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[ARCHETYPE] ACE


BANZAI!!!!

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Thought I'd try my hand at making an Archetype for Duel Portal, so after a day of work cleaning up an old concept i had lying around, here they are.

 

[spoiler=Flavor]An Augmented Cybernetic Exoskeleton is an advanced suit of power armor grafted onto an exceptional few in order to enhance their strength, speed, and endurance. These suits also give their wearers the ability to combine with the robotic support units known as Loaders in order to reach their full combat potential. The users of this technology are known as ACEs, and their exploits on the field of battle are legendary, once having gathered together in the thousands to defeat a great threat. ACEs operate in teams of five, with a Senior ACE usually leading the four juniors and their individual Loaders into battle. The Archetype depicts one such squad. ACEs are usually codenamed after historical classes of soldiers (though senior ACEs sometimes take on codenames of famous individuals), while the loaders are given numerical designations. When combined with Loaders, ACEs' suits take on unique forms perfectly suited to their individual skillsets, and the ACEs rechristen themselves with flamboyant, over-the-top monikers.[/spoiler]

 

[spoiler=Playstyle/general overview]The ACE archetype plays like a more consistent, synchron-flavored dragunity, with the machine-type Loader tuner monsters acting as equip cards for the non-tuner Warrior ACES. What makes the deck function a bit better than Dragunity (aside from access to staples like RotA and Machine Duplication for quick access to synchro materials), is the ability of the tuners to consistently equip or unequip themselves once per turn, meaning that they're never stuck taking up space in backrow or monster zones if they don't need to be. The non-tuners, for their part, focus on keeping themselves and their allies on the field long enough to synchro summon the bosses, as well as gain just a little bit of advantage by themselves through small supplementary effects. Another key feature of the deck is its recurring bosses. The deck's five synchro monsters are able to be summoned again from the graveyard by banishing the appropriate materials from the field, meaning that the deck is sometimes able to recover from a botched play or the like and push a second time. The ideal win condition for the archetype is controlling 2 or more different synchros at once, since they synergize with a combination of monster removal and high damage output.

 

On the flip side, the archetype HATES backrow and non-destruction removal in general, as it has few if any ways around cards like dimensional prison or 101, and those it does have aren't always optimal. As well, the deck is designed (hopefully) to have a tendency to burn out in longer games, since the ideal strategy thins the deck rather quickly and runs through resources it is unable to replace. As well, though the synchros are admittedly potent, each is slightly more difficult than average to summon due to requiring no more than 2 materials, and while all of the core non-tuners are level 4s, acess to the right Loader at the right time is critical, since the deck cannot push for game without the extra deck. Its also sort of capable of making R4 plays, for what its worth. [/spoiler]

 

[spoiler=Non-Tuners]The five ACEs the archetype depicts. Admittedly, I had a bit of trouble figuring out effects for each of them, and I'm still not quite satisfied with them.

 

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Lore: When a card or effect is activated that would remove an "ACE" monster you control from the field: You can reduce this card's DEF to 0 (permanently), and if you do, negate the activation or effect. When this card is sent to the graveyard for the Synchro Summon of an "ACE" Synchro Monster: You can target 1 monster your opponent controls, and if you do, it loses 1000 ATK.

 

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Lore: When this card destroys a monster by battle; you can have this card gain 200 ATK and lose 200 DEF. A Synchro Monster that used this card as a Synchro Material gains ATK equal to the amount of ATK this card gained by its own effect.

 

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Lore: If you control fewer monsters than your opponent, you can Normal Summon this card without tributing. Once per turn, during your Main Phase 1: You can target 1 Spell or Trap card on the field; destroy it.
 

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Lore: During the Damage Step, if this attacking card destroys an opponent's monster by battle: draw 1 card. When this card is sent to the graveyard for the Synchro Summon of an "ACE" Synchro Monster: draw 1 card.

 

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Lore: This card cannot be destroyed by battle. Once per turn: When an opponent's monster declares an attack; you can switch the attack target to this Attack Position card you control. A Synchro Monster that used this card as a Synchro Material gains the following effect: Once per turn: You can target 1 monster your opponent controls; change its battle position.
[/spoiler]

 

[spoiler=Tuners]The Archetype's Dragunity-like equip tuners. They're less cumbersome than Dragunity's, and three of the four are machine duplication-capable. I tried not to make them too overpowered as equips, though I'm not sure i succeeded.

