Beerus Posted June 30, 2014 Report Share Posted June 30, 2014 Animane Samuray Once per turn: You can return 1 face-up "Animane" monster to your hand; increase ATK of this card by 500 until the End Phase. During your End Phase you can discard 1 card: return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: You can draw 1 card from your Deck. You can only gain these effects of "Animane Samuray" once per turn. Animane Gowku If this card is in your Graveyard while your opponent controls a monster and you don't have any cards in your hand: You can target 1 "Animane" monster in your Graveyard except "Animane Gowku"; Special Summon that target. During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: You can discard 1 card from your hand. You can only gain these effects of "Animane Gowku" once per turn. Animane Sorker Once per turn you can send 1 "Animane" or "Animic" card from your hand to the Graveyard: increase ATK of this card by 500. During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: You can shuffle this card into the Deck then Special Summon 1 "Animane" monster from your Deck. Animane Certerus This card cannot be Special Summoned except from the Graveyard. When this card is Normal Summoned: You can target 1 "Animane" monster in your Graveyard; shuffle that target to the Deck then draw 1 card. During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: You can increase ATK of this card by 800, but it's effect is negated. Animane Narticor You can send 1 face-up "Animane" monster you control to the Graveyard: Special Summon this card (from your hand.) During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: target 1 face-up monster, its ATK and DEF become 0 until the End Phase. Animane Overon When this card is Normal or Flip Summoned, face-up "Animane" monsters are unaffected by card effects except by "Animane" and "Animic" card effects until the End Phase of this turn. During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: destroy 1 Set Card on the field. You can only gain these effects once per turn. Animane Lorofthun Once per turn when "Animane" monster is Special Summoned: You can return this face-up card to the hand; send 1 "Animane" monster from your Deck to the Graveyard. During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: return 1 face-up card to owner's hand. You can only gain this effect once per turn. Animane Jardagin During either player turn you can discard this card from your hand to increase ATK of 1 face-up "Animane" monster by 800 until the End Phase. While this card is in your Graveyard, during your Standby Phase: you can discard 1 "Animane" or "Animic" card from your hand; Special Summon this card from your Graveyard. This effect can only be activated once per Duel. Animane Jormung During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: You can add 1 "Animane" monster with 1500 or less ATK from your Deck to your hand. You can only gain this effect of "Animane Jormung" once per turn. Animane Tiamat Once per turn you can discard this card then you can select 1 "Animane" monster in your Deck: send it to the Graveyard. During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: add 1 "Animic" Spell Card from your Deck to your hand. You can only gain this effect of "Animane Tiamat" once per turn. Animane Wormundo "Animane Jormung" + "Animane Jargadin" This card can be Special Summoned from your Extra Deck by banishing above face-up cards from your field. (This Special Summon is always treated as a Fusion Summon.) Once per turn you can discard 1 card: destroy 1 card in your opponent Spell/Trap Card Zone. When this card is destroyed (either by battle or by a card effect): target 1 "Animane" monster in your Graveyard; during your End Phase Special Summon that target. Animane Hiavatren Animane Tiamat + 1 LIGHT monster When this card is successfully Fusion Summoned: Special Summon 1 "Animane Tiamat" from your Graveyard. It's effects are negated. Once per turn you can send 1 face-up "Animane" monster to the Graveyard except this card: destroy 1 monster on the field. During your End Phase: You can return this face-up card to the Extra Deck; add up to 2 "Animane" or "Animic" cards from your Graveyard to your hand. Animane Nemelior 2 Level 4 "Animane" monsters When this card is Xyz Summoned: send 1 "Animane" monster from your Deck to the Graveyard. Once per turn you can detach 1 Xyz Material from this card: increase ATK of all face-up "Animane" monsters by 300 for each Special Summoned monster on your side of the field until the End Phase. When this card is destroyed (either by battle or by a card effect): you can pay 500 Life Points; return this card to your Extra Deck instead. Animic Crystal World During either player turn: target 1 Special Summoned "Animane" monster; it is unaffected by a card effects (except for "Animane" or "Animic" card effects.) During each of your End Phases when "Animane" monster is Special Summoned: target 1 "Animic" card in your Graveyard; shuffle that target to the Deck. These effects can only be used once per turn. If this card is sent to the Graveyard by "Animane" or "Animic" Card effect: return this card to the hand during the End Phase. Animic Battle Once per turn: You can Special Summon an "Animane" monster from your hand. You can only control 1 face-up "Animic Battle". Animic Front Excavate top 2 cards from your Deck to the Graveyard, and if there were "Animane" or "Animic" cards among them: target 1 card on the field; destroy that target. If this effect was used while you have face-up "Animane" monster: draw 1 card after the first effect resolves. Animic DNA Lab. Target 1 face-up "Animic" monster: send that target to the Graveyard then Special Summon 1 "Animic" monster from your Deck. Animic Hidden Power Target 1 "Animane" monster on the field, negate its effect then it gains the following effect (these changes lasts until the End Phase): Once per turn you can discard 1 card: This card cannot be destroyed by battle. During your End Phase you can discard 1 card then return this face-up card to the hand; Special Summon 1 "Animane" monster from your Graveyard. If this card is Summoned (from your Graveyard) by "Animane" monster effect: banish up to 2 cards from opponent Graveyard. Animic Fusion Fusion Summon 1 "Animic" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During each of your End Phases you can discard 1 card: return this card from your Graveyard to the hand. Animic Ray When a card effect targets face-up "Animane" monsters: send 1 "Animane" or "Animic" Card from your Deck to the Graveyard; negate that effect and destroy that card. Link to comment Share on other sites More sharing options...
