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The Shadeswarms - Dystopia is nigh!


Ms.Nimbat

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These are the Shadeswarms. They rely on the Graveyard for power, but they can't get there easily because they have to banish themselves upon destruction, except for the Extra Deck monsters. However, some Shadeswarms have the power to move their banished to the Graveyard. They also can be treated as 2 Types at once with Fiend being the primary type. And to be honest, I have no idea if this archtype is a good idea or not.

 

The intentional story behind these guys was that they are the product of a disease preferably named "The Shade Virus." It's combination of a virus and a parasite that takes over any living thing and turns them into something else. The word went into chaos and had to leave Earth until the Virus was vanquished for good. The Shade Virus has created it's own species, some would assume, and have taken over all of Earth together. The Era spell cards kind of tell the story of what had happened while the Shade existed.

 

[spoiler='Monsters']

[spoiler='Shadeswarm Assassin']BZ6aytu.jpg

(This card is also treated a Warrior-Type monster.) If this card destroys a monster by battle, it cannot be targeted by battle or card effects. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadeswarm Beast']pzMB5Gr.jpg

(This card is also treated as a Beast-type monster) Once per Battle Phase, if this card destroys a monster by battle, it can attack again. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadeswarm Colossus']DOYD2qC.jpg

(This card is also treated as a Beast-Warrior-Type monster.) This card gains 300 ATK for each "Shade" monster in the Graveyard. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadeswarm Commander']v05Kn6u.jpg

(This card is also treated as a Warrior-Type monster.) When a "Shade" monster you control is banished, you can send up to 3 of your banished "Shade" monster to the Graveyard. This card gains 300 ATK and DEF for each "Shade" monster in the Graveyard. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadeswarm Hunter']8oBF8vl.jpg

(This card is also treated a Beast-Warrior-Type monster.) When a "Shade" monster you control is banished, you can destroy 1 monster your opponent controls. Once per turn if this card in defense position is targeted for an attack, this card gains DEF equal to the attacking monster's ATK. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadeswarm Hydra']QbGl2Ib.jpg

(This card is also treated a Sea Serpent-Type monster.) When this card is successfully summoned, add 3 Head Counters to this card. This card can attack as many times up to the number of Head Counters on this card. If this card would be destroyed by battle, remove 1 Head Counter instead. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadeswarm Lord']MgsEOjt.jpg

(This card is also treated as a Spellcaster-Type monster.) Once per turn, you can send up to 3 of your banished "Shade" monsters to the Graveyard. If there are at least 6 "Shade" monsters in the Graveyard, you can banish 3 of them, to destroy one card your opponent controls. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadeswarm Trap Master']jMYk6gW.jpg

(This card is also treated as a Beast-Type monster.) Once per turn, activate the following effects depending on the type of card effect that your opponent activates:
-Trap: Negate and destroy it.
-Spell: All "Shade" monsters you control are unaffected by card effects for the rest of this turn.
-Monster effect: Negate and banish it, and if you do, banish this card.
If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shadecaster']5Dm4CzX.jpg

(This card is also treated as a Spellcaster-Type monster.) Once per turn, you can send one of your banished "Shade" monsters to your Graveyard. If there are no banished "Shade" monsters, this card can attack directly, and if you do, no other "Shade" monsters you control can attack during the Battle Phase. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

[spoiler='Shade Virus Victim']BxxJ5k2.jpg

(This card is also treated as a Zombie-Type monster.) This card can only be Special Summoned by sending 5 of your banished "Shade" monsters to your Graveyard, then banishing 1 monster your opponent controls. This card gains 300 ATK for every "Shade" monster in your Graveyard. If this card is destroyed and would be sent to the Graveyard, banish it instead.[/spoiler]

 

[/spoiler]

 

[spoiler='Spells']

[spoiler='The Dark Monolith']FQynvFA.jpg

Return all "Shade" monsters from your Graveyard to your Deck, then activate one of the these effects:
- Gain Life points equal to the number of "Shade" monsters returned to the Deck x 200.
- Inflict damage to your opponent equal to the number of "Shade" monsters returned to the Deck x 300.
Shuffle your Deck afterwards. You can only activate "The Dark Monolith" once per turn.[/spoiler]

