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Making Main Phase 2 obsolete [Terminal Archetype]


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So as many people do not know, there is a card known as Terminal World

300px-TerminalWorld-STOR-EN-C-UE.png

This card makes players skip their respective Main Phase 2s. I thought it was a really cool idea, and built an archetype around this one card. All of the monsters destroy themselves during m2, so unless World is out, they're goners.

 

[spoiler=Main Deck Monsters]

 

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[spoiler=Lore]During your Main Phase 2: Destroy this card. You can only control 1 "Terminal Tank". This card cannot declare an attack unless you control 2 or more face-up "Terminal" cards other than "Terminal Tank". If this card would be destroyed, you can destroy one face-up "Terminal" Spell/Trap card instead.[/spoiler]

 

 

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[spoiler=Lore]During your Main Phase 2: Destroy this card. You can discard this card: Add 1 "Terminal" monster from your Deck to your hand; You must control a face-up "Terminal" Spell/Trap card to resolve this effect. You can only use this effect of "Terminal Tester" once per turn. . [/spoiler]

 

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[spoiler=Lore]During your Main Phase 2: Destroy this card. Once per turn: you can Special Summon 1 Level 2 Machine-type monster from your hand or Graveyard. You cannot conduct your Battle Phase the turn you activate this effect.[/spoiler]

 

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[spoiler=Lore]During your Main Phase 2: Destroy this card. This card cannot be destroyed by battle while you control a face-up "Terminal" Spell/Trap card. If this card attacks and is still face-up after damage calculation: you can add 1 "Terminal" monster from your Deck to your hand. [/spoiler]

[/spoiler]

 

[spoiler=Spells/Traps]

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[spoiler=Lore]You can only activate this card while you control a "Terminal" Spell/Trap card other than "Grid-Space: The Terminal Hub". All "Terminal" monsters you control gain 100 ATKx the number of "Terminal" Spell/Trap cards in your Graveyard. During your End Phase, if you skipped a Phase due to a card effect: you can add 1 "Terminal" monster from your Deck or Graveyard to your hand; You must control a "Terminal" Spell/Trap card other than "Grid-Space: The Terminal Hub" to activate and resolve this effect.[/spoiler]

 

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[spoiler=Lore]During your End Phase, if you skipped a Phase due to a card effect, you can activate one of the following effects:

@Send 1 "Terminal" card from your Deck to the Graveyard; add 1 "Terminal" card from your Deck to your hand.
@Target 1 face-up "Terminal" card you control: that target cannot be destroyed until your next Standby Phase. [/spoiler]
 
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[spoiler=Lore]While this card is on the field, neither player can target "Terminal" monsters with cards or effects. When a "Terminal" monster you control is destroyed by battle: you can destroy this card and cards your opponent controls up to the number of face-up "Terminal" Spell/Trap cards you control (this effect does not target).[/spoiler]
 
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[spoiler=Lore]Once per turn: you can change the battle position of all face-up monsters. Once per turn, when a "Terminal" monster you control is selected as an attack target: you can discard 1 "Terminal" card to negate the attack and end the Battle Phase. [/spoiler]
 
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[spoiler=Lore]When a card or effect is activated that targets face-up a "Terminal" monster you control: negate the activation and destroy that card; You must control another "Terminal" Spell/Trap card to resolve this effect.[/spoiler]
[/spoiler]
 
[spoiler=Extra Deck Monsters]
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[spoiler=Lore]
2 Level 2 Machine-Type monsters
During your Main Phase 2: Detach 1 Xyz Material from this card this card or destroy this card. Once per turn: you can target 1 "Terminal" Spell/Trap card in your Graveyard; add it to your hand, but you cannot activate a card with the same name for the rest of the turn. This card must have Xyz Material to activate and resolve this effect.[/spoiler]
 
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[spoiler=Lore]
2 Level 2 LIGHT monsters
During your Main Phase 2: Detach 1 Xyz Material from this card or destroy it. If this card battles and is still face-up after damage calculation: you can destroy 1 card on the field; this card must have Xyz Material to activate and resolve this effect. If this card is destroyed: you can target up to 2 "Terminal" cards in your Graveyard, except "Terminal Tinker": shuffle the target(s) into the Deck, and if you do, draw 1 card; You must control a face-up "Terminal" card to resolve this effect.[/spoiler]
[/spoiler]
 
So what do you think, is skipping M2 a viable strategy? Any and all CnC is appreciated~
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You are by no means obligated to enter your MP2. You can go straight from the battle phase to the end phase if you wish.