Beerus Posted June 30, 2014 Author Report Share Posted June 30, 2014 Updated-added "Animane Tiamat" & "Animane Hiavatren". Updated-added "Animane Overon", "Animane Jormung", "Animane Jargadin", "Animane Wormundo" & "Animic Battle". Updated-added "Animane Narticor" & "Animane Nemelior". Updated-added "Animane Sorker" & "Animic Front". Updated-Added "Animic Fusion", "Animic Crystal World", "Animic Hidden Power" & "Animic Ray". Link to comment Share on other sites More sharing options...
Beerus Posted July 2, 2014 Author Report Share Posted July 2, 2014 BUMP -No comments :o Link to comment Share on other sites More sharing options...
Jsevillamol Posted July 3, 2014 Report Share Posted July 3, 2014 Certainly interesting archetype, I must say. Their lack of speed (since most of the special summons happen on the End Phase) is compensated with raw draw power provided by Samuray and Certerus. Gowku allows some crazy comboes under controlled circunstances, and while it sucks drawing into Tiamat it can be mitigated thanks to the discard effects of Samuray and Gowku. The only one who seems slighlty off theme to me is Lordofthun, due to level. It is still a great one-of in the deck, due to the spot removal it provides, but you may reconsider increasing his level to 4 in order to allow xyz shenanigans. The potential +2 from Certerus may be an issue, since it is so easy to trigger. However, it looks honestly fine to me, looking at the power level of the actual cards in YGO (Noble Knight Brothers, I'm looking at you). If you find this card too OP still, consider making his last effect obligatory, thus obliging you to normal summon him to use his effect. I'm looking forward for the spell and trap support. The fusion may be OP or lackluster depending on the card designed to summon him. So far, I love the last effect of Hiavatren, though the fusion materials seem too restrictive. And isn't the image a bit deformed? Keep up the good work ;) Link to comment Share on other sites More sharing options...
Beerus Posted July 3, 2014 Author Report Share Posted July 3, 2014 Certainly interesting archetype, I must say. Their lack of speed (since most of the special summons happen on the End Phase) is compensated with raw draw power provided by Samuray and Certerus. Gowku allows some crazy comboes under controlled circunstances, and while it sucks drawing into Tiamat it can be mitigated thanks to the discard effects of Samuray and Gowku. The only one who seems slighlty off theme to me is Lordofthun, due to level. It is still a great one-of in the deck, due to the spot removal it provides, but you may reconsider increasing his level to 4 in order to allow xyz shenanigans. The potential +2 from Certerus may be an issue, since it is so easy to trigger. However, it looks honestly fine to me, looking at the power level of the actual cards in YGO (Noble Knight Brothers, I'm looking at you). If you find this card too OP still, consider making his last effect obligatory, thus obliging you to normal summon him to use his effect. I'm looking forward for the spell and trap support. The fusion may be OP or lackluster depending on the card designed to summon him. So far, I love the last effect of Hiavatren, though the fusion materials seem too restrictive. And isn't the image a bit deformed? Keep up the good work ;) Thanks for feedback. More cards will be added soon. Link to comment Share on other sites More sharing options...
