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[WRITTEN] Furnace Archetype


Almighty_Uky

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This is my first time posting an archetype, so enjoy. I am not sure exactly how well balanced these cards are so if anyone can offer suggestions that would be great. It is a lot of cards to cover, so I would understand if you can only help with one or so at a time.

 

The "Furnace" archetype is a Fusion archetype divided into three sub-archetypes: "Dark Furnace", "Furnace Flame", and "Inflamed Furnace". These sub-archetypes are divided similarly to the Bujins are. The "Dark Furnace"s are the main monsters on the field, though having more than one is fine. The "Furnace Flame"s are used as fusion materials and give effects to whatever fusion monster is summoned by them. The "Inflamed Furnaces" are the fusion bosses of the deck, using 1 "Dark Furnace" and 1 or more "Furnace Flame". The "Furnace" archetype utilizes the searching capabilities of the main deck monsters to get out fusions with many effects.

 

Main Deck:

Dark Furnace Brawler

(1800/1200) Lv4 FIRE Machine

When this card destroys a monster by battle and sends it to the Graveyard; You can discard 1 “Furnace Flame” monster, then this card can declare another attack during this Battle Phase. You can banish this card from your Graveyard; add 1 “Furnace” Spell/Trap Card from your Deck to your hand. You can only activate this effect once per turn.

Dark Furnace Swordsman

(1600/1400) Lv4 FIRE Machine

You can discard 1 “Furnace Flame” monster, then destroy 1 Spell/Trap Card your opponent controls. You can banish this card from your Graveyard; add 1 “Furnace” Spell/Trap Card from your Deck to your hand. You can only activate this effect once per turn.

Dark Furnace Guardian

(1000/2000) Lv4 FIRE Machine

You can discard 1 “Furnace Flame” monster, then negate the activation of a card effect that destroys a “Furnace” monster you control. You can banish this card from your Graveyard; add 1 “Furnace” Spell/Trap Card from your Deck to your hand. You can only activate this effect once per turn.

Red Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: This card gains 500 ATK and DEF.

Orange Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: Once per turn, this card cannot be destroyed by battle.

Yellow Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: Once per turn, when this card destroys a monster by battle and sends it to the Graveyard; draw 1 card.

Green Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: This card cannot be targeted or destroyed by your opponent’s Spell Cards.

Blue Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: Once per turn, during either player’s turn, you can negate the activation and effect of a Spell Card that targets this card, then destroy it (this is a Quick Effect).

Indigo Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: Once per turn, during either player’s turn, you can negate the activation and effect of a Trap Card that targets this card, then destroy it (this is a Quick Effect).

Violet Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: This card cannot be targeted or destroyed by your opponent’s Trap Cards.

 

Extra Deck:

Enflamed Furnace Brawler

(2800/2000) Lv7 FIRE Machine Fusion

1 “Dark Furnace Brawler” + 1 or more “Furnace Flame” monsters with different names

This card can attack a number of times each Battle Phase, up to the number of "Furnace Flame" Fusion Materials used for its Fusion Summon. Destroy any monster that battles this card at the end of the Damage Step.

Enflamed Furnace Swordsman

(2500/2400) Lv7 FIRE Machine Fusion

1 “D  ark Furnace Swordsman” + 1 or more “Furnace Flame” monsters with different names

Once per turn: You can destroy a number of Spell/Trap Cards on the field, up to the number of "Furnace Flame" Fusion Materials used for this card’s Fusion Summon.

Enflamed Furnace Guardian

(2200/2800) Lv7 FIRE Mac  hine Fusion

1 “Dark Furnace Guardian” + 1 or more “Furnace Flame” monsters with different names

During either player’s turn, if a card you control would be destroyed: it is not destroyed. You can activate this effect a number of times equal to the number of "Furnace Flame" Fusion Materials used for this card’s Fusion Summon

 

Spells:

Furnace Fusion

Normal Spell

Fusion Summon 1 “Furnace” Fusion Monster from your Extra Deck, using monsters from your hand or side of the field as Fusion Materials. If this card is in the Graveyard: You can banish 1 “Furnace” monster from your Graveyard; add this card to your hand.

