Trisengan Posted February 8, 2015 Report Share Posted February 8, 2015 I got the idea for this set when looking over the current stereotypical coin toss cards... I just don't think any work with 50:50 chances! So I've made a little archetype for 25:50:25 chance cards. I hope they're all well balanced! Comments appreciated ALSO I've forgotten to write FLIP as a subtype for the flip monsters, sorry about that and I'll change it soon. :) [spoiler=Lucky Lucky] [spoiler=Monsters] [spoiler=LV1-4] Lucky Lucky Belle 1800/1800/EARTH/4/Warrior/Effect Once per turn, during your Main Phase, you can reduce this card's ATK points by 300. If you do, toss two coins and activate the corresponding effect: 2 Heads - The effects of Trap cards are negated until the End Phase. Lucky Lucky June 1550/900/WIND/4/Fairy/Effect Once per turn, during your Main Phase, you can toss two coins and activate the corresponding effect: 2 Heads - You can Normal Summon twice this turn. 1 Heads 1 Tails - This card gains 200 ATK and DEF points. 2 Tails - Return this card to your hand. Lucky Lucky Leila 1750/1200/LIGHT/4/Warrior/Effect When this card is Normal Summoned, toss two coins and activate the corresponding effect: 2 Heads - This card can attack twice in each Battle Phase. 1 Heads 1 Tails - This card gains 300 ATK points. 2 Tails - This card cannot attack other monsters. Lucky Lucky Lizard 700/1300/WATER/3/Flip/Reptile/Effect FLIP: Toss a coin twice and activate the corresponding effect: 2 Heads - Gain 1000 life points. 1 Heads 1 Tails - Gain 500 life points. 2 Tails - Lose 500 life points. Lucky Lucky Nymph 100/1700/WIND/3/Flip/Fairy/Effect FLIP: toss two coins and activate the corresponding effect: 2 Heads - This card cannot be destroyed by battle. 1 Heads 1 Tails - This card gains 1000 DEF points. 2 Tails - This card's DEF points are reduced to 0. Lucky Lucky Trickster 1600/1400/EARTH/4/Spellcaster/Effect Once per turn, during your Main Phase, you can toss two coins and activate the corresponding effect: 2 Heads - Return 1 card on the field to its owner's hand. 1 Heads 1 Tails - Return 1 "Lucky Lucky" monster from your Graveyard to your Hand; discard 1 card. 2 Tails - This card cannot be used as a Synchro, Fusion or Xyz Material monster while it is face-up on the field. [/spoiler] [spoiler=LV5+] [/spoiler] [/spoiler] [spoiler=Tuners, Synchro & Xyz] [/spoiler] [spoiler=Spell & Traps] [/spoiler] [/spoiler] Link to comment Share on other sites More sharing options...
RedEmissaryofDarkness Posted February 8, 2015 Report Share Posted February 8, 2015 I hate to say it, but this archetype is essentially plagued with the same problems that Arcana Force has, being that if you want anything to work, then it is all luck based. Even if the effects do work, it is a rather underwhelming effect. Maybe if you added some spells or traps to help manipulate the results like Arcana Force's Light Barrier, then i can see how this can work, but as it s, it is very underwhelming. IF anything goes wrong with the effect that it results in, then you essentially lose since BA, Qlis, Shads, and Nekroz can easily run this over. Even if it does work, the end game just isn't worth it. The Level 9 Synchro is very hard to actually summon since your archetype is mainly lvl 4 Monsters with lvl 2 tuners, making this very awkward to summon. I will admit that Aqua and Dark lord have rather good effects if it works, but otherwise the only really worth while cards in the deck is Paladin since he can be splashable in Rank 5 decks and Sorceress since it can be a good 2600 beater or an ARK. If it was staple effects or You were able to manipulate the results more, I can see it working as a budget deck along the lines of Evilswarm or Fluffals, but in the Meta? no way. As it stands now,it is Ice Barriers. Link to comment Share on other sites More sharing options...