Jsevillamol Posted July 3, 2014 Report Share Posted July 3, 2014 Uhh new cards! In light of the update, I'm gonna do an individual review of each card: Samuray is, as I said last time, a solid draw engine which speeds up the deck. I've just realized Gowku has no "one per turn" restriction and it needs one badly. Otherwise it breaks the deck. Certerus has become way too powerful now that we have Jormung to search it. My advice: limit his effect to one per turn and make his last effect obligatory. Thus the player will have an incentive to spin back Certerus to the deck and reuse its effect. You may also want to bump his attack to 1600 so it cannot be searched. And consider adding a discard cost as you did with Samuray for his return to hand effect. Playing him each turn its too powerful of a play, and would streamline the deck. Overon is great, as it is a searchable mini-trap stun that helps with pushes and provides that much needed s/t hate. Lordofthun keeps being that nice one-of, and the level issue its been adressed now that there are another level three Animanes. And now pops into my mind the amazing synergy with heralds. Jardagin its rather lackluster, as a 800 atk boost is no better than mediocre, specially considering the low attack featured by his fellow Animanes. Consider augmenting it to 1000 atk. Also, the once per duel restriction makes no sense in my mind. It could perfectly be just a one per turn effect. Jormung is an amazing searcher that really ties the deck together. His best targets are Certerus and Overon, though Gowku could be searched for shenanigans and Jardagin for running over something. Tiamat keeps being amazing. I totally missed the Foolish Burial-esque effect first time I read it, but fits perfectly. Wormundo is a bit underpowered, since its overall a -1. It is nice that we get to employ our naturally full of animanes hand, but he is not worth putting on field specially when you take into account that Animanes struggle keeping field presence. Hiavatren is a magnificient fusion, even if you had to use polymerization to bring him. The -2 of its fusion summon is compensated by the +1 of summoning tiamat and the +1 of getting the two cards at the End Phase. A +0 overall, which justifies its high stats. However I keep thinking that the fusion materials are too restrictive. Was I you, I would change them to two generic Animanes. And lastly the spell, Animic Battle. I find this card underpowered and slow; and it sports effect which doesn't really add anything to the archetype. I would rather keep my animanes in grave to trigger Certerus, and if I need a search I can get it from Jormung. In general, I've found out that while Animanes keep advantage naturally, they have trouble getting field presence. This deck badly needs a poly searchable by Tiamat. Hope to see new cards and edits soon! Link to comment Share on other sites More sharing options...
Beerus Posted July 3, 2014 Author Report Share Posted July 3, 2014 And lastly the spell, Animic Battle. I find this card underpowered and slow; and it sports effect which doesn't really add anything to the archetype. I would rather keep my animanes in grave to trigger Certerus, and if I need a search I can get it from Jormung. In general, I've found out that while Animanes keep advantage naturally, they have trouble getting field presence. This deck badly needs a poly searchable by Tiamat. Hope to see new cards and edits soon! Thanks for such good review. I'll update monster effects soon. So do you have any idea for me on how to change the effect of the Spell Card? Link to comment Share on other sites More sharing options...
Jsevillamol Posted July 3, 2014 Report Share Posted July 3, 2014 I just had an idea, though I'm still not very convinced by it. Since Animanes tend to accumulate on hand, it would be great to have a way to put them on field and speed up the deck. Thus I've thought of this effect for Animic Battle: Animic Battle Spell/Continuous Once per turn: You can special summon an "Animane" monster from your hand, and treat it as if it was Special Summoned by the effect of of an "Animane" monster. It lets you put your hand monsters to good use. Think of it as a less explosive Madolchepalooza, but reusable each turn. Link to comment Share on other sites More sharing options...
Beerus Posted July 3, 2014 Author Report Share Posted July 3, 2014 I just had an idea, though I'm still not very convinced by it. Since Animanes tend to accumulate on hand, it would be great to have a way to put them on field and speed up the deck. Thus I've thought of this effect for Animic Battle: Animic Battle Spell/Continuous Once per turn: You can special summon an "Animane" monster from your hand, and treat it as if it was Special Summoned by the effect of of an "Animane" monster. It lets you put your hand monsters to good use. Think of it as a less explosive Madolchepalooza, but reusable each turn. Wow, interesting idea. I love it. Link to comment Share on other sites More sharing options...
