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"Impervious" Archetype


SnackShack11

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As seen in the name this archetype seeks to put out an invincible monster (although it can still be taken down). The deck revolves around dumping Impervious cards to your graveyard so that "Impervious - The Lord" can gain their effects and essentially become the first psuedo immortal yugioh card. Such benefit does have its draw back as he needs at least 8 different cards banished for him to be almost unstoppable and if he leaves the field you lose as the price should be if god leaves your side.

 

As a favor, I would like people to focus on the spell and traps as the monster are fairly straight forward and balanced and also correcting minor card grammar is appreciated because I still use outdated wording and have yet to completely update.

 

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lore

During your End Phase: "Impervious" cards you control are not sent to the Graveyard by their effect. During your Main Phase, you can select 1 face-up "Impervious" monster you control except "Impervious - The Lord": Until the End Phase, all face-up monsters you control gain the selected monster's effect.

 

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lore

Activate only when an "Impervious" monster you control is sent from the field to the Graveyard by its own effect: Return that card to the Deck; Send 1 "Impervious" card from your Deck to the Graveyard.

 

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lore

Cannot be Normal Summoned or Set. During your Main Phase, banish all "Impervious" cards in your Graveyard. While this card is face-up, it gains the effects of all banished "Impervious" cards. During your End Phase, your Life Points become 1000. If this card leaves the field; You lose the duel.

 

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lore

Activate only when an effect that would reveal card(s) in a player's hand or Deck is activate: Negate that effect. Additionally, if you control a face-up "Impervious - The Lord"; You may choose 1 card in either player's hand or Deck and place on top of their Deck, you can only use this effect of this card once per turn.

 

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lore

Select 1 face-up "Impervious" monster you control; That monster's ATK and DEF both become 3500 but it cannot inflict Battle Damage. During the End Phase, send it to your Graveyard.

 

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lore

This card is unaffected by the effects of other monster cards. During your End Phase, Send this card to the Graveyard.

 

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lore

Once per turn, you can Special Summon 1 "Impervious" monster from your hand. During your End Phase, send this card to the Graveyard. If this card would be banished; Return it to the Deck.

 

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lore

This card is unaffected by Spell cards. During your End Phase, send this card to the Graveyard

 

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lore

Activate only when you would take Battle Damage or Effect Damage: That damage becomes 0.

 

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This card is unaffected by Trap cards. During your End Phase, send this card to the Graveyard.

 

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lore

Once per turn, this card cannot be destroyed by battle. During your End Phase, send this card to the Graveyard.

 

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lore

Add 1 "Impervious" monster from your Deck to your hand. You cannot Summon or Set the turn you activate this card.

 

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Activate only when an "Impervious" monster you control is sent from the field to the Graveyard by its own effect: During your next Draw Phase, you may draw 1 additional card for each "Impervious" monster sent to your Graveyard this turn; If you do, you cannot Special Summon or Set that turn.

 

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lore

During your Main Phase, you can Special Summon this card from your hand. When this card is Summoned; Return all of your banished "Impervious" cards to your Deck, then banish up to 3 "Impervious" cards from your Graveyard. This card gains the effects of all your banished Impervious cards. This card's original ATK and DEF are equal the number of your banished "Impervious" cards x500.

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I forgot to add that Im doing more spell and trap support probably along the lines of field spell and tweaking Lords effect so you cant use non impervious cards to help him. Also change all divinity type monsters to fairy that was there to avoid exploits but of course its not a real monster type

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As seen in the name this archetype seeks to put out an invincible monster (although it can still be taken down). The deck revolves around dumping Impervious cards to your graveyard so that "Impervious - The Lord" can gain their effects and essentially become the first psuedo immortal yugioh card.

I'm sorry, have you ever heard of Unstoppable Obelisk? LOL. I mean, it takes obelisk, 2 tributes, and another monster. I could do that in 2 turns, and bam, I have the equivelent to this. The only difference is that you don't have to pull off your 'Impervious to Pain', and instead just have to play 2 pendulums that can Pendulum Summon level 4's.

