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[Finished]Multi-Stage Contest: Build an Archetype!


Draconus297

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Here we are, another thing where I'm going to piggyback off someone else's idea, tweak it, and see what happens.

 

So, participants in this lovely little contest will build an archetype, piece by piece, based on things common to archetypes! In each round, 1 or more participants will be knocked out based on votes given by people who stop by and give their two cents. In case of ties for the least votes between stages, I'll use what's been said with each argument from people who do vote, and decide who gets knocked out from there.

 

[spoiler=Rules]

1. Each new card(s) will be sent to me by PM, and must follow the guidelines of each round's new "theme".

2. I will only post cards for a round to be voted on once all participants who are still in the contest send me their cards, withdraw, or are determined to have gone.

3. Entrants can vote if they so desire, but cannot vote for themselves.

4. Each voting period will last for two weeks from the day the cards go up.

5. A vote must include a review of whatever card(s) is/are new (to the archetype they're voting for, at the bare minimum), and their interactions with other cards in said archetype in later rounds.

6. Entrants must pay a 100-Point entry fee, with the following rewards: 1st place- 50% of pot, 2nd place- 30% of pot, 3rd place- 20% of pot.

 

 

 

[spoiler=Current Pot]

1500 Points!

. . . Taken King is an overachiever.

 

 

 

[spoiler=Participants]

Dova

Trebuchet MS

Tythe

Aman Indra

The Taken King

cardlover3

 

 

 

[spoiler=Archetypes for review]

[spoiler= "Silver" - ELIMINATED]

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Effect-

If this card battles a Zombie, Beast, or Beast-Warrior Type monster, banish that monster at the end of the Damage Step. If this card is destroyed by a card effect, Special Summon a "Silver" monster from your hand or Deck.

 

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Image doesn't work, so here's the card stats:

Sefia the Silver Cleric

LIGHT - Level 3 - Spellcaster/Effect - 200/1200

 

This card cannot be destroyed by a battle involving a Zombie, Beast, or Beast-Warrior type monster. If you control no other monsters, you can count this card as two tributes for the summoning of a Light monster.

 

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Reece the Silver Traveler

LIGHT - Level 3 - Warrior/Effect - 0/1500

 

This card cannot be destroyed by a battle involving a Zombie, Beast, or Beast-Warrior type monster. You can banish this card from your graveyard to add a "Silver" monster card, from your deck to your hand.

 

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Myst the Silver Dragon

LIGHT - Level 4 - Dragon/Effect - 1900/1300

 

This card cannot be special summoned. You can Tribute this card to special summon "Ria the Silver Blade" from your Deck or hand to your side of the field. This effect cannot be activated the turn you summoned a monster.

 

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[spoiler= "Mag-MAX" - ELIMINATED]

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Effect-

If you control 2 or more FIRE monster(s): You can Special Summon this card from your hand. You can only Special Summon "Mag-MAX Leo" once per turn this way. You can only use each of the following effects once per turn:

1) You can Banish 1 FIRE monster from your Graveyard: Target and destroy 1 set card your Opponent controls.

2) When this card would get destroyed by battle or card effect and sent to the Graveyard: You can add 1 "Mag-MAX" monster from your Graveyard to your hand, except "Mag-MAX Leo".

 

 

[spoiler= "Grimmoire"]

Grimmoire Botis

LV5 LIGHT

[Fiend/Effect]

When this card is Summoned: You can target 1 other "Grimmoire" monster you control; this card's Level becomes equal to that target's Level. When this card is flipped face-up: Your opponent cannot Special Summon monsters for the rest of this turn. If this card is destroyed, you can place this card face-up in your Spell/Trap Zone as a Continuous Spell Card instead of sending it to the Graveyard. Once per turn, if this card is face-up in a Spell/Trap Zone: You can target 1 monster on the field; change it to face-down Defense Position.

