Mdoraz Posted July 31, 2014 Report Share Posted July 31, 2014 So I made this deck based on the idea of having an archetype completely surrounded around defense, and having the opponent attack into your big wall monsters to take battle damage. They are "Golem" monsters, and their main engine is summoning Level 2 monsters with big defense to your side of the field while also summoning Golem monsters to your opponents side of the field with low attack, forcing them to attack into your big defense monsters, inflicting massive battle damage to your opponent. So here is my (hopefully) original idea of a new archetype. Any help will be appreciated. [spoiler='Monsters'][spoiler='Golem Wanderer'] When this card is Normal or Flip Summoned: Change this card to Defense Position. This card must attack, if able. When this card is sent from your deck to your Graveyard: Special Summon this card from your Graveyard to either player's side of the field (you choose the battle position). This card cannot be tributed. You can only activate this effect of "Golem Wanderer" once per turn. You can only control 1 "Golem Wanderer".[/spoiler] [spoiler='Golem Lord'] When this card is Normal or Flip Summoned: Change this card to Defense Position. This card must attack, if able. Once per turn: You can pay 800 Life Points; send 1 Level 2 "Golem" monster from your deck to your Graveyard. You can only control 1 "Golem Lord".[/spoiler] [spoiler='Golem Guardian'] When this card is Normal or Flip Summoned: Change this card to Defense Position. This card must attack, if able. When a Level 2 "Golem" monster you control is targeted for an attack: You can Special Summon this card (from your hand), in face-up Defense Position. The turn this card is Special Summoned by a "Golem" card effect, all Level 2 "Golem" monsters on the field cannot be destroyed by battle or by card effects. You can only control 1 "Golem Guardian".[/spoiler] [spoiler='Golem Forester'] When this card is Normal or Flip Summoned: Change this card to Defense Position. This card must attack, if able. When this card is sent to your graveyard: Add 1 "Golem" Spell card from your deck to you hand. You can only use this effect of "Golem Forester" once per turn. You can only control 1 "Golem Forester".[/spoiler] [spoiler='Golem Hazard'] When this card is Normal or Flip Summoned: Change this card to Defense Position. This card must attack, if able. Once per turn, during your opponent's Battle Phase: You can target 1 face-up monster your opponent controls; Change that targets battle position (this is a quick effect). You can only control 1 "Golem Hazard".[/spoiler] [spoiler='Golem Mech-V2'] When this card is Normal or Flip Summoned: Change this card to Defense Position. This card must attack, if able. You can tribute this card; Special Summon 1 Level 2 "Golem" monster from you graveyard, to either player's side of the field. You can only use this effect of "Golem Mech-V2" once per turn. You can only control 1 "Golem Mech-V2".[/spoiler] [/spoiler] [spoiler='Boss Monsters'][spoiler='Golem Grand Inquisitor'] 3 Level 2 "Golem" monsters Monsters your opponent controls cannot change their battle position, and they must attack, if able. If a "Golem" card you control would be destroyed, you can detach 1 XYZ Material from this card instead.[/spoiler] [spoiler='Elemental Gathering'] Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand), by banishing 4 Level 2 "Golem" monsters with different attributes from your graveyard, and cannot be Special Summoned by other ways. This card is unaffected by other card effects. This card can attack your opponent directly. While you control a Level 2 "Golem" monster, this card cannot be targeted for attacks.[/spoiler][/spoiler] [spoiler='Spells'][spoiler='Golem Face-Off'] Special Summon 1 Level 2 "Golem" monster to each side of the field. (The player that activates this card gets to choose the Battle Positions of the Summoned monsters). Any battle damage your opponent takes for the rest of this turn is halved. You can only activate "Golem Face-Off" once per turn.[/spoiler] [spoiler='Golem Fortress'] When this card is activated: Change all monsters you control to face-up Defense Position, and all monsters your opponent controls to face-up Attack position. Monsters on the field cannot change their battle position, except with a card effect. Level/Rank 2 "Golem" monsters you control cannot be targeted by card effects.[/spoiler] [spoiler='Golem Beginnings'] Add 1 Level 2 "Golem" monster from your deck to your hand.[/spoiler] [spoiler='Golem Reckless Assault'] Pay 500 Life Points; Send 1 Level 2 "Golem" monster from your deck to your Graveyard and inflict 800 damage to your opponent. Until your opponent's next End Phase, any battle damage your opponent takes is halved.