 

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Lore: Once per turn, you can equip this card to an "ACE" Warrior-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. A monster equipped with this card gains 500 ATK.
 

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Lore: Once per turn, you can equip this card to an "ACE" Warrior-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. During your Main Phase, If this card is in your graveyard: you can equip it to an "ACE" monster you control. You can only activate this effect of "ACE Loader 094" once per turn.

 

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Lore: Once per turn, you can equip this card to an "ACE" Warrior-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. A monster equipped with this card Is unaffected by your opponent's card effects.

 

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Lore: You can Special Summon this card (from your hand) by sending 1 card from your hand to the Graveyard. Once per turn, you can equip this card to an "ACE" Warrior-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position.[/spoiler]

 

[spoiler=Extra Deck]The deck has 4 main synchros, as well as a fifth, more powerful version of the level 7 that requires a synchro non-tuner material. They're meant to synergize with each other and push for game when 2 or more are present, with the level 6 and 7 being able to remove monsters and the level 8 and 9 delivering damage output. The level 10 is able to operate independently, though its harder to make, requiring the right combination of synchro monster and tuner.

 

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Lore: 1 Machine-Type Tuner + 1 non-Tuner Warrior-Type monster
Once per turn: you can send all monsters your opponent controls with ATK equal to or less than this card's original ATK to the graveyard. Once per turn, during your Main Phase: You can banish 1 Warrior-Type "ACE" monster equipped with 1 Machine-Type "ACE" monster who's total levels are equal to the level of this card; Special Summon this card from your graveyard.

 

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Lore: 1 Machine-Type Tuner + 1 non-Tuner Warrior-Type monster
This card can attack twice per Battle Phase. Neither player takes damage from battles involving this card you control and an opponent's monster. When this card attacks an opponent's monster: You can target the monster this card is attacking; reduce its ATK and DEF to 0 and negate this card's attack. Once per turn, during your Main Phase: You can banish 1 Warrior-Type "ACE" monster equipped with 1 Machine-Type "ACE" monster who's total levels are equal to the level of this card; Special Summon this card from your graveyard.

 

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Lore: 1 Machine-Type Tuner + 1 or more non-Tuner Warrior-Type monsters
Any damage this card inflicts to your opponent is doubled. Once per turn, during your Main Phase: You can banish 1 Warrior-Type "ACE" monster equipped with 1 Machine-Type "ACE" monster who's total levels are equal to the level of this card; Special Summon this card from your graveyard.

 

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Lore: 1 Machine-Type Tuner + 1 non-Tuner Warrior-Type monster
At the beginning of each battle phase: You can target 1 monster your opponent controls, and if you do, negate its effect(s) and halve its ATK and DEF, until the end of this turn. This card inflicts piercing battle damage. Once per turn, during your Main Phase: You can banish 1 Warrior-Type "ACE" monster equipped with 1 Machine-Type "ACE" monster who's total levels are equal to the level of this card; Special Summon this card from your graveyard.

 

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Lore: 1 Machine-Type Tuner + 1 non-Tuner "ACE" Synchro monster
This card can attack twice per Battle Phase. This card inflicts piercing battle damage. When this card battles an opponent's monster: You can target the monster this card is battling; reduce its ATK and DEF to 0. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. Once per turn, during your Main Phase: You can banish 1 Warrior-Type "ACE" monster equipped with 1 Machine-Type "ACE" monster who's total levels are equal to the level of this card; Special Summon this card from your graveyard.

[/spoiler]

 

[spoiler=Spells]Since the archetype is composed of highly supported warrior types and slightly less sup[ported machines, i only opted to make two support spells, since i figured the rest of the deck space will be filled with staples/synchro support/what have you. One is a field spell and the other helps search the tuners and protect your field.

 

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Lore: "ACE" monsters you control gain 100 ATK for each other "ACE" monster you control and each "ACE" monster equipped to monsters you control. Once per turn, if you control an "ACE" monster: You can Normal Summon 1 Level 4 or lower Warrior-Type "ACE" monster from your hand as an additional Normal Summon.

 

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Lore: Target 1 Warrior-Type "ACE" monster you control; equip 1 "ACE Loader" monster from your hand or deck to the targeted card. "ACE" monsters you control are unaffected by your opponent's card effects until the end of this turn.
[/spoiler]

 

Since i've never been particularly good at card making and I haven't done so for a few months, C&C is greatly appreciated.

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