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Archetype) Dragonstar (Written)


Spencer121793

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This is my first archetype so I would really appreciate any amount of help.

Main Deck Monsters

Dragonstar - Aldhibah
Light - Level 4 - Dragon/Tuner/Effect - 1700/1000
Effect: Cannot be used as a Synchro Material, except for the Synchro Summon of a "Dragonstar" Synchro Monster. If this card is Summoned: You can target 1 "Dragonstar" monster in your Graveyard, except "Dragonstar - Aldhibah"; Special Summon that monster in Defense Position, also monsters you control cannot attack for the rest of this turn, except "Dragonstart" monsters. You can only use this effect of "Dragonstar - Aldhibah" once per turn.

Dragonstar - Tyle
Light - Level 4 - Dragon/Effect - 1900/1000
Effect: If this card is Summoned: You can send 1 "Dragonstar" card from your deck to the Graveyard, except "Dragonstar - Tyle". You can only use this effect of "Dragonstar - Tyle" once per turn.

Dragonstar - Nodus
Light - Level 4 - Dragon/Effect - 1500/1000
Effect: If this card is Summoned: You can add 1 "Dragonstar" monster from your deck to your hand, except "Dragonstar - Nodus". You can only use this effect of "Dragonstar - Nodus" once per turn.

Dragonstar - Ed Asich
Light - Level 4 - Dragon/Effect - 1000/1600
Effect: If this card is Summoned: You can Special Summon 1 "Dragonstar" monster from your hand, except "Dragonstar - Edasich". You can only use this effect of "Dragonstar - Ed Asich" once per turn.

Dragonstar - Thuban
Light - Level 4 - Dragon/Effect - 1300/1000
Effect: If this card is Summoned: You can Special Summon 1 "Dragonstar" monster from your Deck, except "Dragonstar - Thuban". You can only use this effect of "Dragonstar - Thuban" once per turn.

Spell/Traps

Dragonstar Sigma
Continuous Spell
Effect: Once per turn you can add 1 "Dragonstar" monster from your deck or graveyard to your hand. You can only control 1  "Dragonstar Sigma".

Dragonstar Lambda
Counter Trap
Effect: When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up "Dragonstar" monster you control to the Graveyard; negate the activation, and if you do, destroy that card, then draw 1 card.

Dragonstar Nu
Field Spell
Effect: All "Dragonstar" monsters on the field gain 300 ATK. Once per turn: You can discard 1 card, then activate 1 of these effects; Special Summon 1 "Dragonstar" monster from your deck. Add 1 "Dragonstar" card from your Deck to your hand. You can only activate 1 "Dragonstar Nu" per turn.

Dragonstar Mu
Continuous Trap
Effect: Once per turn: You can target 1 "Dragonstar" monster in your graveyard; Special Summon it. You can only control 1 face-up "Dragonstar Mu".

Dragonstar Psi
Quick-Play Spell
Target 1 "Dragonstar" monster you control; that target is unaffected by the opponent's card effects this turn. If an "Dragonstar" monster(s) you control would be destroyed by a card effect, you can banish this card from your Graveyard instead of destroying 1 of those monsters.

Extra Deck Monsters:

Dragonstar Lord - Grumium
Light - Rank 4 - Dragon/XYZ/Effect - 2300/2000
Effect: 2 Level 4 Dragon-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Dragon-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 "Dragonstar" card in your Graveyard, except this card; add it to your hand.

Dragonstar Lord - Eltanin
Light - Level 8 - Dragon/Synchro/Effect - 2700/2000
Effect: 1 "Dragonstar" Tuner + 1 or more non-Tuner monsters
Cannot be targeted by an opponent's card effects. You can discard 1 card, then target 1 card your opponent controls; banish that target. You can only activate this effect of "Dragonstar Lord - Eltanin" once per turn. When this card you control is sent to the Graveyard. You can Special Summon 1 "Dragonstar" monster from your Deck.

Dragonstar Lord - Rastaban
Light - Level 8 - Dragon/Fusion/Effect - 2500/2000
Effect: 3 "Dragonstar" monsters
Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the Graveyard, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. This card can attack twice during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent to the graveyard: You can target 1 "Dragonstar" monster in your Graveyard; Special Summon it.

Draconis Supreme Overlord of the Dragonstars
Light - Level 12 - Dragon/Fusion/Effect - 3600/3400
Effect: 3 "Dragonstar Lord" monsters with different names
Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the Graveyard, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) This card's Special Summon cannot be negated. When Special Summoned, cards and effects cannot be activated. When this card is Special Summoned: Banish all other cards on the field.


EDIT: Also if anyone could help me come up with better names for the spell and traps I would appreciate it.

The names of the cards are based on the main stars of the Draco constellation except for the boss which is named after the constellation itself. While the monsters can just use the stars names I'm having a hard time with the spell/traps.