Blast Furnace Fusion

Quick-Play Spell

Fusion Summon 1 “Furnace” Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your side of the field or Graveyard. You can only activate 1 “Blast Furnace Fusion” per turn.

Industrial Furnace Fusion

Normal Spell

Fusion Summon 1 “Furnace” Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into your Deck. You cannot Special Summon Fusion Monsters for the rest of the turn.

Furnace Forge

Continuous Spell

You can target 1 banished “Furnace” monster; shuffle it into the Deck. Your opponent cannot activate Spell or Trap Cards in response to the activation of “Furnace” Spell and Trap Cards. You can banish this card from your Graveyard: add 1 “Furnace” monster from your Deck to your hand. You can only use 1 "Furnace Forge" effect per turn, and only once that turn.

Furnace Fuel

Normal Spell

Add 1 “Furnace Flame” monster from your Deck to your hand, then discard 1 card. You can only activate one “Furnace Fuel” once per turn.

Furnace Vent

Quick-Play Spell

Target 1 “Furnace” monster you control; negate that monster’s effects, and if you do, it gains 1000 ATK and DEF. These changes last until the End Phase.

 

Traps:

Furnace Firewall

Counter Trap

When a Spell Card, Trap Card or monster effect is activated that targets 1 “Furnace” monster you control: send 1 “Furnace” card from your Deck to the Graveyard; negate the activation, and if you do, destroy it.

Furnace Refresh

Normal Trap

Target up to 4 banished “Furnace” cards: return them to the Graveyard. You can banish this card from the Graveyard. Add 1 “Furnace” Spell or Trap Card from your Graveyard to your hand.

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Dark Furnace Brawler

(1800/1200) Lv4 FIRE Machine

When this card destroys a monster by battle and sends it to the Graveyard: You can discard 1 “Furnace Flame” monster; this card can declare another attack during this Battle Phase. If this card is sent to the Graveyard; you can add 1 “Furnace” Spell/Trap Card from your Deck to your hand.

 

Pretty generic, seems like it would work well. No notable brokenness. Maybe make it so that it only activates when it's sent from the field to the graveyard to keep people from sending it from the deck?

 

Dark Furnace Swordsman

(1600/1400) Lv4 FIRE Machine

You can discard 1 “Furnace Flame” monster; destroy 1 Spell/Trap Card your opponent controls. If this card is sent to the Graveyard; you can add 1 “Furnace” Spell/Trap Card from your Deck to your hand.

 

OPT clauses would be nice, but discarding a card is a bit of a heavy cost for some decks, so it seems to balance itself. Like above, maybe from the field to the graveyard instead.

 

Dark Furnace Guardian

(1000/2000) Lv4 FIRE Machine

You can discard 1 “Furnace Flame” monster; negate the destruction of a “Furnace” monster you control The first time a "Furnace" monster you control would be destroyed by card effects, it is not destroyed. If this card is sent to the Graveyard; you can add 1 “Furnace” Spell/Trap Card from your Deck to your hand.

 

I hate to be an OCG Nazi, but you can't "negate the destruction" of a card. You can negate the activation or effect of a card that would destroy a card, but destruction itself cannot be negated. Alternatively, you can make it so that the card isn't destroyed.

...I guess the searching is universal.

 

Red Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: This card gains 500 ATK and DEF.

 

Seems legit.

 

Orange Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: This card cannot be destroyed by battle.

 

Yellow Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: • When this card destroys a monster and sends it to the Graveyard; draw 1 card.

 

I see consistency is a concern with this deck lol. 

 

Green Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: This card is unaffected by your opponent’s Spell Cards while it is face-up on the field.

 

Activate Raigeki?? Naw it's k. 

 

Blue Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: • Once per turn, during either player’s turn, you can negate the activation and effect of a Spell card, then destroy it (this is a Quick Effect).

