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Arctic55

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*sigh*

Why is this posted in Advanced Cards?

First of all, I'm going off whatever effect the image says, reading the lore you wrote for every single one to check if it's different is too much work.

 

1. Does Wall Breaker get destroyed too by battle even if it uses its effect?

If not, it's a better version of Catastor that takes essentially no resources to summon.

Just no.

 

2. Hog Rider's effect is sort of pointless, since all monsters can attack the turn they are Summoned unless their own effect or something else prevents them from doing so.

 

3. Lightning is Quickplay, has literally no significant cost, and gives you a draw. Just no.

 

4. Why on Earth is practically a free Monster Reborn a quickplay? The only thing it can't summon is a few of your effect monsters/Synchros/Xyz, but this literally has no limitation, and can be used just about whenever given it's a Quickplay. I could just put this in pretty much any deck, and it has no hard OPT either. Just no.

 

5. *reads Rage* --> Yay, let's support OTKs for free in Quickpla- yeah, hell no.

 

6. So, Freeze is a better Threatening Roar that costs nothing and is a Quickplay, meaning you could just use it on your own turn for a free draw and they still can't attack next turn. Hell no.

 

7. Poison having an OPD is pointless, it's not that strong.

 

8. Earthquake's Life Point thing is irrelevant, but a Quickplay quintuple mill for only your opponent that costs nothing? No. Just no.

 

9. Are you actually serious? Why on Earth did you think Haste is a good card? This literally would be used for nothing except stalling/making swarm-killing even easier by not letting your opponent get any additional cards to save themselves with, and it costs nothing that actually matters in the slightest bit? Just, hell to the no. Absolutely NO.

 

10. Santa's Surprise needs both of them to be on the Field, by its wording. And it should stay as such. Banishing from Grave would break it.

 

11. Dark Elixr Rush having an OPD is pointless, since they would have had to be Synchro Summoned in the first place to be able to Special Summon them with this.

 

12. Gems is a bit slow, but it's a free search of literally any 2 cards in the deck. If it was me, I'd just grab two of something like Haste/Heal/Freeze/Rage and then turn around the duel completely on my own turn (assuming I survive the turn I use it in if it's the opponent's turn). At least put a hard OPT + some sort of ACTUAL drawback on it, not like the kind of thing you apparently think is any sort of drawback, like what you put on Haste.

 

13. If I didn't say something about a card, it's not worth mentioning, and the thing is, most of these cards are crap except for the generic Spells that let me do completely ridiculous sheet.

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  • 3 weeks later...

One thing to note about Archetypes in Yu-Gi-Oh is that their archetypes tend to really define their themes. Ghostricks are themed around ghosts and other Halloween themed monsters playing peek-a-boo by flipping face up and face down over and over again, Railway is fast, linear and hard to take down, like the trains they are supposed to represent, Fire Kings destroy themselves, they bring themselves back while wiping out the field, and theme-wise they are based on Phoenixes, etc. That is what I feel your archetype lacks atm.

 

Honestly, the approach I would go by is to take the key themes that define Clash of Clans; Defending Your Base, Attacking With Your Troops. So basically, what the deck will do is have two distinct sides to its play style whether during your turn or your opponent's turn, to define being attacked and attacking in turn. You usually will defend with your buildings, and you will usually attack with your troops.

 

My designs so far:

 

Main Deck:

 

[spoiler=Show]

 

Clash Warrior - Barbarian    (EARTH - Level 3)

 

[Warrior / Effect]    -    1400 / 600

 

When this card attacks, you can increase this card's ATK by 200 for every "Clash Warrior" monster you control. During your opponent's End Phase; return 1 Level 3 "Clash Defense" monster you control to the Extra Deck, and if you do, Special Summon this card.

 

Clash Warrior - Archer    (EARTH - Level 3)

 

[Warrior / Effect]    -    1500 / 200

 

This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. During your opponent's End Phase; return 1 Level 3 "Clash Defense" monster you control to the Extra Deck, and if you do, Special Summon this card.

 

Clash Warrior - Goblin    (EARTH - Level 3)

 

[Fiend / Effect]    -    1000 / 300

 

If this card inflicts Battle Damage to your opponent; draw 1 card. During your opponent's End Phase; return 1 Level 3 "Clash Defense" monster you control to the Extra Deck, and if you do, Special Summon this card.

 

 

 

Extra Deck:

 

[spoiler=Show]

Clash Defense - Cannon    (EARTH - Level 3)

 

[Rock / Fusion / Effect]    -    0 / 2000

 

This card cannot be Summoned, except by its own effect. During your End Phase, if you control a Level 3 "Clash -" non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. Once per turn, when you opponent declares an attack; the attacking monster loses 800 ATK.

 

Clash Facility - Army Camp    (EARTH - Level 10)

 

[Rock / Fusion / Effect]    -    0 / 0

 

2 "Clash" monsters

You can flip this face-down card in your Extra Deck face-up. Once a turn, you can Banish 1 "Clash Warrior" monster from your hand: Banish 1 "Clash Warrior" monster from your deck, face-up, then add 1 "Clash Warrior" monster from your deck to your hand. Once per turn, you can banish 1 "Clash Warrior" monster from your graveyard: Increase or decrease the Level of 1 "Clash Warrior" monster you control by a number from 1 to 2. You can only use 1 effect of "Clash Facility - Army Camp" once per turn.

 

 

 

So basically, at the end of your turn, you banish all "Clash Warrior" monsters you control to Special Summon "Clash Defenses" from your deck. At the end of your opponent's turn, you return all "Clash Facilities" to your deck to Special Summon banished "Clash Warriors". "Clash Facilities" act like Extra deck Spells, which increase your consistency.

 

What do you think?

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