Jsevillamol Posted July 4, 2014 Report Share Posted July 4, 2014 Yay! The family keeps getting new members! Narticor is a very solid card that deals with lots of problems. It can trigger its last effect itself with his first effect, but at the cost of a -1. Since it is understood that you will get to destroy an opponent's monster thanks to his last effect, that's a +0 field strenghtening play. Not bad at all. Also it gets you a level 4 monster on field as material for the next card. Animane Nemelior is too weak. Think a player will be investing three monsters to get this card out, and he is getting nothing but a bit of beef (and not too much). The first effect, the dumping one, fits the theme though it doesn't really do anythong else than setting a future play up. The second effect, the attack gaining one, is awful, as after summoning Nemelior your field will be most likely empty but because of him. A 100 atk boost is laughable. The last effect called my attention. That is quite interesting, since it lets you get away with just one in your extra. So, how do we solve this card problems? I like what it provides to the deck, I mean muscle, but the overall -2 is too much to bear (3 materials, -3, just to get one monster, +1). So how about making it a two materials XYZ? It would need a stat adjustment, such as attack lowered to 2100 and defense as you see fit. And the attack boost could go to +400 atk per special summoned monster. In conclusion, it would be a -1 xyz summon, which is affordable in Animanes due to its advantage generator engines, and sporting those high stats so much needed by the archetype. Seems like you have accepted my advice on battle and added a control clause, which I see perfectly suited. Regarding past Animanes, now I'm convinced Jormung and Samuray need a once per turn clause as well as Gowku and Certerus. Summoning Jormung through Animic Battle, sending it to graveyard with Narticor and then resummoning Jormung on the End Phase, triggering its effect twice, is too powerful. Same for Samuray. Tiamat could use the once per turn restriction too, though with just Animic Battle to search it is not really an issue right now. And on a note aside, maybe you would like to change Gowku's effect to when you control no monsters instead of when you have no cards in hand, since it conflicts with the card advantage generators built into the deck. And finally, I've just realized I haven't praised the artwork so far, and it really deserves it. Every card is captivating and fits the theme. Hope to see the changes soon. I can't wait to proxy them IRL to playtest! Link to comment Share on other sites More sharing options...
Beerus Posted July 4, 2014 Author Report Share Posted July 4, 2014 Yay! The family keeps getting new members! Narticor is a very solid card that deals with lots of problems. It can trigger its last effect itself with his first effect, but at the cost of a -1. Since it is understood that you will get to destroy an opponent's monster thanks to his last effect, that's a +0 field strenghtening play. Not bad at all. Also it gets you a level 4 monster on field as material for the next card. Animane Nemelior is too weak. Think a player will be investing three monsters to get this card out, and he is getting nothing but a bit of beef (and not too much). The first effect, the dumping one, fits the theme though it doesn't really do anythong else than setting a future play up. The second effect, the attack gaining one, is awful, as after summoning Nemelior your field will be most likely empty but because of him. A 100 atk boost is laughable. The last effect called my attention. That is quite interesting, since it lets you get away with just one in your extra. So, how do we solve this card problems? I like what it provides to the deck, I mean muscle, but the overall -2 is too much to bear (3 materials, -3, just to get one monster, +1). So how about making it a two materials XYZ? It would need a stat adjustment, such as attack lowered to 2100 and defense as you see fit. And the attack boost could go to +400 atk per special summoned monster. In conclusion, it would be a -1 xyz summon, which is affordable in Animanes due to its advantage generator engines, and sporting those high stats so much needed by the archetype. Seems like you have accepted my advice on battle and added a control clause, which I see perfectly suited. Regarding past Animanes, now I'm convinced Jormung and Samuray need a once per turn clause as well as Gowku and Certerus. Summoning Jormung through Animic Battle, sending it to graveyard with Narticor and then resummoning Jormung on the End Phase, triggering its effect twice, is too powerful. Same for Samuray. Tiamat could use the once per turn restriction too, though with just Animic Battle to search it is not really an issue right now. And on a note aside, maybe you would like to change Gowku's effect to when you control no monsters instead of when you have no cards in hand, since it conflicts with the card advantage generators built into the deck. And finally, I've just realized I haven't praised the artwork so far, and it really deserves it. Every card is captivating and fits the theme. Hope to see the changes soon. I can't wait to proxy them IRL to playtest! Thank You for such amazing review. Added Once per turn restriction to Jormung, Samuray,Gowku,Certerus & Tiamat. On Nemelior-increased ATK boost and decreased ATK on 2100. Link to comment Share on other sites More sharing options...
