Akwardturtle Posted March 27, 2015 Report Share Posted March 27, 2015 [spoiler=Cards] These are the first chunk of cards for the archetype. MONSTERS If this card is shuffled back into the deck select two cards and put them on the top of your deck in any order. You cannot special summon the turn this effect was activated. If you control another "DoomFiend" monster you can special summon this card from your hand. If this card is in your graveyard you can banish this card and shuffle 2 Fiend-type monsters into your deck. You can discard this card to add one "DoomFiend" or "Doom" card from your deck to your hand. If this card is in your graveyard you can banish this card and shuffle 2 Fiend-type monsters into your deck. You can banish one "DoomFiend" monster from your side of the field to special summon this from your hand. If this card destroys a monster by battle destroy one spell/trap card your opponent controls. If this card is in your graveyard you can banish this card and shuffle 2 Fiend-type monsters into your deck. If this card destroys a monster by battle you can shuffle one of you banished cards into your deck. If this card is in your graveyard you can banish this card and shuffle 2 Fiend-type monsters into your deck. This card can only be special summoned by banishing 3 "Fiend" type monsters from your graveyard. You can banish the top half of your deck then special summon up to 2 "DoomFiend" monsters from your extra deck, then destroy all monsters on your opponents side of the field. This card can not attack this turn. This card can only be summoned by the effects of "Slayer of DoomFiends" When this card is summoned banish all "Fiend type monsters on your field and in your graveyard, during the turn this occurs, this card is unaffected by trap cards. SPELL CARDS Banish one "Fiend" type monster from your graveyard then special summon one Fiend-type monster from your graveyard. Send three "DoomFiend" monsters from your deck to the graveyard then shuffle all of your banished cards into your deck. If you have 3 or more DoomFiend monsters in your graveyard, all DoomFiend monsters you control gain 300 ATK. When you banish a card from your graveyard draw a card then discard one card. Send to the graveyard monsters whose total level's equal 8, then special summon one "Crusader of DoomFiends" from your hand. Sacrifice from your side of the field one "Malzabub Grand God of The DoomFiends" , one "Garzabud Doom God of the Elementals", and one "Malzadon Doom God of Burning Flames" then special summon one "Azbardion The Primeval DoomFiend " TRAP CARD When an opponents monster declares an attack, banish one Fiend-type monster from your graveyard, if you do destroy all attack position monsters your opponent controls. You can banish five Fiend-type monsters from your deck, then special summon one card with "Doom God" in its name. you cannot attack the turn this card is activated and you can only activate one "Sacrifice to the Doom Gods" per turn. EXTRA DECK 1 Fiend-type tuner + 1 or more non tuner monsters When a Fiend-type monster is returned to the deck you can special summon one Fiend type monster with the same level but with a different name from your deck. 1 "Fiend" tuner + 1 or more non tuner monsters Once per turn you can banish the top 2 cards of your deck, if you do this card can make a second attack this turn. When this card is sent to the graveyard shuffle 2 Fiend-type monsters from your graveyard into your deck. You can only control one "DoomFiend Lord Gravious" 2 Level 4 Fiend-type monsters You can detach one overlay material from this card then special summon one of your banished "Fiend" type monsters, then you can send one card from the top of your deck to summon another banished "Fiend" type monster. 2 level 7 Fiend-type monsters This card can only be xyz's summoned and cannot be summoned by other means. Once per turn you can detach two overlay units and shuffle all of your banished cards into your deck. "DoomFiend King El Diablo" + "DoomFiend Lord Gravious" This cards ATK and DEF is equal to the number of banished Fiend-type monsters x 200. Once per turn you can shuffle one banished Fiend-type monster into your deck to destroy one card on the field. You can only control one "Malzabub Grand God of The DoomFiends" "DoomFiend Elemental Brazahan" + "DoomFiend Lord Gravious" This cards ATK and DEF is equal to the number of banished Fiend-type monsters x 200. Once Per turn you can banish one Fiend-type monster from your graveyard, then you can draw one card. This card cannot attack the turn this effect is activated. You can only control one "Garzabud Doom God of the Elementals" "DoomFiend Lord Gravious" + "DoomFiend Apothecary of Poison" This cards ATK and DEF is equal to the number of banished Fiend-type monsters x 200. Once per turn you can shuffle one banished Fiend-type monster into your deck then draw one card. This card cannot attack the turn you use this effect. You can only control one "Malzadon Doom God of Burning Flames" This card can only be summoned by the effects of "Revival of Doom" and cannot be summoned by other ways. Once per duel you can banish your deck, then this card gains ATK and DEF equal to the number of banished Fiend-type monsters x 300. [/spoiler] Link to comment Share on other sites More sharing options...
