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[Written] Crazed Dollmaker's Masterpieces


Woloa

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This is an archetype I came up with a wile ago, and have temporally given up trying to find art for. So, I present to you all the written version.
 
Low Level Monsters:[spoiler='Press Here']Hero Doll: Apprentice Lancer
Level 2, Warrior, 1000/0, deals piercing battle damage through defense position monsters When this monster is normal summoned, you may special summon any number of Apprentice Hero Doll monsters with different names from your hand.
Hero Doll: Apprentice Priestess
Level 2, Spellcaster, 0/1500, When this monster is normal summoned, you may special summon any number of Apprentice Hero Doll monsters from your graveyard.
Hero Doll: Apprentice Ranger
Level 2, Warrior, 250/0, can attack opponent directly, when this monster is normal summoned, you may look at one face down card your opponent controls
Hero Doll: Apprentice Warrior
Level 2, Warrior 1500/0, When this monster is normal or special summoned, return 1 monster an opponent controls to their hand.

Hero Doll: Queen

Level 4, Spellcaster, 1500/2000, once per turn you may discard a card from your hand to search your deck for a monster that includes "Hero Doll" in it's name other than Hero Doll Queen, you may add that monster to your hand and make a second normal summon this turn.[/spoiler]

Mid Level Monsters[spoiler='Press Here']Hero Doll: Lancer
Level 5, Warrior, 2000/1000, Deals piercing battle damage through defense position monsters
Hero Doll: Priestess
Level 5, Spellcaster, 1000/2500, if this monster battles a zombie or fiend type monster, destroy that monster after damage calculation
Hero Doll: Ranger
Level 5, Warrior, 1000/500, Can attack directly
Hero Doll: Warrior
Level 5, Warrior, 2500/1000, no ability[/spoiler]

Tuners[spoiler='Press Here']Sacrifice Doll
Level 2, Warrior, Tuner, 0/0, when this monster is destroyed in battle special summon one "Doll" from your hand
Doll Reclaimer
Level 2, Spellcaster, Tuner, 1000/1000, During your setup you may shuffle a "Doll" from the graveyard into the deck
Maker Doll
Level 3, Spellcaster, Tuner, 1000/1000, as long as this monster is face up on your side of the field, you may tribute monsters from your hand for tribute summons and syncro material[/spoiler]

Rituals and their monsters[spoiler='Press Here']Crazed Dollmaker's Curse
Used to special summon level 8 Anne, Doll of the Curse. If she is summoned successfully you may search your deck for Shoebox the Crazed Dollmaker and add him to your hand
Tears of The Imprisoned
Used to summon level 6 Ann, the Imprisoned Doll
Crazed Dollmaker's Sermon
Used to summon level 12 Shoebox, the Crazed Dollmaker
Anne, Doll of the Curse
Level 8, Warrior, 2500/2500, Gains 200 attack and defense for each Doll on the field
Anne, the Imprisoned Doll
Level 6, Spellcaster, 0/3000, Whenever you summon another doll, this monster becomes a copy of target monster your opponent controls until the end step
Shoebox, the Crazed Dollmaker
Level 12, Spellcaster, 0/0, Gains 1000 attack points for each doll in your graveyard
and since it fits here:
The Final Sermon
Activate this spell only if Shoebox The Crazed Dollmaker is on your field and Anne, Doll of the Curse is in your graveyard, tribute Shoebox to special summon Anne in attack mode with his ability.[/spoiler]

Spells and Trap:[spoiler='Press Here']Hero Lance Equip Spell
Increases the attack points of Hero Doll: Brave Lancer by 1000
Hero Staff Equip Spell
Increases the attack points of Hero Doll: High Priestess by 1000
Hero Axe Equip Spell
Increases the attack points of Hero Doll: Unstoppable Warrior by 1000
Hero Bow Equip Spell
Increases the attack points of Hero Doll: Sureshot Ranger by 1000
Modular Design Continuous Spell
Dolls you control ignore the requirements of equip spells
Crazed Dollmaker's will
Special summon 1 Doll from your hand or graveyard
Ritual Dollhouse Field Spell
Dolls count for twice their level in Rituals
Crazed Dollmaker's Workshop Field Spell
All Dolls on the field get 250 extra attack and defense points for each other Doll on the field

Marionette of Control spell

Target one monster your opponent controls, you control that monster until the end step, when this card resolves, banish it.
Cursed Barrier Continuous Trap
Select one Doll you control, it can not be destroyed by battle and can not destroy other monsters in battle, neither player takes damage from battles involving the chosen doll[/spoiler]

Synchros:[spoiler='Press Here']Hero Doll: Brave Lancer
1 tuner + Hero Doll: Lancer.
Level 7, Warrior, 2500/1500, deals piercing battle damage through defense position monsters
Hero Doll: High Priestess
1 Tuner monster + Hero Doll Priestess
Level 7, Spellcaster, 1000/3000 When this monster battles a Zombie of Fiend type monster, destroy that monster after damage calculation.
Hero Doll: Sureshot Ranger
1 Tuner + Hero Doll Ranger
Level 7, Warrior, 1500/0, can attack directly
Hero Doll: Unstoppable Warrior
1 Tuner + Hero Doll Warrior
Level 7, Warrior, 3500/0, no ability[/spoiler]

 

Edit 1: Made low levels easier to summon and added Hero Doll Queen and Marionette of Control.

