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Extra Deck Special Summons ONLY [Swift Raider Archetype] *Traps Added! Archetype Complete!*


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Hey guys it's me again ready to post up another archetype. I have another archetype that's completed, but I wanna give it some time. *Hint,hint...it's based on colors*

Anyway, here is the Swift Raider Archetype. Once upon a time, there was a city. The Swift Raiders were types of special Elite force that discouraged any special type of creatures to come into town. It Prefers to things *the normal summon route...* This archetype is centered around discouraging Special Summons from anywhere other than the Extra Deck. Well...Here they are. Remember to like, comment, CnC. BTW...This archetype was an inspiration from the Raid Raptors archetype (hence the name being somewhat similar and its effects being similar...except dealing with normal summons instead of special summons savvy stuff.)

 

[spoiler=Swift Raider Main Deck Monsters]

 

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[spoiler=lore] Cannot be Special Summoned. During the turn you Normal Summon this card: You can Normal Summon 1 "Swift Raider" Monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) [/spoiler]

 

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[spoiler=lore] Cannot be Special Summoned. During the turn this card is Normal Summoned: This card can attack your opponent directly, but if you do, other monsters you control cannot attack this turn. When this card is sent to the graveyard: Target 1 "Swift Raider" monster in your graveyard; Return that target to the hand. [/spoiler]

 

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[spoiler=lore] Cannot be Special Summoned. When this card is Normal Summoned: You can target 1 "Swift Raider" Monster you control to activate 1 of these effects:
O: Increase its level by 1 or 2.
O: Decrease its level by 1 or 2. [/spoiler]

 

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[spoiler=lore] Cannot be Special Summoned. If this card is sent to the graveyard as a Synchro Material monster: You can Normal Summon 1 "Swift Raider" Monster from your hand (you can only gain this effect once per turn). You can only use this effect of "Swift Raider - Wandering Samurai" once per turn. [/spoiler]

 

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[spoiler=lore] Cannot be Special Summoned. You can tribute this card; Target 2 "Swift Raider" monsters in your graveyard, except this card; Return those targets to the hand. You can only use this effect once per turn. [/spoiler]

 

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[spoiler=lore] Cannot be Special Summoned. When this card is Normal Summoned: You can target 1 "Swift Raider" monster you control; Return that target to your hand, and if you do, Normal Summon 1 "Swift Raider" monster from your hand, except the added monster. When this card is sent to the Graveyard for the Synchro Summon of a "Swift Raider" monster: Draw 1 card for every other monster used for the Synchro Summon of that monster. [/spoiler]

 

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[spoiler=lore] Cannot be Special Summoned. Requires 3 "Swift Raider" Tributes to Normal Summon (Cannot be Normal Set.) You can only control 1 "Swift Raider - Unleashed Caezar". Once per turn: You can tribute 3 "Swift Raider" monsters you control; Banish all monsters your opponent controls. Cards and Effects cannot be activate in response to this card's activation. You cannot conduct your Battle Phase the turn you activate this effect. [/spoiler]

[/spoiler]

 

[spoiler=Swift Raider Extra Deck Monsters]

 

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[spoiler=lore] 1 Tuner + 1 or more non-tuner "Swift Raider" monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. Once per turn: You can target 1 Special Summoned monster your opponent controls that was not Special Summoned from the Extra Deck; negate that target's effects, and if you do, make its ATK 0 until the End Phase. If this card leaves the field; you can add 1 "Swift Raider" monster from your Deck to the hand. [/spoiler]

 

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[spoiler=lore] 1 "Swift Raider" Tuner + 1 or more non-tuner monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. Cannot be destroyed by battle by a Special Summoned monster. If this card battles a Special Summoned monster that was not Special Summoned from the Extra Deck: Banish that monster after damage calculation. If this card leaves the field; target 1 "Swift Raider" monster in your graveyard; Return that target to the hand. [/spoiler]

 

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[spoiler=lore] 1 "Swift Raider" Tuner + 1 or more non-Tuner "Swift Raider" monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Return all Special Summoned monsters not Special Summoned from the Extra Deck to the hand. Once per turn: You can discard 1 "Swift Raider" monster; your opponent must send 1 monster from their Deck to the Graveyard. (That monster's effect is not activated at this time.) When this card leaves the field: Target 3 "Swift Raider" monsters in your Graveyard, except this card; Return those targets to the hand. [/spoiler]

 

