Snatch Steal Posted December 5, 2015 Report Share Posted December 5, 2015 I was listening to Enamel by Sid when I made this so I was basically high Description: The goal of Seascape is to activate your Fish-Types as field spells and swarm the field with powerful level twelves. They are all entirely centered on Field Spells, eventually becoming them to assist the current fish on the field. When you Xyz summon a rank 12 monster, it has a whopping 8000 ATK to get over all natural monsters, but it cannot deal battle damage. [spoiler=Monsters] You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate "Seascape Catalyst" this way once per turn. While this card is a field Spell Card, it gains the following effects:• Once per turn; you can add 1 "Seascape" Monster from your deck to your hand. When this card leaves the field: you can target 1 Spell/Trap card your opponent controls; banish that target. You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape Spelunker“ this way once per turn. While this card is a field Spell Card, it gains the following effects:• Your opponent cannot target "Seascape" Monsters you control for attacks, but this does not prevent them from attacking you directly. The first time you would take battle damage in a turn; reduce that damage to 0. When this card leaves the field: You can pay 1000 Life Points; activate 1 "Seascape" monster from your hand or main deck as a Field Spell Card. You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape Fertilizer“ this way once per turn. While this card is a field Spell Card, it gains the following effects:• You can destroy this card; special summon 2 "Seascape" monsters with the same name from your deck. When this card is removed from the field: You can set 1 "Seascape" monster from your deck in your Field Spell Card Zone. It cannot be flipped face-up this turn. You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape Denizen“ this way once per turn. While this card is a field Spell Card, it gains the following effects:• Once per turn: You can tribute 1 monster, then target up to 2 face-up monsters your opponent controls; choose one to shuffle into the deck, and one to flip facedown. When this card is destroyed by card effect: During your next standby phase; you can special summon this card from your graveyard. You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape “ this way once per turn. While this card is a field Spell Card, it gains the following effects:• When this card is activated: You can target 1 "Seascape" Monster in your graveyard; special summon it. Its effects are negated. Your opponent cannot target "Seascape" cards with card effects. Any battle damage this card inflicts to your opponent is halved. You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape “ this way once per turn. While this card is a field Spell Card, it gains the following effects:• During either player's turn: You can target 1 card you control; return it to the hand, then you can Special Summon 1 "Seascape" Monster from your hand. Its effects are negated. When this card leaves the field: You can banish 1 level 5 or higher monster your opponent controls. [spoiler=Spells] Special Summon 1 Fish-Type monster from your deck. It is unaffected by other card effects this turn, but its effects are negated, also banish it during your next Battle Phase. You cannot Special Summon other monsters during the turn you activate this effect. You can banish this card from your Graveyard; add 1 "Seascape" card, except "Seascape Fishing Trip," from your deck to your hand. You can only use 1 effect of "Seascape Fishing Trip" per turn, and only once that turn. Written: Cerulean Seascape Field Spell CardAll "Seascape" monsters you control gain 300 ATK and DEF. Your opponent cannot target "Seascape" monsters you control with monster effects from monsters with a lower level than yours. When this card leaves the field: You can target any number of cards on the field; return each "Seascape" card targetted by this effect to your hand, then destroy the remaining targetted cards, up to the number of "Seascape" cards returned to the hand by this effect. [spoiler=Traps] All "Seascape" monsters gain 100 DEF. When your opponent Special Summons a Monster while you control a "Seascape" Monster with less ATK or DEF than that monster's ATK: You can target 1 "Seascape" Spell Card on the field and 1 card your opponent controls; return them to the hand. You can only control 1 "Seascape Field Trip." You can only use this effect of "Seascape Field Trip" per turn. Banish all "Seascape" cards you control, and if you banished at least 1 card by this effect, you take no damage for the rest of this turn. Return any cards banished by this effect to their original positions during the end phase of this turn. [spoiler=Extra] 2 Level 12 MonstersThis card is unaffected by card effects from cards on the field and gains 8000 ATK while you control a Field Spell card. Any battle damage this card inflicts to your opponent becomes 0 (this effect cannot be negated). When this card is Xyz Summoned: You can pay 500 Life Points; add 1 "Seascape" Spell/Trap card from your deck to your hand. When this is destroyed by card effect and sent to the Graveyard; you can activate it in your Field Spell Card zone as a Field Spell Card. While this card is a Field Spell Card, it gains this effect:• Once per turn, during either player's turn: You can target 1 "Seascape" monster you control and 1 special summoned monster your opponent controls; Xyz summon this card, using those two monsters as Xyz materials. You can only summon "Seascape Academia(s)" once per turn. 2 Level 12 MonstersThis card gains 8000 ATK and is unaffected by card effects from cards on the field while you control a Field Spell card. Any battle damage this card inflicts to your opponent becomes 0 (this effect cannot be negated). When this card is Xyz Summoned: You can activate 1 "Seascape" Monster from your deck in your Field Spell Card zone. When this card is destroyed by card effect and sent to the Graveyard; you can activate it in your Field Spell Card zone as a Field Spell Card. While this card is a Field Spell Card, it gains this effect:• Once per turn, during either player's turn: You can target 1 "Seascape" monster you control and 1 special summoned monster your opponent controls; Xyz summon this card, using those two monsters as Xyz materials. You can only summon "Seascape Azure(s)" once per turn. Strategy and Support: One of the deck's strengths is in its attribution: cards like Moray of Greed and Salvage allow for consistency in a deck where Normal Summons are nearly obsolete. Ancient Fairy Dragon can be used to pop the fish themselves and add the proper field spells. If you feel like it, you could run Lemuria or something. Weaknesses: No Synchro or low-level Xyz is the main drawback of the deck. In fact, the only extra deck monsters you can summon are the archetypal ones. Be careful about getting called a noob for having a 6-card extra deck on Duel Portal. Swarm floodgates are typically annoying, such as Vanity's Emptiness, sometimes Skill Drain, Lose One Turn if you Xyz, and perhaps And The Band Played On (Isn't there a card that disallows the summoning of level 5 or higher monsters?) Lore: The deck is based on fishing in general, but I don't have a reason for the field spell cards. Also the fish are big. Ruling: If you have an active field spell card, you can use the effect of your Seascape fishes to ride it and become the new field spell (if I did not word it correctly to do so, or if it says otherwise, please notify me). Edits: Nerfed Fertilizer and the Xyz MonstersAdded a field spell card (sorry, but I don't have any image for it, so it's in text .-.) Link to comment Share on other sites More sharing options...
