EndUser Posted February 7, 2016 Report Share Posted February 7, 2016 Every new archetype has its advantages and prosperities over other (older, usually) ones.The purpose of this thread is just this: To give a small boost to such old Decks. Since I'll try to keep some originality with the Decks' themes, the cards below won't make huge difference, but at least they'll polish the "rusty" stuff a little, maybe even making them a bit more competitive.I don't know if this can apply here, but: Besides critisism for the cards, you can suggest ways to impove or add more to the chosen archetypes' base, or suggest others to enhance and (if I feel like doing so), I'll create some cards for these too.(NOTE: The cards are in Written mode) NEW: You can tell me links about such support cards and, depending their quality, I may add them here separately.Also, since it's not only the old archetypes that need some boost, I may add cards for some not well supported archetypes (especially those who are slow without further support), like Trains (the first that came to mind).-------------------------------------------[spoiler=Steelswarm/Lswarm][spoiler=Steelswarm Mosquito]DARK / Fiend / ATK 2500 / DEF 0 / Level 6 / EffectWhen this card is Tribute Summoned: You can add 1 "Steelswarm" monster from your Deck to your hand, then decrease the ATK and DEF of all opponent's monster by the Level of the added monster x200. During the End Phase of the turn this Tribute Summoned card is sent to the Graveyard: You can banish this card from your Graveyard; draw 1 card.[spoiler=reason:]Basically, a simple searcher (or a later drawer) with an impact to the opponent's monsters depending the searched monster's Level power. An added solution to Infestation Infection and, partially, to Steelswarm Caller. Notice that it doesn't require a Steelswarm monster to be Summoned. [spoiler=Steelswarm Flea]DARK / Fiend / ATK 1300 / DEF 0 / Level 4 / EffectYou can reveal 1 other "Steelswarm" monster in your hand; reduce its Level by 2, also Special Summon this card (from your hand). During your opponent's turn: You can banish this card from your Graveyard, then target 1 face-up "Steelswarm" monster; return it to your hand, then Special Summon 1 "Steelswarm Token" (Fiend-type/DARK/Level 1/ATK 0/DEF 0) in Defence Position, but remove it from the field during the next End Phase. You can only use each effect of "Steelswarm Flea" once per turn.[spoiler=reason: ]Easier Summon of Longhorn, or of a 2200+ ATK beater. Easier Tributing Summoning with a free Special Summon (besides Cell and Scout), faster Xyz Summoning with another Level 4 Lswarm monster. The 2nd effect is a different First Step Towards infestation, but less limiting. [spoiler=Infestation Prolongment]Quick-Play Spell CardPay 600 Life Points to target 1 Spell/Trap Card on the field; destroy it. During your Draw Phase, if you draw an "Lswarm" monster: You can reveal that monster; banish this card from your Graveyard, and if you do, sent that monster to the Graveyard to draw one more card. You can only activate this effect of "Infestation Prolongment" once per turn.[spoiler=reason: ]The Lswarm family generally lacks on Spell/Trap removal. Besides simply acting as an MST, the card has an additional effect for a bonus draw. This becomes more interesting if you intend to drop Steelswarm Scout, Evilswarm Kerykeion or to have target for Infestation Ripples. [spoiler=Infestation Limitations]Normal Trap Card Negate the effects of 1 monster your opponent controls until the End Phase.[spoiler=reason: ]Every monster-effect-negator Spell/Trap Card has a catch or an advantage, depending how easily can you pull it off and how powerful the negation is. Infestation Limitations is searchable, so it simply negates 1 monster's effects until the End Phase. [spoiler=Worm - Reptile support][spoiler=Worm Camouflage]LIGHT / Reptile / ATK 2000 / DEF 1400 / Level 5 / EffectIf there are at least 2 Reptile-Type "Worm" monsters in your Graveyard, you can Normal Summon this card without Tributing. If this card is Normal Summoned or flipped face-up, change 1 monster on the field into face-down Defence Position, also, if you control another face-up Reptile-Type "Worm" monster, you can return 1 face-up card on the field to the hand.