2300/2000

 

Grimmoire Bifrons

LV3 LIGHT

[Fiend/Effect]

When this card is Summoned: You can target 1 other "Grimmoire" monster you control; this card's Level becomes equal to that target's Level. When this card is flipped face-up: Your opponent cannot activate monster effects for the rest of this turn. If this card is destroyed, you can place this card face-up in your Spell/Trap Zone as a Continuous Spell Card instead of sending it to the Graveyard. Once per turn, if this card is face-up in a Spell/Trap Zone: You can Special Summon 1 "Grimmoire" monster from your hand in face-down Defense Position.

1600/1500

 

Grimmoire Decarabia

LV4 LIGHT

[Fiend/Effect]

When this card is Summoned: You can target 1 other "Grimmoire" monster you control; this card's Level becomes equal to that target's Level. When this card is flipped face-up: Your opponent cannot activate Spell Cards or Spell effects for the rest of this turn. If this card is destroyed, you can place this card face-up in your Spell/Trap Zone as a Continuous Spell Card instead of sending it to the Graveyard. If this card is face-up in a Spell/Trap Zone: You can target 1 "Grimmoire" monster in your Graveyard, then send 1 face-up Continuous Spell Card you control to the Graveyard; Special Summon that target. You can only use this effect of "Grimmoire Decarabia" once per turn.

1400/1900

 

Grimmoire Forneus

LV2 LIGHT

[Fiend/Effect]

When this card is Summoned: You can target 1 other "Grimmoire" monster you control; this card's Level becomes equal to that target's Level. When this card is flipped face-up: Your opponent cannot activate Trap Cards or Trap effects for the rest of this turn. If this card is destroyed, you can place this card face-up in your Spell/Trap Zone as a Continuous Spell Card instead of sending it to the Graveyard. If this card is face-up in a Spell/Trap Zone: You can send 1 other face-up Continuous Spell Card you control to the Graveyard; add 1 "Grimmoire" monster from your Deck to your hand. You can only use this effect of "Grimmoire Forneus" once per turn.

1000/2000

 

Lemegeton

Field Spell

"Grimmoire" monsters you control gain 300 ATK and DEF. "Grimmoire" cards in your Spell/Trap Zones cannot be destroyed by card effects. Once per turn, during either player's turn: You can target 1 face-down monster you control: Change it to face-up Attack or Defense Position. Once per turn: You can target 2 "Grimmoire" monsters you control with Levels; the Level of 1 of those targets becomes the other target's Level.

 

Ars Goetia

Continuous Spell

You can place 1 "Grimmoire" monster from your hand or Graveyard face-up in your Spell/Trap Zone as a Continuous Spell Card. You can send this card you control to the Graveyard, then target 1 "Grimmoire" card in your Spell/Trap Zone: Special Summon that target. You can only use each effect of "Ars Goetia" once per turn.

 

Ars Notoria

Normal Spell

Discard 1 "Grimmoire" monster; draw 2 cards. You can only activate "Ars Notoria" once per turn.

 

 

 

[spoiler=LOST]

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Monster Effect:

FLIP: This card gains 1000 ATK. If this card deals battle damage to your opponent: You can Special Summon 1 "LOST" monster from your Graveyard in face-down Attack Position. You can only use this effect of "Herald of the LOST" once per turn. If this card attacks or is attacked: It is changed to face-down Attack Position at the end of the Battle Phase.

Pendulum Effect:

If you Pendulum Summon a monster(s): You can change all monsters you control to face-down Attack Position. Face-up monsters you control cannot attack.

 

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Pendulum Effect:

During either player's turn: You can send 1 "LOST" monster from face-up in your Extra Deck to your Graveyard; flip all monsters on the field into face-down Attack Position. You can only use this effect of "The Coming LOST" once per turn. Face-up monsters you control cannot attack.

Monster Effect:

FLIP: This card gains this effect:

● All "LOST" monsters you control gain 800 ATK.

You can send this card from your hand to your Graveyard: Add 1 "LOST" monster from your Deck to your hand. You can only use this effect of "The Coming LOST" once per turn. If this card attacks or is attacked: It is changed to face-down Attack Position at the end of the Battle Phase.

 

3YSBzm3.png

Pendulum Effect:

If a "LOST" monster you control destroys a monster by battle: You can target 1 "LOST" monster in your Graveyard; Special Summon it in face-down Attack Position. Face-up monsters you control cannot attack.