Jackson Tricks Posted December 5, 2015 Report Share Posted December 5, 2015 Wow, that's a super creative archetype. Giant fish as big as cities remind me of fantasy themes. Besides, you can create your own lore since you created something COMPLETELY original. Sure, one person somewhere one here created a card related to this, but you created a whole ARCHETYPE, you took it much farther than they did. Link to comment Share on other sites More sharing options...
Snatch Steal Posted December 6, 2015 Author Report Share Posted December 6, 2015 Wow, that's a super creative archetype. Giant fish as big as cities remind me of fantasy themes. Besides, you can create your own lore since you created something COMPLETELY original. Sure, one person somewhere one here created a card related to this, but you created a whole ARCHETYPE, you took it much farther than they did.Thanks. If you'd like to help, it would be much appreciated. Link to comment Share on other sites More sharing options...
♪ ♪Aria ♪ ♪ Posted December 14, 2015 Report Share Posted December 14, 2015 "Fertilizer" is one of the key cards in this archetype since it can special summon two "Seascape" cards, setting up and Xyz summon immediately, which is useful, considering the Xyz monster have 8000 ATK and immunity to effects, even though it cannot deal any damage, it is useful for crushing monsters with high ATK and immunity to effects Link to comment Share on other sites More sharing options...
Snatch Steal Posted December 14, 2015 Author Report Share Posted December 14, 2015 "Fertilizer" is one of the key cards in this archetype since it can special summon two "Seascape" cards, setting up and Xyz summon immediately, which is useful, considering the Xyz monster have 8000 ATK and immunity to effects, even though it cannot deal any damage, it is useful for crushing monsters with high ATK and immunity to effectsDank Destroyer will always be a thing,,,, Link to comment Share on other sites More sharing options...
Snatch Steal Posted December 17, 2015 Author Report Share Posted December 17, 2015 BUMP IT QUICK Link to comment Share on other sites More sharing options...
Snatch Steal Posted December 19, 2015 Author Report Share Posted December 19, 2015 bump Link to comment Share on other sites More sharing options...
Dova Posted December 19, 2015 Report Share Posted December 19, 2015 Well, this mechanic is....interesting. Field Spell Spam? I like it. What kind of trap is Field Trap? I'm guessing continuous. Extra Deck wise, yes, a pure version of this Deck would use only a 4 card Extra Deck. However, there are not enough of these cards to fill a Deck, so you're going to have to use other cards, allowing use of other Extra Deck cards. The fact that the monsters are Field Spells prevents a lot of searching and support, forcing people to take Alternate routes when playing this Deck. The cards don't seem too OP or UP, which is a plus. OCG seems to fine. Nice work! Link to comment Share on other sites More sharing options...
Snatch Steal Posted December 19, 2015 Author Report Share Posted December 19, 2015 Well, this mechanic is....interesting. Field Spell Spam? I like it. What kind of trap is Field Trap? I'm guessing continuous.it's continuous Extra Deck wise, yes, a pure version of this Deck would use only a 4 card Extra Deck. However, there are not enough of these cards to fill a Deck, so you're going to have to use other cards, allowing use of other Extra Deck cards. The fact that the monsters are Field Spells prevents a lot of searching and support, forcing people to take Alternate routes when playing this Deck. The cards don't seem too OP or UP, which is a plus. OCG seems to fine. Nice work! Fertilizer allows rank 6 plays, and Catalyst allows rank 1s. Either I just got lucky or the deck is weirdly consistent with searching. I almost always drew Catalyst or Fertilizer (the best cards) and/or Populace in order to make my comboes. Pretty much Catalyst search, ride with fertilizer & banish a back row, fertilizer pop to grab 2 Populace/Tectonic, Populace to Special Catalyst, activate Tectonic to return catalyst & special, Xyz academia or something. Standard first turns....and thank you. Link to comment Share on other sites More sharing options...
Snatch Steal Posted December 21, 2015 Author Report Share Posted December 21, 2015 bump Link to comment Share on other sites More sharing options...
Stitch98 Posted January 18, 2016 Report Share Posted January 18, 2016 This idea is amazing! I like it a lot :) Are you gonna make others? Link to comment Share on other sites More sharing options...
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