[spoiler=reason: ]Pretty much obvious to its uses. Good flipping of a monster and a slow but better 2nd effect. The only thing that's holding it back is that it doesn't activate the effect(s) if Special Summoned, and that's simply because Worms, by themselves, were not about Special Summoning. [spoiler=Worm Golem]LIGHT / Reptile / ATK 800 / DEF 500 / Level 2 / FLIP / Effect FLIP: Destroy 1 face-up card on the field.If this monster is flipped face-up by a card effect: Discard 1 card from your opponent's hand, and if you do, add 1 card of the same type (Monster, Spell, or Trap) from your Graveyard to your hand, except "Worm Golem". You can only use each effect of "Worm Golem" once per turn.[spoiler=reason: ]A non-targeting destruction Flip Effect, which is good. An interesting second effect to potentially replenish your resources, which is awesome. [spoiler=Worm Invasion]Normal Spell CardDiscard 1 card; Add 1 Reptile-Type "Worm" monster from your Deck to your hand, also you can Normal Summon or Set 1 Reptile-Type "Worm" monster with 1 less Tribute than required this turn. If your opponent controls a monster and you control no face-up cards: You can banish this card from your Graveyard, then target 1 Reptile-Type "Worm" monster in your Graveyard; Special Summon it. You can only activate one effect of "Worm Invasion" per turn.[spoiler=reason: ]A searcher and a Special-Summoning tool. The discarding may be too much, but considering the double use of the card (and the easier Normal Summon of monsters, but at a lesser grade), I think it's worth it. [spoiler=Abnormal Intervention]Normal Trap Card Target 1 face-up Reptile-Type monster you control and 1 card your opponent controls; Shuffle them into the Deck. If you control a Reptile-Type monster that is Special Summoned from the Extra Deck, you can activate this effect by banishing this card from your Graveyard. You can only activate the effect of "Alien Intervention" once per turn.[spoiler=reason: ]Well, Compulsory Escape Device exists and Offering to the Snake Entity can be more powerful at times, but this card has 2 functions that one (or both) of these cards don't have: 1) The ability to shuffle any card (and not only a monster) into the Deck, and 2) the ability to activate it from your Graveyard under a certain condition, wihch makes it more sneaky at times. [spoiler=Destiny Hero][spoiler=Destiny Hero - Mr Sirius]DARK / Warrior / ATK 400 / DEF 300 / Level 3 / Effect Cannot be destroyed by battle, also any Battle Damage you take from battles including this card is halved. Once per turn, at the start of the Damage Step, if this card battled an opponent's monster: You can negate that monster's effects (including in the Graveyard), then sent it to the Graveyard.[spoiler=reason: ]Since D-Heroes are famous for their in-battle abilities, this monster is great for the case. Immunity to battles and effects negation (even in the Graveyard), it means business. [spoiler=Destiny Hero - Bedazzler]DARK / Warrior / ATK 600 / DEF 600 / Level 6 / Effect You can banish this card from your Graveyard; Special Summon 1 "Destiny Hero" monster from your hand or Deck, ignoring its Summoning conditions. Its effects are negated, also banish it at the End Phase of the next turn.[spoiler=reason: ]A better version of Malicious. Oh, and: Dogma becomes playable again! (Plasma too, but with its effects negated it wouldn't be worth it) [spoiler=Destiny Hero - Vendettarian]DARK / Warrior / ATK 1600 / DEF 1000 / Level 4 / Effect During either player's turn, if the activation timing of a "D-" Trap Card in your Graveyard is correct (including the Damage Step): You can send this face-up card from the field, or your hand, to your Graveyard; activate that Trap Card's effect. You can only activate this effect of "Destiny Hero - Vendettarian" once per turn.[spoiler=reason: ]Basically, a Trap Card replacement. Destiny Heroes' Trap Cards more alive than ever. [spoiler=Destiny Calls]Continous Spell Card Once per turn: You can shuffle 1 "Destiny" or "D - " card from your hand into the Deck to add 1 "Destiny Hero" monster from your Deck to your hand. If this card is destroyed by a "Destiny" or "D - " card, or by "Cyclone Blade": Destroy all cards your opponent controls, and if you do, any further Battle Damage to your opponent this turn is halved.