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new archetype of pendulum tuner monsters: Spherector 11/11


outlaw1994

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hey guys these are the first cards in my new archetype im working on. every monster in the archetype is gonna be a wyrm pendulum tuner monsters

[spoiler='cards'] 
sphere10.jpg
spell effect
When a "Spherector" monster(s) is Special   Summoned: draw 1 card for each monster   summoned.
monster effect
When this card is destroyed by battle add 2 "Spherector" monsters from your deck to your hand. You can Synchro summon during your opponents main phase or battle phase. you can treat this card as a non-tuner for the synchro summon of a "Spherector" monster and if you do that monster gains the following effect.
•This card gains 300 ATK for each "Spherector" monster you control.
 
 
 
sphere11.jpg
spell effect
When a "Spherector" monster(s) is Special   Summoned: You can target 1 card on your  opponents field: Return it to the Hand.
monster effect
if this card is sent to the Graveyard: You can add 1 "Spherector" spell/trap from your deck to your hand. You can Synchro summon during your opponents main phase or battle phase. you can treat this card as a non-tuner for the synchro summon of a "Spherector" monster and if you do that monster gains the following effect.
•This card is unaffected by your opponents spell cards.
 
 
sphere12.jpg
spell effect
When a "Spherector" monster(s) is Special   Summoned: Inflict 200 damage to your opponent  for each "Spherector" monster summoned. when you special summon a non-"Spherector" monster(s) take 500 damage for each monster summoned.
monster effect
You can Synchro summon during your opponents main phase or battle phase. this card is treated as 2 materials for a "Spherector" xyz monster. You can tribute this card and a face-up "Spherector" monster you control: Special Summon a fusion monster from your extra deck that has the tributed monster as a material.(this special summon is treated as a fusion summon) you can treat this card as a non-tuner for the synchro summon of a "Spherector" monster and if you do that monster gains the following effect.
•when this card inflicts battle damage: inflict 500 damage to you opponent.
 
sphere13.jpg
spell effect
When a "Spherector" monster(s) is Special   Summoned: gain 400 Life points  for each "Spherector" monster summoned. If there is a Face-up "Spherector Purple" in your other pendulum zone its scale becomes 13 and this one becomes 0.
monster effect
You can Synchro summon during your opponents main phase or battle phase. Once per turn you can target 1 "Spherector" monster you control: This card gain ATK equal to that monsters.  you can treat this card as a non-tuner for the synchro summon of a "Spherector" monster and if you do that monster gains the following effect.
•Once per turn: During each standby phase, Gain 500 Life Points for each "Spherector" monster you control.
 
sphere14.jpg
monster effect
When a "Spherector" monster(s) is Special   Summoned: You can Special Summon 1 "Spherector" monster from your Graveyard but if you do its effects are negated until the end phase.
spell effect
You can Synchro summon during your opponents main phase or battle phase. You can target a face-up "Spherector" monster you control: Special Summon a Xyz monster from your extra deck that has a "Spherector" monster  as a material using that card and this card as materials. (this special summon is treated as a Xyz summon). you can treat this card as a non-tuner for the synchro summon of a "Spherector" monster and if you do that monster gains the following effect.
•Once per turn: During each standby phase, inflict 200 Damage to your opponent for each "Spherector" monster you control.
 
sphere15.jpg
spell effect
"Spherector" monsters you control cannot be   destroyed in battle.
monster effect
If this card is sent to the Graveyard: Special summon 1 "Spherector" monster from your extra deck then if that card was a fusion or synchro monster , banish 2 cards from your Graveyard otherwise if it was an xyz monster target 2 cards in your Graveyard: Attach them as Xyz materials to that monster. You can Synchro summon during your opponents main phase or battle phase. you can treat this card as a non-tuner for the synchro summon of a "Spherector" monster and if you do that monster gains the following effect.
•This card cannot be destroyed in battle.
 
 
J5IkPj6.jpg
Add 1 "Spherector" monster from your Deck to your Hand. When a "Spherector" monster is Special Summoned from your Graveyard while this card is in your Graveyard: you cann add this card to your hand.
 
