TF2_The_Scout Posted May 3, 2015 Report Share Posted May 3, 2015 I really don't know why there are only 2 Musketeer cards in the game. We have Samurai, Knights, and Ninjas, but no Musketeers. This is my attempt to create an archetype for them, based off of Castel's effect. It keeps your opponent's deck on lockdown by preventing them from adding cards to their hand from their deck. Musketeer Minuteman Level 4 Warrior/Effct WIND Attack: 1900 Defense: 0 If this card is sent to the graveyard: Add 1 "Muskeeter" monster from your deck to your hand. This effect cannot be negated by "Forte De Francis". ----------------------------------------------------------------------------------------------- Musketeer Sharpshooter Level 4 Warrior/Effect WIND Attack: 1500 Defense: 1200 You can tribute 1 other "Musketeer" you control; Target 1 monster your opponent controls and shuffle it back into their deck. ----------------------------------------------------------------------------------------------- Musketeer Shooting Target Level 2 Warrior/Effect WIND Attack: 0 Defense: 0 This card cannot be destroyed by card effects. If this card is destroyed by battle while you control "Forte De Francis": Return all monsters on the field to hand. ----------------------------------------------------------------------------------------------- Musketeer Sentry Level 3 Warrior/Effect WIND Attack: 1000 Defense: 1000 Once per turn, if you control at least 1 other "Musketeer" monster: You can pay 500 Life Points; Shuffle 1 card in your opponent's hand into their deck. ----------------------------------------------------------------------------------------------- Musketeer Regular Level 4 Warrior/Effect WIND Attack: 1700 Defense: 1200 You can discard this card from your hand; Add "Forte De Francis" from your deck to your hand. This effect cannot be negated by "Forte De Francis". ----------------------------------------------------------------------------------------------- Musketeer Supplier Level 4 Warrior/Effect WIND Attack: 1200 Defense: 2000 If this card is sent to the graveyard by a "Musketeer" card: Draw 1 card. This effect cannot be negated by "Forte De Francis". ----------------------------------------------------------------------------------------------- Louis, Musketeer War Hero Level 5 Warrior/Effect WINF Attack: 2000 Defense: 1500 If this card is special summoned by a "Musketeer" card: Your opponent cannot activate normal spell cards during their next turn. This card gains 100 attack points for every "Musketeer" monster on the field. Once per turn, during your End Phase, if you control another "Musketeer" monster with a different name: You can add 1 "Musketeer" spell/trap card from your deck to your hand. This effect cannot be negated by "Forte De Francis". ----------------------------------------------------------------------------------------------- Musketeer Field Officer Level 4 Warrior/Effect WIND Attack: 1500 Defense: 1600 As long as this card is face-up: "Musketeer" monsters cannot be attacked, except for this one. Once per turn: You can discard 1 card; Special summon 1 "Musketeer" monster from your deck in defense mode. ----------------------------------------------------------------------------------------------- Forte De Francis Field Spell All "Musketeer" monsters gain 500 attack and defense. If a card effect activates that would add a card to either player's hand from their deck: Negate the effect. ----------------------------------------------------------------------------------------------- Musketeer Outpost Field spell This card is treated as "Forte De Francis" while face-up on the field. If an effect activates that would add a card from either players' deck to their hand: Negate the effect. ----------------------------------------------------------------------------------------------- Musketeer Surplus Route Spell If you control either "Forte De Francis" or if the only monsters you control are "Musketeer" monsters: Draw 2 cards. You can only activate 1 "Musketeer Surplus Route" per turn. This effect cannot be negated by "Forte De Francis". ----------------------------------------------------------------------------------------------- Code of Honor Continuous Spell Monsters cannot be special summoned from the main deck, except for "Musketeer" monsters. If "Forte De Francis" is not active: Destroy this card. ----------------------------------------------------------------------------------------------- Musketeer Draft Order Spell Add 1 "Musketeer" monster from your deck to your hand. This effect cannot be negated by Forte De Francis". ----------------------------------------------------------------------------------------------- Musketeer Cannon Barrage Trap Activate only if you control "Forte De Francis". When your opponent declares an attack on a "Musketeer" monster: Destroy all attack position monsters your opponent controls and end the battle phase. ----------------------------------------------------------------------------------------------- Musketeer Creed Trap Special summon 1 "Musketeer" monster in your graveyard in defense mode. It cannot change its battle position. If it's destroyed: Both player's draw 1 card. During your Main Phase, if this card is in your graveyard: You can banish this card; Add 1 "Musketeer" card in your graveyard to hand. This effect cannot be negated by "Forte De Francis". ----------------------------------------------------------------------------------------------- Musketeer Sabotage Methods Counter Trap If you control "Forte De Francis" and a "Musketeer" monster: Negate the activation of a card effect. During your opponent's turn, if you control "Forte De Francis" and a "Musketeer" monster: You can banish this card from your graveyard; Cards on your side of the field cannot be destroyed by card effects this turn. ----------------------------------------------------------------------------------------------- Musketeer Artillery Defense Counter Trap If a card effect activates that would destroy a spell/trap you control while you control "Forte De Francis": Negate the activation. During your opponent's turn, if you control "Forte De Francis": You can banish this card from your graveyard; Spell/Trap cards you control cannot be destroyed by card effects this turn. ------------------------------------------------------------------------------------------------ Musketeer Trench Line Counter Trap Activate only if you control "Forte De Francis". Your opponent cannot declare an attack this turn. During your opponent's Main Phase 1, if you control "Forte De Francis" and a "Musketeer" monster: You can banish this card from your graveyard; Your opponent cannot declare an attack this turn. More will come soon. Link to comment Share on other sites More sharing options...
Tinkerer Posted May 3, 2015 Report Share Posted May 3, 2015 Hm! An archetype based around Castel? It looks really nice, too. First, I'm gonna talk about the field spell. In a deck like this, it is simply a one-sided "Mistake" that is more all-encompassing. It can completely shut out certain decks. Personally, I think that the turn player should be allowed to negate 1 search/draw. It still is really powerful, but it doesn't completely destroy decks. Each of the monsters focus on getting an advantage in some way. Personally, I think you might want to make Sentry and Shooting Target more deck-specific as they can be teched in other decks (In particular HEROs since they need a good WIND). The traps are for control. Not much to say there. Then there's Surplus. Along with Supplier, Surplus would give the Musketeers a grand total of 6 slightly more conditional Pot of Greeds. A pretty big no-no, especially in a deck that completely shuts out the opponent from searching/drawing. If you still want it to draw, you can take it a slightly different route (maybe have every attack on/against a Musketeer puts a counter and you can ditch it w/ 3 counters to draw 2 or something). My impression is that this deck isn't particularly meant to be fast and instead focuses on slowing the opponent down to a point where these cards kill things faster than they can get them out. I also find it amusing that you might run search cards and, at the same time they could end up being dead weights in-hand. All-in-all, I will say that this is a powerful anti-meta archetype that would be really cool with just a few tweaks. Nice job! Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted May 3, 2015 Author Report Share Posted May 3, 2015 Update:-Musketeer Trench Lines added-Musketeer Surplus Route given a "once per turn" condition-Musketeer Supplier draws reduced to 1-Musketeer Shooting Target now requires Forte De Francis to be active-Musketeer Sentry now requires another Musketeer to be on the field Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted May 6, 2015 Author Report Share Posted May 6, 2015 Update:-"Louis, Musketeer War Hero" added-"Code of Honor" added-"Musketeer Regular" added-"Musketeer Creed" added-"Musketeer Draft Order" added Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.