 

But to be honest, I'm being too harsh. I mean, this deck CAN pull this off, just alot less frequently. It would maybe take a 20% chance to win to Unstoppable Obelisk's 25% chance (totally fake stats). I like this deck, but because it is one of those decks I would laugh my a** off if somebody pulled this off. The only real problem I see in this, is getting the cards into the grave efficiently. I mean, there are quite a few of them. You might even be able to use Needlebug Nest to get them in the grave (lol).

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@AFKassassin

Yeah I know its not game grame breaking set but it was meant to be like all other wacky existing archetypes, amazing abilities but hard to set up. Although there are a few Fairy support cards you can mix in like "Cards from the Sky" and "Valhala, Hall of the Fallen" to help bolster the deck.

I know Obelisk is a good card, but he can't be invincible like the boss monster of the set ("Impervious - The Lord") and thats essentially what I was going for.

Also, you didn't think any card effects were ubalanced, did you?

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@AFKassassin

Yeah I know its not game grame breaking set but it was meant to be like all other wacky existing archetypes, amazing abilities but hard to set up. Although there are a few Fairy support cards you can mix in like "Cards from the Sky" and "Valhala, Hall of the Fallen" to help bolster the deck.

I know Obelisk is a good card, but he can't be invincible like the boss monster of the set ("Impervious - The Lord") and thats essentially what I was going for.

Also, you didn't think any card effects were ubalanced, did you?

No, I didn't think any of the cards were unbalanced. But, I still don't really understand how Obelisk is not as good as this. Without some cards to get a major grave quick, this deck won't have a play for a couple of turns. After that, you still need to get your boss monster in your hand. You have a 7.5% chance to draw him, increasing to 7.7%, then to 7.9%, etc. This means that you have very low odds to get him until around your 10th-11th draw (Yes I did the full math). I am just saying that there are some consistency issues. And, if you add a search effect, that would mean your monster would gain that search effect on summon? I see some nasty combos with alot of cards once you do have the setup, but good luck waiting until your 5th turn to draw into your boss. You were wrong about the hard to set up in the meta game. If you have noticed, it takes around 1 turn for most decks to get to a great position with a good play the next turn. This means well they are setting up good plays, you are setting up a massive play, and Yugioh duels don't last much longer than 5 turns nowadays.

 

I forgot to add that Im doing more spell and trap support probably along the lines of field spell and tweaking Lords effect so you cant use non impervious cards to help him. Also change all divinity type monsters to fairy that was there to avoid exploits but of course its not a real monster type

Adding to this, yes there was already Divine-Beasts in the official Yugioh. Remember those new Obelisk/Slifer/Ra releases? On their typing they are still DIVINE/Divine-Beast.

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You were wrong about the hard to set up in the meta game. If you have noticed, it takes around 1 turn for most decks to get to a great position with a good play the next turn.

No, I meant non meta decks like ojamas or destiny board as wacky decks which can dominate meta decks but dont always set up well but occasionally do shine.

 

I am just saying that there are some consistency issues. And, if you add a search effect, that would mean your monster would gain that search effect on summon

 

To answer this question, no because a summon was preformed the card cannot be activated because one of its conditions has been violated so he cant instantly pull out something. Pun intended.

 

After that, you still need to get your boss monster in your hand. You have a 7.5% chance to draw him, increasing to 7.7%, then to 7.9%, etc. This means that you have very low odds to get him until around your 10th-11th draw (Yes I did the full math)

A little higher, with just basic odds, of getting him into the hand with current cards. 15%  then increasing 15.4% to 15.8% and continued. Going a little deeper reveals you have average chance of 3% getting him the first turn and then being able to summon him the next turn (using tcg ruling for first turn).

 

Adding to this, yes there was already Divine-Beasts in the official Yugioh. Remember those new Obelisk/Slifer/Ra releases? On their typing they are still DIVINE/Divine-Beast.

 

Yea, Divinty though is not quite the same and I remember the days when Ra was a good card (not in the card game cause you couldn't use it but in the video games). So to answer that, yes I knew.