If anyone is willing to help me come up with names for the spell/traps here's a link to the star names: names http://www.astro.wisc.edu/~dolan/constellations/constellations/Draco.html

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One thing I am going to mention is that I am not exactly fond of the first four Main Deck monsters being almost identical to that of 'tellarknights; in order, Altair (save for this one being a non-Tuner), Sirius, Deneb and Vega. Only difference is that Dragonstars focus on Fusions from the looks of things (they have an Xyz, but easier to bring out).

 

Dragonstar Nu is essentially this Archetype's version of Majespecter Pegasus; power bonus + grants them the ability to SS whatever they want, except it can be used if you have no monsters.

 

Essentially, discard a Dragonstar, SS something like Thuban/Aldhibah, then proceed to trigger their effects and SS more stuff + trigger. 

Whatever that can be said about 'tellars also applies here to an extent; bar usage of Triverr and such.

 

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Sigma recovers dead Dragonstars that cannot be revived by Aldibah or searches stuff. And yes, you need for this to be either a hard OPT or only control one, because this Archetype is more than capable of searching out pieces quickly.

 

Lambda is essentially Constellation Factor for them. bar the free draw.

 

Mu is free revival for everything up to Eltanin, however keep in mind that you are allowed multiple copies of this card for revival; not much different than Darkness Metal.

You need to make this a hard OPT. However, it is more SSing stuff to go along with Aldhibah.

 

Psi protects stuff from being Fiendish Chain'd and/or destroyed by backrow and effect removal. That, and it provides a safety net for another one who doesn't have effect immunity (or for the targeted one at a later time).

 

----

I'll say stuff on the Extra Deck later.

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One thing I am going to mention is that I am not exactly fond of the first four Main Deck monsters being almost identical to that of 'tellarknights; in order, Altair (save for this one being a non-Tuner), Sirius, Deneb and Vega. Only difference is that Dragonstars focus on Fusions from the looks of things (they have an Xyz, but easier to bring out).

 

Dragonstar Nu is essentially this Archetype's version of Majespecter Pegasus; power bonus + grants them the ability to SS whatever they want, except it can be used if you have no monsters.

 

Essentially, discard a Dragonstar, SS something like Thuban/Aldhibah, then proceed to trigger their effects and SS more stuff + trigger. 

Whatever that can be said about 'tellars also applies here to an extent; bar usage of Triverr and such.

 

-----

Sigma recovers dead Dragonstars that cannot be revived by Aldibah or searches stuff. And yes, you need for this to be either a hard OPT or only control one, because this Archetype is more than capable of searching out pieces quickly.

 

Lambda is essentially Constellation Factor for them. bar the free draw.

 

Mu is free revival for everything up to Eltanin, however keep in mind that you are allowed multiple copies of this card for revival; not much different than Darkness Metal.

You need to make this a hard OPT. However, it is more SSing stuff to go along with Aldhibah.

 

Psi protects stuff from being Fiendish Chain'd and/or destroyed by backrow and effect removal. That, and it provides a safety net for another one who doesn't have effect immunity (or for the targeted one at a later time).

 

----

I'll say stuff on the Extra Deck later.

I made the requested changes to Mu. 

 

I changed my mind and decided to add the draw effect to Lambda however if you think I should remove that part I will.

 

Sigma already has a limited to one clause. If you think I need to add something to Sigma to make it more balanced would you mind giving me some advice on how to word it. 

 

Are there any other changes I need to make to these cards? or the other cards?

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In terms of Sigma, I was referring to the fact that it was necessary to keep it as a hard OPT or only control 1 thing.

I did see that limitation thing, so you're fine there. (I probably should've worded it differently, so it wouldn't come off as another suggestion for things that already exist)

 

In terms of Lambda, I did mention that it performs the same function as Constellation Factor does in 'tellars, so I suppose you should be fine there. 

 

-----------

I did promise that I'd grade the Extra Deck now, so here you go.

 

Grumium is yet another searcher for them (and whatever Dragon decks can afford to run them, which is essentially random Decks that slap whatever Dragons you want in there).

That, and it can recycle Dragonstar cards when it dies.

 

In terms of Eltanin, it's a 2.7K immune to an opponent's targeting, so no Fiendish Chain, Castel or Dimensional Prison tricks (although keep in mind that it is rather easy to Synchro Summon this in the first place, given the support cards and other stuff). I would change the banishing to hard OPT; given the Deck, it probably won't be far-fetched to make duplicate copies (or you reviving this later). And of course, it floats when it gets killed. Granted, you need Aldhibah and another Level 4 to make this, but given support, it's not hard.

 

Rastaban is a double attacker with an Armades-esque clause and can pierce. I would increase the summoning requirements to 3, because this isn't difficult to make with the card set you have here + it does a lot for not much investment (piercing + double attacks + floating; opponent cannot do much about it).

 

Its effects are good, but needs a bit more difficulty in summoning to compensate for all of this.

