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Chrono (Normal Beatdown deck >:3)


and1dodger

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Chrono Archetype

Beat opponents down with some Normal Monsters while utilizing hands traps to compliment them.

In order to use Hand traps you must have a normal monster. These hands traps are shuffled into the Deck instead of being sent to graveyard.


[spoiler=Chrono card set (14/14)]
Normal Monsters
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Effect monsters

Grants Immunity. Can only use when field spell and a vanilla is on the field.
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[spoiler=Previous version]
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Changes to previous: Must control both field spell card and vanilla to use. Unaffected by all card effects(So vanillas wont receive Field Atk boost or protect with Genesis thus leaving it to be more susceptible to being destroyed by battle)
[/spoiler]During either player's turn, while both a "Chrono" Normal monster and "Kingdom of Chrono" are on the field: You can shuffle this card from your hand to the deck; target 1 face-up "Chrono" Normal Monster on the field, this turn, it is unaffected by card effects.

Searcher. Adds Field Spell card. Can search monster instead if you control a field spell card.
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[spoiler=Previous version]
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Changes to previous: Adds field spell card. If you control field spell card it can search a monster instead.
[/spoiler]You can shuffle this card from your hand to the deck to add 1 "Kingdom of Chrono" from your deck to your hand. While "Kingdom of Chrono" is face-up on the field, you can add 1 "Chrono" monster, except "Chrono Sky Ace", from your deck to your hand instead.

Destruction.
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[spoiler=Previous version]
Destruction/Themed Icarus Attack. Bit more conditional but powerful +0
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During your opponents turn, if you control a "Chrono" Normal Monster: You can shuffle this card from your hand to the deck; target 1 card you control and 2 cards your opponent controls; destroy them.
Changes to previous version: You now must target a Chrono card instead of any card. (so no moralltach abuse) Destroys only 1 of opponents card.
[/spoiler]
During your opponents turn, if you control a "Chrono" Normal Monster: You can shuffle this card from your hand to the deck; target 1 "Chrono" card you control and 1 card your opponent controls; destroy them.

Slightly watered down version of Kalut in terms of Atk Boost however it provides Draw power.
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[spoiler=Previous version]
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Changes to previous version: Change draw effect; only last until end of Battle phase instead of next end phase.
[/spoiler]During either player's Damage Step, you can shuffle this card from your hand to the deck: target 1 face-up "Chrono" Normal Monster you control; Until the end of the Damage Step, it gains 700 ATK and if it destroys an opponent's monster by battle: Draw 1 card.

More Search power. Your normal monsters can also dodge bottomless and D-prison with this card.
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[spoiler=Previous version]
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Changes to previous version: Added restriction to the card search to remove loop. 2nd effect now triggers when destroyed by battle.[/spoiler]During either players turn, you can return 1 "Chrono" Normal Monster you control to the hand to Special Summon this card from your hand. When this card is destroyed by battle: Add 1 "Chrono" monster from your deck to your hand, except "Chrono Symphonia".
Spells
Boost Attack + Draw power.
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[spoiler=Previous version]
Boost Attack + Draw power. Deck Revolves around this card.
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All "Chrono" Normal Monsters gain 200 ATK and DEF x it's own level. Once per turn, if a card is shuffled from your hand into your deck; draw 1.Changes to previous version: Removed draw effect and added reveal top card effect instead.[/spoiler]All "Chrono" Normal Monsters gain 200 ATK and DEF x it's own level. Each time a "Chrono" card is shuffled from your hand into your deck, place 1 "Chrono Counter" on this card. Once per turn, you can remove 2 "Chrono Counters" on this card; Draw 1 card.

Traps
Speed Spell 3 Book of Moon.
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While you control a face-up "Chrono" Normal monster, if a monster is Summoned on your opponent's side of the field; Change that monster to face-down Defense Position and if you do, it cannot change it's battle position.
 
