Tinkerer Posted May 28, 2015 Report Share Posted May 28, 2015 Dizzy Archetype A counter accumulation archetype that has an anti-Special Summon/Lock/Beatdown strategy. Each card has different levels and typing to prevent conventional extra deck usage. This archetype swarms with Normal Summons and uses that for as much of an advantage as possible. As always, CnC is appreciated! [spoiler='Monsters'] Dizzy Hypnotist WIND * Psychic/Effect When this card is Normal Summoned, place 1 “Dizzy Counter” on 1 face-up monster. You may Normal Summon 1 additional time the turn this card is Normal Summoned. Once per turn: You may remove 6 or more “Dizzy Counters” from 1 monster your opponent controls; take control of that monster. 300/300 Dizzy Sorcerer WIND **** Spellcaster/Effect Once per turn, during either player’s turn: You may place 1 “Dizzy Counter” on a face-up monster on the field. While this card has a “Dizzy Counter” on it, you may remove any number of “Dizzy Counters” from this card; inflict 100 damage to both players for each counter removed. Monsters with an even number of “Dizzy Counters” are changed to Defense Position. Monsters with an odd number of “Dizzy Counters” are changed to Attack Position. 1400/1900 Dizzy Arsonist WIND *** Pyro/Effect When this card is Normal Summoned, you can reveal up to 3 “Dizzy” cards in your hand; place “Dizzy Counters” on monsters equal to the number of cards revealed. Inflict 300 damage to a player whenever a monster they control gains “Dizzy Counters”. You may tribute this card to Normal Summon 1 “Dizzy” monster. You can only activate this effect of “Dizzy Arsonist” once per turn. 1500/0 Dizzy Whirlwind WIND ** Winged Beast/Effect When this card is Normal Summoned, you can return all face-up monsters with 3 or more “Dizzy Counters” to their owner’s hand. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn: if a card would gain a “Dizzy Counter”, you may place up to 2 “Dizzy Counters” on 1 face-up monster. If this card changes battle position, you may send 1 card from the top of your deck to the Graveyard to Normal Summon 1 additional time this turn. 600/1600 Dizzy Dewdrop WIND ***** Aqua/Effect While your opponent controls a Special Summoned monster, you can Normal Summon this card without Tributing. When you Normal Summon a “Dizzy” monster, you may send 1 card from the top of your deck to the Graveyard; place up to 2 “Dizzy Counters” on face-up monsters on the field. Monsters with “Dizzy Counters” lose 300 ATK and DEF for each counter on them. 2300/900 Dizzy Golem WIND ****** Rock/Effect While your opponent controls a Special Summoned monster, you can Normal Summon this card without Tributing. If this card is sent to the Graveyard, you may Special Summon 2 “Dizzy Tokens” (WIND, Rock-type, Level 3, ATK 1000, DEF 1000) to your opponent’s side of the field then draw a card. When this card attacks or is attacked, you may deal 400 damage to your opponent for each “Dizzy Counter” on the monster this card battles. 2400/1200 Dizzy Pixie WIND ******* Fairy/Effect You may Normal Summon this card by tributing 2 monsters on either player’s field whose combined number of total “Dizzy Counters” is 8 or more. Monsters with 4 or more counters’ effects are negated. Once per turn, during either player’s turn, you may remove up to 2 “Dizzy Counters” from 1 monster and place them on another monster. 2600/1900 Dizzy Demon WIND ******** Fiend/Effect You may Normal Summon this card by tributing 2 monsters on either player’s field whose combined number of total “Dizzy Counters” is 8 or more. Destroy any effect monsters that have more than 6 “Dizzy Counters”. When your opponent Special Summons monster(s), you may send the top card from your Deck to the Graveyard; place up to 2 “Dizzy Counters” on those monster(s). 2900/2450 [/spoiler] [spoiler='Spells/Traps'] Dizzy Waltz Continuous Spell Once per turn, during either player’s Main Phase, you may send the top card from your Deck to the Graveyard to Normal Summon 1 “Dizzy” monster. Place 1 “Dizzy Counter” on each monster you control when you use this effect. Dizzy Spell Quick Play Place up to 3 “Dizzy Counters” on 1 monster. If you control a “Dizzy” monster during the next End Phase, remove all counters from that monster. Dizzy Dandy Equip Spell Activate if you control no Special Summoned monsters. Special Summon 1 “Dizzy” monster from your Deck to your opponent’s side of the field then equip it with this card. If it has 3 or more “Dizzy Counters” on it, send this card to the Graveyard and take control of the monster. If this card is destroyed, shuffle the equipped monster into its owner’s Deck. Dizzy Degeneracy Continuous Trap Once per turn, you may send 1 “Dizzy” monster from your hand to the Graveyard to add 1 “Dizzy” monster with a lower level from your Deck to your hand. If this card is in the Graveyard, during either player’s Main Phase, you can banish it and 1 “Dizzy” monster from your Graveyard to Normal Summon 1 “Dizzy” monster from your Hand whose level is less than or equal to the monster banished by this effect. Dizzy Dance Spell Remove all “Dizzy Counters” from monsters you control. Shuffle cards from your Graveyard into your deck equal to the number of counters removed. For every 3 cards returned to your deck, you may draw a card. You may only activate 1 “Dizzy Dance” per turn. Dizzy Reincarnation Trap Special Summon 1 “Dizzy” monster from your Graveyard. Its ATK and DEF are halved. When it is removed from the field, banish it. 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The Nyx Avatar Posted May 28, 2015 Report Share Posted May 28, 2015 A Counter archetype that is actually good? I'd say most of them have fair effects, as some of these cards require a cost of counters higher than 3 or 4. However, with your high Level monsters with effects such as "This card can be Normal Summoned without tribute if your opponent controls a Special Summoned monster.", you may want to edit it to "While your opponent controls a Special Summoned monster, you can Normal Summon this card without Tributing". I'm not sure how this archetype prevents conventional Extra Deck usage, but otherwise it's still a good premise. Link to comment Share on other sites More sharing options...
Tinkerer Posted May 28, 2015 Author Report Share Posted May 28, 2015 Thanks! I'll change up the wording soon. What I meant about "conventional extra deck usage" was that unless you mix other cards with these ones, you won't be going into the extra deck often (since their levels are all different and they lack tuners). Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 28, 2015 Report Share Posted May 28, 2015 Thanks. I originally thought it meant that you'd inhibit your opponent's Extra Deck usage. Link to comment Share on other sites More sharing options...
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