 

Terminal World just forces it to happen, so as such, all your cards here are built on a basis of lies. So uh. might want to fix that.

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You are by no means obligated to enter your MP2. You can go straight from the battle phase to the end phase if you wish.
 
Terminal World just forces it to happen, so as such, all your cards here are built on a basis of lies. So uh. might want to fix that.


Not quite true. You are by no means obligated to enter MP2, absolutely, but if you enter your Battle Phase you must proceed to Main Phase 2 before you end your turn. Please see the YGO wikia's pages on the matter (or Konami's website, but).

http://yugioh.wikia.com/wiki/Turn
http://yugioh.wikia.com/wiki/End_Phase
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Please explain to me why I would ever play a deck that can self-destruct?

 

Edit: Doesn't play scraps.  I'm not very good at exploring styles I don't have the cards to.  I play more of a old school style with xyz and synchros.  So, nope, no idea how scraps work xD.

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Your Infernity Barrier is very out of place. Nonspecific costless negation? Really. It can also draw you cards.

Everything else seems ... eclectic. You have a bunch of consistency, a little disruption, and some unplayables, which leads me to believe that only the consistent cards are supposed to be played. Why are your monsters all level 2? Access to Shinki Saintorea? Tank's stats don't really scream Level 2 to me, but I suppose the other ones are okay. Tester's fetch makes no sense because you don't want to conduct your MP2 anyway, so it's just a "here let me fetch anything" card, which I really don't like - the combos are way too obvious.

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Your Infernity Barrier is very out of place. Nonspecific costless negation? Really. It can also draw you cards.

Everything else seems ... eclectic. You have a bunch of consistency, a little disruption, and some unplayables, which leads me to believe that only the consistent cards are supposed to be played. Why are your monsters all level 2? Access to Shinki Saintorea? Tank's stats don't really scream Level 2 to me, but I suppose the other ones are okay. Tester's fetch makes no sense because you don't want to conduct your MP2 anyway, so it's just a "here let me fetch anything" card, which I really don't like - the combos are way too obvious.


Thank you for telling me, but could you be a bit more specific aboit the "unplayables"? I really truly would like to improve this, and truth be told, I made these long before cavalry was about.
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Why play Taboos when you can just use the Field Spell to fetch Tester from Graveyard, then fetch anything, given how slow Taboos is and what its requirement entails? Toxins is a mediocre card that takes up deck space while not significantly increasing survivability. Tank is ... okay but not exactly the best.

I recommend focusing more on synergy.

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Why play Taboos when you can just use the Field Spell to fetch Tester from Graveyard, then fetch anything, given how slow Taboos is and what its requirement entails? Toxins is a mediocre card that takes up deck space while not significantly increasing survivability. Tank is ... okay but not exactly the best.

I recommend focusing more on synergy.

 

Your Infernity Barrier is very out of place. Nonspecific costless negation? Really. It can also draw you cards.

Everything else seems ... eclectic. You have a bunch of consistency, a little disruption, and some unplayables, which leads me to believe that only the consistent cards are supposed to be played. Why are your monsters all level 2? Access to Shinki Saintorea? Tank's stats don't really scream Level 2 to me, but I suppose the other ones are okay. Tester's fetch makes no sense because you don't want to conduct your MP2 anyway, so it's just a "here let me fetch anything" card, which I really don't like - the combos are way too obvious.

Fixed a few cards, as per Cirrus' suggestions. Thank you~

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