the majority of the archetype's monsters are relatively weak on their own to make up for their potent utility effects. Elspeth is the "boss" of the deck. I use that term lightly as she is in essence the deck's High Priestess, and relatively situational depending on how you go about with your opening searches. Each two color Divine Blade provides a large ATK and DEF boost. I settled on 800 because each monster is relatively weak on its own, at least when taking into account the typical Extra Deck monster that post-DUEA decks vomit onto the field, and a single Blade will at least allow most monsters to go toe-to-toe with Armades or Midrash. I'll probably reduce this substantially, likely to +400 or +500, depending on responses. The first effect of each Blade gives an offensive or defensive buff flavored by effects from Magic, including Trample, Double Strike, forms of Indestructible and Exile. The second effect provides a powerful advantage swing upon inflicting battle damage; these effects include revival, ripping the hand, searching, drawing and destroying cards on the field. Finally, each Blade will search or recycle another Blade that shares a color with it when it is destroyed. Ideally, only one of each Blade would be run as there are multiple ways of searching them out and the engine is always live so long as you have monsters to summon and equip them to. Divine Blade of Ascension on the other hand is an Elspeth enabler and does not provide any recycling ability, though it does provide a powerful banish effect if Elspeth is not available. Constructive criticism, corrections to PSCT and general impressions are welcome. I'll try my best to respond timely to every post, and keep this updated as I edit or complete new members of the archetype. [spoiler=Blademasters] [/spoiler] [spoiler=Divine Blades] [/spoiler] Link to comment Share on other sites More sharing options...
Darj Posted May 11, 2014 Report Share Posted May 11, 2014 I spotted a couple of OCG mistakes here and there but I don't see any problem with PSCT: Benediction: The equipped monster is cannot be destroyed by battle... Lost Forge 2nd effect: Once per turn: You can destroy 1 "Divine Blade" Equip Spell Card control. Infiltration: Quickplay -->Quick-Play Overall the archetype looks good, but there are some deadly combos you might want to tone down. For instance, Benediction + Infiltration would turn a Blademaster into a beater that is tough to kill and can potentially generate a +2 each time it successfully damages the opponent. I think it would be more fair if you split the protection against Spells & Traps on 2 different Divine Blades. I would go as far as splitting Benediction's protection against monster effects & destruction by battle as well. That way, you would have to gather 4 Divine Blades on a single monster and use 4 S/T Zones to make it fully impervious, which should discourage players from sitting on 1 fully equipped monster as they would do with Noble knights. Link to comment Share on other sites More sharing options...
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