[/spoiler] [spoiler='Golem Return'] Target 2 Level 2 "Golem" monsters in your graveyard; shuffle one them back into your deck, then add the other to your hand. You cannot Special Summon during the turn you activate this effect. You can only activate "Golem Return" once per turn.[/spoiler] [spoiler='Last Resort of the Elements'] As long as this card remains face-up on the field, any battle damage your opponents takes is halved. Switch the ATK and DEF of all level 2 "Golem" monsters on the field. If a face-up Attack Position level 2 "Golem" monster on the field inflicts battle damage, send that monster to the graveyard at the end of the Battle Phase.[/spoiler] [/spoiler] [spoiler='Traps'][spoiler='Ancient Ruins of the Golem King'] Activate only when your opponent activates a Spell/Trap card or monster effect while you have at least 3 Level 2 "Golem" monsters in your graveyard with different attributes; Negate the activation or effect, and destroy that card.[/spoiler] [spoiler='Golem Shackles'] Target 1 Level 2 "Golem" monster on the field; It cannot change its battle position, and it cannot be destroyed by battle or by card effects. When this card leaves the field, banish that target. When that target leaves the field, destroy this card.[/spoiler] [spoiler='Rise of the Forgotten Golem'] When a Level 2 "Golem" monster you control is destroyed by battle and sent to your Graveyard: Special Summon that monster in face-up Defense Position, and it gains 1000 DEF.[/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Mdoraz Posted July 31, 2014 Author Report Share Posted July 31, 2014 Bump? Link to comment Share on other sites More sharing options...
Mdoraz Posted August 1, 2014 Author Report Share Posted August 1, 2014 Bump. Link to comment Share on other sites More sharing options...
Mdoraz Posted August 4, 2014 Author Report Share Posted August 4, 2014 Bump for new monsters and traps. Link to comment Share on other sites More sharing options...
Pro36ixty Posted August 4, 2014 Report Share Posted August 4, 2014 Personally I think it is a very interesting and, yes, unique set of cards. Keep going with it my friend. As for the card effects and the like, I haven't read through totally (it's late at night where I am and I'm falling asleep) but they look alright and interesting. The thing I like most is how they are all Lvl 2 monsters and all have the same 100/2100 ATK/DEF. I'll read through the effects better once I'm fully awake tomorrow, but well done so far. Link to comment Share on other sites More sharing options...
Toffee. Posted August 5, 2014 Report Share Posted August 5, 2014 Golem Face-Off doesn't list where it Summons the monsters from. You might want to fix that. Link to comment Share on other sites More sharing options...
raw7890 Posted August 5, 2014 Report Share Posted August 5, 2014 Soo I'm a little confused on how this archetype is supposed to win. Don't get me wrong, the idea of the Golems being strong in defense is a great idea but the only cards that can reduce your opponent's life points are the boss monsters, the one spell card Reckless Assault, and the rare occurrence of the Wanderer being special summoned to your opponent. (And even then they do it in kind of a slow way). Seeing as how this archetype doesn't support any other card as the majority of them specify Golem monsters only and the only two Rank Xyz monsters that support this deck (Gantetsu and Dark Mist) don't deal a lot of life point damage, I have a suggestion to make. By continuing the theme of grinding away your opponents life points, I think you should make more of the level 2 Golems (but not all of them) having to be attacked by your opponent rather than having to attack if possible. To be honest I don't think this change is OP seeing as how 2100 DEF isn't hard to overcome mid to late game and even for some decks the very first turn. This makes your opponent think twice of playing low ATK monsters with great effects as they will be losing life points per turn and as well as playing strong ATK monsters as they will be destroying your golems and make summoning Elemental Gathering a hell of a lot easier. Also, another reason as to why I think the change is not OP is that this deck is very defensive and does not focus on destroying your opponents cards and this gives your opponent a lot of time to set-up their strategy. But, even without my change I think these cards are great (and the art is wonderful), and I'm curious as to what your opinion is on my suggestion. Thanks, and keep it up the good work! Link to comment Share on other sites More sharing options...
