Number IV Posted July 29, 2014 Report Share Posted July 29, 2014 So, i was playing around with google translator and i found out that fortress in latin is Arce. Thus, archetype is born. So far, I have no Trap cards (No additional effects i would like to add). I also want an Extra Deck spinoff, but have no idea whether or not use Fusion (would require its own spell card), Synchro or Xyz (the latter 2 would have to have more spells and maybe more traps to facilitate and some tuner monsters.) Please post a comment, especially a review. At the very least leave a rating (?/10) [spoiler=Monsters] Arce Miles Level 4 | LIGHT Warrior | EffectUp to thrice per turn, you can reveal 1 "Arce" monster from your hand, draw 1 card. 1500 | 1800 Arce Bellator Level 4 | LIGHT Warrior | EffectOnce per turn, you can reveal and discard 1 "Arce" monster from your hand, destroy up to 2 of your oppenent's cards. 1700 | 1700 Arce Equiti Level 4 | LIGHT Warrior | Effect You can reveal 1 "Arce" monster from your hand: until your next End Phase, Defense Position monsters you control cannot be destroyed by battle or card effects. 2000 | 2000 Arce Medicum Level 4 | LIGHT Warrior | Effect You can reveal any number of "Arce" monsters from your hand, gain 500 Life Points for each revealed monster. 1500 | 2100 Arce Custos Level 4 | LIGHT Warrior | Effect You can reveal 3 "Arce" monsters from your hand, this card's original DEF becomes 2500. 500 | 1500 Arce Defensor Level 4 | LIGHT Warrior | Effect You can reveal any number of "Arce" monsters from your hand: special summon "Arce" monsters in Defense Position equal to the number of revealed monsters. 1400 | 1900 Arce Sepulcrum Level 6 | LIGHT Warrior | Effect Once per turn, you can reveal any number of "Arce" monsters from your hand: This card gains attack equal to the number of revealed monsters x 700 until the End Phase. When this card is sent to your Graveyard, gain Life Points equal to this monsters current attack before it was destroyed. ? | ? Arce Rex Level 6 | LIGHT Warrior | Effect This card gains ATK and DEF equal to the number of "Arce" monsters in your Graveyard x 600. When this card is Summoned: Return 5 "Arce" monsters from your Graveyard to your Deck. Once per turn, you can reveal up to 3 "Arce" monsters from your hand, send the amount of revealed of "Arce" monsters to the Graveyard. ? | ? [/spoiler] [spoiler=Spells] Arce Defended Quick-Play Spell Card You can reveal one "Arce" monster from your hand, face-up "Arce" monsters you control cannot be destroyed by card effects until the End Phase. Arce Powered Quick-Play Spell Card You can reveal one "Arce" monster from your hand, face-up "Arce" monsters you control gain 500 ATK and DEF until the End Phase. Arce Squared Normal Spell Card You can reveal 2 "Arce" monsters from your hand, special summon up to 2 "Arce" monsters from your hand and/or Graveyard Arce Summoned Normal Spell Card You can target 2 or 3 "Arce" monsters in your Graveyard; Special Summon them. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 or 3 monsters only. Arce Destroyed Normal Spell Card You can reveal one "Arce" monster from your hand, discard up to 3 "Arce" cards Arce Restored Normal Spell Card You can reveal 4 "Arce" monsters from your hand, target all non-Xyz "Arce" monsters in your Banished Zone and Graveyard; return them to the Deck. You must have 1500 or less Life Points to activate and resolve this effect. Fortress Garrison Bastion Field Spell Card Face-up Defense Position monsters you control gain 700 DEF. During your turn, you can reveal 1 "Arce" Monster: You can Normal Summon/Set 1 additional "Arce". If an "Arce" monster you control is destroyed, target 1 of your oppenent's cards, regardless of that card's effects, and destroy the targeted card. If a monster(s) on the field has a higher ATK than the card with the highest DEF on the field, the monster(s) cannot declare an attack. Face-down monsters either player controls cannot be destroyed by card effects if the controller has less than 2000 Life Points [/spoiler] [spoiler=Traps] Arce Returned Normal Trap Card If a "Arce" monster you control is destroyed or banished; Target 1 "Arce" monster in your Graveyard, special summon it. Arce Replaced Continous Trap Card If a "Arce" monster you control leaves the field; Reveal 2 "Arce" monsters in your hand and target 1 "Arce" monster in your Graveyard, special summon it. Arce Gratified Continous Trap Card Up to thrice per turn; If you reveal an "Arce" monster, gain 300 Life Points. Arce Ascended Counter Trap CardBanish 1 "Arce" Xyz Monster from your Graveyard that was destroyed this turn; Special Summon from your Extra Deck, 1 non "Number F" "Arce" Xyz Monster that is 2 Ranks higher than the banished Xyz Monster, ignoring the Summoning conditions. [/spoiler] [spoiler=Extra Deck Monsters] Number 38: Magna Arce Aegis Rank 4 | LIGHT Warrior | Effect 2 Level 4 "Arce" Monsters You can detach 1 Xyz Material from this card; Spell and Trap cards your oppenent controls cannot be activated while you control a Defense Position monster, until the End Phase. 2500 | 2500 Number C38: Chaos Arce Aegis Arma Rank 5 | LIGHT Warrior | Effect 3 Level 5 "Arce" Monsters If the controller of this card attacks a Defense Position monster on the field, destroy all Spell and Trap cards on the field. You can detach 1 Xyz Material from this card; All Attack Position monsters your oppenent controls are switched to Defense Position. This effect cannot be negated. 