VlausHieme Posted June 1, 2014 Report Share Posted June 1, 2014 Rangers and or archers like to keep their defensive and or hide behind comrades because they are not as sturdy like demon hunters, barbarians, dwarves and or, warriors. This set is all about hiding behind monsters in your monster zone while the rangers and archers in the back row well defend and or strikes....Defcher Taho Level 4 WIND Warrior-Type Non-Tuner Effect monster (A)1800 (D)1800While you control "Defcher" monster in your Monster Zone you can place this card in your Spell/Trap Zone face-up. While this card is in your Spell/Trap Zone and you control "Defcher" monster in your Monster Zone, "Defcher" cards in your Spell/Trap Zone can be destroyed by card effects.Defcher Delgo Level 4 WIND Warrior-Type Non-Tuner Effect monster (A)1700 (D)1800While you control "Defcher" monster in your Monster Zone you can place this card in your Spell/Trap Zone face-up. While this card is in your Spell/Trap Zone and you control "Defcher" monster in your Monster Zone, all monsters except "Defcher" monsters loses 200 ATK and DEF.Defcher Fullvo Level 4 WIND Warrior-Type Non-Tuner Effect monster (A)1600 (D)1800While you control "Defcher" monster in your Monster Zone you can place this card in your Spell/Trap Zone face-up. During either player's turn while this card is in your Spell/Trap Zone and you control "Defcher" monster in your Monster Zone, you can discard 1 "Defcher" monster to add 2 "Defcher" monsters in your Graveyard to your hand, you can only activate this effect of "Defcher Fullvo" once per turn.Defcher Quafco Level 4 WIND Warrior-Type Non-Tuner Effect monster (A)1500 (D)1800While you control "Defcher" monster in your Monster Zone you can place this card in your Spell/Trap Zone face-up. During either player's turn while this card is in your Spell/Trap Zone and you control "Defcher" monster in your Monster Zone, you can shuffle 1 "Defcher" monster in your Spell/Trap Zone into your Deck to add 1 "Defcher" monster in your Deck to your hand, you can only activate this effect of "Defcher Quafco" once per turn.Defcher Hyalbo Level 4 WIND Warrior-Type Non-Tuner Effect monster (A)1400 (D)1800While you control "Defcher" monster in your Monster Zone you can place this card in your Spell/Trap Zone face-up. During either player's turn while this card is in your Spell/Trap Zone and you control "Defcher" monster in your Monster Zone, you can Special Summon 1 "Defcher" monster in your hand, you can only activate this effect of "Defcher Hyalbo" once per turn.Defcher Fortress: Field Spell CardAll "Defcher" monsters gain 300 ATK and DEF. While you control "Defcher" monster in your Monster Zone and "Defcher" monster in your Spell/Trap Zone, "Defcher" monsters in your Monster Zone can not be destroyed by Battle. During either player's turn you can negate 1 attack involving a "Defcher" monster you control and if you do; destroy 1 card on the field, you can only activate this effect of "Defcher Fortress" once per turn. During your opponent's Standby Phase, return 1 face-up "Defcher" card your control to your hand or destroy this card.Defcher Formation: Continuous Spell CardWhile you control "Defcher" monster in your Monster Zone and "Defcher" monster in your Spell/Trap Zone, "Defcher" monsters can not be target by your opponent's card effects. During your opponent's Standby Phase, return 1 face-up "Defcher" card your control to your hand or destroy this card.Defcher War Machine: Continuous Spell CardDuring either player's turn while you control "Defcher" monster in your Monster Zone and "Defcher" monster in your Spell/Trap Zone, you can discard 1 card to draw 1 card, you can only activate this effect of "Defcher War Machine" once per turn. When this card is sent to the Graveyard: target 5 "Defcher" Cards in your Graveyard; shuffle all 5 into the Deck, then draw 1 card, you can only activate this effect of "Defcher War Machine" once per turn. During your opponent's Standby Phase return 1 face-up "Defcher" card your control to your hand or destroy this card.Extra Deck monsters coming up soon if I this thread gets good replies.Your thoughts? Link to comment Share on other sites More sharing options...