Supreme Gamesmaster Posted March 27, 2015 Report Share Posted March 27, 2015 All cards: Shuffle 2 Fiend-Type monsters into your Deck... from where? Field, hand, Graveyard, whatever you call the place banished cards are from? El Diablo is broken. If you can deal with your opponent's Spell and Trap Cards, you win as soon as you play it: just use it to Summon two Lords Gravious and attack directly with them for 10800 damage. DoomLands is also problematic. Slapping a "Once per turn:" on the front of its card-drawing effect would help a lot; even then, it's a very powerful effect. Otherwise it's a horrifyingly powerful draw engine. (Also, is it supposed to be compulsory? Because right now you HAVE to discard and draw whenever you banish a card from anywhere.) I like the idea of sending banished cards back to the Deck, but I'm a little confused about the execution here. What's the benefit of putting your cards back in the Deck? They're easier to search in the Graveyard or in the banished zone. (It says something about the way Yu-Gi-Oh! works these days that it's easier to find monsters when they're dead.) It's a cool idea, but what's the goal of putting all those banished cards in the Deck? Once they're back in the Deck, what do you do with them? OCG fixes: It's not "Fiend" type, it's Fiend-Type; it's not xyz's summond, it's Xyz Summoned. I'd go over the rest, but my own PSCT isn't the best. Link to comment Share on other sites More sharing options...
Akwardturtle Posted March 27, 2015 Author Report Share Posted March 27, 2015 [b]UPDATE[/b] Cards have had OCG fixed. El Diablo has had his effect edited Lord Gravious has had his effect edited DoomLands has had it's effect edited Ok now to address some of your questions. Firstly, i made all of these late at night so i knew i'd have some problems with OCG and maybe some balancing issues. As for the why return banished cards, well i made it as a way to recycle cards you've used, if you might have a idea that is better i'd love to hear it. [b]UPDATE #2[/b] Added three new cards Link to comment Share on other sites More sharing options...
Supreme Gamesmaster Posted March 28, 2015 Report Share Posted March 28, 2015 Ooh, liking the support you added. Unfortunately, as far as I can tell, El Diablo is still broken: you can still use him to Summon 2 copies of Lord Gravious and, assuming you have a few Spell/Trap Card removing things, you win. Also, can Lord Gravious shuffle itself back into the deck? Link to comment Share on other sites More sharing options...
Akwardturtle Posted March 29, 2015 Author Report Share Posted March 29, 2015 did you see the change on gravious?, it now says you can only have one on the field at any time [b]UPDATE [/b] added five new cards that completes the archetype Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted March 29, 2015 Report Share Posted March 29, 2015 Footsoldier is a very dangerous card because it lets you topdeck any card, and not just members of your archetype. Other topdecking cards are A Feather of the Phoenix (which requires the selected card to have hit the Graveyard in the first place, and has a discard cost) and Deep Diver (works only if destroyed by battle and only grabs monsters). There's Plaguespreader, which puts the card back from your hand on top of your Deck. The rest of the cards that do something like this either get specific cards (Cat of Ill Omen) or only sorts cards in the top of your Deck (Card Advance). This card is particularly dangerous because it lets you topdeck The Seventh One, which is a really powerful card limited by only working if you draw it as your normal draw. Your no-SS clause doesn't even work against this, and extending this drawback to prevent that is only going to make the card (more) unplayable (than it already is). Just let this topdeck Doomfiends and you might be able to drop the no-SS part. Balzahard is... a little concerning. It and any Level 4 Doomfiend is a two-card combo that lets you effectively "Normal Summon a Level 7 Synchro Monster." These aren't restricted to only Doomfiend Synchros (even then Gravious is wildly strong), so you could "Normal Summon" Moonlight Rose or Yazi, both of which are rather powerful. Beelza is a RotA in monster form. It adds a lot of consistency to the Balzahard+something combo by giving you Balzahard in the early game. Later on, it gives you Diablo, which is really close to being an OTK by itself. I'll get to Diablo later. RotA-like cards are basically the joker card; you can use Beelza as any single Doomfiend you are running. Whether or not Beelza is OP depends on whether or not any single of your other cards are OP, since Beelza is that card. And that other