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Cold fusion ... The Winterdeep Archetype [29/40]


Elia41

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Hello! Yes, here is a new archetype. Several more are under creation, this one is just the first I finished.

 

Indeed, Winterdeep and the other Archerypes to follow (Muspel, Viridian, Sarkhan, Obscura and Water Margin) are inspired by the many Duel Terminal archetypes. Winterdeep is the Fusion-focused WATER kingdom whose main schtick is manipulating Spells. There isn't a single Trap in the 40 cards that make the archetype. Yes, 40 cards. My imagination was in overdrive, sorry.

 

So, here are the cards ...

 

[spoiler=Regular Monsters]

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Lore: When this card is successfully Normal Summoned and is alone under your control, you can Special Summon a Level 4 or lower "Winterdeep" monster from your Graveyard.

 

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Lore: This card can be Special Summoned from your Deck if a "Winterdeep" monster was sent to the Graveyard by any Spell except "Fusion". If it was Special Summoned this way, it gains 500 ATK until the end of turn.

 

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Lore: If a "Winterdeep" monster was to be destroyed by Spell effect, you can send this monster to the Graveyard to negate its destruction. Special Summon it in Attack Position during your next turn.

 

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Lore: Once per turn, when your opponent activates a Spell: you can pay 500 Life Points to take control of it.

 

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Lore: During each of your Standby Phase, target 1 face-down card your opponent controls; reveal it. If it is a Spell, it cannot be activated this turn.

 

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Lore: Once per turn, this creature can destroy an active Spell your opponent controls. It cannot attack this turn.

 

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Lore: Once per turn, discard a Spell and target 1 monster you control: it gains ATK equal to the current ATK of "Winterdeep Magician".

 

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Lore: When this card is sent to the Graveyard, return a Spell from your Graveyard to the bottom of your Deck.

 

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Lore: When this card is sent to the Graveyard, equip it to target "Winterdeep" monster. This monster can use its ability twice per turn.

 

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Lore: Once per turn, you can discard 2 Spells to return 1 "Winterdeep" Fusion monster from your Graveyard. This monster cannot be used as Fusion material this turn.

 

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Lore: Once per turn, add 1 Level 4 or lower "Winterdeep" monster monster from your Deck to your hand. You cannot play Spells this turn

 

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Lore: You can Special Summon this card if a "Winterdeep" monster was Fusion Summoned; It cannot be destroyed.

[/spoiler]

 

[spoiler= Fusion Monsters]

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Lore: "Winterdeep Ronin" + "Winterdeep Snow Kitten"
This creature must be Fusion Summoned using the required Fusion materials. This monster gains 200 ATK for every Spell in your Graveyard. If you received damage from a Spell during your opponent's turn, this monster can attack twice.

 

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Lore: "Winterdeep Ronin" + "Prince of Winterdeep"
This creature must be Fusion Summoned using the required Fusion materials. This monster gains 200 ATK for every Spell in your Graveyard. If your opponent played 2 Spells or more last turn and this card declares an attack on a monster, target monster is destroyed and its destruction cannot be negated.

 

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Lore: "Winterdeep Snow Dragon" + "Winterdeep Wizard"
This creature must be Fusion Summoned using the required Fusion materials. As long as this creature is on the field, anytime a Spell is succesfully activated, you gain 500 Life Points.

 

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Lore: "Winterdeep Snow Dragon" + "Winterdeep Raider"
This creature must be Fusion Summoned using the required Fusion materials. As long as this creature is on the field, anytime a Spell is succesfully activated, inflict 500 damage to your opponent.

 

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Lore: "Winterdeep Magician" + "Winterdeep Lanterner"
This creature must be Fusion Summoned using the required Fusion materials. Anytime this creature destroys a monster by battle, add a Spell from your Deck to your hand.

 

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Lore: "Winterdeep Snowy Owl" + "Winterdeep Lanterner"

This creature must be Fusion Summoned using the required Fusion materials. Anytime this creature destroys a monster by battle, add a Spell from your Graveyard to your hand.

 

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Lore: "Winterdeep Angel" + "Princess of Winterdeep"

This creature must be Fusion Summoned using the required Fusion materials. As long as this card is on the field, your opponent cannot choose "Winterdeep" monsters you control as target for his Spells.

 

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Lore: "Winterdeep Catterfly" + "Princess of Winterdeep"
This creature must be Fusion Summoned using the required Fusion materials. As long as this card is on the field and a "Winterdeep" monster is destroyed by battle, add a Spell from your Deck to your hand.

[/spoiler]

 

[spoiler=Spells]

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Lore: Send, from your hand or your side of the field to the Graveyard, the Fusion Material monsters that are listed on a "Winterdeep" Fusion Monster , then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.)

 

Yes, this is basically a Gem-Knight Fusion for Winterdeep monsters. I know.

 

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Lore: Whenever 1 or more Spells are sent to the Graveyard due to a "Winterdeep" monster effect, you gain Life Points equal to that monster's level x200.

 

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Lore: During your End Phase, you can send 1 Spell to the Graveyard to add 1 "Winterdeep" monster to your hand.

 

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Lore: As long as there is a "Winterdeep" monster under your control, your opponent cannot activate face-down cards or flip face-down Defense Position monsters. 