Amanya Posted June 3, 2014 Report Share Posted June 3, 2014 AESTHETIC Overall, the archetype is pretty innovative and synergetic. I like how you captured the nature of the monster set through their overarching effect. I'm not sure how I feel about the decreasing trend of the monsters' ATK. The exact same condition for each monster's effect ("While you control a face-up "Defcher" monster ") becomes redundant. Perhaps you could consider different conditions for the more powerful effects instead of trying to balance them out with progressively lower ATK. For example, "Defcher Hyalbo" could instead have the condition, "If there are 2 or more "Defcher" monsters in your Spell/Trap Card Zones..." USABILITY While the archetype seems like it would function smoothly as a whole, there doesn't seem to be an obvious win condition. There is hardly potential to swarm, none of the monsters have more than 1800 ATK, and there aren't any destruction, bounce, spin, or banish effects outside of "Defcher Fortess's" effect (which needs some fixing in my opinion). But I will keep it in mind that the Extra Deck is in the works, and I hope to see monsters that utilize the deck's ability to spam cards in the Spell/Trap Card Zones to activate more threatening effects. BALANCE There is potential to spam Defcher monsters in your Spell/Trap Card Zones; however, this isn't a big issue as each monster is limited to using its effect once per turn. As mentioned earlier, the set in my opinion actually doesn't have enough oomph to have a chance at taking control of the Duel. There are plenty of recycling and protection effects, but every monster in the set is hardly worth protecting or recycling. The only card I see as problematic is "Defcher Fortress"; it's ability to destroy an opponent's attacking monster each turn or force the destruction of an opponents monster by attacking it without any specific drawback or condition seems unfair to me. I suggest giving this effect the same condition as the first and keeping the final maintenance cost. OCG FIXES The are some OCG fixes that each card needs, so here is one for all of the monsters: [Spoiler= ] While If you control a "Defcher" monster in your Monster Card Zone, you can place this card in your Spell/Trap Zone face-up activate this card as a Spell/Trap Card. While/If [depending on whether the following effect is continuous or trigger] this card is in your Spell/Trap Card Zone while you control a Defcher monster in your Monster Card Zone … You can only activate this the effect of "Defcher [name]" once per turn. [/spoiler] For individual cards (please note I am skipping over mistakes with ellipses addressed above): Defcher Taho [Spoiler= ] …"Defcher" monsters in your Monster Card Zones can cannot be destroyed by card effects. [/spoiler] Defcher Delgo [Spoiler= ] …all monsters lose except "Defcher" monsters loses 200 ATK and DEF except "Defcher" monsters. [/spoiler] Defcher Fullvo [Spoiler= ] Once per turn, during either player's turn … Zone: You can discard 1 card; to add 2 "Defcher" monsters from your Graveyard to your hand, you can only activate this effect of "Defcher Fullvo once per turn.[/spoiler] Defcher Quafco [Spoiler= ] Once per turn, during either player's turn … Zone: You can shuffle 1 of your "Defcher" monsters in your Spell/Trap Card Zone into your Deck; to add 1 "Defcher" monster from your Deck to your hand, you can only activate this effect of "Defcher Quafco once per turn. [/spoiler] Defcher Hyalbo [Spoiler= ] Once per turn, during either player's turn … Zone: You can Special Summon 1 "Defcher" monster from your hand, you can only activate this effect of "Defcher Hyalbo once per turn. [/spoiler] Defcher Fortress [spoiler= ] All "Defcher" monsters gain 300 ATK and DEF. While you control a "Defcher" monster in your Monster Card Zone and a "Defcher" monster in your Spell/Trap Card Zone, "Defcher" monsters you control in your Monster Zone cannot be destroyed battle. Once per turn, during either player's turn: you can negate 1 attack involving a "Defcher" monster, and if you do, destroy 1 card on the field, you can only activate this effect of "Defcher Fortess" once per turn. During your opponent's Standby Phase, return 1 "Defcher" card you control to the your hand or destroy this card. [/spoiler] Defcher Formation [spoiler= ] While you control a "Defcher" monster in your Monster Card Zone and a "Defcher" monster in your Spell/Trap Card Zone, "Defcher" monsters you control cannot be targeted by your opponent's card effects. During your opponent's Standby Phase, return 1 face-up "Defcher" card you control to the your hand or destroy this card. [/spoiler] Defcher War Machine [spoiler= ] Once per turn, during either players turn, While if you control a "Defcher" monster in your Monster Card Zone and a "Defcher" monster in your Spell/Trap Card Zone: You can discard 1 card; to draw 1 card, you can only activate this effect of "Defcher War Machine once per turn. During your opponent's Standby Phase, return 1 face-up "Defcher" card you control to the your hand or destroy this card. [/spoiler] Link to comment Share on other sites More sharing options...
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