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[spoiler=lore] 1 "Swift Raider" Tuner + 1 or more non-Tuner monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. "Swift Raider" monsters you control cannot be targeted by your opponent's card effects. Once per turn: when this card destroys an opponent's monster by battle and sent to the Graveyard: you can equip the destroyed monster to this card (only 1 monster can be equipped at a time.) If this card would be destroyed, you can destroy the equipped monster instead. [/spoiler]

 

 

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[spoiler=lore] 2 Level 4 DARK Warrior-Type monsters
Must be Xyz Summoned and cannot be Special Summoned by other ways. You can detach 1 Xyz Material; target 1 Special Summoned monster your opponent controls; its ATK becomes 0, and if it does, this card gains that lost ATK, but when this card attacks, any Battle Damage your opponent takes from this card is halved. This effect is applied until the End Phase. You can only use the effect of "Swift Raider - Phantom Knight" once per turn. [/spoiler]

 

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[spoiler=lore] 3 Level 5 DARK monsters
Must be Xyz Summoned and cannot be Special Summoned by other ways. Negate the effects of all Special Summoned monsters that were not Special Summoned from the Extra Deck. If this card has a "Swift Raider" Xyz monster as an Xyz Material, it gains this effect:
O: Once per turn; You can detach 1 Xyz Material: Target 1 Special Summoned monster your opponent controls that was not Special Summoned from the Extra Deck; inflict damage to your opponent equal to half of its original ATK, and if you do, destroy it, then banish it instead of sending it to the Graveyard. [/spoiler]

 

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[spoiler=lore] 4 Level 6 DARK monsters
Must be Xyz Summoned and cannot be Special Summoned by other ways. All Special Summoned monsters not Summoned from the Extra Deck cannot change their battle position, except by this card's effect. If this card has "Swift Raider - Ghoul Reaper" as an Xyz Material, it gains this effect:
O: Once per turn: You can detach 1 Xyz Material; Target 1 Special Summoned monster your opponent controls; Switch that target to DEF position, and if you do, make its DEF 0. During the turn you activate this effect, if a "Swift Raider" monster you control battles a DEF position monster: inflict piercing Battle Damage to your opponent. [/spoiler]

[/spoiler]

 

[spoiler=Spell Cards]

 

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[spoiler=lore] Neither player can Special Summon monsters except from their Extra Deck. Once per turn: If you control 2 or more "Swift Raider" monsters: You can add 1 "Swift Raider" monster from your Deck to the hand. If a "Swift Raider" monster you control is destroyed by battle and sent to the Graveyard: You can Normal Summon 1 "Swift Raider" monster from your hand whose ATK is lower than the destroyed monster's ATK, but its effect(s) is negated. [/spoiler]

 

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[spoiler=lore] Target 1 "Swift Raider" Xyz monster you control that has no Xyz Materal; Special Summon from your Extra Deck, 1 "Swift Raider" Xyz monster that is 1 rank higher than the targeted monster by using the targeted monster as an Xyz Material. (This Special Summon is treated as an Xyz Summon.) Then, target 1 "Swift Raider" monster in your Graveyard; attach that target to the Xyz Monster as an Xyz Material. [/spoiler]

 

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[spoiler=lore] When a "Swift Raider" Xyz monster you control is destroyed by battle and sent to the Graveyard: Special Summon from your Extra Deck, 1 "Swift Raider" Xyz monster that is 1 rank higher than the destroyed monster. (The Special Summon is treated as an Xyz Summon.) Immediately after this card resolves, target the destroyed Xyz monster in the Graveyard and 1 other "Swift Raider" monster; attach those monsters to the Summoned Xyz monster as an Xyz Material. You can only actviate 1 "Rank-Up-Magic Vigilante Force" per turn. [/spoiler]

 

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[spoiler=lore] Target 1 Tuner monster you control and 1 non-Tuner monster you control; Immediately after this card resolves: Specal Summon 1 "Swift Raider" Synchro Monster that is 1 level higher than the total level of the 2 monsters. (The Special Summon is treated as a Synchro Summon.) The Synchro monster Synchro Summoned by this effect cannot be targeted by your opponent's monster effects. You can only use 1 "Level-Up-Magic Raiders Force" per turn. [/spoiler]

[/spoiler]

 

[spoiler=Trap Cards]

 

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[spoiler=lore] Tribute 1 "Swift Raider" monster you control; Destroy all Special Summoned monsters your opponent controls that were not Special Summoned from the Extra Deck, then inflict damage to your opponent equal to the number of destroyed monsters x300. [/spoiler]