 

But, I still don't really understand how Obelisk is not as good as this.

Obelisk maybe good but torrential tribute(if you summon while hes on the field), dark hole, mirror force, etc. are still a problem so you still need set up to deal with that whereas if Lord is set up then the only way to stop him is two 3500+ attacks in one turn. Deck wise I would say an Obelisk build is definitely better currently.

 

I get the feeling you want to see meta play so I will make some balanced meta cards and some that just kick your opponent in the shin. You decide if they're to broken.

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UPDATE!

meta type cards are now are part of the archetype as promised

also gave a vicorty condition that is fairly reasonable otherwise this is a very long stall deck

 

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lore

2 Level 4 "Impervious" monsters
This card gains the effects of each "Impervious" monster attached to it as Xyz Material. Once per turn, you detach 1 Xyz Material: Target 1 "Impervious" monster in your Graveyard; Special Summon it. This turn that monster cannot be destroyed nor apply its effect until the end of your opponent's next turn.
Once per turn, you can send 1 face-up "Impervious" monster you control to the graveyard; Set 1 "Impervious" spell/trap from your deck. You can only activate the effects of "Impervious" cards the turn you use either of this card's effects.

 

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lore

Send the top 3 cards of your Deck to the Graveyard: Return 1 of your banished "Impervious" cards to your hand, except "Marching of the Impervious". If it was a Spell/Trap; You cannot activate that card this turn.

 

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lore

Banish 1 "Impervious" card each from your side of the field, hand, and Graveyard; Draw 2 cards.

 

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Return 2 "Impervious" cards from your Graveyard to your Deck then banish all "Impervious" cards in your Graveyard: Special Summon 1 "Impervious - The Lord" from your Deck.

 

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lore

Pay 2000 Life Points: Send this card to the Graveyard. If this card is your the Graveyard, except during the turn it is sent there: You can banish this card; Special Summon 1 "Impervious" monster from your deck. The Special Summon of a monster by this cannot be negated. Each player can only activate "Rising of the Impervious" once per duel.

 

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lore

Special Summon this card from your Extra Deck by returning all "Impervious - The Lord" from your Graveyard to your Deck. When this card is summoned: Target up to 3 of your banished "Impervious" cards; Add them to your opponent's hand. Once per turn, you can select 1 card in your opponent's hand: look at it; If it was an "Impervious" card, add it to your hand then destroy 1 card your opponent controls: Otherwise this card loses 1000 ATK and destroy 1 other card you control.

 

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lore

Banish 1 "Impervious" card from your Graveyard and return 1 "Impervious" card from your hand to your Deck; Add 1 "Impervious" card from your Deck to your hand. You can only activate 1 "Universe Flows" per turn.

 

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If you win the duel by means other than reducing your opponent's Life Points to zero or your opponent draws while they have no cards in their Deck. Kick them in the face and you win the match.

 

Okay obviously the last card is a joke about my comment "I will make some balanced meta cards and some that just kick your opponent in the shin"

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bump

I tried to make the cards fairly balanced but also capable of setting up plays like "Bujin Yamato". Also, I have started coding my cards for YGOPRO which should be done in about two weeks provided all goes well. Let me know if your interested in that package (provides me incentive to work on them) and also review my cards provide suggestions.

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i've just seen the set and it's awsome... some wrongs in the descriptions here and there but not a big deal. the cards are balanced and they give you a chance to win +the are creative and i like that very much. 

 

P.M. if you can send me the set for YGOpro when it's done i'd like to see how it works ;) 

 

Peace Out!

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i've just seen the set and it's awsome... some wrongs in the descriptions here and there but not a big deal. the cards are balanced and they give you a chance to win +the are creative and i like that very much. 

 

P.M. if you can send me the set for YGOpro when it's done i'd like to see how it works ;)

 

Peace Out!

Yeah, I lack the energy to fix the ocg myself plus I tended to use outdated wording. I've been working on another project so my release will be a little delayed.

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