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Maniac Archtype!


JessicaMuddy

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This is my newest archtype, the Maniacs!
This archtype revolves around the monsters in it raising their attacks by other monsters battling. Although weak at first, they become more and more powerful, with no limit.

 

This group of cards is still a WIP, so I only have a few cards. More will be added.

 

Monster Cards:

Robotic Maniac:

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The Great Maniacal Leader:

sQZpfgW.jpg

 

Toon Maniac:

AXvi0C0.jpg

 

Ancient Maniac:

RKOafuF.jpg

 

Maniac Duo:

kIUOTFx.jpg

 

The Maniac's Head:

UOCNdN6.jpg

 

The Maniac's Left Arm:

Rf4BCPs.jpg

 

The Maniac's Left Leg:

wdHQefM.jpg

 

The Maniac's Right Arm:

MpxgXwr.jpg

 

The Maniac's Right Leg:

0LjMNr7.jpg

 

Spell Cards:

Tribe of Maniacs:

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The Maniac's Dark Spell:

x5XuSSA.jpg

 

Barrier of the Maniacs:

Kudt0yv.jpg

 

Trap Cards:

Maniacal Theif:

gbevxUF.jpg

 

Maniacal Mage:

j6aVmsP.jpg

 

 

 

 

Constructive Feedback is greatly appreciated. Also, can someone show me how to do the spoiler tags?

 

 

Change Log:

Update 1:

  • Changed effects and ATK/DEF of some cards.
  • Added Ancient Maniac and Toon Maniac.
  • Worded card descriptions better.
  • Feedback from xxhernanxx34 and Sakura Haruno (Big thanks to both of you!)

Update 2:

  • Added Maniac Duo.

Update 3:

  • Added the Maniac Body parts.
  • Added The Maniac's Dark Spell.

Update 4:

  • Added Barrier of the Maniacs.
  • Changed some effects of the cards.
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TC, please obey the 24-hour bump rule in this section; there is a 17-hour gap between your last actual post and the bump. Yes, CC is dead at this time, but that does not give you an excuse to violate the rule)

 

roeyba and xxhernanxx34, obey the Advanced Clause. If you want to say something about the card, write something about the effect/design of card; NOT whether he needs to fix OCG (though it is somewhat obvious).

 

Just so this doesn't turn into a post with me telling members to follow the rules, some CnC.

----

In terms of Robotic Maniac, its ATK gaining effect is slow, especially coming off of a 0 ATK monster. Granted, if you can have this card survive a couple turns and your opponent has some weak monster it can step on, then it'll get somewhere quick. As is, pretty much every relevant monster in this game will run this over without a second thought, without Equip/protection support. The small defensive boost this card provides is nice, though keep in mind that it does impede your own monster's ability to destroy your opponent's monsters since they also benefit from the boost. You may want to restrict the gain to your own monsters.

 

Leader's effect is essentially stat boosting that's dependent on other monsters being destroyed. However, it's a Level 6 monster on a 250/250 body. While monster destruction is relatively common, there really is no point in running this over other Ritual monsters that offer better effects and/or base stats.

 

Both of the monsters get stronger over time, yes, but given the types of cards running around nowadays, they won't get the chance to unless you have backrow to protect them.

 

Thief & Mage are pretty much protection cards from S/T cards. Just note that Thief does not stop sweep cards like Mirror Force, Torrential and other common cards.

It can stop Breakthrough Skill however, which I suppose is a good thing (considering Breakthrough is a staple lately); don't remember other Trap Cards that target. Same with Spell Cards; there are a few that can be blocked with Mage, but no specific names come to mind at the moment.

 

As a sidenote, the first part of the effects wouldn't work in reality, as Equip Spells need to be activated from your hand, unless an effect allows you to do otherwise. Unless, of course, you had intended for the effect to trigger when a targeting S/T card activates against the equipped monster, in which case, it's better to just negate targeting S/T altogether.

 

The Ritual Card is just a generic Ritual for Leader. Lately, Ritual Cards offer some form of an extra effect, whether they can bounce some cards back to the hand, effect protection and so forth.

 

For the benefit of other members, I'll attempt to fix your OCG (card grammar). Remember, these are only reflective of what you have now; if you decide to make any changes, they will change. I also advise you to read the guide on writing OCG properly; it's located in the Singles section and written by the member Zazubat.

 

Maniac

Monsters on the field gain 400 DEF. When this card destroys a monster by battle: It gains 500 ATK. During each End Phase, this card gains 300 ATK.

 

Leader

You can Ritual Summon this card with "Tribe of Maniacs". When a monster is destroyed: This card gains 550 ATK.

 

Mage

Equip only to a "Maniac" monster. Negate the effects of other Spell Cards that target the equipped monster.

 

Thief

Equip only to a "Maniac" monster. Negate the effects of Trap Cards that target the equipped monster.

 

Tribe of Maniacs

This card is used to Ritual Summon "The Great Maniacal Leader". You must also offer monsters from your hand or field whose total Levels equal 6 or more. 

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I'll try to help with a few things.

As a whole honestly, the archetype seems really weak. I mean both their ATK and their slow effects.

The "Exodia" manic is interesting, but kind of pointless as your opponent can just summon it when they draw it or discard it through some other card. 

A tip for the ocg, if you're not sure try looking up a card with a similar effect to the one you want. For example, have you ever seen "Whenever this card" written on a card? It is "When this card"

As for Duo - something like "Can attack twice per turn. When this card attacks, banish 1 card from your Graveyard."

Toon - "damage to your life points" is redundant. The only thing you can take damage to is your Life Points. So all that is needed is "If Toon World is not on the field when this card is Summoned, take 1500 damage." As for the second effect "When you declare an attack: You may Special Summon 1 "Toon Maniac" from your hand or Deck. 

Ancient - I suggest making the Atk/Def drop at least in multiples of 50, preferable 100. As it can get really confusing otherwise. Also you should note if the drop is permanent. 

Barrier - "To activate this card, switch control of 1 "Maniac" monster you control to your opponent. All damage done by monsters is reduced to 0, except by "Maniac" monsters.

 

Side note: 

To do spoiler tags type

[Spoiler] insert spoiler here [ /spoiler]

just remove the space between the [/

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