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"Bebop"/"Space Cowboy" Archetype


superkinsei

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Hey everyone. I decided to create a Cowboy Bebop archetype. It focuses on using the banished zone. This is inspired by the constant hyperspace travel in Cowboy Bebop. There are a few more cards I would want to add like Jet's Hammerhead and Faye's Red Tail and 2 or 3 monsters for the Extra Deck. Also a "Hyperspace" card would be cool. I might make that the search card and give "Bebop Crew" a different effect. I'd be open to changing the art of any of these cards if better photos could be found. For a lot of them, resizing is the issue. Seems like Dimensional Fissure would be a good irl card to run in the deck. But anyways, this seems as good a place as any to share, so gimme your thoughts.

 

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Spike. Consumate, simple-minded but highly skilled fighter.

 

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Jet. The Bebop is all he has, but he's quite powerful when its at his disposal.

 

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Faye. No problem selling out her comrades. She can always make it up to them later. Obviously judging by her effect, there are Extra Deck monsters to come.

 

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Ed. The archetype's tuner, and, if she's operating from the Bebop, a powerful hand trap. The presence of Ein motivates her to hack into your opponent's mainframe and infects it with a virus.

 

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Ein. Scarily intelligent Canine. This is one that I worry might be broken. I'll see what other people think. The "Ryko" of Bebop.

 

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The Bebop. Makes the deck tick. Provides the main characters with a base to return to after a day of battle. You may leave your field open, but you can certainly protect your monsters.

 

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Hyperspace Gate. I tried to keep the wording simple here. Basically by paying life points you can summon an additional banished monster even if it wasn't banished by the effect of "The Bebop." Adds to the swarm potential.

 

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Bebop Crew. The archetype's search card for now. Like I said above, I might change this card's name to "Hyperspace" and change the image to that of the hyperspace sequence from the anime. Which way should I go on this?

 

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"Big Shot for Bounty Hunters" - Bebop TV Special. If you've seen any episode of Cowboy Bebop this will make sense to you. It gives your monsters incentive to battle and destroy an opponent's monster. It falls in line with the main characters' personalities in the anime-- fighting alongside one another, but usually for their own gain in the end. I played around with the idea of increasing your own LP instead of monsters' ATK, but increasing ATK seems more useful and makes the monsters more individualistic, just like their characters. Your opponent chooses who the bounty head is, so the timing of this card is key.

 

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Swordfish II. Spike's personal space-ready fighter. Offers protection for your monsters of the archetype. It evokes Spike storming in out of nowhere to rescue one of his crew members. Maybe this one's cost isn't enough? Maybe it should only be playable when the Spike normal monster is on the field.

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Interesting archetype you got here man. I like it, but there's a few things I'd change, and some I'd not worry about, if I were you.

 

For one, Ein isn't overpowered. Sure, it speeds this archetype up some, but unlike LS, this needs all the speed it can get. Plus, banishing a random card from the hand isn't terribly OP: it makes Ein a little Trishula. Plus, you aren't activating them in sequence, so it's fine. No need to change him.

 

However, I could see Faye being a problem. Sure, she needs a banishable target, but once you do, you can chip for 800, then bring out ANY Synchro/XYZ/Pendulum/Fusion monster from your Extra Deck with a very low cost. After all, if all you need is two banishable targets, you can just banish a pair of Jets, since they practically leap from your hand to the field. I'd recommend netting the summon, so that you either banish Faye along with the second banished monster, or you make the monster's effects be negated until the end of your opponent's turn.

 

Also, while this deck is fast, it doesn't need the 1000 LP drain. I'd just make it 500 for Hyperspace Gate.

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Interesting archetype you got here man. I like it, but there's a few things I'd change, and some I'd not worry about, if I were you.

 

For one, Ein isn't overpowered. Sure, it speeds this archetype up some, but unlike LS, this needs all the speed it can get. Plus, banishing a random card from the hand isn't terribly OP: it makes Ein a little Trishula. Plus, you aren't activating them in sequence, so it's fine. No need to change him.

 

However, I could see Faye being a problem. Sure, she needs a banishable target, but once you do, you can chip for 800, then bring out ANY Synchro/XYZ/Pendulum/Fusion monster from your Extra Deck with a very low cost. After all, if all you need is two banishable targets, you can just banish a pair of Jets, since they practically leap from your hand to the field. I'd recommend netting the summon, so that you either banish Faye along with the second banished monster, or you make the monster's effects be negated until the end of your opponent's turn.

 

Also, while this deck is fast, it doesn't need the 1000 LP drain. I'd just make it 500 for Hyperspace Gate.

 

Thanks a lot for your feedback. I'll definitely take everything you said into consideration.

 

Faye's effect is meant to summon only an XYZ/Synchro/Fusion of the archetype. Obviously I've yet to create the Extra Deck monsters so maybe you didn't realize that she's not going to be summoning Quazars and Big Eyes and crazy stuff like that. Do you think she's overpowered anyway? I guess that depends on the Extra Deck monsters I create for her.

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Yeah, right now, with a lack of Extra Deck, I'm feeling like she's a tad bit too powerful. Maybe halve the monster's Attack and Defense points? Negate its effect until your next Standby Phase? It's hard to decide what to suggest without an Extra Deck, but considering most cards that get out cards in the Extra Deck for (almost) free get banned, you ought to be careful. You're treading on thin ice here.

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