(As a sidenote, 'tellars have their bosses at 3 mats [bar Ptolemaeus] because the Deck is capable of summoning 3+ monsters at once).

 

Either that, or strip the double attacking thing if you'd rather keep this at 2 mats.

I'm fine with this being able to float stuff, along with having an Armades clause.

 

Draconis is essentially the Sophia for this Archetype; get all of the ED bosses out, then send them to the Graveyard to make this and proceed to banish everything on the field. Granted, you can probably have it out in a couple turns if things go right, but if this plays similarly to 'tellars, you probably won't use this + can probably fare well with everything else.

 

----

I've compared the design of this Archetype with that of 'tellarknights quite a lot in here; mainly because the cards here are very much identical in their playstyle; even being LIGHT to benefit off of Honest support.

 

To be honest, it's not really the best thing if your cards do identical things to something that already exists.

'tellars are a rather good Deck right now, and that says a lot when these come in play; also backed by whatever Dragon support they have at their disposal.

 

Dragonstars can certainly work properly, but its playstyle is essentially a mirror. (Both of them are named after constellations/stars).

Not sure if you were aware of 'tellars while making this set, but it's a good idea to keep in mind other Archetypes that have similar functions.

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In terms of Sigma, I was referring to the fact that it was necessary to keep it as a hard OPT or only control 1 thing.

I did see that limitation thing, so you're fine there. (I probably should've worded it differently, so it wouldn't come off as another suggestion for things that already exist)

 

In terms of Lambda, I did mention that it performs the same function as Constellation Factor does in 'tellars, so I suppose you should be fine there. 

 

-----------

I did promise that I'd grade the Extra Deck now, so here you go.

 

Grumium is yet another searcher for them (and whatever Dragon decks can afford to run them, which is essentially random Decks that slap whatever Dragons you want in there).

That, and it can recycle Dragonstar cards when it dies.

 

In terms of Eltanin, it's a 2.7K immune to an opponent's targeting, so no Fiendish Chain, Castel or Dimensional Prison tricks (although keep in mind that it is rather easy to Synchro Summon this in the first place, given the support cards and other stuff). I would change the banishing to hard OPT; given the Deck, it probably won't be far-fetched to make duplicate copies (or you reviving this later). And of course, it floats when it gets killed. Granted, you need Aldhibah and another Level 4 to make this, but given support, it's not hard.

 

Rastaban is a double attacker with an Armades-esque clause and can pierce. I would increase the summoning requirements to 3, because this isn't difficult to make with the card set you have here + it does a lot for not much investment (piercing + double attacks + floating; opponent cannot do much about it).

 

Its effects are good, but needs a bit more difficulty in summoning to compensate for all of this.

(As a sidenote, 'tellars have their bosses at 3 mats [bar Ptolemaeus] because the Deck is capable of summoning 3+ monsters at once).

 

Either that, or strip the double attacking thing if you'd rather keep this at 2 mats.

I'm fine with this being able to float stuff, along with having an Armades clause.

 

Draconis is essentially the Sophia for this Archetype; get all of the ED bosses out, then send them to the Graveyard to make this and proceed to banish everything on the field. Granted, you can probably have it out in a couple turns if things go right, but if this plays similarly to 'tellars, you probably won't use this + can probably fare well with everything else.

 

----

I've compared the design of this Archetype with that of 'tellarknights quite a lot in here; mainly because the cards here are very much identical in their playstyle; even being LIGHT to benefit off of Honest support.

 

To be honest, it's not really the best thing if your cards do identical things to something that already exists.

'tellars are a rather good Deck right now, and that says a lot when these come in play; also backed by whatever Dragon support they have at their disposal.

 

Dragonstars can certainly work properly, but its playstyle is essentially a mirror. (Both of them are named after constellations/stars).

Not sure if you were aware of 'tellars while making this set, but it's a good idea to keep in mind other Archetypes that have similar functions.

 

 

I made the requested changes to Rastaban and Eltanin.

 

I also changed the effect of Tyle because I felt a Unuk effect would benefit the archetype more than the Sirius effect. I unfortunately can't have more than 13 Dragonstar cards, except for Draconis, without breaking theme.

 

Which effect do you think would benefit the archetype more the Unuk or the Sirius one?

 

I also decided to increase the ATK/DEF of Draconis. If you know of any changes I could/should make to Draconis I would really appreciate it.

 

Also about them being similar to tellars, I know of tellars and I did in fact draw some inspiration from them, however the heavy similarity is mostly coincidence. I just thought the Draco constellation would be a cool theme and I find that  most new decks pretty much have good but generic effects. If you wan't to know the play style I had in mind when creating the archetype: It is meant to be able to swarm the field to bring out extra deck bosses while maintaining advantage, kinda like how RR (and of course tellars) play.  

 

Are there anymore changes I need to make to the cards? Do you know of any ways I could possibly improve Draconis?

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