Woloa Posted May 18, 2015 Report Share Posted May 18, 2015 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. Link to comment Share on other sites More sharing options...
DoctorMiracle Posted May 18, 2015 Report Share Posted May 18, 2015 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. Link to comment Share on other sites More sharing options...
Woloa Posted May 18, 2015 Author Report Share Posted May 18, 2015 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. Link to comment Share on other sites More sharing options...
Woloa Posted May 19, 2015 Author Report Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
TF2_The_Scout Posted May 19, 2015 Report Share Posted May 19, 2015 Slight nitpick. It's "Synchro", not "syncro". Link to comment Share on other sites More sharing options...
Woloa Posted May 19, 2015 Author Report Share Posted May 19, 2015 Slight nitpick. It's "Synchro", not "syncro". I am very sorry, spelling has NEVER been my forte. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 19, 2015 Report Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
Woloa Posted May 19, 2015 Author Report Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
DoctorMiracle Posted May 19, 2015 Report Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
Woloa Posted May 19, 2015 Author Report Share Posted May 19, 2015 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? Link to comment Share on other sites More sharing options...
DoctorMiracle Posted May 19, 2015 Report Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
Woloa Posted May 19, 2015 Author Report Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted May 19, 2015 Report Share Posted May 19, 2015 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. Link to comment Share on other sites More sharing options...
Woloa Posted May 19, 2015 Author Report Share Posted May 19, 2015 What Attribute are all of the monsters here? You're missing them here. Oh, Right, all of them are Dark, except the priestesses, they are Light. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 20, 2015 Report Share Posted May 20, 2015 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. Link to comment Share on other sites More sharing options...
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