TPagSwaqq Posted July 4, 2014 Report Share Posted July 4, 2014 These are absolutely incredible. This is such an intriguing archetype. May I ask how you acquired such great artwork? Link to comment Share on other sites More sharing options...
Beerus Posted July 4, 2014 Author Report Share Posted July 4, 2014 These are absolutely incredible. This is such an intriguing archetype. May I ask how you acquired such great artwork? Thanks. I found atrwork on deviantArt. Link to comment Share on other sites More sharing options...
Jsevillamol Posted July 4, 2014 Report Share Posted July 4, 2014 So the new card is Animic DNA Lab! Personally I think this card is too dark compared to the rest of the archetype. It's effect is fine, though its tricky to make the most out of it. It can be used to make a second attack on the same BP, or to dodge targeting effects; you can use it as well to substitue a useless Jormung sitting on field with XYZ material for Namelior. Wouldn't have considered it main deck worthy wasn't it because it is searchable by Tiamat, which gives it a huge bonus. Glad to see the the "Once per turn" clauses, but in Gowku I've noted you have just restricted the last effect, when it is the first effect which needs to be hit. Also, you may want to make Narticor's attack reduction effect last until the End Phase, to give the opponent a window of reaction once its effect goes off. Hope to see new cards soon! Keep the good work! Link to comment Share on other sites More sharing options...
Beerus Posted July 4, 2014 Author Report Share Posted July 4, 2014 So the new card is Animic DNA Lab! Personally I think this card is too dark compared to the rest of the archetype. It's effect is fine, though its tricky to make the most out of it. It can be used to make a second attack on the same BP, or to dodge targeting effects; you can use it as well to substitue a useless Jormung sitting on field with XYZ material for Namelior. Wouldn't have considered it main deck worthy wasn't it because it is searchable by Tiamat, which gives it a huge bonus. Glad to see the the "Once per turn" clauses, but in Gowku I've noted you have just restricted the last effect, when it is the first effect which needs to be hit. Also, you may want to make Narticor's attack reduction effect last until the End Phase, to give the opponent a window of reaction once its effect goes off. Hope to see new cards soon! Keep the good work! I know it is too Dark but it is so hard to find good artwork. Link to comment Share on other sites More sharing options...
Beerus Posted July 5, 2014 Author Report Share Posted July 5, 2014 bump Link to comment Share on other sites More sharing options...
Beerus Posted July 6, 2014 Author Report Share Posted July 6, 2014 bump Link to comment Share on other sites More sharing options...
Jsevillamol Posted July 6, 2014 Report Share Posted July 6, 2014 I've actually proxied the Animane cards IRL and have been playtesting this whole weekend! Here are the results of my research: The Animanes have a molest tendence to clog in hand, which can be corrected with one small change: add a discard cost to the reviving effect shared by all Animanes, as the one Samuray has. Certerus was not as powerful as I first though of it, since returning Animanes to the deck is actually detrimental. It needs however a little balance: the recycling efffect should trigger on Normal Summon to prevent abuse. Gowku was at first almost impossible to trigger, but once I tried adding the discard cost myself it waws suddenly a lot more live. Narticor is a powerful play whenever summoned from hand from its own effect, Gowku's or Battle's. It is also a good turn one play to send whatever you need from your hand to the grave. Probably needs to be hit a bit. Opening Tiamat is wonderful, as you want to revive it to search for Battle as soon as possible. The Foolish Burial-esque effect is surprisingly useful. Battle is a central piece of the deck. It enables so many combos, and depletes your hand so you can use Gowku's effect. Maybe you should reconsider voiding the "treat it as special summoned by animane eff", it breaks a bit the deck. Will need more playstesting though, as it can be easily stopped by a smart MST. Wormundo was lackluster whenever I summoned it. It needs some kind of twist. I couldn't summon Hiavatren since I ran no Poly. The deck screams for an Animic Poly, searchable by Tiamat. Overon and Lordofthun wreaked havoc in my opponents field. They need a one per turn restriction, and make ot so Lordofthun can only hit opponents card. Bouncing your own CotH or Fiendish is just too much. I said before that the 800 atk boost from Jardagin was too little, and I was wrong. Tiamat or a boosted Certerus plus Jardagin can put any monster in trouble. Jormung ties the deck together. Many times I wished that I could search for Tiamat with its effect, but no, it's fine as it is. DNA lab plays were cute as expected. Samuray was a lovely play when it was time to build up advantage. Nemelior is too broken. I misunderstood its effect. The attack boost should last until the End Phase and no more, plus it should only count special summoned monsters in your side of the field. Also, its defense could be dropped by a few hundred, to 1700 I think, so Maestroke could deal with him. And now my review for the new cards: Sorker is a lovely way to indirectly search for Tiamat. The attack boosting effect is nice for turn 1, as it puts him over most of the common beaters (Rai-Oh, Doomkaliber,...) while setting up your graveyard. This play is however equivalent to a turn 1 Narticor. Front is a tad unreliable, though usable as Animanes tend to have monster heavy line-ups. The second effect can only be triggered by Gowku, who you shouldn't be summoning from graveyard anyway. It should trigger on cost, though maybe then would be too OP. Playtesting will tell. Keep up the good work! ;) Link to comment Share on other sites More sharing options...