card. Personally, you could probably give it a little bit more ATK and change the effect to search only if it destroys a monster by battle. It slows the Diablo close-OTK a turn, isn't the joker of the Deck, and probably becomes a bit more fun to play as well. Oh, and since there is no restriction on how many times it can search per turn, and it doesn't exclude itself from what it can search, you can discard this to search another of these, then repeat, and then search Diablo. SS Diablo by banishing the three Beelza, and then go to town. This definitely shouldn't happen. Oh, and you got lucky this time, but refrain from searching things based on rather common words like "Doom." It can lead to unforeseen consequences where you search real cards from Konami that probably should not be searched. Beelzebub seems ok. It trades a dead draw for itself, and evens out that -1 by also being a MST when it kills something. Given how Zeelahad is bad (but still needed for Balzahard to work), this helps make sure you're not exactly out of options... well, so long as it can actually beat something. Overall, I kinda like this. If anything, it might need 100 or 200 more ATK, as the only way it can climb higher without running suboptimal cards is with the Field Spell, which won't help in the early game. As I said, Zeelahad isn't a good card. By destroying something, all you get is to thicken your Deck a bit with a banished card. If you want to shuffle your banished cards, you could just Normal Summon Necroface instead. One thing you could do is to implement the changes I suggested for Beelza, then merge Beelza with Zeelahad. This way, you aren't losing access to an effect that's too weak to be the only thing your monster does, in case you really do need to shuffle banished cards back into the Deck. Diablo, well, Diablo is crazy. Fulfilling its Summoning condition isn't hard to accomplish, and then you have a card that does exactly that. In return, it's a card that performs an OTK by itself, without you needing to do anything other than set it up and play it (though you are guaranteed the win if you have dealt at least 300 damage to your opponent beforehand since Brazahan has a definite 2300 ATK). Gravious would deal 5400 damage, so you need to inflict 2600 more to win. Either Malzadon or Garzabud will do, maybe; you need 13 banished Fiends, Diablo banishes three, and banishing half your Deck +2 is likely to catch plenty more. Honestly, instead of trying to fix this, I think you just need to have Diablo do something completely different from what it does now. Changing Gravious isn't the answer (though Gravious does need changes of its own), since you're still going to be able to nuke your opponent's entire frontrow and still swing for a ton of damage, even with things like Garzabud and Malzadon. If you somehow don't win, you can Xyz the other Diablo and shuffle your banished zone into the Deck (effectively canceling out any cost you intended "banish half your Deck" to even be). Diablo can also activate multiple times per turn, apparently. Flavor-wise, your Ritual Monster is against your archetype? Ok... I guess. But anyways, the Crusader doesn't really make much sense; this is not an archetype based on Ritual Summons. There's really no point for there to be a Ritual Monster amongst them, really. Balance-wise, the trap immunity kicks in too late to save it from a BTH or CED chained to the effect going off, but it does nice against Mirror Force and some other things. Even though it stops that, it does so at the cost of undoing what Grave setup you already have, and you're probably not going to recover from that quickly without having a Creatures of Doom in your hand. All that for immunity against a few things doesn't feel worth it. Couple that with it not fitting in, I really don't think you need to have this. Choices of Doom needs two things. The first is a "Once per turn" clause so you can't use it to Special Summon a gazillion times a turn. The second is to have it only work on Doomfiend monsters, lest it leads to unforeseen consequences in other Fiend-based Decks like Archfiends, Dark Worlds, or Burning Abyss (which are really powerful). Cards that send specific cards from your Deck to the Graveyard, like Creatures of Doom, are also really dangerous. For example, Foolish Burial is Limited, Lavalval Chain is just begging to be hit one day, and Mathematician was hit in the OCG banlist. They all send only one card (Chain can end up sending two), while this sends three cards. Here, it lets you set up Footsoldier to control your draws, which isn't too bad in itself. But then there's also Diablo... Even without Diablo, it thins your Deck by