 

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[spoiler=lore] Activate only at the start of your Battle Phase. Target 1 "Swift Raider" monster you control; that monster gains an additional attack for every Special Summoned monster your opponent controls. It also gains 500 ATK until the end of the Battle Phase. Other monsters you control cannot attack this turn. Any Battle Damage inflicted to your opponent becomes halved. You can only activate 1 "Swift Fierce Battle" per turn. [/spoiler]

[/spoiler]

 

 I added all the cards that I'm putting in for the archetype. This archetype is finished unless stated otherwise. Anyway, remember to comment, like, CnC. Okay...Later!

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As it is... I like this archetype. But it needs something like performapal call so you can add multiple monsters to hand at once... Or just search in general so it can be sped up more. (since its tricky to add multiple cards to hand w/o being op) It reminds me of shaddolls being against ss. In that aspect its good anti-meta. As far as I see the set is good at recycling monsters and spamming (in a sense). Like I said... It just needs a bot more speed... Sorry about not covering the carrs individually.

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As it is... I like this archetype. But it needs something like performapal call so you can add multiple monsters to hand at once... Or just search in general so it can be sped up more. (since its tricky to add multiple cards to hand w/o being op) It reminds me of shaddolls being against ss. In that aspect its good anti-meta. As far as I see the set is good at recycling monsters and spamming (in a sense). Like I said... It just needs a bot more speed... Sorry about not covering the carrs individually.

 

I'm gonna add some spells and traps later throughout the week. I made a field spell that allows to add Swift Raiders to your hand like the raidraptors. But I'll take your advice and add some more cards that add the monsters to the hand. BUMP.

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Overall Impression: 8/10

I think the concept of anti-Special Summon (aside from through the Extra Deck) is a pretty cool concept. In a way, it's sort of like a mix of Evilswarm and Raid Raptors (which is freakin' sweet, might I add). I look forward to seeing the Trap Cards!

 

[hr]

 

Swift Raider - Dust Assassin: 10/10

The card's simplicity is nice to see. Also, it's perfectly balanced. Good work.

 

Swift Raider - Shadow Ninja: 10/10

The balancing is there. I enjoy a properly-balanced card. Also, epic artwork, yo!

 

Swift Raider - Dark Angel: 8/10

When I saw this card, I immediately thought of Constellar Kaus. Not trying to be mean or anything, but that was the first thing to spring to mind. >.<

 

Swift Raider - Wandering Samurai: 10/10

I got a chuckle out of realizing the same force has both a ninja and a samurai. I found that highly amusing. All stupid thoughts aside, the card looks rock-solid.

 

Swift Raider - Vanishing Horseman: 9/10

I feel like Horseman could have a higher ATK and/or DEF, but other than that, not too shabby.

 

[hr]

 

Swift Raider - Dragon Slayer: 8/10

I started typing something else here, truthfully, then I remembered the "other than from the Extra Deck" clause. Still, a very powerful effect for little-to-no real cost. I might have it halve the ATK or something like that, but that's just me. I do like the recycle though. Neat concept.

 

Swift Raider - Dimension Archer: 10/10

No complaints here. I like the effect, the level-to-effect comparison, and the ATK/DEF. Well done.

 

Swift Raider - Abyss Nero: 10/10

This card is freakin' sweet. You balanced it perfectly and you seem to have worked out its kinks. I'm impressed.

 

Swift Raider - Phantom Knight: 10/10

An all-around good card. No real comments here, unfortunately.

 

Swift Raider - Ghoul Reaper: 10/10

I like how this is like Phantom Knight but evolved. Good work. Very interestingly-done. At first, prior to seeing the Spell Cards, I got kind of confused, admittedly, as to how in the heck that'd work. ^^;

 

Swift Raider - Spectre Archfiend:10/10

Yet another evolution! Epic! His effect is fairly powerful, yet so are his summoning conditions. Good work.

 

[hr]

 

Swift Raider - Zai City: 7/10

FIEEELD SPEEELLLL! Ahem. Sorry, I love Field Spell support. And this one ain't too shabby ... but it's not perfect. I know how you're going for "Don't Special Summon if it ain't from the Extra Deck" but I think this Field takes that one step too far. On top of that, look at the effects of your monsters. The very first clause in Zai City pretty much renders all those effects useless. On top of that, I feel like there needs to be some sort of maintenance cost for the Field Spell or the first clause should vanish. That's just my thinking. Other than that, pretty good.