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Banish opponents monster + summon vanilla token.
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While you control both a "Chrono" Normal Monster and a face-up "Kingdom of Chrono", shuffle 1 "Chrono" Effect Monster from your hand to the deck to target 1 face-up monster your opponent controls; banish it. Then, you can Special Summon 1 "Chrono Abyssal Token" (Fiend-Type/DAR
K/Level 6/ATK 2400/DEF 500).


Extra Deck
Hope thats not too much to read >_< Serves as a Beater. Tributes itself to negate cards.
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1 "Chrono" Tuner + 1 or more non-Tuner monsters
This card is treated as a Normal Monster while face-up on the field. During either players turn when a card or effect is activated you can tribute this card to negate that card and destroy. If you do Special Summon 1 "Chrono" Normal monster from your deck. You can only Synchro Summon "Chrono the Knight Divine" once per duel.


Contact Fusion to summon. Walking Skill Drain. Add resources back to hand.

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[spoiler=Previous version]
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[/spoiler]

1 "Chrono" monster + "Chrono" monster
Must be Special Summoned from your Extra deck by tributing the above cards you control. Monster effects on the field cannot be activated. You can return this card from your graveyard to the Extra Deck to target 1 "Chrono"card in your graveyard: Add that target to your hand.


Destroys everything including itself. Black Rose nuked effect. Non generic, requiring normal monsters to summon. One can also Tribute a normal monster to summon this from grave.
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2 Level 4 Normal monsters
When this card is Xyz Summoned: Destroy all cards on the field. If this card is in your graveyard; you can tribute 1 "Chrono" Normal Monster you control to Special summon this card from the graveyard. If you do banish this card when it leaves the field.

[/spoiler]

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Over all I like the concept a bit over powered but the way yugioh is going eveything will be. One thing your field card it may not seam that good to some but it gives toy way to much draw power. Last I checked yugioh doesn't like that possibly weekend it a bit by chnging it to revile the the top card and if its a"chrono" card add it to you hand

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The Normals seem ok. The Warrior and Beast-Warrior both have a generic RotA @3 (and so does Sky Ace, who is a RotA for the entire archetype), making the Thunder-Type one the weakest of the three. You'd probably still run it for the sake of consistency.

 

Mage of Faith is good... too good, really. It provides protection against anything your opponent throws at your monsters, barring battle destruction (which you can deal with using the Field Spell and/or Genesis). Compared to generic protection cards such as Lance, it completely outperforms it. It also activates from your hand, which makes it a lot harder to counter than cards you would Set. You could make this guard against destruction, and create a different one that guards against targeting (preventing the monster from being targeted will not save it if you activate it in response to an effect that targets that monster).

 

As for Sky Ace, it's RotA done poorly, like RotA itself is. In essence, it is every single card from your archetype, it just can only be one of them per Sky Ace. Plus, it's a Warrior, and RotA is @3 now. This opens the archetype to major searching powers. While this isn't necessarily bad, it does mean that you can get Mage of Faith off quite a few times per Duel. It's also Pot of Greed when used with your Field Spell, and the card you search can get you another draw. I mean, it's ok, it's just that the archetypal RotA could have been done better. One thing for sure, let it search archetype monsters instead of any card that's part of the archetype. The Field Spell is an abusive plus machine, and the Trap is probably a little too good to be searchable.

 

Armageddon is kinda alright. "Ditch this to off one of your cards and two of your opponent's cards" has already been done in cards like Icarus Attack, Offering to the Snake Deity, and stuff. But it's a hand-trap, which means your opponent can't EP-MST it. Or Trap Stun it. Or Lance one of the targeted cards. Being high-level hurts its playability outside of being a hand-trap, but seeing as it's a really powerful effect, this is probably for the better. One big thing with this card is that it doesn't matter which of your own cards this can kill, whereas Icarus Attack Tributes a Winged Beast or how Offering to the Snake Deity specifically kills one of your Reptiles. This means you can blow up something like a dead CotH or Artifact Moralltach and either minimize your losses or get extra plusses off from your kill. I really don't think something like that should happen; it's already searchable... and a hand-trap.

