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Combat Monsters- Protect the Chosen Tareya!


Draconus297

  

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  1. 1. So, which Tareya setup would you run?

    • Victory, obviously! ATTACK!
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    • Protection, you moron. A great offense comes from a solid Defense.
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    • Telepathy, if you finish it. Trolololol . . .
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    • Medicine, if you finish it. I want 10000 Life Points.
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    • Speed, if you finish it. No Duel should last more than six turns.
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    • A mixture / I don't really know.
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So, I've been working on an archetype- it needs Spell/Trap support (and card art, but I have a basic idea as to how I want them to look), and three of the five subsets are . . . lacking, but I think it's looking good so far.

 

The Set functions primarily around 1 monster- "Combat Maiden Tareya". Her "Combat Aid" monsters are recruited sub-groups who can turn themselves into pieces of equipment to help her take down enemies, and her "Combat Dispatcher" Pendulums get everybody out safe and sound.

 

Combat Maiden Tareya

LIGHT - Level 3 - Warrior/Effect - 700/600

Once per turn, you may attach 1 "Combat Aid" monster to this monster. This monster gains 200 ATK and DEF for every "Combat Aid" monster attached to it. Once per turn, during your Main Phase, you may detach 1 "Combat Aid" monster attached to this monster and Summon it to your side of the field (attached "Combat Aid" monsters are treated as being on the field).

 

Simple enough.

Now, the Combat Aids come in five Sets, marked by Attribute and Type. Helms are Level 1, Greaves (by my designs, basically boots, but I just can't take the word "boots" seriously) Level 2, Gauntlets Level 3, Breastplates Level 4, Shields Level 5, and Tools (various weapons- I wanted to put "weapon", but it made the text tiny) are Level 6. Tareya can only attach (no clogging the Spell and Trap Zones like with Unions) one of each equipment type. I'm only going to summarize their effects- but they all give their effects to Tareya whilst attached.

 

First, the Victory Set.

This is a small army made up of FIRE Machines. They all have synthetic body parts, having lost limbs (or, in the case of Tool, part of his face) in trying to fight. The equipment they provide is highly offensive (and color-coded in red and gold).

 

Combat Aid- Helm of Victory

Ups the ATK of all monsters you control by 300 every time it destroys a monster in battle

 

Combat Aid- Greaves of Victory

Ups the ATK of all monsters you control in Attack Position by 100 at the beginning of each Battle Phase.

 

Combat Aid- Gauntlets of Victory

If you destroy a monster by battle with this monster, it may attack again.

 

Combat Aid- Breastplate of Victory

Cannot be targeted while in Attack Position.

 

Combat Aid- Shield of Victory

Cannot leave face-up Attack Position. You may discard 1 card from your hand to increase this monster's ATK by its DEF.

 

Combat Aid- Tool of Victory (a huge honkin' sword)

Ups ATK by 400 for every "Combat" card on the field. Negates the effects of Effect Monsters it battles against and lowers their ATK by 500.

 

Now, we have the Protection Set.

This is a ragtag bunch of dirty misfits and farmers- EARTH Rock monsters. Hell, a little kid is toting around Tareya's Protection helm because he couldn't carry any of her other equipment. This subset is highly defensive (and color-coded in black and bronze, for your convenience.

 

Combat Aid- Helm of Protection

When a monster on your side of the field has its DEF boosted, up the amount by 200.

 

Combat Aid- Greaves of Protection

Ups the DEF of all monsters you control by 100 during each Standby Phase.

 

Combat Aid- Gauntlets of Protection

Once per turn, act like Utopia!

 

Combat Aid- Breastplate of Protection

Effect protection while in Defense Position.

 

Combat Aid- Shield of Protection

Ups its DEF by 500 for every "Combat Aid" card on the field.

 

Combat Aid- Tool of Protection (a spear)

Act like a Six Samurai! Also, ups the DEF of all monsters you control by 100 during each Battle Phase if it ha the highest DEF on the field.

