jdoug2000 Posted December 15, 2015 Report Share Posted December 15, 2015 This archetype is aimed at making a deck that uses vanilla monsters (non-pendulum) primarily with powerful back-row support to keep them competitive. There is one continuous trap for each Titan monster, and each allows you a different aspect of game control (and a summon from hand) for the cost of 1000 LP. Most of the Spells/Traps for the archetype have a +0, with combos potentially allowing for plusses to maintain a steady supply of vanilla Titans. The point of the deck is to maintain field control with your traps, while simultaneously using their graveyard effects to maintain hand advantage. Then Xyz Summoning 1 of the two boss monsters for the Archetype and finishing off the opponent. Not exactly sure how op current vanilla support (summoner's art, ancient rules, dark factory of mass production, etc.) would make this deck. Respectful comments and critique is always welcome. [spoiler= Monsters]LORE: This malevolent Titan was awoken from his slumber in the vast abyss by the call of war. Twisting mystical power to his evil will, this titan destroys all who dare challenge him with raw magical power, those who oppose his reign are never long for this world. LORE: A giant mystic Titan of the earthen realm. Lying dormant for untold millennia deep within the mountains, the thundering rise of this mighty being shakes the very earth itself. None can resist his crushing power. LORE: Rising from the northern glaciers comes the mighty Titan of Ice. All the land freezes beneath the tread of this frozen being, and all those who challenge him are left in icy ruin. Nothing will stop this Titan's frozen march from the north. LORE: From deep within the burning inferno storms this demonic Titan. His mission to reduce all in his path to ash leaves none standing in his wake. All that he sees burns, and even the other Titans steer clear of his fiery wrath. LORE: Descending from the heavens in a terrible cloud, this Titan obliterates all his storm-like presence approaches. His progress across the land can always be traced by the paths of destruction left in his wake. No walls can withstand his gail-force attacks. [spoiler= Traps] LORE: Once per turn, if your opponent activates a monster effect on the field, you can pay 1000 LP; Special Summon 1 "Titan" monster from your hand, and if you do, negate that effect and destroy that opponent's monster. During your Main Phase, If this card is in your graveyard, you can banish this card and send 1 "Titan" normal monster from your hand or side of the field to the graveyard; add 1 "Ice Titan Forbaneaus" from your deck to your hand and draw 1 card. LORE: Once per turn, if your opponent special summons a monster(s), you can pay 1000 LP; Special Summon 1 "Titan" monster from your hand, and if you do, destroy 1 of those special summoned monsters. During your Main Phase, If this card is in your graveyard, you can banish this card and send 1 "Titan" normal monster from your hand or side of the field to the graveyard; add 1 "Earth Titan Malvuno" from your deck to your hand and draw 1 card. LORE: Once per turn, if your opponent activates a Spell or Trap effect, you can pay 1000 LP; Special Summon 1 "Titan" monster from your hand, and if you do, negate that spell or trap effect. During your Main Phase, If this card is in your graveyard, you can banish this card and send 1 "Titan" normal monster from your hand or side of the field to the graveyard; add 1 "Abyss Titan Syphis" from your deck to your hand and draw 1 card. LORE: Once per turn, if your opponent add a card from their deck to their hand, except by drawing, you can pay 1000 LP; Special Summon 1 "Titan" monster from your hand, and if you do, your opponent sends 1 card from their hand to their graveyard (their choice). During your Main Phase, If this card is in your graveyard, you can banish this card and send 1 "Titan" normal monster from your hand or side of the field to the graveyard; add 1 "Storm Titan Tormentus" from your deck to your hand and draw 1 card. LORE: Once per turn, if your opponent destroys a card(s) you control, you can pay 1000 LP; Special Summon 1 "Titan" monster from your hand, and if you do, destroy 1 card your opponent controls. During your Main Phase, if this card is in your graveyard, you can banish this card and send 1 "Titan" normal monster from your hand or side of the field to the graveyard; add 1 "Inferno Titan Comensus" from your deck to your hand and draw 1 card. [spoiler= Spells]LORE: When this card is activated, you can shuffle all of your banished "Titan" cards into your deck, and if you do, draw 1 card. You do not pay LP to activate the effects of "Titan's" continuous traps you control. Once per turn, you can target up to 2 face-up "Titan's" continuous traps you control; destroy them, and if you do, add "Titan" normal monsters with different names from your deck to your hand equal to the number of cards destroyed. LORE: Discard 1 Level 9 "Titan" normal monster; draw 2 cards. You can banish this card from your graveyard; reveal 3 "Titian's" trap cards with different names from your deck, your opponent adds 1 of them to your hand, also shuffle the other 2 into your deck. You can only use each effect of "Titan's Eye" once per turn. [spoiler= Xyz Monsters]LORE: 2 or more Level 9 "Titan" monstersOnce per turn, you can target 1 Level 9 "Titan" normal monster in your graveyard; attach that target to this card as Xyz material. This card gains the following effects, based on the original attributes of the Xyz materials attached to it:DARK: this card is unaffected by the effects of monsters whose level/Rank is lower than this card's RankEARTH: this card cannot be destroyed by battleWATER: if this card attacks, it is unaffected by other card effects until the end of the battle phase.FIRE: This card's original ATK is doubledWIND: This card cannot be targeted by card effects LORE: 2 or more Level 9 "Titan" monstersDuring each of your standby phases, you can attach 1 level 9 "Titan" monster you control to this card as Xyz material. Once per turn, during either players turn, if this card would leave the field by your opponent's card effect, you can detach 1 Xyz material instead. You can detach 1 Xyz material from this card to target 1 card on the field; destroy it, then inflict 1000 damage to your opponent. This card cannot attack for the rest of this turn if you activate its effect. 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rydersilver Posted December 15, 2015 Report Share Posted December 15, 2015 Interesting! and pretty powerful. i like the concept. kronos might be a bit op however, if getting a wind and a dark on it. but then again it still loses to raigeki dark hole mirror force TT etc Link to comment Share on other sites More sharing options...
