Trebuchet MS Posted February 23, 2015 Report Share Posted February 23, 2015 So, this is a bit of a collaboration with Radiant F.U.R.Y, as we agreed a while ago. The Sanguine archetype is all about LP gain, a strategy that many tend to overlook due to the fact that it's much easier to just knock the opponent down to 0 rather than attempt to prolong a Duel. Many of the effects trigger off any degree of LP gain to grant an incentive for running other LP gain sources. Main Deck Monsters [spoiler Sanguine Leech] When this card inflicts battle damage to your opponent: Gain LP equal to the battle damage inflicted. During the End Phase, if you gained LP this turn: This card gains 500 ATK.[/spoiler] [spoiler Sanguine Parasite] If you gained LP this turn, you can Special Summon this card (from your hand). You can only Special Summon "Sanguine Parasite" this way once per turn. When this card is sent to the Graveyard for the Synchro Summon of a "Sanguine" monster: You gain 500 LP, also your opponent loses 500 LP.[/spoiler] [spoiler Sanguine Reaper] When this card inflicts battle damage to your opponent: Gain LP equal to the battle damage inflicted. Once per turn, if you gained LP this turn: You can target 1 monster on the field; destroy it.[/spoiler] [spoiler Sanguine Crusher] When this card is Summoned, if you gained LP this turn: You can target 1 Spell/Trap Card on the field; destroy it. If this attacking card destroys a monster by battle: Gain 800 LP.[/spoiler] [spoiler Sanguine Brain] Once per turn, when this card attacks or is targeted for an attack: This card is not destroyed by that battle, also you gain LP equal to the battle damage you would have taken from that battle. When this card is Normal Summoned, if you gained LP this turn: You can Special Summon 1 "Sanguine" monster from your hand.[/spoiler] Extra Deck Monsters [spoiler Sanguine Darklord] 1 "Sanguine" Tuner + 1 or more non-Tuner monsters If this card destroys a monster by battle: Gain LP equal to the destroyed monster's original ATK in the Graveyard. During the End Phase, if you gained LP this turn: Draw 1 card. When this card leaves the field: Gain 1000 LP, also your opponent loses 1000 LP.[/spoiler] [spoiler Sanguine Seraph] 2 Tuners + 1 or more non-Tuner "Sanguine" monsters Cannot be destroyed by card effects. When this card destroys a monster by battle: Gain LP equal to the destroyed monster's original ATK or DEF in the Graveyard, whichever is higher, also draw 1 card. Each time you gain LP from a card effect, except "Sanguine Seraph", gain 1000 LP. During your End Phase, if your LP is more than or equal to twice the amount you started the Duel with, you win the Duel.[/spoiler] Spells [spoiler Sanguine Conversion] If you control a "Sanguine" monster: If you would take battle damage this turn, gain LP equal to the battle damage you would have taken instead. During the End Phase of the turn this card was activated (and was not negated), you can add 1 "Sanguine" monster from your Deck to your hand whose ATK is equal to or less than the amount of LP you have gained this turn.[/spoiler] More cards to come as we think up and refine our ideas. Design Notes Sanguine Seraph specifically says "more than or equal to twice the amount you started the Duel with" to prevent it being an instant win in Tag Duels where player teams start with 16k LP. This means in a 1v1 you need to get to or exceed 16k to trigger the automatic win, while in a 16k Tag Duel you'd need to reach 32k LP. Link to comment Share on other sites More sharing options...
Nazryl Posted February 23, 2015 Report Share Posted February 23, 2015 I'm a little bit in love with this set. Think that the artwork, although very different things, works wonders together and the effects are balanced but still lean towards the strong side of the line (Which isn't a bad thing) My only feedback that I have (and it's a personal thing, nothing major) is that although aimed as a LP gain strategy, I can see the duel winning just by knocking your opponent down to 0, but again a personal gripe and my own problem, not yours haha. Awesome work! Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 23, 2015 Author Report Share Posted February 23, 2015 It's a harsh truth one has to face, where the game ends when an opponent gets to 0, while there's no inherent victory condition for having massive LP. I've realized most of the LP gain effects are aggressively-oriented. Not that it's necessarily a bad thing, seeing many other LP gain effects aren't designed similarly. A pure Sanguine Deck (if that ever becomes possible) might find itself beating the opponent into the ground faster than it reaches its alt-win condition, but there's the plethora of LP-restoring cards in the library to use. Link to comment Share on other sites More sharing options...
Nazryl Posted February 23, 2015 Report Share Posted February 23, 2015 For the game a more aggressive deck is better and would see alot more play because of the choice of the two, so it is definitely not a bad thing (The amount of times I've ended up swinging with a BEWD in my Exodia deck is astronomical). Do you have plans for more of these? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 23, 2015 Author Report Share Posted February 23, 2015 As the opening post states, more cards will be put up as we (Radiant and I) continue to brainstorm and fine-tune our ideas. Link to comment Share on other sites More sharing options...
Black Temple Gaurdian Posted February 23, 2015 Report Share Posted February 23, 2015 The problem with (most) Alt-Win conditions is that the game can easily be turned into Solitaire. Spam a tonne of +LP cards, summon a bunch of mosters, sync for Seraph, win. Although that doesn't seem as likely as, say, Exodia, where you only have to have a tonne of +0's. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 23, 2015 Author Report Share Posted February 23, 2015 The problem with (most) Alt-Win conditions is that the game can easily be turned into Solitaire. Spam a tonne of +LP cards, summon a bunch of mosters, sync for Seraph, win. Although that doesn't seem as likely as, say, Exodia, where you only have to have a tonne of +0's. Which might be why the archetype seems so aggressive - it gives them an incentive to achieve and complete the win condition without necessarily having to stall out the game. I'm thinking of changing Sanguine Seraph's condition for lifegain such that it doesn't accidentally kill the opponent while trying to increase LP for its win-con. Something among the lines of gaining LP equal to the destroyed monster's ATK/DEF (or both combined, if it's possible) when it destroys a monster in battle. Opponent doesn't Summon monsters for it to destroy? Sure, free direct attacks. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 25, 2015 Author Report Share Posted February 25, 2015 Sanguine Seraph modified. New card added: Sanguine Conversion. Link to comment Share on other sites More sharing options...
Black Temple Gaurdian Posted February 25, 2015 Report Share Posted February 25, 2015 Actually, going bqck to the chance of Solitaire, Solemn Wishes and six draws and you're there. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 25, 2015 Author Report Share Posted February 25, 2015 Should I tone down the bonus LP gain on Seraph, then? Link to comment Share on other sites More sharing options...
Black Temple Gaurdian Posted February 25, 2015 Report Share Posted February 25, 2015 Probably yes. Making it archetype specific would help. Link to comment Share on other sites More sharing options...
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