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Trouble Town Archetype: Everyone pays in Trouble Town


eagerDigger

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An archetype inspired by action movies, over the top gunplay, and bad people doing bad things for bad reasons. You'll probably be able to tell the inspirations by the pictures, mostly similar to things like Black Lagoon, Jormungand, Metal Gear and Miami Vice. Glamorized crime and war, pretty much.

 

The archetype's strategy revolves around forcing both players to pay heavy LP Costs in order to activate their card effects or even attack in some ways. I'll expand on the archetype as I go, but I have the lynchpin Trouble Town(renamed from my earlier idea, Caper Town) field spell to facilitate really making your opponent feel the burn.

 

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The field spell that sets up the pain. It's mostly to make the LP costs of the various spells, traps, and monster effects in the deck burn your opponent more and you less.

 

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A lot of the cards are pretty typical like this, honestly. If you want to do something, you gotta pay the toll. But what good is an archetype without monsters?

 

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You can't trust anyone in Trouble Town, not even your own monsters. One of the other big deals of the archetype is that everyone can be bought. Trouble Town monsters can already be bought, and the planned "Trouble Town Negotiator" can buy enemy monsters for LP. This is even the basis of a trap card!

 

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This one is much more painful for those who have Trouble Town up.

 

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Anyways, Thoughts, suggestions for new cards, ETC would be appreciated! 

I'm planning on making the boss Monster cards for this archetype(Gang Boss, Iron Lady, Mad Mistress+her assistant Mad Apprentice) so stay tuned!

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Hard to comment on without the full archetype in front of me, but I like this archetype so far. It is an interesting burn strategy, and one I would combine with something like Dark Room of Nightmare and Lava Golem for greater effect. I'm iffy on the monster though. If your opponent pays life points to get her, can you pay life points on your next turn to get her back (assuming she's still on the field and not tribute summoned)? Also, while this may be fine for a couple of monsters, it is a bad idea to make an entire deck with monsters that can betray you. There's still a thing known as honor among thieves you know? 

 

Finally, I don't think you need a LP engine. Yugioh is chockful of cards that increase LP. Cure mermaid, destruct potion, emergency provisions, magical android, etc. 

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Ah, I need to fix up the effect...She does return to you after the battle phase is ended, but I didn't think of her being tributed or whatnot. I'll tidy up her lore a bit. Sorry about the lack of cards, but I wanted to make sure the general core idea is preserved when I make them. Plus rushing in making them just to show off is usually not a good thing

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Idk the exact ruling but if they don't conduct their Battle Phase, you will never get Revy back. Perhaps say at the start of the battlephase. And if the thought is that they pay her to betray you, I don't see why she would come back at all. I love how you implemented that Revy uses dual wield. Thus double attacks. The field is hell of interesting. But it makes them pay 2000 to take her. So I don't think you would ever get that 2000 burn on them since just a battle phase isnt worth it. But they could use her to extend their plays.

 

The LoanShark gives you plus 3000 every turn. Wtf. Way to much. And mean while your opponent only gets 750.

 

Could you clarify why there are some called Caper Town and others called Trouble Town.

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Well, this motivated me to add an Avatar. I think I look quite good.

 

And another thing I want to add about Capertown Contract Carnival: It has the potential to play some mind games with your opponent.

 

What I'd do is start off by summoning the weaker monsters of my deck for the opponent to take control of, and then summoning the more desirable ones once the opponent can't summon anymore.

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Well, I'm not the creator, but he did mention in his post that Caper Town was the original name of the archetype. Probably forgot to rename Caper town to Trouble Town.

 

This is correct. I changed the archetype name once I restructured the idea for the archetype, I'm in the process of fixing everything to be uniform and when I'm done I'll update the OP.

 

 

Idk the exact ruling but if they don't conduct their Battle Phase, you will never get Revy back. Perhaps say at the start of the battlephase. And if the thought is that they pay her to betray you, I don't see why she would come back at all. I love how you implemented that Revy uses dual wield. Thus double attacks. The field is hell of interesting. But it makes them pay 2000 to take her. So I don't think you would ever get that 2000 burn on them since just a battle phase isnt worth it. But they could use her to extend their plays.

 

The LoanShark gives you plus 3000 every turn. Wtf. Way to much. And mean while your opponent only gets 750.

 

Could you clarify why there are some called Caper Town and others called Trouble Town.

 

Yeah, I'm going to change it that they can only buy her up when their battle phase starts so they can't tribute her or whatnot. Loan shark might be fixed up...and I was definitely thinking of lowering her burn so it's more of a tough choice. As it stands, I'm working on Gang Boss(to fill the field), Iron Lady(to protect Trouble Town) and Mad Mistress(boss monster, strong and hard to get rid of). I'm not sure if Extra deck would be good with this archetype so I'm not going to worry about it...As it stands, this is a WIP, but the above cards are representative of what I want it to be like.

The edits have been made. I'll update card-by-card in the 'singles' forum as I make more additions to the archetype so I don't spam this thread...

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Oh, I didn't notice this before, but why is Contract Carnival a continuous trap? I think that might be too OP. It would be better off as a normal trap. 

I meant to have it similar to Fiendish Chain or Call of the Haunted where its presence is what keeps the monsters in your opponent's control. The updated version might help on that.

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