Beerus Posted July 7, 2014 Author Report Share Posted July 7, 2014 I've actually proxied the Animane cards IRL and have been playtesting this whole weekend! Here are the results of my research: The Animanes have a molest tendence to clog in hand, which can be corrected with one small change: add a discard cost to the reviving effect shared by all Animanes, as the one Samuray has. Certerus was not as powerful as I first though of it, since returning Animanes to the deck is actually detrimental. It needs however a little balance: the recycling efffect should trigger on Normal Summon to prevent abuse. Gowku was at first almost impossible to trigger, but once I tried adding the discard cost myself it waws suddenly a lot more live. Narticor is a powerful play whenever summoned from hand from its own effect, Gowku's or Battle's. It is also a good turn one play to send whatever you need from your hand to the grave. Probably needs to be hit a bit. Opening Tiamat is wonderful, as you want to revive it to search for Battle as soon as possible. The Foolish Burial-esque effect is surprisingly useful. Battle is a central piece of the deck. It enables so many combos, and depletes your hand so you can use Gowku's effect. Maybe you should reconsider voiding the "treat it as special summoned by animane eff", it breaks a bit the deck. Will need more playstesting though, as it can be easily stopped by a smart MST. Wormundo was lackluster whenever I summoned it. It needs some kind of twist. I couldn't summon Hiavatren since I ran no Poly. The deck screams for an Animic Poly, searchable by Tiamat. Overon and Lordofthun wreaked havoc in my opponents field. They need a one per turn restriction, and make ot so Lordofthun can only hit opponents card. Bouncing your own CotH or Fiendish is just too much. I said before that the 800 atk boost from Jardagin was too little, and I was wrong. Tiamat or a boosted Certerus plus Jardagin can put any monster in trouble. Jormung ties the deck together. Many times I wished that I could search for Tiamat with its effect, but no, it's fine as it is. DNA lab plays were cute as expected. Samuray was a lovely play when it was time to build up advantage. Nemelior is too broken. I misunderstood its effect. The attack boost should last until the End Phase and no more, plus it should only count special summoned monsters in your side of the field. Also, its defense could be dropped by a few hundred, to 1700 I think, so Maestroke could deal with him. And now my review for the new cards: Sorker is a lovely way to indirectly search for Tiamat. The attack boosting effect is nice for turn 1, as it puts him over most of the common beaters (Rai-Oh, Doomkaliber,...) while setting up your graveyard. This play is however equivalent to a turn 1 Narticor. Front is a tad unreliable, though usable as Animanes tend to have monster heavy line-ups. The second effect can only be triggered by Gowku, who you shouldn't be summoning from graveyard anyway. It should trigger on cost, though maybe then would be too OP. Playtesting will tell. Keep up the good work! ;) I updated all the cards so they should be better now, also added Animic Fusion because you think they should have it. Link to comment Share on other sites More sharing options...
Iphrem Posted July 7, 2014 Report Share Posted July 7, 2014 Very VERY solid archetype, however, Gowku is a broken card. He has the ability to spam the field with Animane cards almost instantly. Certerus and Samuray give you draw power where it is lacking. I can see this deck working, however, it remains a bit slow. Tiamat, and Jormung are decent searchers for the archetype. Hiavatren is a great card all around since he allows you to get 3 cards + he's a decent beatstick for picking on the weaker cards. Would you mind checking out my new Giga-Rage set? Link to comment Share on other sites More sharing options...
Beerus Posted July 7, 2014 Author Report Share Posted July 7, 2014 bump Link to comment Share on other sites More sharing options...
Beerus Posted July 9, 2014 Author Report Share Posted July 9, 2014 Bump Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.