krakonfour Posted July 6, 2014 Report Share Posted July 6, 2014 Hi. I made an archetype based on the fundamental forces and nuclear physics. It revolves around banishing your own cards for various effects. Monsters (5): The level 5 monsters are the core of the deck, while the level 3 Cosmic Powers help make the running smoother. They summon each other and enable combos. XYZ Monsters (2): Space and time themselves. Space is an aggressive monster, while Time gives draw power and support. Both have in-built protection that isn't quite broken, since all those hand-depleting combos reduce the negations you can activate per turn. Spells (2): More consistency, mostly by using the graveyard. All Cosmic Power spells and traps have the ability to banish themselves if certain conditions are met. Traps (3): Tachyon conversion is a faster Electromagnetic storm, while Spin shift switches from one Cosmic Power XYZ to another. Convergence of the forces is a non-recyclable power play, most effective during the end-game. Link to comment Share on other sites More sharing options...
krakonfour Posted July 7, 2014 Author Report Share Posted July 7, 2014 anyone interested? Link to comment Share on other sites More sharing options...
krakonfour Posted July 8, 2014 Author Report Share Posted July 8, 2014 Not one? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted July 8, 2014 Report Share Posted July 8, 2014 Don't mind if I do. [spoiler Neutron]If this card is banished from your hand: Special Summon it. Once per turn: You can activate 1 of these effects. -Add Target 1 of your banished "Cosmic Power" cards; add that target to your hand. -Banish Target 1 card from in either Graveyard; banish that target.[/spoiler] [spoiler Proton]If this card is banished from your hand: Special Summon it. Once per turn: You can activate 1 of these effects. -Banish 1 card from your hand. -Increase a Target 1 "Cosmic Power" monster's you control with a Level; increase that target's Level by 2.[/spoiler] As you've mentioned, good combo support. Because the Level 5 Cosmic Powers banish stuff from your hand, I can immediately see Proton be pivotal in Rank 5 plays from the archetype. The archetype could use a Rank 3 monster for Proton->Neutron combos, but the existing Rank 3 library is still good. [spoiler Electric]Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by banishing 1 card from your hand. If this card is banished from your hand: Add 1 "Cosmic Power" card from your Deck to your hand from your Deck.[/spoiler] [spoiler Nuclear]Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by banishing 1 card from your hand. If this card is banished from your hand: Target add 1 of your banished "Cosmic Power" cards; add that target to your hand.[/spoiler] [spoiler Gravity]Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by banishing 1 card from your hand. If this card is banished from your hand: Banish 1 "Cosmic Power" card from your hand, then Special Summon this card in face-up Attack Position.[/spoiler] Akin to Proton, Gravity is likely to be the most played of the three, seeing that it's the only one of the three to find its way onto the field if banished for the others' Summons while opening up more combo potential. Nuclear is somewhat problematic because the way it is worded allows it to return itself or a copy when it gets banished, effectively letting you Special Summon the LV5 monsters for free. [spoiler Time]If your opponent activates a card effect while this card attacks or is attacking or being attacked: You can negate an opponent's card effect activation by banishing 1 card from your hand; negate the activation. Once per turn: You can activate 1 of these effects. -Detach 1 Xyz Material from this card to target destroy 1 Spell/Trap Card on the field; destroy it. -Detach 2 Xyz Materials from this card: Draw 2 cards. -Detach 3 Xyz Materials from this card: Shuffle return as many all of your banished "Cosmic Power" cards into your the Deck as possible, then Special Summon an equal number of "Cosmic Power" monsters from your hand or Graveyard equal to or less than the number of cards shuffled into the Deck this way.[/spoiler] Time's innate effect took a while to understand and phrase properly. Usually "When this card attacks or is attacked:" timings refer to attack declaration and attack target selection, but I believe you meant that as long as Time is being involved in battle it can negate any card effect activation until the end of that Damage Step. Well, not like anyone would willingly attack with this card's 1000 ATK. The 2-material effect is likely to see the most play. Everyone loves draw power, and the Special Summoning of the Cosmic Powers is prone to eating up your hand quickly. It might more or less be Time's biggest purpose (other than an occasional S/T clearing), aside from being a 3000 DEF wall. Reworded the 3-material effect a little because it doesn't discriminate between what kind of Cosmic Power cards get shuffled in - with all the Cosmic Power S/Ts banishing themselves it will easily exceed 4 cards, and if the Special Summon count did not have a "less than", you get nothing on the field once you shuffle in more than 4 cards. [spoiler Space]If your opponent activates a card effect while this card attacks or is attacking or being attacked: You can negate an opponent's card effect activation by banishing 1 card from your hand; negate the activation. Once per turn: You can activate 1 of these effects. -Detach 1 Xyz Material from this card to target banish 1 monster on the field; banish it, also if it is a "Cosmic Power" monster, this card gains 1000 ATK until the End Phase. -Detach 2 Xyz Materials from this card to target add up to 3 of your banished "Cosmic Power" cards; add them to your hand.