[spoiler='The Prisoning Era']p0QGzh2.jpg

When a "Shade" monster you control is banished by it's own effect, banish 1 monster in your opponent's Graveyard if able. When this card is destroyed, all monsters banished by this effect are returned to their respectful owner's Graveyard. You can only control 1 "The Prisoning Era"[/spoiler]

[spoiler='The Frozen Era']YhIcrRW.jpg

All "Shade" monsters you control are switched to defense position and and their DEF are reduced to 0, but they cannot change positions afterwards. "Shade" monsters you control cannot be destroyed by battle while you control this card. During each of your Standby Phases, this card gains 1 Ice Counter. When this card reaches 12 Ice Counters, destroy this card.[/spoiler]

[spoiler='The Era of Harmony']5cwKYlc.jpg

Destroy all "Shade" monsters you control. When you summon a "Shade" monster, it is destroyed during your next Standby Phase. You gain 300 Life Points for each "Shade" monster destroyed by this effect. Destroy this card during your 4th Standby Phase after activation.[/spoiler]

[spoiler='Era Log Storage Device']yHZY9HR.jpg

Add 1 "Era" Spell card from your Deck to your Hand. You can only activate "Era Log Storage Device" once per turn.[/spoiler]

[spoiler='Ruins of the Shadows']HfF3y8K.jpg

All "Shade" monsters you control gain 500 ATK and DEF. "Shade" monsters you control cannot be banished by it's own effect. Each time a "Shade" monster in your Graveyard is banished, add 1 Dark Memory Counter to this card. If a "Shade" monster you control would be destroyed by your opponent, (either by battle or card effect) you can remove 2 Dark Memory Counters from this card instead.[/spoiler]

[/spoiler]

 

[spoiler='Traps']

[spoiler='Element of Surprise']SDcRg6h.jpg

If your opponent declares an attack while you control no monsters, negate the attack and destroy the attacking monster, then Special Summon 1 of your banished "Shade" monsters. You can only activate "Element of Surprise" once per turn.[/spoiler]

[spoiler='Dark Plague']OnplO2M.jpg

You can only activate this card if you control "Shade Virus Victim". Banish it, then distribute 1 Plague Counter (max. 1) to all monsters that your opponent controls. Monsters with Plague Counters are destroyed during your next Standby Phase. You can only activate "Dark Plague" once per turn.[/spoiler]

[spoiler='Reform']cHHAImJ.jpg

If a "Shade" monster you control is banished by it's own effect, Special Summon it and equip this card to it. The equipped monster's effects are negated. If this card is destroyed, destroy the equipped monster.[/spoiler]

[spoiler='Shadeswarm Ghost']zEFa0Py.jpg

Target 1 "Shade" monster you control: that target can attack directly this turn. If a "Shade" monster you control is destroyed while this card is in your Graveyard, you can Special Summon this card to your opponent's side of the field (Fiend-Type/DARK/Level 3/ATK 0/DEF 0). (This card is NOT treated as a Trap card.) This card cannot be used as a Fusion, Synchro, Ritual, or Xyz material. The controler of this card takes 300 damage during each of their End Phases. If this card was summoned this way, banish it when it leaves the field.[/spoiler]

[/spoiler]

 

[spoiler='Extra Deck']

[spoiler='Shade Daemon']OMH5FO5.jpg

3 or more (max. 5) level 3 "Shade" monsters
This card gains 500 ATK for each Xyz material attached to this card. Once per turn, you can detach 1 Xyz material: banish 1 card your opponent controls, but this card cannot attack for the rest of the turn.[/spoiler]

[spoiler='Shade Reaper']cGmEKrh.jpg

2 or more (max. 5) Level 3 "Shade" monsters
(This card is also treated a Zombie-Type monster.) Once per turn, you can banish 2 "Shade" monsters from your Graveyard, and if you do, this card gains 500 ATK until the End Phase. If this card would be destroyed, you can detach 1 Xyz material instead. You can only control 1 "Shade Reaper."[/spoiler]