 

Now we get to the first incomplete subset- the Telepathy set.

These are a recluse group of DARK Psychic-types. They're mysterious, bizarre, and downright insane. Their mind-screwy equipment is completely color-coded in purple and silver.

 

Combat Aid- Helm of Telepathy

Once per turn, if your opponent tries to Summon something, call out a name. If you guessed what they would Summon correctly, all of their monsters become completely useless (0/0 with no effects) until your next End Phase.

 

Combat Aid- Breastplate of Telepathy

Every turn, look at all your opponent's Set cards, select one, negate its effects and destroy it.

 

Combat Aid- Shield of Telepathy

If this monster is in Defense Position and your opponent has Effect monsters out, you control if and when their effects activate.

 

Combat Aid- Tool of Telepathy (a cat o' nine tails outfitted with spoons)

Your opponent has to show you their hand at all times, and if you see something you don't like, you can discard one card from your own hand to negate its effects and send it to the Graveyard.

 

Our next incomplete subset, the Medicine set.

This all-girl group is WATER Spellcasters. They almost look like a cross between nuns and field medics. Their equipment is centered around healing, and is patterned in blue.

 

Combat Aid- Helm of Medicine

Every time you up the ATK of one of your monsters, boost your Life Points by an equal amount.

 

Combat Aid- Gauntlets of Medicine

When your opponent ups their Life Points, raise your own by the same amount.

 

Combat Aid- Breastplate of Medicine

Raises your Life Points by 300 for every "Combat" card on the field.

 

Combat Aid- Shield of Medicine

If it's attacked while it's in Defense Position, banish from your Graveyard to negate the attack and raise your Life Points by the monster's ATK.

 

Combat Aid- Tool of Medicine (a nice staff)

If it destroys a monster in battle, raise your Life Points by the destroyed monster's ATK. You may act like Monster Reborn, for a Life Point cost equal to the monster's ATK.

 

Our final incomplete subset, the Speed set.

These are a group of WIND Fairy-types, but they're more Elven than Fae. Their manner of dress and style of equipment is ripped off of Ancient Greece and Rome. Their equipment, which focuses on giving you the power of the draw, is color-coded green and white.

 

Combat Aid- Greaves of Speed

When it's targeted, you draw 1 card.

 

Combat Aid- Gauntlet of Speed

When a Continuous Spell card is activated, draw 1 card.

 

Combat Aid- Tool of Speed (a sweet-looking hunting knife)

Lowers the ATK and DEF of all monsters your opponent controls by the number of cards in your hand x100. If it destroys a monster in battle, draw 1 card.

 

Lastly, our Combat Dispatchers, the Pendulums.

 

Combat Dispatcher Deadman

LIGHT - Level 3 - Warrior/Pendulum/Effect - 700/800 - Scale 0

Spell Effect:
-If this monster is in your Blue Pendulum Zone, "Combat" monsters cannot be destroyed.
-If this monster is in your Red Pendulum Zone, "Combat" monsters cannot be banished.
Monster Effect:
If this monster is in your Extra Deck, you may Pendulum Summon a monster from your Graveyard once per turn.
 
Combat Dispatcher Strategist
LIGHT- Level 5 - Warrior/Pendulum/Effect - 1900/800 - Scale 7
Spell Effect:
-If this monster is in your Blue Pendulum Zone, the effects of "Combat" monsters cannot be negated.
-If this monster is in your Red Pendulum Zone, your opponent's effects cannot affect "Combat" monsters.
Monster Effect:
Once per turn, you may send one card on the field or in the Banished Zone to its original owner's hand.