Trisengan Posted February 8, 2015 Author Report Share Posted February 8, 2015 I hate to say it, but this archetype is essentially plagued with the same problems that Arcana Force has, being that if you want anything to work, then it is all luck based. Even if the effects do work, it is a rather underwhelming effect. Maybe if you added some spells or traps to help manipulate the results like Arcana Force's Light Barrier, then i can see how this can work, but as it s, it is very underwhelming. IF anything goes wrong with the effect that it results in, then you essentially lose since BA, Qlis, Shads, and Nekroz can easily run this over. Even if it does work, the end game just isn't worth it. The Level 9 Synchro is very hard to actually summon since your archetype is mainly lvl 4 Monsters with lvl 2 tuners, making this very awkward to summon. I will admit that Aqua and Dark lord have rather good effects if it works, but otherwise the only really worth while cards in the deck is Paladin since he can be splashable in Rank 5 decks and Sorceress since it can be a good 2600 beater or an ARK. If it was staple effects or You were able to manipulate the results more, I can see it working as a budget deck along the lines of Evilswarm or Fluffals, but in the Meta? no way. As it stands now,it is Ice Barriers. Hmm, this is a very aggressive review that makes me think that you haven't really read the cards properly. Not comparable at all to Arcana Force as they use the flawed 50/50 system. For this archetype, you have a 75% chance to gain a positive effect, 25% to get a mild negative effect. The chances of two of the "2 Tails" effects to activate in a row is just 6.25%, meaning that there's a 93.75% chance that at least once every two activations you will gain a positive effect. These positive effects are also not underwhelming at all. The majority of the cards have overwhelming gainable abilities, such as battle immunity, direct attacking, double attacking, attack points raise, control of opponents cards etc. Whilst the 50% effects (1 tails 1 heads) are all relatively neutral due to the fact that they are basically making the monsers effect monsters, so a small attack boost is all that's needed. There are also monsters, e.g. Belle and King Ta'uum, that have costs for 50% something good, 50% nothing. These are very useful effects as they can be used and you know exactly what the cost will be, rather than gritting your teeth hoping for a Heads. Also with regards to your comments on Lucky Lucky Arachhnid, 2 3 4 is extremely possible for a Synchro summon in this deck! Look at Nymph and Scorpion, Nymph has a 75% chance to become pretty much invincible for a turn, and Scorpion - a tuner - has a 25% chance to revive itself when it's destroyed. Also, the synchro monster was designed to abuse the summoning conditions of the Lucky Lucky Light/Dark Lords, as they are Special Summonable level 7 monsters (7+2=9!). This deck has extreme potential and so, reluctantly, I am going to disregard your comments as none of them are very well thought out. EDIT: Also, I purposefully didn't make rig effects, as I think they would defeat the point entirely. This is a risk deck, but the risk is low compared to the potential gains. Link to comment Share on other sites More sharing options...
Lumin567 Posted February 8, 2015 Report Share Posted February 8, 2015 Your cards don't seem to have any general theme besides luck. They are very unfocused, and it seems like constructing a coherent strategy in the midst of the madness that this deck creates would be hard. The only tribute monsters this deck can really afford to get out are the lords, it seems. Please oh well lease, make a card that lets you manipate the results to some extent. Some good cards though. Just more focus and better special summoning tools would be nice. Arc a force could really manipulate their rolls with the double coin toss light barrier combo. Realm seems very underwhelming in this respect. Link to comment Share on other sites More sharing options...
RedEmissaryofDarkness Posted February 8, 2015 Report Share Posted February 8, 2015 Hmm, this is a very aggressive review that makes me think that you haven't really read the cards properly. Not comparable at all to Arcana Force as they use the flawed 50/50 system. For this archetype, you have a 75% chance to gain a positive effect, 25% to get a mild negative effect. The chances of two of the "2 Tails" effects to activate in a row is just 6.25%, meaning that there's a 93.75% chance that at least once every two activations you will gain a positive effect. These positive effects are also not underwhelming at all. The majority of the cards have overwhelming gainable abilities, such as battle immunity, direct attacking, double attacking, attack points raise, control of opponents cards etc. Whilst the 50% effects (1 tails 1 heads) are all relatively neutral due to the fact that they are basically making the monsers effect monsters, so a small attack boost is all that's needed. There are also monsters, e.g. Belle and King Ta'uum, that have costs for 50% something good, 50% nothing. These are very useful effects as they can be used and you know exactly what the cost will be, rather than gritting your teeth hoping for a Heads. Also with regards to your comments on Lucky Lucky Arachhnid, 2 3 4 is extremely possible for a Synchro summon in this deck! Look at Nymph and Scorpion, Nymph has a 75% chance to become pretty much invincible for a turn, and Scorpion - a tuner - has a 25% chance to revive itself when it's destroyed. Also, the synchro monster was designed to abuse the summoning conditions of the Lucky Lucky Light/Dark Lords, as they are Special Summonable level 7 monsters (7+2=9!). This deck has extreme potential and so, reluctantly, I am going to disregard your comments as none of them are very well thought out. EDIT: Also, I purposefully didn't make rig effects, as I think they would defeat the point entirely. This is a risk deck, but the risk is low compared to the potential gains. I will concede that it is a rather original archetype, and it is not the worst thing in the world, and looking at the cards again, they do have rather good effects...IF it works. it is essentially the same problem, and although you have a higher chance of making a card effect work, in the end, it essentially is the same problem, which is that it relies on good luck, which is NEVER perfect. I can be fine with these cards, but it still has problems, such as the recyclability is reliant on getting the double heads most of the time like Ta'uum and Magician. The best effects even though well worth it, without a manipulation will basically mean you have a 25% chance of getting and a 50% chance of getting...nothing, thus leaving you open for an attack, and in this day and age, it is critical to be more aggressive. Some of these cards i feel can be really good, like Dark Lord, Sorceress, Belle, and Arachnid, but it just needs to be better worked out. I apologize if my comments seemed really negative, as that was never meant to be my intention, and as a luck based deck, it is certainly not bad in the slightest now that I look over it again. so i consider this to be an addendum to my statements, but to a lesser extreme of cynicism. I never meant to be vile in my comments (I have spent way too much time on Pojo.Biz), I just feel this could be improved just a bit more, like add some more recyclable options, and maybe add some more SSing for the Level 4, and add some more Level 3s so Ta'uum can be used, and you have another option for Arachnid since 4+3+2=9 (And maybe add another Synchro). I see the potential in this, and i know i would love to play this more than Qliphorts, it just needs to be tuned more. Link to comment Share on other sites More sharing options...
Trisengan Posted February 18, 2015 Author Report Share Posted February 18, 2015 Bump Link to comment Share on other sites More sharing options...
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