[spoiler='Shadeswarm Minatour']OSrUIaN.jpg

3 Level 3 "Shade" monsters
(This card is also treated as a Beast-Warrior-Type monster.) Once per turn, you can detach 1 Xyz material: this card gains ATK equal to the number of "Shade" monsters in your Graveyard x 300 until the End Phase.[/spoiler]

[spoiler='Shadeswarm Queen']n0gDVqf.jpg

1 "Shade" tuner + 1 or more non-Tuners
If this card was Synchro Summoned by using non "Shade" monsters for Synchro materials, this card's effects are negated while you control it. This card gains 300 ATK for every "Shade" monster in your Graveyard. Once per duel, you can banish all "shade" monsters in your Graveyard; destroy all other cards on the field. You can control control 1 "Shadeswarm Queen".[/spoiler]

[spoiler='Shadeswarm Legend']A1k1wGj.jpg

1 "Shade" Tuner + 2 or more monsters
(This card is also treated as a Warrior-Type monster.) If this card was Synchro summoned using non "Shade" monsters as Synchro materials, half this card's ATK and DEF. If this card destroys a monster by battle, banish it, then send 2 of your banished "Shade" monsters to your Graveyard. If this card is targeted for an attack, negate the attack and inflict 300 damage to your opponent. If there are no banished "Shade" monsters, destroy this card.[/spoiler]

[/spoiler]

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I appreciate your feedback, and from reading this, I can tell that this archtype was SORT OF a bad idea to make. But idk, maybe im not good at making good cards. I wanted to make this deck have a cycle of being in the graveyard and being banished. I know there's gonna be a high amount of banishing alot, but I didnt know that it could be a bad thing. I thought it was a good idea for them to have a double-type, but maybe I should change it for it to be that way only on the field. The "Era" cards or pretty much trash or they need to be redone altogether. Synchros are also Trash and the Xyz's ATK need to be reduced, so something like 0 or "?", or maybe something different. But what do you think I should do or change to make this archtype better?

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Timeskipper's comments are sound. I would tend to agree with him, in that your monsters are mostly just dorks who don't do anything for you until they die and are banished. Your opponent has probably won the game in the time it takes for you to set up. Definitely make their abilities more varied than just "this card can attack very well, and when it dies it gets banished"; this is a problem with Assassin, Colossus, Beast, Commander, and Hydra. Frankly, 5-6 monsters in the yard is a lot - that is usually more than a quarter of your Deck, which is the reason The Beginning of the End does not see even moderate play (it did see some light play with the advent of Shadoll, but think of the speed that Shadoll runs at). This is also the reason why your "return x to do some really cool thing" doesn't work very well currently, because x is too high.

 

Onto the Spells. Era of Harmony is a good floodgate card, but there's a problem: your deck can't use it as such reliably because you cannot swarm. Still, it actually speeds the deck up, which makes it a lot better than any of your other Spell support. Dark Monolith is probably awful because it shuffles away valuable resources (isn't counting the number of Shades in your Graveyard a thing?). Prisoning Era is lame and the return effect is probably unnecessary. Without that it would be pretty okay situationally but still not great. The Frozen Era lasts for 12 turns? ... Okay? You might as well make it indefinite at that point. Better than Prison but still kind of janky. Ruins of the Shadows is a good idea, but nonbos with some of your cards that require you to return from banished to Graveyard. If you made it elective it would be better, but I think you reconsidering the choices you want your player to make might be more helpful.

 

Traps. Reform is basically just worse than Escape from DD in most relevant ways. Why even bother? Element of Surprise is not terrible. Ghost is very cute and I like it. Dark Plague is situational. Nothing that makes an archetype however.

 

It's realistic for sure. In that I would never play a tier 3 deck. (I am so sorry.) I recommend you consider how other cards can help / support your archetype and what speed it plays at; don't leave the temporal element or existing cards out of your thoughts. I quite like the Graveyard / banished resource shuffle dynamic and think maybe you should focus on that more, but with less sweeping strokes (I mean, 5? 6? Seriously? JD only asks for 4 LS with different names!).

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