TydymjQ.jpg
Once per turn: You can Fusion Summon 1 "Spherector" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters from your Main Deck as Fusion Materials.
 
R5Kkkbo.jpg
spell effect
This card cannot be activated. Once per turn you can move this card to a monster card zone.  once per turn you can send 1 "Spherector"  monster from your main deck to face-up in your extra deck.
monster effect
2 level 4 "Spherector" monsters
This card must First be xyz summoned. Once per turn you can move this card to a pendulum card zone. this card is always treated as LIGHT,DARK,FIRE,WATER,,EARTH and WIND attribute; once per turn you can target 1 card in your opponent's Graveyard; banish it and if you do cards with the same name cannot be summoned or activated for the next 3 turns.. if this card is sent to the graveyard: you can pay 1000 life points; Return this card to the extra deck.
 
7ByT88C.jpg
spell effect
This card cannot be activated. Once per turn you can move this card to a monster card zone. When you pendulum summon using this card you can summon monsters from the graveyard as well.
monster effect
3 or more "Spherector" monsters
This card must First be fusion summoned. Once per turn you can move this card to a pendulum card zone. once per turn you can target 1 spell/trap on the field: Send 1 "Spherector" monster from your deck to the Graveyard then  destroy it. if this card is sent to the graveyard: you can pay 1000 life points; Return this card to the extra deck.
 
 
sphere20.jpg
spell effect
This card cannot be activated. Once per turn you can move this card to a monster card zone. Once per you can destroy this card then draw 2 cards and if any of them are "Spherector" monsters you can special summon them and draw 1 more card.
monster effect
1 "Spherector" tuner monster + 1 or more non-tuner monsters
This card must First be Synchro summoned. Once per turn you can move this card to a pendulum card zone. this card cannot be destroyed by card effects. Once per turn: You can select 1 pendulum monster in your pendulum card zone: move it to your monster card zone then select 1 pendulum monster in your monster card zone: move that card to your pendulum card zone. if this card is sent to the graveyard: you can pay 1000 life points; Return this card to the extra deck.[/spoiler]

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Pendulum Xyz, Synchros, and Fusions?!?!? Is that even possible?

 

There is the DD archetype who does the same thing.

 

lol i dont see why not xD im gonna be coding these in ygopro soon and will post video once done

Can't wait for it.

 

First of all, the card template is amazing. How'd you do it?
Now, I really like what you did. But why are the spheres considered Wyrms? Seems like Fairy is a more fitting type.
The card design kind of reminds me of the Yang Zings and Formula Synchron, considering how you can Synchro on your opponent's turn.

So, the archetype, like the DD archetype, focuses on getting the different Extra Deck monsters out (Fusion, Synchro, Xyz) and its consistency is really improved by Spheractor Blue. A deadly thing with blue is using Soul Charge and getting a +5 draw, but losing 5000 Life Points. Pretty balanced I'd say.
It's late at night, so this review isn't really that good, but the concept is really interesting and I'd like to see how they play.

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There is the DD archetype who does the same thing.

 

Can't wait for it.

 

First of all, the card template is amazing. How'd you do it?
Now, I really like what you did. But why are the spheres considered Wyrms? Seems like Fairy is a more fitting type.
The card design kind of reminds me of the Yang Zings and Formula Synchron, considering how you can Synchro on your opponent's turn.

So, the archetype, like the DD archetype, focuses on getting the different Extra Deck monsters out (Fusion, Synchro, Xyz) and its consistency is really improved by Spheractor Blue. A deadly thing with blue is using Soul Charge and getting a +5 draw, but losing 5000 Life Points. Pretty balanced I'd say.
It's late at night, so this review isn't really that good, but the concept is really interesting and I'd like to see how they play.

the dd archetype has normal xyz synchros and fusions whereas this one is pendulums also the templates i made in Photoshop then added a setup into mse for them. about the wyrm thing is that fairys have too much support atm i dont want these too splashable and wyrms don't have much support yet. like the dds they do focus on getting the extras out. i wanted to make the consistency good cause so many archetypes dont have consistency dont want this to be one of them lol. thx a lot for the review also im changing purples effect to once per turn otherwise it cause a loop on itself which i found when testing but guess we wont find out how good these cards are until i finish coding them for ygopro and test them fully

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[spoiler=My Thoughts]Pendulums just aren't meant to be mixed with Extra Deck cards. Just seems illogical imo and a common misconception seen everywhere. All we have currently is Regular Pendulums and Pendulum Normals; I can almost gurantee they won't go beyond that. But only time will really tell, so I'll ignore those for now.