jdoug2000 Posted December 16, 2015 Author Report Share Posted December 16, 2015 Interesting! and pretty powerful. i like the concept. kronos might be a bit op however, if getting a wind and a dark on it. but then again it still loses to raigeki dark hole mirror force TT etcyeah, I made sure Kronos could be wiped by S/T field clearance. Do you feel it should be nerfed a little more than just losing to those types of cards? If so, what kind of other drawback should it get? Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 16, 2015 Report Share Posted December 16, 2015 Just as a sidenote, this section works on the BEWD rule.(Normal monsters cannot exceed Level 8 or equal/exceed 3000 ATK [DEF can reach 3000 but that's it]) It's not a set rule, but we use it as a standard.So yeah, lower stuff to Level 8 (and stats accordingly). Link to comment Share on other sites More sharing options...
Raging Zombie Dragon Fist Posted December 16, 2015 Report Share Posted December 16, 2015 Just as a sidenote, this section works on the BEWD rule.(Normal monsters cannot exceed Level 8 or equal/exceed 3000 ATK [DEF can reach 3000 but that's it]) It's not a set rule, but we use it as a standard.So yeah, lower stuff to Level 8 (and stats accordingly).Who made that rule? Kaiba? I think he should keep his original vision intact and don't make these kind of changes. So much censorship is happening in the world right now, people saying they don't like something and it should be changed, i don't want that here too. If he should change something, he should make Tormentus Thunder-Type. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 16, 2015 Report Share Posted December 16, 2015 It's technically standard to follow the convention that Normal Monsters do not equal/exceed 3000 ATK (although reaching 3000 DEF is fine), as well as Normal Monsters staying Level 8 or lower. That's how things have been. (It's written in the section rules as another thing; follow the standards. Most people do however.) Oh yeah, and follow the Advanced Clause.If he needs to change the Type to Thunder, why (among other relevant things)? ----------As a whole, the Main Deck has access to whatever Vanilla support you want (including being summoned via Ancient Rules and whatever else), so there's that much to consider.Though, you'd want to Xyz with them whenever possible. Attack is a slower Divine Wrath that gets out a Titan of choice, which will see a lot of use given how often stuff is triggered lately. (I said it's a slower Wrath because it's Continuous and not Counter). Awakening slows down heavy SS decks (see EmEm, Pendulums and some other stuff), though a few of them probably won't care if you blow their stuff anyway (because they recur later). I mentioned the former because they are very spam-oriented (though new list will probably kill them anyway). Magic negates S/T stuff (see Pendulums, etc.), so yeah. Storm punishes searching, which happens quite frequently, so I can definitely see it working. Wrath punishes the opponent for blind MST or effect removal. Titan's World makes the entire LP cost of these moot, and pretty much enables you to do whatever you want (assuming you have them in hand).Also recycles the support cards. Eye is basically Pantheism for them (and just as a sidenote, a lot of us don't like that card much). Though, at least there's a hard OPT on BOTH effects, not just the banishing one.But yeah, keep that in mind. As a whole, probably not keen on a lot of the cards being blatant negation (albeit with LP costs, which become moot with the Field up) and spamming high Level monsters for doing so. They certainly deal with the common meta things, so there's that. -----Ah yes, the Xyz.(I checked for any Astral Force targets to go into both of them; none exist) Kronos equips dead Titans to itself, and overall can be a pain to deal with if enough mats are on him. (Any of those effects are powerful on this thing)Though the Deck is reliant on those Trap Cards to bring them out in the first place (aside from other Vanilla support to make it a little easier to play.) Chimeros is a little less effective in getting new mats (but it's akin to CyDra Infinity's version except limited to your field). Still, it has some protection from Castel and other common removal, so there's that to consider, plus it pops stuff. I see this one as the more tolerable of the two, despite having 3500 ATK to start with (which most monsters don't normally reach nowadays). Link to comment Share on other sites More sharing options...