 

Genesis averts the major problem that hand-trap cards that change the outcome of a battle have. Honest ensures you win (and essentially get a direct attack's worth of damage while you're at it), Kalut just offers too much ATK and can even work in direct attacks. This only provides a moderate ATK boost, and replaces itself so it won't be mediocre. The only problem that I have with it is that the ATK boost + draw lasts until the end of the turn afterwards; you can use it when your opponent attacks one of your monsters, then attack again and draw two cards out of it. You could also word it so that it works only if your monster is currently battling another monster so it doesn't become a potential "burn for 700 for game" card (which Kalut is infamous for). 700 isn't really much, but it still helps.

 

Symphonia is, in a way, a mix of Mage of Faith and Sky Ace. It's protection against anything your opponent tries (bar damage step stuff) for a +0, then once it dies, you get a free search. Again, this is for any card in the archetype. This time, you can even search another copy of this card. So, next turn you can re-Summon your vanilla, and if it's going to die, you just toss this onto the field until you've looped all three of these into the Grave. Considering the archetype has potential for huge ATK gains and blanket effect immunity, you basically get a ton of back-up for pretty much no actual cost. It's too much, really.

 

As I mentioned briefly, the Field Spell is an abusive plus machine. The ATK/DEF boost is a lot for a Field Spell, but it's basically a Solidarity for the archetype. Well, the Synchro ends up with 4200 ATK, and the Fusion with 2800. This card's problem is that it rewards you for using your hand-traps, which are already really powerful. Sky Ace, as I mentioned, combos with this card for a search and a draw (a +1, like Pot of Greed), and then you can shuffle a protective card during your opponent's turn for another draw. Now you're not losing any advantage for playing cards. :/

 

The Trap card is pretty powerful. It works on anything, shutting that monster off from being used, though you'll have to kill that monster yourself. It's really versatile, avoids pretty much all immunities, and only stoppable by Wiretap; letting this card be searched by either of your searchers would break the card. I would say that like Book of Moon, the card is probably too versatile anyways, but then again, this card only works on monsters that are getting Summoned at that moment, so I'm not really sure.

 

The Synchro Monster is instantly-Summonable by Summoner Monk, which might happen depending on how many Spells this Deck ends up running. In return, you get a negate-anything card on a 2600 (or 4200 under the field) body that replenishes losing itself by giving you a Special Summon from the Deck. Timed right, the effect negation can be really powerful, and it's really versatile too, but I'm not too sure if it's worth losing your blanket-immunity Tuner that is Mage of Faith. Losing a Genesis for this while you're under the Field Spell on the other hand, sure. Only letting its Synchro Summon happen once per duel really hurts the card and you could just only let its negation effect be once-per-duel. I want to say give it another effect so it won't be a complete vanilla after using its negation effect, but then it would do too much.

 

Archfiend is an acceptable field nuke since you're losing two of your Normal Monsters (which this archetype revolves heavily around) for it, but then there's Rescue Rabbit, which can Summon any two Level 4 vanillas for a sudden field nuke. From that standpoint, it seems a little redundant with Exciton, but I'm still not fond of the idea of letting this be Summonable with Rescue Rabbit, even if it's Limited. Special Summoning itself from the Grave is pointless because under the Field Spell all of your vanillas will have the same ATK as this card or more. If anything, you can trade a vanilla for this for an extra 800 damage, but you won't be able to use your hand-traps on it, so it's usually a bad idea.

 

Overall, the Deck thrives off of many things that aren't really healthy. First, most of the Deck's effects are in the form of hand-traps, which means that your opponent can't kill them before you want to activate them, nor can your opponent stop them without running some sort of obscure Counter Trap. Your opponent will also have a more difficult time expecting them, as opposed to cards you Set. Cards you Set are either going to be traps and whatnot that hinder with the opponent/help you, or they could be bluffs. Cards in your hand could be hand-traps, monsters you just haven't played yet, or Spells you haven't played yet. It's also harder to gauge exactly how many hand-traps your opponent will have to go through before they could beat even one monster.

