Tinkerer Posted April 23, 2015 Report Share Posted April 23, 2015 Ok, so I was using a deck that focused on cards being unable to be killed in battle with the use of spells and traps to lock out opponent effect destruction (if you want details, check this topic: http://forum.yugiohcardmaker.net/topic/332723-impossible-to-kill-stall-deck/). That said, I wanted to create a support Archetype that could use several builds but whose main idea is using the indestructible "Siege Engine" monsters to stall out for some kind of alternate win condition (preferably deck-out or burn). Of course, they could be teched in other decks because hardly any of their effects benefit themselves as a whole. I plan on making a few more cards to hopefully tie things together, but I find them interesting as they are now. So without further ado, the Siege Engine archetype! [spoiler='Monsters'] You may equip this card from your hand onto a Warrior-type monster you control. That monster can attack your opponent's LP directly, but it switches to defense mode until the end of your next turn. This card cannot be destroyed by battle. When this card is Summoned, place 3 Spell Counters on it. This card cannot be destroyed by battle. Once per turn, during either player's turn, when you inflict effect damage to your opponent, you may remove 1 Spell Counter from this card to deal 500 damage to your opponent. This card cannot be destroyed by an effect that does not target it. If a Machine-type monster you control was destroyed by a card effect, you can Special Summon this card from your hand. You can only Special Summon 1 "Siege Engine Battering Ram" per turn this way. This card cannot be destroyed by battle. Once per turn, you may tribute this card to destroy up to 2 monsters whose ATK is greater than this card's original DEF. When this card is Summoned, flip it to Defense Mode. This card cannot be destroyed by battle. If this card is targeted, you may discard a card and switch the target to another appropriate monster. If you discarded a Rock-type monster, you can destroy 1 card your opponent controls. This card's effects cannot be negated. You may Tribute any number of "Siege Engine" monsters to Special Summon this card from your hand. For every monster Tributed for this card's Summon, you can add 1 Counter Trap from your deck to your hand. This card cannot be destroyed by battle. When you activate a Counter Trap, banish the top two cards of your opponent's deck face down. This card may only be Special Summoned through its own effect. You may tribute 1 "Siege Engine Great Catapult" equipped with a "Metalmorph" card to Special Summon this card from the Hand, Deck, or Graveyard. This card cannot be destroyed by battle. When this card is removed from the field, you may Special Summon 1 "Siege Engine" and set 1 Counter Trap or "Metalmorph" card from your Graveyard. This card may only be Special Summoned through its own effect. You may tribute 1 "Siege Engine Assault Ladder" equipped with a "Metalmorph" card to Special Summon this card from your Hand, Deck, or Graveyard. This card cannot be destroyed by battle. If this card is targeted, your opponent must banish a card from their hand and the top of their deck. If this card is destroyed, add 1 "Siege Engine" monster from your deck to your hand. This card may only be Special Summoned through its own effect. You may tribute 1 "Siege Engine Battering Ram" equipped with a "Metalmorph" card to Special Summon this card from your Hand, Deck, or Graveyard. This card cannot be destroyed by battle. Once per turn, you may pay 800 LP to target 1 monster on the field and destroy it. If this card is destroyed, destroy 1 card on the field. If a "Siege Engine" monster would be removed from the field by a card effect, you may discard this card to negate the effect and destroy the card, then deal 500 damage to your opponent. If this card is targeted for an attack, you may destroy this card and any number of monsters you control to destroy an equal number of monsters your opponent controls. [/spoiler] [spoiler='Traps']If a card is activated that would remove a "Siege Engine" monster you control from the field, you can activate this card. Target a "Siege Engine" monster you control. Until the end of the turn, it is unaffected by other Spell/Trap cards. While this card is in the Graveyard, you can banish it: your opponent draws 1 card. Add 1 Counter Trap from your deck to your hand. Target 1 Machine-type monster; equip this card to that monster. It gains 500 DEF. Once per turn, you may banish 1 monster from your Graveyard to add 1 monster with the same name as the equipped monster from your deck to your hand. [/spoiler] As always, CnC as you C fit! Link to comment Share on other sites More sharing options...
Tinkerer Posted April 24, 2015 Author Report Share Posted April 24, 2015 Bump~ Link to comment Share on other sites More sharing options...
MetaSkipper Posted April 24, 2015 Report Share Posted April 24, 2015 I'll write more once I'm back at my computer, but, as a matter of flavor, siege engines were relatively fragile things that had to be protected to be effective. The "cannot be destroyed in battle" clause feels at odds with that. The effects themselves seem sound, I'm just not a fan of the flavor. Link to comment Share on other sites More sharing options...
Tinkerer Posted April 24, 2015 Author Report Share Posted April 24, 2015 Haha! Yeah, the flavor of it was actually meant to be partially ironic since in battle if one was able to get close enough to a siege engine to burn it or dismantle it, well... It was pretty much assured to be destroyed. In any case, you could look at the flavor through the lens of an actual siege. Siege engines were for an offensive push against a city but this wasn't what I was trying to represent. What I was trying to actually represent was the secondary means of taking a city... Attrition. True, siege engines might not have been the best way of conveying an attrition victory, but they were the first thing that popped into my head, so... Yeah. Link to comment Share on other sites More sharing options...
Tinkerer Posted April 25, 2015 Author Report Share Posted April 25, 2015 Yeah, I noted such shenanigans a lot when I was running my online "can't be destroyed by battle" stall deck. I made a few more cards that I'll post later, but the archetype is becoming more counter trap heavy. Basically, these monsters will stall battles while the counter traps take care of pesky S/T/monster effects. In any case, it plays out like an alternate win condition "rock stun" deck. Link to comment Share on other sites More sharing options...
Tinkerer Posted April 25, 2015 Author Report Share Posted April 25, 2015 Yeah, I guess I should upload my next batch when I get a chance then. Siege Engine Petard is a powerful hand trap for the deck. Link to comment Share on other sites More sharing options...
Tinkerer Posted April 25, 2015 Author Report Share Posted April 25, 2015 Update! Added Petard, a trap, and the sub-archetype "Metal Siege Engines"! Link to comment Share on other sites More sharing options...
Tinkerer Posted May 1, 2015 Author Report Share Posted May 1, 2015 Bump~ Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.