Raging Zombie Dragon Fist Posted December 17, 2015 Report Share Posted December 17, 2015 If he needs to change the Type to Thunder, why (among other relevant things)?It's a thunder cloud, no wings there,fits more.Also the other monsters are elements (Rock,Pyro,Aqua) so lore wise would make much more sense.It wouldn't affect gameplay but making cards isn't just about the gameplay.It's also the lore,art and theme. He made them level 9 for a reason,so you don't have access to rank 8 (since there aren't that many rank 9 xyz it forces you to play what the archtype offers) Rules need a purpose.If a rule doesn't have one, it's not a good rule. Link to comment Share on other sites More sharing options...
rydersilver Posted December 17, 2015 Report Share Posted December 17, 2015 Just as a sidenote, this section works on the BEWD rule.(Normal monsters cannot exceed Level 8 or equal/exceed 3000 ATK [DEF can reach 3000 but that's it]) It's not a set rule, but we use it as a standard.So yeah, lower stuff to Level 8 (and stats accordingly).Why does that matter exactly? And why does that rule exist? Just to make blue eyes the strongest? Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 18, 2015 Report Share Posted December 18, 2015 That standard's been around longer than both of you, and most of the veterans use that as a guideline for designs.Basically, it's there as the upper limit for monsters that you can play without restrictions or other drawbacks. You can essentially consider Blue-Eyes as the ceiling for Normal monsters (ATK and Level-wise), but as this section focuses on realistic cards, until Konami decides to break the Level 8 / 3K pattern, that's how things go. (Then again, Normal monsters generally go in Casual anyway) If you want to continue to complain about that rule, do it over PM. Link to comment Share on other sites More sharing options...
jdoug2000 Posted December 18, 2015 Author Report Share Posted December 18, 2015 Just as a sidenote, this section works on the BEWD rule.(Normal monsters cannot exceed Level 8 or equal/exceed 3000 ATK [DEF can reach 3000 but that's it]) It's not a set rule, but we use it as a standard.So yeah, lower stuff to Level 8 (and stats accordingly).Lowered lowing the stats is cool, I did want to make them lvl 9 simply because otherwise they get spammy with rank 8s, and that was not the intended purpose of the deck, also making them level 8 allows even more draw power with trade-in and the like. If you feel they should be lowered, I would be happy to do so. It's technically standard to follow the convention that Normal Monsters do not equal/exceed 3000 ATK (although reaching 3000 DEF is fine), as well as Normal Monsters staying Level 8 or lower. That's how things have been. (It's written in the section rules as another thing; follow the standards. Most people do however.) Oh yeah, and follow the Advanced Clause.If he needs to change the Type to Thunder, why (among other relevant things)? ----------As a whole, the Main Deck has access to whatever Vanilla support you want (including being summoned via Ancient Rules and whatever else), so there's that much to consider.Though, you'd want to Xyz with them whenever possible. Attack is a slower Divine Wrath that gets out a Titan of choice, which will see a lot of use given how often stuff is triggered lately. (I said it's a slower Wrath because it's Continuous and not Counter). Awakening slows down heavy SS decks (see EmEm, Pendulums and some other stuff), though a few of them probably won't care if you blow their stuff anyway (because they recur later). I mentioned the former because they are very spam-oriented (though new list will probably kill them anyway). Magic negates S/T stuff (see Pendulums, etc.), so yeah. Storm punishes searching, which happens quite frequently, so I can definitely see it working. Wrath punishes the opponent for blind MST or effect removal. Titan's World makes the entire LP cost of these moot, and pretty much enables you to do whatever you want (assuming you have them in hand).Also recycles the support cards. Eye is basically Pantheism for them (and just as a sidenote, a lot of us don't like that card much). Though, at least there's a hard OPT on BOTH effects, not just the banishing one.But yeah, keep that in mind. As a whole, probably not keen on a lot of the cards being blatant negation (albeit with LP costs, which become moot with the Field up) and spamming high Level monsters for doing so. They certainly deal with the common meta things, so there's that. -----Ah yes, the Xyz.(I checked for any Astral Force targets to go into both of them; none exist) Kronos equips dead Titans to itself, and overall can be a pain to deal with if enough mats are on him. (Any of those effects are powerful on this thing)Though the Deck is reliant on those Trap Cards to bring them out in the first place (aside from other Vanilla support to make it a little easier to play.) Chimeros is a little less effective in getting new mats (but it's akin to CyDra Infinity's version except limited to your field). Still, it has some protection from Castel and other common removal, so there's that to consider, plus it pops stuff. I see this one as the more tolerable of the two, despite having 3500 ATK to start with (which most monsters don't normally reach nowadays).So, how should I go about altering them to make them more fair? I wanted Kronos to be the definitive boss monster, while still leaving him vulnerable to tt, raigeki, dark hole, mirror force and the like. Should I hit his stats slightly? Also, for the traps, perhaps only being able to use the effect of that trap once per turn, would that help (and just to make clear, attack can only be used against effs activated on the field, not in the graveyard, hand, or extra deck)? With Chimeros, would lowering the attack be useful, or just make him totally null? I wanted to go for something that could take on the meta, but if I made them too OP, advice on fixes are welcome.Also, changed Tormentus to Thunder-Type, and lowered the stats to fit the 3k rule. Link to comment Share on other sites More sharing options...
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