2900 | 2900 Number 77: Magna Arce Caelo-Trabes (Cah layo- Trah bay) Rank 4 | LIGHT Warrior | Effect 3 Level 4 Monsters You can detach 1 Xyz Material from this card; destroy all Spell and Trap cards your oppenent controls. If you do, take damage equal to the amount of destroyed cards x200 2700 | 2300 Number C77: Chaos Arce Diabolus-Trabes (Dee ah boh luz- Trah bay) Rank 5 | LIGHT Warrior | Effect 4 Level 5 Monsters When this card is Summoned: Destroy all Spell and Trap cards on the field. Once per turn, during either player's turn; You can detach 1 Xyz Material from this card; both players must pay 200 Life Points to activate Spell and Trap cards. Both players must pay 500 Life Points to add Spell and Trap cards from the Graveyard to the hand and/or Deck while this card is on the field. 3000 | 2500 Number 93: Magna Arce Terra Quate Rank 6 | LIGHT Warrior | Effect 2 Level 6 Monsters Once per turn, you can detach 1 Xyz Material from this card; destroy all Defense Position monsters (min. 2). If you do, neither player takes damage until the oppenent's next End Phase 2800 | 2000 Number C93: Chaos Arce Terra Firma Rank 7 | LIGHT Warrior | Effect 3 Level 7 Monsters Once per turn, you can detach 1 Xyz Material from this card; destroy all Defense Position monsters (min. 2). Then, activate 1 of these effects ● Gain Life Points equal to the amount of destroyed monsters x500 ● Your oppenent takes damage equal to the amount of destroyed monsters x300 3200 | 2700 Number F38: Future Arce Magna Rex Rank 0 | LIGHT Warrior | Effect 2 "Arce" Xyz Monsters with the same Rank (This card is always treated as a Rank 6, 7, 8 and 9 monster.) Cannot be destroyed by battle, also any battle damage either player takes from a battle involving this card becomes 0. Once per turn, detach 1 Xyz Material from this card. During your End Phase, while you or your oppenent has 2000 or less Life Points, this card has no Xyz Materials while in Defense Position and you have 8 "Arce" Monsters in your Graveyard with different names, you win the Duel. [/spoiler] EDIT: Changes are in blue EDIT2: Changes are in red Link to comment Share on other sites More sharing options...
PandamoniumHD Posted July 30, 2014 Report Share Posted July 30, 2014 The "Reveal and benefits" function of this Archetype is pretty nice. Though in each description for a majority of your cards, mainly the Level 4 cards at the start of your list, there should be a Once per turn in the description somewhere. If not, the effects can be activated repeatedly, making the cards a little bit broken; There should be a limit to the effect. For your 'Arce Bellator', I suggest either lowering the amount of cards destroyed or increasing his Level to 5 or 6. He's got a really powerful effect, especially since you can just summon him and bayum. Unless you don't have the 'Arce' monster in your hand, his effect won't activate as well. For 'Arce Powered', it would be a really cool Quick-Play Spell Card, unless you name a separate cad 'Minor Arce Powered' or something along those lines, and made the ATK increase 50 or something along those lines. That's just a suggestion. This set is really nice, I just recommend adding "Once per turn" in some of the descriptions of the monsters. It can really limit their power so it's not so OP, ya know? I hope to see more. Some Traps would work really nice. Extra Deck cards could work as well, you just gotta find a name. "Hyper Arce", or X-Arce, or A-Arce or something. It's up to you, my friend. Set Rating: 6.5/10 Link to comment Share on other sites More sharing options...
Number IV Posted August 3, 2014 Author Report Share Posted August 3, 2014 thanks a lot, it is nice to finally get a review on something. I'll get to work on that right away. I'm thinking a mix of Fusion and Xyz monsters Link to comment Share on other sites More sharing options...
Number IV Posted August 3, 2014 Author Report Share Posted August 3, 2014 Edited: Added new Spell cards and Extra Deck monsters Link to comment Share on other sites More sharing options...
PandamoniumHD Posted August 4, 2014 Report Share Posted August 4, 2014 The update is looking rather nice good sir. A couple of stuff involving your Extra Deck monsters. Your Chaos Numbers Ranks have to increase to Rank 5 or Rank 7 if they are the next Rank Up my friend. They are all the same as their previous Non-Chaos counterparts. :3 For your "Number C38: Chaos Arce Aegis Arma", the effect states "If your opponents attacks a Defense Position monster on the field, destroy all Spell and Trap cards your opponent controls." In my opinion, I feel like the effect would work better if a monster the controller of this card attacked instead of an opponents monster. I don't think the opponent would try to attack a 2900 ATK monster. Lets see..Arce Summoned could also be a Quick-Play Spell Card; possibly a Trap Card, like the Artifacts/Heraldic Beast Xyz card. But that is only my opinion, what you have is well done. Also, for your Arce Restored card, would you be able to maintain 5 Arce monster cards in your hand, as well as the Spell Card? Maybe you could lower the number of cards required. I'm not sure, just something about that urks me unless you have a draw strategy and an 'Infinite Cards' or something. XD But I'm liking the while Numbers Idea. I gotta get on that bandwagon. Keep it up Rating : 7.5/10 Link to comment Share on other sites More sharing options...
Number IV Posted August 4, 2014 Author Report Share Posted August 4, 2014 Edited: Changed the name of the Number F "Arce" Xyz Monster and changed the auto-win condition : Added Trap Cards and facilitated Xyz Summoning : Changed effect of "Number C38: Chaos Arce Aegis Arma" to be fairer, i think. : Other things I can't remember Link to comment Share on other sites More sharing options...
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