 

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Lore: Target 1 "Winterdeep" monster you control. It gains 200 ATK for every Spell in your Graveyard.

 

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Lore: Play during your opponent's Battle Phase. "Winterdeep" monsters you control have their destruction negated and your opponent receives half the Battle Damage you would have taken this turn. End the Battle Phase.

 

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Lore: Play at the beginning of your turn. Summon every "Winterdeep" monster in your hand regardless the summoning conditions.

 

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Lore: Play during your End Phase only. You gain Life Points equal to the number of Spells in your Graveyard x 100

 

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Lore: Target Spell aimed at a "Winterdeep" monster is directed to one of your opponent's monster instead.

 

[/spoiler]

 

Yep, Spell manipulation. You're not punished for using Traps, though. It's just that the Archetype runs on Spells so it mainly favors those.

 

For the Fusion part, you'll notice that I post Fusions by pairs, and always accompanied by their corresponding Fusion materials. The principle is as follows: Winterdeep is story-wise a kingdom of battle-hardened warriors who merge their powers (Fusion) while adapting to survive to the harsh climate of their realm (two Fusion monsters with similar yet different effects). As such, you have one monster that is needed for both Fusions, then two monsters that allow the summoning of either Fusion monster, depending what your strategy is. It also allows you to swiftly shift from one tactic to another if your opponent counters you too easily.

 

Alright, that's all for now. Expect more later.

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  • 2 weeks later...

Everything could use some rewording to make it more comprehensible. 

Most of the Spells are actually good.

The Fusions are a bit weird but work.

The regular monsters are were things get crazy. Easily negating Spells, "taking control" of Spells, being able to Summon 3 copies of something from the Deck. Are all way too powerful effects. Especially for low level monsters with no summoning conditions. Actually that's probably what's keeping them from being totally broken given any monster can pretty much run them over before they cause too much havoc. 

 

Sorry if it sounded like I was just ripping on them. I've just been very sick and have had very little sleep. But if you're interested I'd be willing to help you.

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  • 2 weeks later...

Update!

 

Sorry if it sounded like I was just ripping on them. I've just been very sick and have had very little sleep. But if you're interested I'd be willing to help you.

 

That's why I don't write anything when I'm sick ...

For the monster effects, I try to make them "simple yet practical". Let's see ...

 

Winterdeep Snow Kitten: swarm machine or quick Fusion Summon (either Winterdeep Tiger Rider or an other Fusion if you have the right materials nearby).

Winterdeep Ronin: lots of options but, mainly, if a WD monster is destroyed by battle, here comes the reinforcement with an ATK boost.

WD Prince: nerfed Stardust Dragon variant.

WD Wizard: Mirror Force? Mystical Space Typhoon? Double Summon? Swords of Revealing Light? 500 Life Points and it's my Spell now.

WD Snow Dragon: that face-down? Is that Wall of Thorns? Locked.

WD Raider: an annoying Spell locks you or grants your opponent a bonus, or an Equip Spell is too annoying. Not for long.

WD Magician: power boost at the price of a Spell.

WD Lanterner: has its uses ... Maybe combined with Winterdeep Enchantress. I'm not sure ...

WD Snowy Owl: a monster that becomes an Equip to a target, thus allowing said target to use its effect twice. Pick your choice.

 

So, broken? Maybe, maybe not. I prefer creating cards to playing them. Well, if they're annoying, as you noted, they can easily be crushed.

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take control of it.

Why?

thb its actually quite an inventive effect, think of it this way, your opponent activates super polly, BAM 500 lp gone and its your super polly

or your up against noble knights, they have an amazing equip spell ie excalliburn, pay 500 lp and it gets destroyed (can only be equiped to a noble knights monster) and 1 last scenario, you and your opponents lp are equal they activate metamorph in hope you will attack some other monster, you pay 500 lp equip metamorph and because your lp is lower than your opponents your fusions atk is doubled

 

thats my oppinion 

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I thought it was more common than that. There's a lot of Spells, Traps and monster effects that allow to take control of a monster. Why not have cards with similar effects, but applied to Spells rather than monsters? I thought I had seen some before, thought I'd be hard-pressed to remember where ...

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thb its actually quite an inventive effect, think of it this way, your opponent activates super polly, BAM 500 lp gone and its your super polly

or your up against noble knights, they have an amazing equip spell ie excalliburn, pay 500 lp and it gets destroyed (can only be equiped to a noble knights monster) and 1 last scenario, you and your opponents lp are equal they activate metamorph in hope you will attack some other monster, you pay 500 lp equip metamorph and because your lp is lower than your opponents your fusions atk is doubled

 

thats my oppinion 

But what if I wanted to activate some spell that could save me and bam! 500lp gone and it's their free to use and finish me off. Not to mention the average ATK/DEF of that card. But that's just pendulum-breaking. Which on the other hand, is not that bad..

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You're taking the victim's side here, Leviathan. WD Wizard's effect can be deadly indeed under the right circumstance. That's why the card looks like a nerf. It is. 500 LP more or less can be critical in certain situations, especially in late game. On the other hand, a certain number of WD cards have healing effects so it's rather balanced.

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