[/spoiler] Being a 2-mat 3000 ATK monster, Space makes much better use of the negate-activation-while-battling effect. This means it doesn't have to worry a lot about S/Ts once it hits the field, which makes its monster banishment effect shine even more as it takes out threats it can't destroy in a straight-up fight. Even its 2-material effect makes it stand out from Time. Be it draw power or recycling, as long as it replenishes the hand, it will suffice - and being able to retrieve up to 3 banished cards compared to drawing 2 is potent. I suppose its only drawback is that it doesn't often hit 3 cards in the first few turns, but afterwards, there will be banished cards aplenty. [spoiler Field Collapse]Banish 2 "Cosmic Power" monsters from your Graveyard; to add 1 "Cosmic Power" monster from your Deck to your hand from your Deck. During the End Phase, if you Special Summoned this turn: Banish this card from your Graveyard during the End Phase.[/spoiler] Now I understand - the Cosmic Powers are almost akin to Stellaknights, albeit using the banished zone instead of the Graveyard. One easy combo I see goes like this: LV5 Cosmic Power, banish Gravity, banish Proton to SS Gravity, SS Proton, bump Proton to 5, Xyz Time, detach 2 to draw 2, Field Collapse to tutor. This results in a net -1 hand advantage for a 3000 DEF wall and 2 banished Cosmic Power monsters ready for retrieval later. It's staggering. [spoiler EM Storm]Destroy 1 "Cosmic Power" monster on your field to target Special Summon 1 of your banished "Cosmic Power" monsters; Special Summon that target. During the End Phase, if you or your opponent Xyz Summoned this turn: Banish this card from your Graveyard during the End Phase.[/spoiler] It appears that seeing the Xyz Cosmic Powers being banished is a rarity (mostly because they don't banish themselves), so the best this card can do is swap out one of your existing monsters for a banished base monster, with best potential ATK or DEF of 2000, while dodging a form of removal. Not ideal for deterring an attack, and so its best use is swapping for a monster of a different level for an Xyz Summon. But with Proton and Gravity's shenanigans, would it be necessary? [spoiler Spin Shift]Target 1 "Cosmic Power" Xyz Monster you control; and 1 "Cosmic Power" XYZ Monster in your Extra Deck. Send the first monster's banish that target's Xyz Materials to the Banished Zone, then Special Summon, from your Extra Deck, the second 1 "Cosmic Power" Xyz monster in face-up Attack Position using the first monster that target and this card as the Xyz Material. (This Special Summon is treated as an Xyz Summon.) During the End Phase, if you or your opponent banish a monster was banished this turn: Banish this card from your Graveyard during the End Phase.[/spoiler] An interesting way to freely swap between Space and Time and/or replenish their Xyz Material. Though the usual transition would be Time -> Space to quickly make use of its high ATK to establish an offensive presence. What worries me is that you can go Space -> Space to effectively earn a second attack with Space and regenerate its Xyz Material while putting the original Material in the Graveyard for banishing purposes. Maybe make this card only Xyz Summon a Cosmic Power monster with a different name? [spoiler Tachyon Conversion]Banish 1 Level 3 "Cosmic Power" monster from your hand or Graveyard to Special Summon target 1 Level 5 "Cosmic Power" monster from your Graveyard or Banished Zone; Special Summon that target. During the End Phase, if you or your opponent banish a card in was banished from the Graveyard this turn: Banish this card from your Graveyard during the End Phase.[/spoiler] The most effective play with this card would, once again, involve banishing Proton for a free monster and then going into a Rank 5 play. I'm not sure if this card can also banish itself if you banished one of the other S/Ts by their own effects, but if it does, it easily contributes to the banished card count for the following card... [spoiler Convergence of the Forces]You can only activate 1 "Convergence of the Forces" per turn. Activate these effects based on the number of your banished "Cosmic Power" cards: 1+: Banish 1 monster on the field. 3+: Banish all monsters on the field, except "Cosmic Power" monsters. 5+: Banish all cards in both player's hands.[/spoiler] Seeing how the cards can quickly fulfill this card's full potential, imagine being on the receiving end of this card's strongest effect. Losing your hand and almost all your field while your opponent retains their Cosmic Powers is not a fun experience, especially when it also doesn't target nor destroy. And after that incredibly painful hit to both the hand and field, they begin retrieving their things to more or less ensure that you can't recover effectively... Perhaps if you raise the banish count requirements, experiencing this card's stronger effects will be a rarer occurrence. Link to comment Share on other sites More sharing options...
