Airride Posted January 10, 2016 Report Share Posted January 10, 2016 Shattervision Seer – LIGHT*Spellcaster/Tuner/EffectWhile you control another monster, this card cannot attack. While you control a token(s), you can: Increase the level of this card by up to the number of tokens you control. If this card is sent to the graveyard: Add, from your deck to your hand, 1 “Shattervision” card. This effect of “Shattervision Seer” can only be activated once per turn.ATK/0 DEF/1800 Shattervision Illusionist – LIGHT**Spellcaster/Tuner/EffectWhile you control another monster, this card cannot attack. You can discard this card: Add, from your deck to your hand, 1 "Shattervision" Spell.ATK/500 DEF/1800 Shattervision Manipulator – LIGHT***Spellcaster/Tuner/EffectWhile you control another monster, this card cannot attack. You can tribute 1 Token you control: Draw 1 card. This effect of “Shattervision Manipulator” can only be activated once per turn.ATK/1000 DEF/1800 Shattervision Otherworlder – LIGHT*********Fiend/Synchro/Effect1 Tuner + 3 or more Non-Tuner Monsters.While you control a Token, this card cannot attack. Tokens you control gain 1000 ATK and DEF. If a token you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. If you control no tokens: This card’s original ATK becomes 3500.ATK/1500 DEF/1500 Shattervision Behemoth – LIGHT**********Fiend/Synchro/Effect1 “Shattervision” Tuner + 4 non-tuner MonstersWhen this card is Summoned, and you do not control “Hall of Shattervision Mirrors”: Summon 4 “Shattervision Broken Shard Tokens” (Fairy-Type/LIGHT/Level 1/ATK 1200/DEF 1200). This card gains ATK and DEF equal to the ATK of all Tokens you control. Tokens you control cannot be destroyed by your opponent’s card effects, but also cannot attack. When this card would be removed from the field by a card effect: You may destroy 1 token you control instead.ATK/1200 DEF/1200 Hall of Shattervision MirrorsField SpellWhen a monster is Summoned: Special Summon as many "Shattervision Tokens" with the same original Name, Level, Type, Attribute, ATK, and DEF as the summoned monster as possible to the controller of that monster's field (They are still treated as "Shattervision Token"). “Shattervision Tokens” cannot attack directly. As long as a "Shattervision Token" with the same name as a non-token monster on the field is on the field, the opponent of the controller of that monster cannot select monsters for attack, except "Shattervision Token". When a non-token monster leaves the field: Destroy all "Shattervision Tokens" with the same name as that monster. When this card leaves the field: Destroy all "Shattervision Tokens" Summoned by this card. Shattervision Pocket MirrorEquip SpellWhen this card is activated: Special Summon as many as many "Shattervision Tokens" with the same original Name, Level, Type, Attribute, ATK, and DEF as the equipped monster (They are still treated as "Shattervision Token"). “Shattervision Tokens” cannot attack directly. When this card leaves the field; Destroy all “Shattervision Tokens” Summoned by this card. The equipped monster cannot be targeted by card effects while you control a “Shattervision Token”. I wanted to put in more but I have no idea what would work well. I'll just leave it as a crazy archetype based around stupid token stuff, in a different way than MPB. Link to comment Share on other sites More sharing options...
Darj Posted January 10, 2016 Report Share Posted January 10, 2016 Main deck Effect Monsters:They look neat and should be effective at keeping card advantage. However, the feel slightly cookie cutter with the standard searching and card drawing effects.By the way, It seems that "Shattervision Seer" can pick copies of itself, which could become silly when run in multiples an a splashable Synchro fodder of sorts, but still I don't think it's something to be concerned about. Synchro Monsters:They look lackluster to me. They are mainly beaters with effects that rely on Tokens, which makes them situational. Not to mention they most likely will require multiple, of not all, of your Tokens as Synchro Material. Personally I would rather Synchro Summon other Synchro Monsters before these. Spell Cards:I suspect they are prone to be abused somehow given their ability to swarm either player's field with tokens at once, and repeatedly. For instance, you could easily use the generated tokens as fodder for Tribute Summons or other cards, and/or rely on clogging the opponent's field each time they Summon a monster, disrupting his/her potential Synchro or Xyz Summon plays. That aside, if I remember correctly they can get "Eyes of Blue" support since they are LIGHT/Spellcaster-Type, but at the moment I cannot tell how much they could benefit from said support. Link to comment Share on other sites More sharing options...
Airride Posted January 10, 2016 Author Report Share Posted January 10, 2016 Do note that, when using the Tokens summoned by Hall, if you're using the tuner they were summoned off, they all will die either way. Also note that Hall doesn't summon the tokens as tuners, hence summoning a tuner and going for the high level synchros. The effect monsters are kinda generic, yeah, but I had a hard time coming up with names and any kind of effect that fit in with those names too. Manipulator is the one I like least with the effect, but I did want it to have some way to use the Tokens as ammo. I'm okay with Illusionist doubling as a search card though, as the deck really needs one of its Mirrors to get going, same with Seer. I knew the Synchros were rather weak, but I didn't know how to help them and still fit the theme. Perhaps have them summon a token copy of an opponent's monster each turn that's destroyed in some condition (End Phase, When that monster leaves, etc), or give them the ability to summon the shard tokens by paying some cost (LP, Banishing from grave)? Note that Otherworlder summons 4 2400 Piercers when Summoned under Hall, though. Hall is pretty abusable, but honestly, I don't know how to balance it better while still keeping the main idea. Perhaps let the controller of the Tokens get rid of them somehow OPT? This one is tough to tackle, but it's really the card that "started" the archetype, since originally it was by itself. Without it, the archetype...well, it's awful. Link to comment Share on other sites More sharing options...
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