 

Combat Dispatcher Silas

LIGHT- Level 4 - Warrior/Pendulum/Effect - 1500/1200 - Red Scale 0 - Blue Scale 7

Spell Effect:
Once per turn, select 1 "Combat Aid" monster on your side of the field, and add 1 "Combat Aid" monster of the same Attribute from your Deck to your hand.
Monster Effect:
Once per turn, if "Combat Maiden Tareya" does not have any "Combat Aid" monsters attached to it, Special Summon one "Combat Aid" monster from your hand.
 
Combat Dispatcher Nuka
LIGHT - Level 4 - Warrior/Pendulum/Effect - 1200/1500 - Red Scale 7 - Blue Scale 0
Spell Effect:
If your opponent attempts to destroy or banish multiple face-up "Combat" monsters with the same effect, send one card from the top of your Deck to the Graveyard to negate the effect.
Monster Effect:
If another face-up "Combat: monster is targeted for a card effect, change the target to any other face-up monster on the field.
 
Questions, comments, concerns?

 

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I really enjoy the concept of "attaching" equipment to Tareya rather than "equip" it to her. That way it keeps your board open instead of clogging it up using Equip Spells. However, their should be a certain restriction on how many attachments Tareya can hold (I would suggest 6: 1 for each armor part, 1 for the shield, and 1 for the tool) so the sets make sense.

 

The Dispatchers are really cool as they gain different Pendulum Effects depending on which Color Zone they're in as well as a different Scale Number. However, all the pendulum monsters released so far at least have a minimum Pendulum Scale of 1, so Deadman, Nuka, and Silas need to change their scales (or at least their 0 scale) to at least 1.

 

Now for the "Sets". Each set has a separate strategy which is nice, but each monster is lacking information (ATK/DEF/Level). Also, the effects that you've written do not follow card grammar well (if at all, sorry it sounds mean but I had to point it out otherwise people won't take this set seriously). If you want, I could PM you the OCG corrections as posting them all here would be way too much to type all at once (maybe in a future edit when I feel like typing a lot idk).

 

The Victory Set -  Overall, very simple. Beef up 1 monster and make it hard to kill. It seems to be a little too simple (but that's just me). I mean, won't be it cool (and trolly) to win with just 1 monster on board? Also, this doesn't seem to be a good overall strategy since Tareya starts out pretty puny.

 

The Protection Set - Similar to the Victory Set, except you beef up the DEF. Stallin (hehehe, get it? I know, my jokes are bad) is the only thing this set will do, which makes the pace of the game slow which is what YGO is the opposite of in the present.

 

The Telepathy Set - This one, I'm gonna go with each monster individually. Overall, this set is too OP and needs to be tweaked down a few notches in some abilities:

  • Helm - I understand what you wanted to do with this card but this destroys a game mechanic. You physically can't "guess" what monster(s) your opponent will summon. They have to TELL you what they are gonna summon (or technically they should according to the rulebook). If anything, I would change the lore to "During your opponent's Standby Phase: Declare a Monster card name; all monsters with the same name as the card declared that are Summoned during this turn...(fill in rest of effect here)"
  • Breastplate - Just being able to look at ALL your opponent's set cards is crazy enough but being able to destroy them is just too much. Either effect would be OK but not both.
  • Shield - I don't understand what this card does, so please (along with the rest of this post) re-phrase the cards in proper OCG.
  • Tool - Same thing as Breastplate. Pick one effect over the other because together it's too OP.

The Medicine Set  - Increase your LP. Only reason I see to run would be to power up The Winged Dragon of Ra  for an OTK and then to heal back up so when you lose it you won't keel over.

 

The Speed Set - Draw power, draw power, draw power. A great ability for cards to have to speed up deck thinning and get to your needed cards faster. However, I don't see much use as to what you could be drawing into.

 

Overall, I like the idea of attaching instead of equipping to a monster for stat changes and additional effects, I just think that it could have been executed better.

 

Definitely, DEFINITELY, DEFINITELY, DEFINITELY correct your OCG as it is non-existent at this current point. If you need assistance, feel free to PM me if you have any questions/concerns about my post.

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