 

Seems redundant because of Green, but I suppose it's different. 

 

Indigo Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: • Once per turn, during either player’s turn, you can negate the activation and effect of a Trap card, then destroy it (this is a Quick Effect).

 

eek

 

Violet Furnace Flame

(800/200) Lv3 DARK Pyro

You can banish this card from your Graveyard: add 1 “Furnace Flame” monster from your Graveyard to your hand. A Fusion Monster that used this card as a Fusion Material gains this effect: This card is unaffected by your opponent’s Trap Cards.

 

This is the stuff of nightmares. I once fought a guy who used Yang Zings, summoned a Goyo Guardian who was unaffected by traps, and had 4 floodgates including Imperial Iron Wall, Skill Drain, Lose 1 Turn, and Vanity's Emptiness on the field. Pls.

 

Extra Deck:

Inflamed Furnace Brawler

(2800/2000) Lv7 FIRE Machine Fusion

1 “Dark Furnace Brawler” + 1 or more “Furnace Flame” monsters with different names

This card can attack any number of times each Battle Phase, up to the number of Fusion Materials used for its Fusion Summon. While this card is face-up on the field, destroy any monster that battles this card at the end of the Damage Step.

 

 

Wouldn't it be Enflamed? I'm not certain that Inflamed is a word. Anyway, great for killing defenders.

 

Inflamed Furnace Swordsman

(2500/2400) Lv7 FIRE Machine Fusion

1 “Dark Furnace Swordsman” + 1 or more “Furnace Flame” monsters with different names

Once per turn; You can destroy a number of Spell/Trap Cards on the field, up to the number of Fusion Materials used for this card’s Fusion Summon.

 

 

;-; Sucks to be D/D/D today

 

Inflamed Furnace Guardian

(2200/2800) Lv7 FIRE Machine Fusion

1 “Dark Furnace Guardian” + 1 or more “Furnace Flame” monsters with different names

During either player’s turn: if a card you control would be destroyed; negate the destruction it is not destroyed. You can activate this card effect any number of times, up to the number of Fusion Materials used for this card’s Fusion Summon.

 

 

I feel like this is one of those decks that you just sit and wait until you go into time and then you make cowboy for game...

 

Spells:

Furnace Fusion

Normal Spell

Fusion Summon 1 “Furnace” Fusion Monster from your Extra Deck, using monsters from your hand or side of the field as Fusion Materials. If this card is in the Graveyard: You can banish 1 “Furnace” monster from your Graveyard; add this card to your hand.

 

10/10 no mistakes

 

Blast Furnace Fusion

Quick-Play Spell

Fusion Summon 1 “Furnace” Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand, side of the field or Graveyard. That monster cannot be destroyed by battle or by card effect until your next Standby Phase Destroy it during the end phase. You can only activate 1 “Blast Furnace Fusion” per turn.

 

Oml, this thing wins games. Fusion summon something that attacks multiple times, then quickplay a fusion in battle that gets other multiple attacks. Then it doesn't die to Mirror Force? 11.1/10

 

Industrial Furnace Fusion

Normal Spell

Fusion Summon 1 “Furnace” Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into your Deck. You cannot Special Summon Fusion Monsters for the rest of the turn.

 

 

I dunno.

 

Furnace Forge

Continuous Spell

Once per turn: You can target 1 of your banished “Furnace” monsters; shuffle that card it into the Deck. Your opponent cannot activate Spell/Trap Cards in response to the activation of “Furnace” Spell/Trap Cards. You can banish this card from your Graveyard; add 1 “Furnace” monster from your Deck to your hand. You can only use one effect of "Furnace Forge" per turn, and only once that turn.

 

OPT clauses are good.

 

Furnace Fuel

Normal Spell

Add 1 “Furnace Flame” monster from your Deck to your hand, then discard 1 card. You can only activate the effect of one “Furnace Fuel” once per turn.

 

made it less wordy. you could also opt to change "then" to "and if you do," but that's your choice.