-Blue, Orange, Green are right off the bat, broken. A Multi-Draw and Generic Scale 0 and 13 with no draw back at all? Forget Spherectors when I can Pendulum Summon all 3 Egytian Gods.

-Also I believe that a Pendulum Monster's scale is ONE value; not Left 1 number, Right another number. But again that's something else only time will tell. So I won't harsh on your creativity.[/spoiler]

 

I can see where you were going with the idea but a bit more research should go into these. I really recommend reviewing the guides in the Realistic Singles Section. They'll help give a better understanding of balance.

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  • 3 months later...

Those cards are really interesting, however they feel like wasted potential without any kind of balance.

Pendulum Xyz, Synchro and Fusion are in their own way no problem, however because noone can instantly see the potential risks in their existence you should better water them down, here are a few hints what you could change:

1.) Spherector Blue:

P.Effect: The draw efect should at least be reduced to 1 draw, unless you want super-rejuvenation 2.0.

M.Effect: Maybe you could reduce the amount of effects this card has or simply reduce their effect a bit, first if he is destroyed one could add 1, instead of 2.

              Also one could either play a bit with the levels your archetype has and reduce this cards level and the synchro monsters it can summon (something like an archetype restriction), on top of that you could simply turn a few of them into tuners instead of allowing every card to fullfill every role, last but not least one could reduce the power boost to 100 points, as your extra deck monsters already have alright ATK.

 

2.) Spherector Green obviously has a way too small pendulum size, without an archetype limitation, actually a scale 0 would be alright if it would be limited to this deck, or you could make it scale 2 and allow it to be treated as 0 if you pendulum summon only Spherector monsters.

P.Effect: This effect seems fine, however you could add a level restriction for the monster or prevent the card in your other P. Zone from activation on top of this effect.

M.Effect: The search effect should be limited to one use per turn.

Propably the immunity against spells is a bit too much, considering it is exactly what yang zing do, while actually losing the monsters (maybe you could add immunity against 1 type of spell cards).

 

3.) Spherector Orange obviously has a way too huge pendulum size, without an archetype limitation, you could make it scale 6 and allow it to be treated as 10,11 or 12 if you pendulum summon only Spherector monsters.

P.Effect: The Burn effect is alright, however the second effect is way too less of a balance for his unbelievable high pendulum scale without any kind of real limitations, you could just replace it with the above mentioned effect and scale.

M.Effect: The double xyz material effect seems strange, you could just allow it to treat 1 other Spherector monster as level 4 for the xyz summon of a Spherector monster, the instant fusion effect seems alright and is ok, if you would add a kind of limitation (when this card leaves the field ...), the synchro effect is balanced enough.

 

4.) Spherector Pink could propably have another pendulum size, right now you have 1 low size scale, you could do the above mentioned and allow it to be the low or high scale for any Spherector monster.

P.Effect: The Pendulum Zone effect seems neat, however you could simply give it another P. size and allow it to be an useful scale for most of the other Spherector monster, the life point gain effect is alright, however I would maybe half the effect, though that is not necessary.

M.Effect: The amount of gained life points seems like a bit much, however only applies if the synchro survives, I would recommend you to maybe reduce it to 300 or 400.

 

5.) Spherector Purple could get a high end scale size.

P.Effect: This effect seems alright, however you should limit the amount of possible pendulum summoned monsters if one uses the revival effect (something like if you pendulum summon 2 or less monsters you can ...).

M.Effect: As Orange already fullfills the xyz role you could propably add another effect.The synchro effetc seems completly fine.

 

6.) Spherector Brown

P.Effect: The protection against battle could maybe reduced to an once per turn battle protection for each Spherector monster one controls.