three cards (then recycles all of your banished cards). It's a wonky card, and if you ever want to have your archetype do stuff in the Graveyard other than recycle each other, then this would need to be changed. Doomlands is a Gates of the Dark World, almost in every way. You can use it to speed up the Deck, which is nice and all, but at the moment the card is generic. Well, almost, since the ATK boost only works on Doomfiends, but the draw-then-discard effect works in anything that can banish, provided this doesn't miss the timing. Just to be safe, just have it activate when a Doomfiend is banished. Slayer of the Doomfiends is just a Ritual Spell done old-school-style, which is really boring. The more interesting Ritual Spells can do a minor thing as well as what they're intended to do. For example, Dawn of the Herald lets you retrieve a monster that you used to Ritual Summon. Revival of Doom is practically unplayable and not even worth it. You need the first three of your Fusion monsters. The easiest way to do so is to Synchro Summon Gravious, then fuse it with Diablo for Malzabub, then somehow get another Diablo and Summon the other two Fusion monsters. This is a six-card combo (Balzahard, Level 4 Doomfiend, Polymerization, 2 Diablos, this card) that, unlike Exodia, can backfire if your opponent has Warning, TT, T-Roar, or some other cards out there. There isn't anything wrong with having expensive monsters like Azbardion, but the problem is that it's too expensive. Maybe if this only needed to Tribute one of those Fusions, and if Azbardion wasn't such a flashy end-of-the-game monster, both Revival of Doom and Azbardion would be playable enough to be worth using. Because right now, Azbardion can probably literally win the game by being Summoned and still be too weak. Doomfiend's Stand is Mirror Force, only Mirror Force is Unlimited, so this is pointless. Well, this is a Counter Trap for no real reason, so there's that. I guess that a slightly-harder-to-counter Mirror Force for Fiend-Type monsters would be ok, but it's nothing exciting, and you could probably make a more useful card that have to compete with other cards with the same exact role. Sacrifice to the Doom Gods doesn't specify where it Special Summons the monster from, but I am going to guess it's from the Extra Deck (it's not close to worth the effort if it's the Deck, since Diablo can't be brought out this way). Anyways, it's the same thing as Artifact Sanctum; it even comes with its silly no-attack restriction the turn it's activated even though you're not going to activate it on your turn. Banishing 5 Doomfiends is a pretty big cost. Well, not as in expensive, it's more like it's stuck to only activating in the lategame, and you're not going to activate many of them (you're going to NEED Creatures of Doom). The best thing I can see this being used for is to get a free Gravious out for the sake of offering a ton of damage output, otherwise you could Summon Marzabub for a slow card-kill effect (and Marzabub would have like 800 ATK afterwards). To make this more playable, reduce how many monsters you need to banish. But there's the problem of this giving you access to some pretty powerful cards like Gravious, though, it doesn't really give you monsters as powerful as Moralltach. Still, you get a free monster, which is a powerful effect in itself. Because all of your Maindeck Doomfiends, except for the two Level 4s, have different Levels, Apothecary is pretty difficult to play. It's actually playable though: Discard Beelza, then Synchro Summon this with Balzahard and Footsoldier, and then shuffle Beelza into the Deck to SS Zeelahad, and then make a Rank 4. I guess it's an ok play, though there are definitely better ways to make Rank 4s out there. I don't really think this is the effect the archetype needs; feel free to experiment with a few other effects to find out which would work the best with Apothecary. Gravious is problematic in that against an empty field, it single-handedly deals 5400 damage. For comparrison, Gagaga Samurai (and to a lesser extent, Blade Armor Ninja) get flak for dealing 3800 and 4400 damage on their own respectively. Maybe you can only have it get its second if it destroys a monster by battle. That way, you can still deal a lot of damage (or hit two monsters), but you won't deal a megaton of damage most of the time. You could also drop its ATK by 100 or 200 points. If any of your monsters needed the "only one" clause, it would be Brazahan. By detaching a Xyz Material and banishing a card from the top of your Deck, you can potentially Summon 2 Level 4 Fiends, which means you can Summon another Brazahan. Sure, it takes effort to fill