 

Your hand-traps also shuffle themselves into the Deck, rather than ditch themselves into the Graveyard. This opens them to being re-searched or drawn into more than simply running extra copies of that card. It also opens you up to running less copies of your hand-traps for space devoted to other cards, but you may run them at high numbers just so you can fling hand-trap after hand-trap at your opponent anyways. Either one could work, especially since your Field Spell will let you draw a ton of cards if not dealt with.

 

Another thing I noticed with your hand-traps is that they're designed to work against so many things. For example, Fire/Ice Hand doesn't go off if you remove it with a nondestruction effect (and they also have to hit the Grave), whereas Symphonia gives you a search no matter how it leaves the field (except being spun directly into the Deck IIRC since that won't let effects activate, not 100% sure though). Likewise, Mage of Faith protects against destruction effects like a lot of protective effects do, but it also stops nondestruction removal and effects that won't get rid of the monster anyway. This means that Mage of Faith is nearly unstoppable and stops nearly anything. The presence of counters doesn't justify an unbalanced effect or anything, but being hard to counter is also badly designed usually.

 

The idea of using Normal Monsters as a major focus point is pretty cool, it's just that the rest of the archetype was done poorly.

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Now that you mention the draw power for the field spell card can cause too much draw power. Thinking of an alternative to drawing cards, I may change it to your reveal top card instead. Thank you for commenting! Much appreciated ^-^
For the hand traps, they do seem bit over powered but I think its justified because the hand traps are basically dead weight unless you have a vanilla/normal monster on the field. Also having a normal monster on the feild it may not survive the next turn in todays meta. Though any effect revamp or revision on the hands traps are welcome.

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Oh I've posted the last comment without reading the previous poster >-<looks quite constructive too

 

Edit:
-Changes-
Will change field spell card for balancing.
Will modify Sky Ace to reduce search abuse.
Reword Genesis.
Rework on wording and effects for more balancing.

-Clarification-
Only Normal monsters gain the field boost so the fusion or effect Chrono don't field recieve boost.

 

Edit: Previous versions of each card is below the modified version.

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Pretty much what everyone else has been saying. I love the idea of having a deck centered around Normal monsters, but their effect "counterparts" that power them up I think is a bit too strong, shuffle back into the Deck I mean. Maybe even having them place themselves on the bottom of the Deck, I know it doesn't seem like much difference but to me it seems like a lot. Also it may seem dumb but there needs to be some kind of "reveal this card in your hand" clause to use the effect so your opponent knows for sure which one is being used and can act accordingly. Just to go over a couple of them -

 

Faith - Just too good a quick effect that protects against ANYTHING for virtually no cost

Armagoddon - Again too good. Destroying 2 opponents card and just 1 of yours just by having this in your hand is good.

 

Some of the OCG needs fixing too. 

Overall not bad ideas, I just think they need a little work triggering their effect. But of course that's just my opinion.

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Pretty much what everyone else has been saying. I love the idea of having a deck centered around Normal monsters, but their effect "counterparts" that power them up I think is a bit too strong, shuffle back into the Deck I mean. Maybe even having them place themselves on the bottom of the Deck, I know it doesn't seem like much difference but to me it seems like a lot. Also it may seem dumb but there needs to be some kind of "reveal this card in your hand" clause to use the effect so your opponent knows for sure which one is being used and can act accordingly. Just to go over a couple of them -

 

Faith - Just too good a quick effect that protects against ANYTHING for virtually no cost

Armagoddon - Again too good. Destroying 2 opponents card and just 1 of yours just by having this in your hand is good.

 

Some of the OCG needs fixing too. 

Overall not bad ideas, I just think they need a little work triggering their effect. But of course that's just my opinion.

Eh I was thinking about "writing reveal this card in hand" clause but I just don't want it to take more space on the card tbh xD I'm not sure if it is nessassary though. All suggestioned considered I'll keep thinking of how to water down some of the effects.
Also I've changed field spell card once again :3

 

 

Some minor changes, as well as added couple new cards

Changes

-Made Faith a bit more situational now having to have field spell card and a vanilla on field to use.
-Changed Armageddon to destroy 1 card only during opponents turn.