M.Effect: This effect does a bit too much, allowing the player to instantly summon any of the extra deck monsters, if you would change the effect so that he could banish himself with 2 face-up Spherector monsters from the extra deck and/or graveyard to summon 1 of the extra deck monsters and attach up to 2 face-up Spherector monsters from the graveyard/extra deck if that monster is an xyz monster, while limiting the chance to use it to the scenario in which the player controls no other cards, or would just turn it into a searcher who works similar to green for monsters.

 

7.) Spherector Recruitment

The first effect seems alright, adding over all a bit of consistency to the deck, however the second effet is a bit too strong, maybe you could add the limitation that one can only use 1 Recruitment per turn and can only regenerate this way once per duel.

 

8.) Spherector Fusion

Allowing Fusions each turn is not a balancing problem, however the second part is completely unbalanced, turning this card into an once per turn shaddoll fusion, maybe you could add a restriction to the summon effect, so that only Spherector Fusion monsters could be summoned this way, while taking the main deck part out of the card.

 

9.) Spherector Rainbow could really deserve a scale 9 with archetype limitation or scale 7.

P.Effect: The effect of shift this card between its 2 possible positions seems like an acceptable part of a monster like this, however the effect ot add free Spherector monsters each turn is a bit too good, maybe you could instead prevent Spherector monsters from being targeted by card effects or something like that.

M.Effect: Again the shifting effect is alright, the multi attribute part seems like a nice addition, however it should only be treated as 1 attribute at the same time, while possibly fullfilling all of their roles, or the 4 element support cards would be almost free, this crd should have a use for its xyz materials and the 3 turns limitation seems a bit too long, you could change the ffect to deteach 1 material, then banish a card in the grave and prevent the use of a card with the same name until the opponents next end phase, the regernation effect seems unncessary as pendulum monsters go to the extra deck anyways, if you intend them to go to the grave like normal extra deck monsters, then the effect should be limited to 1 use per game to prevent unnecessary loops, I would suggest reducing the atk to 2300 or 2400 ATK, because of the regenerative nature of pendulum monsters.

 

10.) Spherector Angel could either need an archetype limitation or scale of 2 and 7, with above mentioned advantages for the archetype

P.Effect: Again an effect that allows pendulum summons from the graveyard should have a certain limitation, but because purple already does that I would suggest another effect, something like Spherector are once per turn immune to destructuion via effects.

M.Effect: The spell/trap destruction effect seems alright, however you could force the player to guess what kind it is (spell/trap) and only allow face up or down targets, as otherwise a monster that can be re-pendulum summoned each turn could add a bit too much advantage.Again the regeneration effect should be removed or limited, if the spell/trap destruction part remains I would suggest you to reduce his atk to 2000 or 2100,as he is easily recyclable because of being a pendulum monster.

 

11.) Spherector Gold could either need an archetype limitation or a scale of 7 or 8, taking rainbow into consideration he should have a low-end scale.

P.Effect: The amount of plusing this card enables, while recycling because of being a pendulum monster is too much, either you should limit him to 1 draw without further buffs or add another effect.

M.Effect: The Protection effect seems balanced enough, however if you decide to leaveit without buffs, then you should reduce the ATK to either 2300 or 2400.

 

All in all a really interesting archetype, however they badly need balance.

You could also change their levels a bit, so that a bit more thoughts are involved in summoning the extra deck monsters.

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Pendulums just aren't meant to be mixed with Extra Deck cards. Just seems illogical imo and a common misconception seen everywhere. All we have currently is Regular Pendulums and Pendulum Normals; I can almost gurantee they won't go beyond that. But only time will really tell, so I'll ignore those for now.

Actually they played level 0 and lower, rank 0 and rank 13 in the anime/manga, they are also illogical, however he should have added rulings for these, as nobody can know how he thinks they would work, after all pendulum are also a bit illogical, that you can just use a monster in 2 different ways, where they go etc., propably if they would be a thing they would allow you to play them either in the pendulum or the monster zoneand would leave the field like the current pendulums do, sure the scale could be on the right and the left side for the look of it, however many have found that to be suspicious.

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