krakonfour Posted July 8, 2014 Author Report Share Posted July 8, 2014 I'll update ASAP, but I'll discuss a few things: The banished zone is your second hand, while the graveyard is considered your harder-to-access reserve. I have effects that add and send to the banished zone, while Neutron and Field Collapse recycle cards that were sent there as Xyz material or were destroyed. Proton's main use is to combo into XYZ monsters, since it acts as a pseudo-Gravity, summoning itself when banished then turning into level 5. I also want to point out that there is no dead hand in a Cosmic Powers dead. Any hand with a CP monster in is fuel for a summon, and CP monsters can banish each other in a chain (Electric banishes Gravity, Searches Proton, Gravity banishes Proton, summons itself, Proton summons and makes 3 level 5's on the field) Electric and Nuclear search and return Gravity to your hand respectively. You see, Gravity can ONLY be special summoned when banished as cost if there is another Cosmic Power sitting in your hand, so it's more of a 'combo further' card than a free summon. I'll reword Nuclear's effect so that you have to target an already banished monster. The XYZ monster's protection effect allows them to banish monsters to negate effect activations when involved in a Battle phase, but since I didn't want them broken by allowing them to negate during EVERY battle phase (like when an opponent attacks another monster you control), I had to write it as when attacking or being attacked. Space is supposed to be spammed. You summon one, you add 3 Cosmic Powers to your hand, you summon more and make another Space.... and repeat. The only restriction is that applying this effect leaves you with a 3000 ATK beatstick with protection.... humm. I think I'll balance it by making the protection effect only active while it has XYZ material, so it forces the player between creating advantage (Add and summon up to 3 Cosmic Powers to create Time and draw 2, or move out of the archetype with 39: Beyond the Hope and Gauntlet Launcher) or being aggressive (banish a monster, or attack with 4000 and protection behind it). Space is supposed to be banished from the grave, added back to the Extra deck and summoned again as soon as possible. Time can summon Space from the grave as a beatstick. The consistency and summoning advantage is 'staggering', but I like it that way. This deck probably can go up against the full Dragon Rulers suite and win. Tachyon Conversion is banished when ANY other card is banished, so yeah, it easy leaves the grave. Convergence of forces was supposed to be this archetype's Spellbook of Judgement, but I think it has to be rebalanced. Also, I don't like it that it can be repeatable without cost, so you'll see with the new effects. Finally, what is general impression of the archetype? Quality, consistency and originality? Link to comment Share on other sites More sharing options...
krakonfour Posted July 8, 2014 Author Report Share Posted July 8, 2014 Okay, updated. Link to comment Share on other sites More sharing options...
NitroX Posted December 22, 2014 Report Share Posted December 22, 2014 O.O awesome recycling cycles in your deck! Including swarm like effects! I guess from day one, I'm destined to be a swarmer XD, I'm making a trap monster archetype deck tha 'springs up' more monsters. I'm very much impressed by the fluity of your deck! The effects fall into place! Link to comment Share on other sites More sharing options...
sasukekun97 Posted December 22, 2014 Report Share Posted December 22, 2014 awesome deck! but CP time has no summoning conditions (ex. 2 level 5 "cosmic powers" monsters) Link to comment Share on other sites More sharing options...
krakonfour Posted December 22, 2014 Author Report Share Posted December 22, 2014 O.O awesome recycling cycles in your deck! Including swarm like effects! I guess from day one, I'm destined to be a swarmer XD, I'm making a trap monster archetype deck tha 'springs up' more monsters. I'm very much impressed by the fluity of your deck! The effects fall into place! Thank you! awesome deck! but CP time has no summoning conditions (ex. 2 level 5 "cosmic powers" monsters) Damn. I'm fixing that right now. It's supposed to be 3 Level 5 light monsters. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 22, 2014 Report Share Posted December 22, 2014 O.O awesome recycling cycles in your deck! Including swarm like effects! I guess from day one, I'm destined to be a swarmer XD, I'm making a trap monster archetype deck tha 'springs up' more monsters. I'm very much impressed by the fluity of your deck! The effects fall into place! awesome deck! but CP time has no summoning conditions (ex. 2 level 5 "cosmic powers" monsters) Both of you, please check the last post date before you make a post in old threads, alright. If 2+ weeks have elapsed since that point, it's considered dead. As for the TC, you can remake the thread if you need to; otherwise I have to lock this one. Link to comment Share on other sites More sharing options...
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