Monster Effect:

FLIP: This card gains 1000 ATK. If this card deals battle damage to your opponent: You can destroy this card; Special Summon 1 "LOST" monster from your Graveyard in face-down Attack Position. You can only use this effect of "Hellhound of the LOST" once per turn. If this card attacks or is attacked: It is changed to face-down Attack Position at the end of the Battle Phase.

 

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Pendulum Effect:

You can place this card in your Graveyard; Special Summon 1 "LOST" monster from your Graveyard in face-down Attack Position. You can only use this effect of "Drakon of the LOST" once per turn. Face-up monsters you control cannot attack.

Monster Effect:

FLIP: This card gains 1000 ATK. If this card deals battle damage to your opponent: You can send 1 "LOST" monster from your Deck to the Graveyard; draw 1 card. You can only use this effect of "Drakon of the LOST" once per turn. If this card attacks or is attacked: It is changed to face-down Attack Position at the end of the Battle Phase.

 

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Once per turn, if you control a "LOST" card(s) in your Pendulum Zone(s): You can reveal 3 "LOST" cards with different names from your Deck, your opponent randomly picks 1 for you to add to your hand, and you send the rest to the Graveyard. You can shuffle 1 "LOST" monster in your Graveyard into your Deck; add this card to your hand from your Graveyard. You can only use this effect of "LOST Realm" once per turn. You cannot activate this effect the same turn you activate this card. This card cannot be destroyed by card effects while the only monsters you control (min. 1) are in face-down Attack Position.

 

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Change any number of monster your opponent controls into face-down Attack Position, and, if you do, Special Summon an equal number of "LOST" monsters from your Graveyard in face-down Attack Position. You cannot Special Summon other monsters the turn you activate this effect. While the only monsters you control (min. 2) are in face-down Attack Position, and you control 2 "LOST" cards in your Pendulum Zones: You can add this card from your Graveyard to your hand. You can only activate each effect of "LOST Storm" once per turn.

 

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When a Spell/Trap Card, or monster effect, is activated: Change 1 face-down Attack Position "LOST" monster you control to face-up Attack Position (Flip effects are not activated at this time); negate that card or effect, and if you do, destroy it. While the only monsters you control (min. 4) are in face-down Attack Position: You can add this card from your Graveyard to your hand. You can only use this effect of "LOST Power" once per turn.

 

 

 

[spoiler= "Dark Angels" - ELIMINATED]

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Effect-

When this card is Special Summoned: Draw 1 card; send a "Dark Angels" from your Deck to the Graveyard. If this card is sent to the Graveyard; Draw 3 cards, then discard your hand unless you reveal a "Dark Angels" card from it.

 

 

[spoiler= "Funtown"]

Funtown Sheriff Ferris

WIND 7*

Machine/Effect

If you paid 1500 or more Life Points during your last turn, you can Special Summon this card from your Hand. Players must pay 500 Life Points to declare an attack. You can pay 1000 life points; add 1 "Funtown" monster from your Graveyard to your Hand. You can only use this effect of "Funtown Sheriff Ferris" once per turn.

1700/2900

 

Funtown Bumpercar Brigands

WIND ****

Machine/Effect

You can Tribute this card and pay 1000 LP; Special Summon 1 level 4 or lower "Funtown" monster from your Deck (except "Funtown Bumpercar Brigand"). At the start of the Battle Phase, you can pay 500 LP; your opponent cannot activate Spell or Trap effects when a "Funtown" monster attacks this turn. Once per turn, during the End Phase, if you paid 1000 or more LP this turn, you can send 1 "Funtown" monster from your Deck to the Graveyard.

1900/1000

 

Funtown Cleric Carousel

WIND ****

Machine/Effect

During either player's turn, when a Spell effect is activated, you can pay 1000 LP to change the Spell effect to one of the following effects:

-both players can pay 500 LP to draw 1 card.

-both players gain 1000 LP.

During the End Phase, if you paid 2000 or more LP this turn, gain 3000 LP. You can only activate each effect of "Funtown Cleric Carousel" once per turn.