 

Rank-Up-Magic Justice Force: 10/10

No complaints here. Looks like your run-of-the-mill Rank-Up-Magic only archetype exclusive.

 

Rank-Up-Magic Vigilante Force: 10/10

I never would have thought of a card like this. A Rank-Up-Magic that triggers upon battle destruction. Very interesting.

 

Level-Up-Magic Raiders Force: 8/10

I feel like this could be transformed into a Quick-Play Spell to make more use of it.

 

Overall, sweet cards! Might I suggest a Synchro Monster that has protection for your other monsters? I look forward to seeing more cards. n.n

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Overall Impression: 8/10

I think the concept of anti-Special Summon (aside from through the Extra Deck) is a pretty cool concept. In a way, it's sort of like a mix of Evilswarm and Raid Raptors (which is freakin' sweet, might I add). I look forward to seeing the Trap Cards!

 

[hr]

 

Swift Raider - Dust Assassin: 10/10

The card's simplicity is nice to see. Also, it's perfectly balanced. Good work.

 

Swift Raider - Shadow Ninja: 10/10

The balancing is there. I enjoy a properly-balanced card. Also, epic artwork, yo!

 

Swift Raider - Dark Angel: 8/10

When I saw this card, I immediately thought of Constellar Kaus. Not trying to be mean or anything, but that was the first thing to spring to mind. >.<

 

Swift Raider - Wandering Samurai: 10/10

I got a chuckle out of realizing the same force has both a ninja and a samurai. I found that highly amusing. All stupid thoughts aside, the card looks rock-solid.

 

Swift Raider - Vanishing Horseman: 9/10

I feel like Horseman could have a higher ATK and/or DEF, but other than that, not too shabby.

 

[hr]

 

Swift Raider - Dragon Slayer: 8/10

I started typing something else here, truthfully, then I remembered the "other than from the Extra Deck" clause. Still, a very powerful effect for little-to-no real cost. I might have it halve the ATK or something like that, but that's just me. I do like the recycle though. Neat concept.

 

Swift Raider - Dimension Archer: 10/10

No complaints here. I like the effect, the level-to-effect comparison, and the ATK/DEF. Well done.

 

Swift Raider - Abyss Nero: 10/10

This card is freakin' sweet. You balanced it perfectly and you seem to have worked out its kinks. I'm impressed.

 

Swift Raider - Phantom Knight: 10/10

An all-around good card. No real comments here, unfortunately.

 

Swift Raider - Ghoul Reaper: 10/10

I like how this is like Phantom Knight but evolved. Good work. Very interestingly-done. At first, prior to seeing the Spell Cards, I got kind of confused, admittedly, as to how in the heck that'd work. ^^;

 

Swift Raider - Spectre Archfiend:10/10

Yet another evolution! Epic! His effect is fairly powerful, yet so are his summoning conditions. Good work.

 

[hr]

 

Swift Raider - Zai City: 7/10

FIEEELD SPEEELLLL! Ahem. Sorry, I love Field Spell support. And this one ain't too shabby ... but it's not perfect. I know how you're going for "Don't Special Summon if it ain't from the Extra Deck" but I think this Field takes that one step too far. On top of that, look at the effects of your monsters. The very first clause in Zai City pretty much renders all those effects useless. On top of that, I feel like there needs to be some sort of maintenance cost for the Field Spell or the first clause should vanish. That's just my thinking. Other than that, pretty good.

 

Rank-Up-Magic Justice Force: 10/10

No complaints here. Looks like your run-of-the-mill Rank-Up-Magic only archetype exclusive.

 

Rank-Up-Magic Vigilante Force: 10/10

I never would have thought of a card like this. A Rank-Up-Magic that triggers upon battle destruction. Very interesting.

 

Level-Up-Magic Raiders Force: 8/10

I feel like this could be transformed into a Quick-Play Spell to make more use of it.

 

Overall, sweet cards! Might I suggest a Synchro Monster that has protection for your other monsters? I look forward to seeing more cards. n.n

 

I'll update the cards soon and change the atk of the horseman. I'll add traps soon. and thanks for the feedback and comment. BUMP.....

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This set appears to be a cool idea to me

I like the concept (because I never got past the second "generation" of yugioh) that this is an idea that can cripple powerful monsters that don't special summon from the extra deck.

Power wise it seems not too op because the strongest monster is 3.2 k

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