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Kickin' It Old School [Forgotten Legends] (22/22)


Premier Alexander Romanov

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Long ago, before this current age, in an era of ice, stone, fire, metal, and might, there was a brief epoch of great power, where men, elves, and other creatures lived in harmony, prospering together, but also combating great threats outside of their cities. Over time, a band of powerful warriors rose up to take on the foes of the only civilization, going into battle against mighty opponents, and even dark gods from beyond the world they stood to defend. They laid the foundation for this new society to grow and flourish, and became to be known as mighty heroes, revered almost as much as deities.

 

But over time, these peoples grew complacent and stagnant, no longer interested in fusing magic and technology, but exploring the sole branches of each. These two factions, the traditionalists and the progressives, began to fight amongst themselves. And in their desperate need to fulfill their pride and arrogance, they took everything their forebearers worked so hard to build down with them. And in this hour of need, the warriors were nowhere to be found. The dust settled, the fragments of this civilization were presumably lost by ignorant survivors, and those that could fled while others started to rebuild slowly, taking their time to understand their gifts.

 

Now, in this modern age, some of these relics have been rediscovered, and the powers of the ancients revealed. The weapons of this great lost civilization still held the traces of power of their owners, and, if activated correctly in harmony with each other, could open a strange aperture through space and time, through which a single warrior of old could pass through to aid those that sought their power. Furthermore, the relics could be further utilized to channel a trace amount of the lost warriors' powers for various purposes. But one must be careful, for the fabric of time is not one to be wantonly messed around with. And if too many of these past champions appear at once...it can spell doom for the ones being summoned...

 

[spoiler=Main Cards]

[spoiler=Zadkiel the Hospitaller]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. During either player's Battle Phase: You can destroy this card; for the rest of the turn, you take no damage.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. Once per turn: You can target 1 face-up monster your opponent controls; halve its ATK and DEF, then increase your LP by the lost ATK or DEF, whichever is lower.

 

 

[spoiler=Gaghiel the Doubledge]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. During your Main Phase: You can target 1 "Forgotten Legend" monster you control; this turn, it can attack twice during each Battle Phase, then destroy this card.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. This card can attack your opponent directly.

 

 

[spoiler=Bardiel the Blurricane]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. During either player's End Phase: You can target 1 card on the field; destroy it and this card, then inflict 1000 points of damage to your opponent.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. Each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves.

 

 

[spoiler=Adriel the Helperd]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. If a "Forgotten Legend" monster you control would be destroyed by battle or card effect, you can destroy this card instead.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. Once per turn: You can draw 1 card.

 

 

[spoiler=Camael the Youngblood]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. During either player's Main Phase: You can destroy this card, and if you do, all "Forgotten Legend" monsters you control gain 1000 ATK and DEF.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. During the End Phase that this card was Pendulum Summoned this turn: You can add 1 "Forgotten Legend" monster from your Deck to your hand.

 

 

[spoiler=Anpiel the Equalizer]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. During your Main Phase: You can destroy this card, and if you do, draw 1 card.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. Once per turn, if your opponent adds a card(s) from their Deck or Graveyard to their hand (except during the Draw Phase or the Damage Step): You can shuffle 1 random card in your opponent's hand into their Deck.

 

 

[spoiler=Nuriel the Blockdown]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. When an opponent's monster declares an attack: You can destroy this card, then end the Battle Phase.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.

 

 

[spoiler=Harahel the Jumplate]

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Pendulum: You cannot Summon or Set monsters, except "Forgotten Legend" monsters, and you can only Pendulum Summon 1 "Forgotten Legend" monster per turn. This effect cannot be negated. During either player's Battle Phase, when your opponent activates a card or effect: You can destroy this card, and if you do, negate the effect.

Monster: Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. When Pendulum Summoned, cards and effects cannot be activated. If you control another monster: Banish this card. Once per turn: You can target 1 face-up card on the field; negate its effects until your next Standby Phase.