300/2000

 

Funtown Barkeep V.N. Dor

WIND ***

Machine/Tuner/Effect

Once per turn, you can pay 500 LP, add 1 "Funtown" monster from your Deck to your Hand. Your opponent can pay 1000 LP to negate this effect. During the End Phase, if you paid 1500 or more LP this turn, you can Special Summon this card from your Graveyard then gain 500 LP. You can only Special Summon "Funtown Barkeep V.N. Dor" once per turn this way.

1100/1100

 

Western Frontier - Funtown

Field Spell

You must pay 500 LP during your Standby Phase or destroy this card. Whenever you pay LP, you can place 1 "Ticket Counter" on this card. During either player's turn, you can pay 500 LP and activate one of the following effects:

-remove 2 "Ticket Counters" from this card and target 1 "Funtown" monster you control; all monsters your opponent controls lose ATK and DEF equal to the DEF of the targeted monster until the End Phase.

-remove 4 "Ticket Counters" and target 1 monster on the field; gain LP equal to its ATK or DEF (your choice) then all monsters you control gain 300 ATK and DEF.

-remove 7 "Ticket Counters" and pay 1000 LP; end this phase.

If this card would be destroyed (except by its own effect), you can remove 1 "Ticket Counter" instead.

 

Funtown V.N. Dor's Bar

Continuous Spell

Once per turn, you can send the top card from your Deck to the Graveyard to gain 1000 LP. If the sent card was a "Funtown" card, you can pay 1000 LP and discard a card, add that sent card to your Hand.

 

Funtown Security Posse*

Counter Trap

Activate when a card or effect activates that would involve a player losing LP. Activate one of the following effects:

-Negate that card or effect and banish it and all copies of it from the player's deck.

-Gain 3000 LP

 

 

 

 

 

 

[spoiler=Guidelines]

For Round 1: Many archetypes, especially legacy support archetypes, have a monster that can, be called a "mid-boss" in videogame terminology: It's powerful, yes, but it's nowhere near a big, scary boss monster. These usually have solid stats, and either have a stupidly splashable effect (that works best inside its own archetype) or no effect at all. For this round, you will create a Main Deck mid-boss with a solid effect, that must meet the following criteria:: a) must be between the Levels of 5 and 8; b) cannot have Summon restrictions; c) at least one of its effects must specifically name its archetype, which you are to build over the course of this contest.

 

For Round 2: Now that we have a defined mid-boss, you're going to need a trio of enablers. Now, the definition of an enabler differs from archetype to archetype: In some cases it's searchers, some Summon the mid-boss from the hand, and some just give the mid-boss some solid targets. For this challenge, create 3 Level 4 or lower enablers whose effects fulfill one or more of the following criteria:

-Help the mid-boss's effect(s) trigger

-Search the mid-boss

-SS the mid-boss

-Revive archetype members, especially the mid-boss.

 

For Round 3:

First, congratulations! You've made it to the Top 4!

So, now that you have your mid-boss and enablers, naturally you need Spell or Trap support. Bring in at least 1,but no more than 4 Spells and/or Traps that do one of the following:

-Up the consistency of your archetype

-Increase field presence

-Up your archetype's strength

-Counterbalance its weakness

To those who would vote, remember that if an entrant creates multiple cards that just one being good isn't enough, and that now you have to look at the archetype as a whole.

 

Round 4:

You're guaranteed to get a prize now! Lucky you!

Alright, so this round's challenge is where things get interesting: the superboss.

A superboss has the following traits:

-Generally more solid effect than the sub-boss

-Higher stats than the sub-boss, either naturally or by effect, OR an inverted or otherwise symbolic take on the sub-boss's stats (see Azure-Eyes Silver Dragon or Heart-eartH Dragon for examples).

-Can use, or even require, the sub-boss to bring it out (See Red-Eyes Flare Metal for the former, and BBtDDS for the latter).

The challenge here is to create a monster that fulfills all of these requirements. It can be a Main Deck direct upgrade or any variety of ED Summon, but it must be possible (or even required) to use your sub-boss to bring it out.

 

 

 

LET US BEGIN!

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