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Judging from the current set of monsters you have, these have very underwhelming effects and stats. However, if these get updated with upgraded versions, than I can see the potential it has. Besides, judging from the tags, it will have great potential. Hopefully you find the right arts for them so these can get updated.

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Judging from the current set of monsters you have, these have very underwhelming effects and stats. However, if these get updated with upgraded versions, than I can see the potential it has. Besides, judging from the tags, it will have great potential. Hopefully you find the right arts for them so these can get updated.

Could I mayhaps ask you for some suggestions of ability/stat tweaks I could make? Obviously, I only expect a few tips for the things you find to be more underwhelming than the others.

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Judging from the current set of monsters you have, these have very underwhelming effects and stats. However, if these get updated with upgraded versions, than I can see the potential it has. Besides, judging from the tags, it will have great potential. Hopefully you find the right arts for them so these can get updated.

In case I was unclear: I need to know which ones need to be fixed.

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Since no one else will answer, I'll answer your question. Many of the monsters have low levels and low ATK. This is acceptable if they have good effects to compensate for them, such as easy Special Summons. However, such effects are not present in the majority of the monsters, making it more difficult to Summon them, and the result isn't even worth the effort. All you really need is for the monsters to Summon themselves/each other easier.

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Since no one else will answer, I'll answer your question. Many of the monsters have low levels and low ATK. This is acceptable if they have good effects to compensate for them, such as easy Special Summons. However, such effects are not present in the majority of the monsters, making it more difficult to Summon them, and the result isn't even worth the effort. All you really need is for the monsters to Summon themselves/each other easier.

Thank you, now that I know what's wrong I can attempt to fix it.

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Sorry that I didn't answer. I was quite busy and I wasn't able to answer to your question. Anyways, to answer your question, many of your lower level monsters don't have grand effects that allow them to make plays or combos within a duel. Perhaps rewriting some of the monster's effects so that they can be special summoned on the field or perhaps have effects that can take control of your opponent's monsters as (A) yours or (B) synchro materials. Hopefully, this clears things up. If you need any more suggestions, just ask about it.

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Sorry that I didn't answer. I was quite busy and I wasn't able to answer to your question. Anyways, to answer your question, many of your lower level monsters don't have grand effects that allow them to make plays or combos within a duel. Perhaps rewriting some of the monster's effects so that they can be special summoned on the field or perhaps have effects that can take control of your opponent's monsters as (A) yours or (B) synchro materials. Hopefully, this clears things up. If you need any more suggestions, just ask about it.

When I looked at the list I'd jotted down, there was one spell I'd forgotten about that relates to taking control of things, I'll add it and add some effect. As for using opponents monsters as Synchro materials, could you mayhaps clarify what that means?

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Well, what I mean is that one of your monsters has an ability that can use your opponent's monsters on the field as materials or turners. For example, Hero Doll: Warrior can have an ability that can take control monsters on your opponent's field and can reduce their level in order to fit certain synchro level needs.

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Well, what I mean is that one of your monsters has an ability that can use your opponent's monsters on the field as materials or turners. For example, Hero Doll: Warrior can have an ability that can take control monsters on your opponent's field and can reduce their level in order to fit certain synchro level needs.

I think I'll add a similar effect to Maker Doll, as she's the big ultratuner of the archetype.

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What Attribute are all of the monsters here?

You're missing them here.

 

Slight nitpick. It's "Synchro", not "syncro".

Follow the Advanced Clause.

Pointing out spelling errors is fine (although keep in mind that some people aren't good in spelling English words due to it being their secondary language), but you must also provide comments on how the Deck is designed.

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There's a little problem with creating a very large archetype at once.

 

From what I see, it's very scattered. All sorts of members trying to do all sorts of things, and in the end, with the exception of a few very potent members (Apprentice Priestess comes to mind, flooding the field in one step to set up for multiple Rank 2 plays) the archetype as a whole doesn't look like it has a clue on what it wants to do.

 

Beauty in simplicity. Start with a small number, like 5-7 members, and slowly expand. Also think of the general playstyle of the archetype, then design effects around said playstyle.

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