 

 

[spoiler=Uriel the Flexord]

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Pendulum:

Monster:

 

 

[spoiler=Haniel the Straightrue]

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Pendulum:

Monster:

 

 

[spoiler=Ramiel the Reverb]

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Pendulum:

Monster:

 

 

[spoiler=Theliel the Mithriltongued]

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Pendulum:

Monster:

 

 

[spoiler=Zerachiel the Underglaive]

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Pendulum:

Monster:

 

 

[spoiler=Shamsiel the Foxglove]

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Pendulum:

Monster:

 

 

[spoiler=Iofiel the Crystalclear]

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Pendulum:

Monster:

 

 

[spoiler=Gabriel the Rosequartz]

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Pendulum:

Monster:

 

 

[spoiler=Puriel the Skyhook]

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Pendulum:

Monster:

 

 

[spoiler=Jahoel the Armorall]

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Pendulum:

Monster:

 

 

 

 

[spoiler=Support]

[spoiler=Bard]

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[spoiler=Vorpal Blade]

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[spoiler=Timeless Resolve]

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[spoiler=Secret Technique]

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The Forgotten Legends are an archetype of Level 10 EARTH Warrior Pendulums with a unique concept: a Boss Rush Deck. Each of them is restricted in their Summoning, and their players are prevented from having more than one of these monsters, let alone any other monsters, on the field at a time. However, the Forgotten Legends each have tremendous power, both as Monsters and as Spells. Between their two types of effects, a wide variety of effects and strategies are at their player's disposal, and different Pendulum Monsters can be used with different Pendulum effects to deal with certain situations.

 

Comments and suggestions would be awesome.

And no, I don't plan on making these for tournament play.

Maybe a tourney archetype someday...

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For the Pendulum Effects, the limitation clauses could really just be the Qliphort clause "You can only Special Summon "Forgotten Legend" monsters". I don't think there's anything that you can Normal Summon that would break these guys. And then for the "If you control another monster" clause, it's worded so that if you summon another one, both would be banished. Instead, the effect can be worded "If you summon another monster(s), banish this card". I believe the desired effect you were going for is that you could swap one legend out for another.

 

And finally, just iterating on what little Giga said, yes there are way too many monsters. The sweet spot we've found for Pendulum archetypes tends to be around 6-10, depending on what you want the deck to do. Since I did hear you say you wanted this to be Timelord inspired, I would suggest going through the monsters and cutting it down to 10. This would put it in-line with the Qliphort numbers, as well as makes creating a pure-Forgotten Legends deck that's pretty good possible. Sure you wouldn't be able to run 3 of each, but you'd be able to feasibly run every monster and still have room for generic cards.

 

For the monsters, I think it would do the archetype a lot of good if you took the time to figure out the desired strategy/niche of the deck. Having a boss focus is a good start, but aside from that the actual effects of the monsters currently just look like the the effects of random Konami monsters tacked onto your cards. I know I said I was going to give a list of monsters worth keeping, but I think instead you should consider the artwork that's your favorite, and then from there redesign the roles you want your monsters to occupy. I suggest following a base criteria for the card roles and moving from there, like this:

- 1 card that searches/sets up your plays

- 1 card that refreshes the hand (drawing/recycling)

- 1 card with an offensive battle focus

- 1 card with a defensive battle focus

- 1 card that removes (destruction is preferred)

- 1 card that disrupts the opponent

etc.

 

You need to take the time to consider what roles you want each to occupy, and how to do so. This helps avoid some cards being clearly way better than others, and others being utterly useless. For instance, Anpiel and Adriel are way better than most of the other monsters.

 

So, if you decide you want to take the time to reevaluate the monster line-up and consider what strategy/style you want the deck to perform and how the monsters reflect this (control/aggressive/stall/combo). This will make everything way better in the design, and with less monsters you can better define their roles and how they're used in the deck, and consequently, make each just as important as the next. I look forward to seeing what you can do with them!

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