 

Furnace Vent

Quick-Play Spell

Target 1 “Furnace” monster you control; negate that monster’s effects, and and if you do, it gains 1000 ATK and DEF. These changes last until the End Phase.

 

Traps:

Furnace Firewall

Normal Trap

When a Spell/Trap Card, or monster effect is activated that targets 1 “Furnace” card monster you control: send 1 “Furnace” card from your Deck to the Graveyard; negate the activation, and if you do, destroy it.

 

Just a normal trap? Seems like it would make a swell counter.

 

Furnace Refresh

Normal Trap

Target up to 4 banished “Furnace” cards: return them to the Graveyard. You can banish this card from the Graveyard; Add 1 “Furnace” Spell or Trap Card from your Graveyard to your hand. You can only activate 1 "Furnace Refresh" per turn.

 

 No multiple times per turn for you m8

 

overall, this is a nice deck. It seems like it would be able to make pivotal plays and function in several different ways. That's how I would judge it.

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Thank you , Snatch Steal. I appreciate your extensive analysis of my archetype. I didn't even realize I wrote Inflamed instead of Enflamed lol. Just gave all my monsters rashes by accident.

 

Don't worry about correcting the technical phrasing of the cards. That is exactly what I wanted.

 

I made most of the changes you suggested, but I did not correct Blast Furnace Fusion because I have a question (to you and anyone else who want to correct me). Should I change the card from preventing destruction by battle and card effect so that it:

1) only protects destruction by battle

2) only protects destruction by card effect

3) doesn't protect from anything

 

Thanks again for the support. this is my first post at all, so I was nervous.

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Just gave all my monsters rashes by accident.

relatable.tumblr.com

 

 

I made most of the changes you suggested, but I did not correct Blast Furnace Fusion because I have a question (to you and anyone else who want to correct me). Should I change the card from preventing destruction by battle and card effect so that it:

1) only protects destruction by battle

2) only protects destruction by card effect

3) doesn't protect from anything

 

Considering the amount of protection the deck already has, it should actually have a drawback as a quickplay fusion that lets you summon using materials from grave. Besides, you can just use a spell-unaffected material so that it doesn't die on end phase.

 

 

Thanks again for the support. this is my first post at all, so I was nervous.

 

Everyone is on their first post

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My only problem with this are the Furnace Flame monsters because if you activate Blast Furnace Fusion and end up fusing 1 Dark Furnace monster with 1 of each Furnace Flame monster, that Furnace Fusion Monster is going to be one hell of the job to take care of. It cant be destroyed by battle, is unaffected by Spells and Traps, can negate 1 Spell and Trap each, if it destroys a monster you are allowed one free draw, and a stat boost (which I find okay and leveled correctly). It would be blatantly overpowered so it needs to be toned down to avoid making 1 unstoppable beater, whom I can only find that their weakness is monster effects but still, it is literally unaffected by pretty much anything except monster effects if you do fuse every Furnace Flame monster. I'd say only let 1 or 2 be fused and thats it, anymore and you may be able to make an unstoppable beasting boss.

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Thank you all for your suggestions. I now see that this deck is, despite my initial efforts, still to OP. I have made some modifications to the cards in response to what you have said. I changed the effects of the "Dark Furnace" monsters from activating if they are sent to the graveyard to requiring you to banish them. Now the effects can only be activated once per turn to prevent mass milling cards from giving you too much advantage. Additionally, it makes "Industrial Furnace Fusion" more useful because before there was no in-archetype way of banishing them other than "Blast Furnace Fusion". I also changed some of the "Furnace Flame" effects. "Orange" and "Yellow" are now only once per turn. "Green" and "Violet" now only protect against Spells or Traps that target or destroy. "Blue" and "Indigo" now only negate Spells or Traps that target the Fusion Monster. I also made the "Enflamed Furnace" Fusion Monsters only count "Furnace Flame" monsters for their effects to weaken them a little. Hopefully these changes address the issues with this deck's previous abilities of making an impossible to beat monster.

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