Adrenanine Posted August 5, 2014 Report Share Posted August 5, 2014 They all have really low ATK, how are you supposed to win like that? One more thing: If a monster targeted by Golem Shackles cannot be destroyed by battle nor by card effects the "When that target leaves the field, destroy this card." Part is not necessary. Link to comment Share on other sites More sharing options...
Mdoraz Posted August 5, 2014 Author Report Share Posted August 5, 2014 The whole point of the golems is to get them into attack position on your opponents field and have them attack into your high defense monsters. Face-off summons a monster to both sides of field, so you can summon one in DEF on your side and one in ATK to your opponent's side, since they have to attack, it garuantees some damage when they are summoned. Also fortress says monsters can't change their battle positions, so unless you get rid of fortress or overlay with a rank 2, they have to attack again next turn, taking 2000 damage. Also, when Guardian is summoned he protects all Golem monsters on the ENTIRE field, so face-off is even more powerful as a protection card, because he forces the monster on your opponents field to attack while protecting them all from being destroyed. With three ways of getting the golems to your opponents side of the field in ATK position (Wanderer, face-off, and Mech-V2), and a lot of ways of protecting your golem monsters (shackles, guardian, and inquisitor), there are plenty of opportunities to get the ATK position golems on your opponents field to attack into your DEF monsters, and that's how you win. It's weird, but I wanted something different, and a deck that defeats your opponent with battle damage without declaring a single attack is pretty damn cool i think. :P They all have really low ATK, how are you supposed to win like that? One more thing: If a monster targeted by Golem Shackles cannot be destroyed by battle nor by card effects the "When that target leaves the field, destroy this card." Part is not necessary. Compulse... DImensional Prison? Soo I'm a little confused on how this archetype is supposed to win. Don't get me wrong, the idea of the Golems being strong in defense is a great idea but the only cards that can reduce your opponent's life points are the boss monsters, the one spell card Reckless Assault, and the rare occurrence of the Wanderer being special summoned to your opponent. (And even then they do it in kind of a slow way). Seeing as how this archetype doesn't support any other card as the majority of them specify Golem monsters only and the only two Rank Xyz monsters that support this deck (Gantetsu and Dark Mist) don't deal a lot of life point damage, I have a suggestion to make. By continuing the theme of grinding away your opponents life points, I think you should make more of the level 2 Golems (but not all of them) having to be attacked by your opponent rather than having to attack if possible. To be honest I don't think this change is OP seeing as how 2100 DEF isn't hard to overcome mid to late game and even for some decks the very first turn. This makes your opponent think twice of playing low ATK monsters with great effects as they will be losing life points per turn and as well as playing strong ATK monsters as they will be destroying your golems and make summoning Elemental Gathering a hell of a lot easier. Also, another reason as to why I think the change is not OP is that this deck is very defensive and does not focus on destroying your opponents cards and this gives your opponent a lot of time to set-up their strategy. But, even without my change I think these cards are great (and the art is wonderful), and I'm curious as to what your opinion is on my suggestion. Thanks, and keep it up the good work! That's actually a great idea, I needed a way to force the monsters to attack into the golems, and that may make it a better effect, including your opponent's other monsters to attack as well. Thanks for the advice, I might put that in. Also the reason I have the "You can only control 1" of each golem is because face-off and inferno reckless summon is a broken combo that would get me 3 monsters, and unless my opponent is also playing golems, he can't do anything unless they have another monster on the field. Link to comment Share on other sites More sharing options...
Number IV Posted August 5, 2014 Report Share Posted August 5, 2014 I love this deck, 7.5/10 I find that for a level 2 , the DEF is too high. Maybe to level 3, possibly 4 for some? Link to comment Share on other sites More sharing options...