-Other minor card changes for balance

 

New Exile to the Abyss

New Chrono Assassin

 

Againt thanks for all who commented ^_^/

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NOT FORGOTTEN!

 

New member, don't know much about card making, BUT, I do know a bit about Yugioh.

 

1. I feel as this archetype is a very good archetype, but I just have one big problem about it. The fact that their effects shuffle them back into the deck is kinda overpowered for me. I can already see a RotA Sky Ace combo here. There are so many searching cards and special summoning cards these days that the fact that you can recycle these cards not only makes it super consistent but stupidly broken. RotA and 2 Sky Aces. Use Sky Ace, then add the Field Spell. Activate the Field Spell, Sky Ace into Genesis, and RotA for Sky Ace, then Sky Ace into a Normal, summon it. Boom, you've got 2 counters already, if they try and attack, you can Genesis and get up to 3, get an extra card, and basically proceed to wreck from there if you have the right cards. 

 

2. Holeeeeee s***, Archfiend is another Black Rose. And it's easier to pull off as well.

 

3. Mage of Chaos + Dark Bribe + Appropriate = plus as fuck with with a 2800 wall and no effects.

 

Honestly, the only cards I have problems with are Sky Ace, Archfiend, and Mage of Chaos. I know there are ways to stop them but since RotA + Sky Ace is a HUGE searching engine, you could get most of this stuff out really quickly. And when you have one that blows up the field and one that kills all effect monsters, and a good backrow, what the hell is your opponent supposed to do especially with cards like the super fast Book of Moon and Exile? So yeah. good concept with the archetype, I just believe that it needs a bit of tweaking, and it'll be good.

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NOT FORGOTTEN!

 

New member, don't know much about card making, BUT, I do know a bit about Yugioh.

 

1. I feel as this archetype is a very good archetype, but I just have one big problem about it. The fact that their effects shuffle them back into the deck is kinda overpowered for me. I can already see a RotA Sky Ace combo here. There are so many searching cards and special summoning cards these days that the fact that you can recycle these cards not only makes it super consistent but stupidly broken. RotA and 2 Sky Aces. Use Sky Ace, then add the Field Spell. Activate the Field Spell, Sky Ace into Genesis, and RotA for Sky Ace, then Sky Ace into a Normal, summon it. Boom, you've got 2 counters already, if they try and attack, you can Genesis and get up to 3, get an extra card, and basically proceed to wreck from there if you have the right cards. 

 

2. Holeeeeee s***, Archfiend is another Black Rose. And it's easier to pull off as well.

 

3. Mage of Chaos + Dark Bribe + Appropriate = plus as f*** with with a 2800 wall and no effects.

 

Honestly, the only cards I have problems with are Sky Ace, Archfiend, and Mage of Chaos. I know there are ways to stop them but since RotA + Sky Ace is a HUGE searching engine, you could get most of this stuff out really quickly. And when you have one that blows up the field and one that kills all effect monsters, and a good backrow, what the hell is your opponent supposed to do especially with cards like the super fast Book of Moon and Exile? So yeah. good concept with the archetype, I just believe that it needs a bit of tweaking, and it'll be good.

Thnx for your input :3

 

1. In this scenario, opening with triple searchers should have a good results but I'll make Sky Ace once per turn so the most you can do in this scenario would be to just search for the field spell card.

 

2. I feel like Archfiend is more like an Exciton knight but worse since exciton easier to xyz summon considering the requirements. In addition exciton will remain on the field while Archfiend Of Chrono will blow itself up. However I am considering changing Archfiends effect.

 

3. Mage Of Chaos Def has been changed to 2500 so monsters would be able to run it over. Hmm I'm not sure how Mage of Chaos + Dark Bribe + Appropriate combo off each other. I know Dark Bribe + Appropriate is it's own little combo but in combination with Mage of Chaos, I don't see how they would work together. 0.o

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