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The Izayoi Archtype


vla1ne

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It's been a while, and the stock of new cards that i haven't posted is absurdly huge, So i suppose i'll start with my most recent creation, the Tsubaki Yayoi archetype. this is a set i created around union monsters building advantage and power. a unique trait that i gave the union monsters in this set is the ability to use their un/equip effect twice per turn instead of once.


the cards are pretty large, so i doubt i need to add the text after them, but if anybody has issues with it, i'll add the effects underneath them.


[spoiler=Monsters of the set]

[spoiler=Tsubaki Yayoi-Enforcer of Justice]
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This is a guardian card of the yayoi archetype. it protects your monsters from targeting effects, while sitting on a relatively high ATK. It also makes itself a main target due to it's destruction effect.



[spoiler=Tsubaki Yayoi-Enforcer of Law]
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The searcher of the deck. helping to boost consistency as long as you have another yayoi monster on the field. She can summon herself to either tribute & search, or become an Xyz/Synchro material (or both if you have enough monsters)



[spoiler=Tsubaki Yayoi - Wielder of the Izayoi]
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The core of the deck's synchro access, her best interactions come from the use of the relics, and when used with the relics to summon monsters like clear wing or catastor/ armades she might be deserving of a limit.



Here we get to the relics, these are the cards that build off of, and further the power of tsubaki yayoi, in this deck, they're the weapons that give you access to the killing power of the main deck. Due to the speed of the game, I made them union monsters capable of being equipped from the hand, thus taking advantage of a rare subtype of monster to ingrain a deck with support from underused cards(the union monsters).



[spoiler=Yayoi Sacred Relic - Eyes of Izayoi]
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The hat of Tsubaki Izayoi, the power in this card is that when it kills something, it allows you to revive any "yayoi" monster from the dead, thereby building your defense as you remain on the offense.



[spoiler=Yayoi Sacred Relic - Shiled of Izayoi]
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The Second guardian of the Izayoi monsters, shield of izayoi grants whatever monster you deem worthy of wielding it protection from battle destruction, but furthering the utility, of this monster, once per turn it grants you ability to negate and destroy any 1 card that targets your monster



[spoiler=Yayoi Sacred Relic - Sword of Izayoi]
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The blade of the izayoi, and fittingly, the most situational of the weapons at her disposal. It grants 500 ATK to the equipped monster as a base, making it strong enough to stay above most non-boosted monsters of similar levels, but when you go on the attack, your monster gains a whopping total of 1500 ATK, beating out practically every commonplace monster currently used in the metagame. To put this in perspective, a 1600 ATK monster becomes capable of beating an unboosted BEWD in battle.






[spoiler=Spells and Traps]

The majority of spells and traps in this deck become vastly more powerful while the odds are against you. I thik it's suiting for tsubaki, and it's a heavy counter to swarm strategies that only grows stronger the more behind you fall.

[spoiler=Justice Versus Ideals]
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This card is the kind of field spell that might create hell in the mirror, during your turn, your monster become immune to targeting and destruction such as mirror force, and Compulsory. while it's your opponent's turn your monsters are granted immunity from battle destruction, making every monster you own into a wall. the cherry on top of this card is the light boost it grants your monsters for every summon you perform. it's a small boost that can potentially build by 200-400 per turn.



[spoiler=Devotion to Law and Justice]
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Inspired by Fighting Spirit, this card gives your monster 200 ATK for every card your opponent controls. this is another card that prevents targeting (I know i have too many cards that do this, i just now realized it.) it's essentially the culmination of the sealed relic sword and shield. so much of what i said about them applies here as well.




[spoiler=Condemnation Wings II]
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the spell car that unions need, but not the one they deserve. it equips any one union monster from your grave or hand to your monster. and due to the nature of the union monsters, a well timed use can not only bait the activation of an opponents card, it's second effect was inspired by the gishiki/nekroz cards, retrained and balanced to activate only after the battle phase, and only if you haven't used the first ability.




[spoiler=Condemnation Wings]
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The first trap, this card was made simply for advantage pushing while your opponent held the lead on monssters. the punishment you suffer at the end is based upon the power of the monster you chose. not sure if it's actually fair, but it seems fun to use, so i like it.




[spoiler=Cruel Laws]
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When i finished making this card, it really felt like the scariest card in the deck, so i gave it the name I found most fitting. it's essentially the reversal of tsubaki's own ideals, and even with the restrictions I've placed on it, it generates and oppressive advantage on par with core blast and magical spring combined. definitely powerful, but the restrictions hopefully make it less terrifying.




[spoiler=Law and Order]
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the definition of scaling punishment, this is he card that i feel the most pride in creating, the more monsters your opponent controls when they begin their attack, the more ferocious the backlash, at the start, if they don't control many more than you do, it's a gentle rebuke to their monsters, but as their advantage increases, so does the punishment, until the payoff is practically a guaranteed OTK on the next turn.




[spoiler=Adjudication of Law and Justice]
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Every deck has a counter trap, so why not right? this card essentially asks you to tribute one of your own to not only erase a monster, but to bounce another monster to the hand (But keep in mind that if your opponent controls no monsters, you will have to end up hitting your own field.)





[spoiler=Extra deck monsters]

[spoiler'Judge of Law - Truth Yayoi']
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This is the basic synchro of the deck, it hits your opponent upon summon and grants you protection if destroyed by conventional means outside of battle, it'll grant you protection for at least 1 extra turn.(Even allowing you to circumvent the burn of condemnation wings if the opportunity arises)



[spoiler'Judge of Justice - Izayoi Yayoi']
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The final arbiter of the deck, upon hitting field, it allows you to breakthrough/ fiendish any 1 monster your opponent controls. but the true nightmare comes from the effect that follows, once per turn, you are allowed to target one of your opponent's monsters and double any battle damage dealt via that card.
the biggest reward though, comes by the proper summoning method. If summoned using the sacred relics, it becomes a 4300 beater that deals 2x damage if it hits something and is immune to targeting. to top this of, it'll give your opponent a (very weak) token in attack position that could potentially become the target for the next doubled attack.






No need to review them all if you don't feel like it. but i would be happy if you did. Either way i'm happy just putting it somewhere other than my hardrive.
[spoiler=credits page]
all images are from either the BBWiki and danbooru (you have no idea how much porn i had to sift through to find good images. it was hard.) I take no credit for the art, and i thank all involved artists. I simply overlaid the emblem backgrounds on gimp. If it becomes neccecary, I'll locate all artists involved and credit them appropriately.

 

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