Mdoraz Posted August 5, 2014 Author Report Share Posted August 5, 2014 I love this deck, 7.5/10 I find that for a level 2 , the DEF is too high. Maybe to level 3, possibly 4 for some? I felt like making them lvl 3 or 4 would make it too easy for people to overlay with them, defeating the purpose of the deck. I would then have to add in the effect of not being able to overlay with them, but then grand inquisitor would be unusable. So i figured the best level to make them is 2 with 2100 def, which i think is reasonable. There aren't too many lvl 2 decks that could overlay with the monsters, so they are more able to stay on the opponent's field. Link to comment Share on other sites More sharing options...
Mdoraz Posted August 8, 2014 Author Report Share Posted August 8, 2014 Bump? Link to comment Share on other sites More sharing options...
Mdoraz Posted August 10, 2014 Author Report Share Posted August 10, 2014 Bump? Bump. Link to comment Share on other sites More sharing options...
Mdoraz Posted August 16, 2014 Author Report Share Posted August 16, 2014 bump... Link to comment Share on other sites More sharing options...
Trebuchet MS Posted August 19, 2014 Report Share Posted August 19, 2014 I really think you can afford to incorporate the effects of Destruction Punch into some of the Golems. One of the biggest criticisms of a Defense Position-oriented strategy is that you'll never destroy the losing monsters in battle, leaving the opponent's monsters around for the following turns to set up and continue to build up offensive pressure. Forcing the opponent to slam their monsters into your walls and subsequently losing them is what I had in mind when I read the thread title of "Winning without Attacking". Yes, I know Continuous Destruction Punch exists. It's terrible because your opponent sees it coming. Weaving the effect into the effects of some Golems themselves would make them a nasty surprise when they're hit while face-down. Link to comment Share on other sites More sharing options...
Mdoraz Posted August 19, 2014 Author Report Share Posted August 19, 2014 Just made another engine with "Last Resort of the Elements" new spell that switches ATK and DEF, but at a cost. Link to comment Share on other sites More sharing options...
Mdoraz Posted August 19, 2014 Author Report Share Posted August 19, 2014 I really think you can afford to incorporate the effects of Destruction Punch into some of the Golems. One of the biggest criticisms of a Defense Position-oriented strategy is that you'll never destroy the losing monsters in battle, leaving the opponent's monsters around for the following turns to set up and continue to build up offensive pressure. Forcing the opponent to slam their monsters into your walls and subsequently losing them is what I had in mind when I read the thread title of "Winning without Attacking". Yes, I know Continuous Destruction Punch exists. It's terrible because your opponent sees it coming. Weaving the effect into the effects of some Golems themselves would make them a nasty surprise when they're hit while face-down. That's actually a great idea, i think i'll make a continuous spell or trap that has a similar effect. Link to comment Share on other sites More sharing options...
letitburn Posted August 19, 2014 Report Share Posted August 19, 2014 Its an interesting concept however tho some may get it confused with the some what all ready existent "golem" archetype (i say "some what all ready existent golem archetype" because some view it as an archetype when its not.) if u where aiming to add monsters to the archetype then thats not a problem, however if you truly were aiming to make a new archetype with golems it would be a sub-archetype which leads to my next point find some way to split it from the main golem archetype like they did with HERO archetype call them something like Gardna Golems or just something to set it apart as an archetype from the general golem cards, just a small suggestion. Link to comment Share on other sites More sharing options...
Mdoraz Posted August 19, 2014 Author Report Share Posted August 19, 2014 Its an interesting concept however tho some may get it confused with the some what all ready existent "golem" archetype (i say "some what all ready existent golem archetype" because some view it as an archetype when its not.) if u where aiming to add monsters to the archetype then thats not a problem, however if you truly were aiming to make a new archetype with golems it would be a sub-archetype which leads to my next point find some way to split it from the main golem archetype like they did with HERO archetype call them something like Gardna Golems or just something to set it apart as an archetype from the general golem cards, just a small suggestion. All the cards/Spells/Traps have the "Level 2 Golem" requirement on them, so they have nothing to do with the current golem cards. Since i believe there are no level 2 golem monsters, or i think 1 but its irrelevant, this is an archetype all its own, not connected to the other golem cards in any way. Link to comment Share on other sites More sharing options...
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