your Banish Zone that much, but it's still possible to spam a bunch of Brazahans for a bunch of extra damage for no good reason. Typically, Xyz Monsters that can SS monsters are very dangerous, especially if they can Summon monsters that could make another copy of it. How about you have Brazahan do something that isn't Special Summoning. I recommend you look at the current Rank 4 pool, and either pick a niche that has yet to be filled, or make a slightly better version of an existing Rank 4 monster, but not in a way where it completely outclasses it. (For example: #101 vs. Castel. Right now, Castel is better because it can ensure the card doesn't hit the Graveyard, and it hits any face-up card. BUT #101 has 100 more ATK (somewhat relevant) and can survive a destruction attempt). Compared to the other Rank 7s, Grand Diablo doesn't seem that good, well, if you're not murdering your entire Deck to go into crazy overdrive mode. Maybe if you're willing to make the Fusions a more integral part of the archetype, you can have them be Level 7 so they can make this. As for this, maybe you could have it return only a certain amount of cards (no more than three, that's for sure), and then let it do something if you did so. Nothing too strong, and I'd stay away from Special Summoning. Right now, the Fusions are like the Ritual Monster: rather pointless. There is no reason for this to be a Fusion archetype, so why should there be Fusions? Buuuut, they do fit more in the theme than the Ritual, and you made four of them, so you can modify the archetype a bit to make the Fusions more central. There are three ways you can go with this. The first is to have them need Polymerization, like they do now, but have the archetype support Polymerization in a way. If you want an example, look at Fluffals. Their archetype monsters support Polymerization, and they can run things like King of the Swamp for further support. The second way is to make your own Fusion Spell, like Shaddolls and Gem-Knights. The biggest benefit for going this route is that you can give your Fusion Spell extra effects, like how Shaddoll Fusion spells can send from the Deck to the Grave, be Quickplay, or change Attributes, or how the Gem-Knight one can recycle itself. Though, be careful going down this route, since the "send from the Deck to the Grave" Shaddoll Spell and Gem-Knight Fusion are pretty poorly designed (the Shaddoll Fusion gives a ton of plusses, and the Gem-Knight Fusion can activate a bajillion times a turn). The third way is to make them contact Fusions, like Elemental Hero Neos's Fusions. Basically, you just need to put the Fusion Materials on the field (NOT the hand), and don't need Polymerization. You won't need to run Polymerization or other Fusion cards for them, but since they effectively cost one less card, they may have to become weaker in order to remain balanced. Malzabub is pretty interesting. It's a rather free kill every turn that (most likely by accident) doesn't target (it should target, though). Instead of having its ATK scale depending on your banished monsters, just give it a static ATK score like most of the other monsters. You can do this with Malzadon and Garzabud too. It eliminates having to constantly check the banish zone to figure out its ATK, and ensures you don't ever give it way too much ATK late on in the Duel. Garzabud and Malzadon are almost the same exact card, which is pretty disappointing. Maybe if one of them could move the Fiend then draw when it's Fusion Summoned, you won't need to give that one the no-attack clause. As for the other one, I'd rather you make it do something else instead so it isn't so similar. Also, like I mentioned earlier, you could make them Level 7. Not only does it make them feel more real (as the Level 12 is reserved especially for very special cards), but you can make Rank 7 Xyzs with Diablo and Gravious. I've already discussed Azbardion, but I'll just mention that killing off your entire Deck is a really dangerous idea, since you are for all intents and purposes ending the Duel just by activating the effect. You either win by dealing a ton of damage that turn, or you lose via Deckout. It'd be nicer if you didn't have it do this. Azbardion can still be a lategame boss, but it shouldn't end the Duel. Phew! That took forever! One last thing to mention, though, is that most of, if not all of the Fiend support you're adding should only work for Doomfiends. Fiends have other cards, and your "shuffle into the Deck" mechanic would probably wind up supporting Burning Abyss (currently top-tier) by letting them not burn out so quickly. Also, Tour Guide. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.