[spoiler=reason: ]A flexible searcher (less dead cards in hand), with a special power that is released under very certain conditions, but it's worth it. After all, it already makes the job a lot easier to accomplish. [spoiler=D - Martyr]Normal Trap Card Activate only if you control a "Destiny Hero" monster. Target 1 face-up card on the field: Destroy it.[spoiler=reason: ]Should I really say something about this? [spoiler=Ally of Justice][spoiler=Ally of Justice Skilled Summoner]DARK / Machine / ATK 800 / DEF 600 / Level 2 / Tuner When this card is Normal or Special Summoned: You can target up to two non-Tuner Level 4 or lower "Ally of Justice" monsters in your Graveyard; Special Summon them. If you do, you cannot Special Summon other monsters for the rest of the turn, except "Ally of Justice" Synchro Monsters.[spoiler=reason: ]Easier access to the boss monster. Even if not, a +2 advantage is not bad at all. [spoiler=Ally of Justice Supporter]DARK / Machine / ATK 200 / DEF 400 / Level 1 / Tuner If your opponent controls a monster, while you control no monsters and there are no LIGHT monsters in your Graveyard, you can Special Summon this card (from your hand). If this card is destroyed by battle and sent to your Graveyard: You can Special Summon it during your 2nd Standby Phase after the turn it was destroyed.[spoiler=reason: ]An Unknown Synchron for the archetype. Its effect is slow, but it helps a bit (since the archetype lacks Special Summoning). [spoiler=Ally of Justice Seismic Crusher]DARK / Machine / ATK 2200 / 600 / Level 6 / Effect When this card is Normal Summoned, you can target 1 Level 3 or lower "Ally of Justice" monster in your Graveyard; Special Summon it in face-down Defence Position. If this cards attacks a LIGHT monster, after damage calculation, it can make a second attack in a row.[spoiler=reason: ]Another high-Level AoJ monster with a different tactic against LIGHT monsters. What makes it special is the ability to fill the field. [spoiler=Ally of Justice Cannon Blaster]DARK / Machine / ATK 2600/ DEF 800 / Level 7 / Synchro / Effect 1 Tuner + 1 or more non-Tuner monstersCannot be destroyed by battle with a LIGHT monster. When an "Ally of Justice" monster is sent to your Graveyard to activate its effect: You can destroy 1 card on the field.[spoiler=reason: ]Immunity to battles, also it gives a greater meaning to 2 of the less-used AoJ monsters. It's Attributed-reliant, but oh well... that's how the archetype works. [spoiler=Ally of Justice Doberrobot]DARK / Machine / ATK 2300 / DEF 1800 / Synchro / Level 6 / Effect 1 "Ally of Justice" Tuner + 1 or more non-Tuner monstersOnce per turn, during either player's turn, when a card or effect is activated that targets a face-up "Ally of Justice" monster(s) you contol: You can negate that effect, also, if it was a LIGHT monster, you can change it to face-down Defense Position.[spoiler=reason: ]A good negator. It doesn't destroy the card it negates, so no need for a cost. [spoiler=Justice Tactics]Normal Spell Card Draw 1 card and reveal it. If it is an "Ally of Justice" monster, you can discard 1 card and draw 1 more card.[spoiler=reason: ]Draw power. Yes! [spoiler=Accomplish The Mission]Field Spell Card All face-up monsters on your opponent's side of the field and in their Graveyard become LIGHT. Once per turn, you can banish 1 "Ally of Justice" monster from your Graveyard; 1 face-up "Ally of Justice" monster you control gains the banished monster's effects until your opponent's End Phase.[spoiler=reason: ]Already better than DNA - Transplant, even more better with the additional power it gives to your AoJ monsters, with the help of their fallen teammates. [spoiler=Ally Backup]Normal Trap Card Target 1 non-Synchro "Ally of Justice" monster in your Graveyard, or reveal 1 Level 5 or higher DARK Machine-Type Mormal Monster in your Deck; Special Summon it.[spoiler=reason: ]It's a restricted Call of the Haunted, but it lacks its drawbacks. Also, the ability to Special Summon a Normal Monster is mostly due to flavor (Ally Mind and AoJ Clausolas are a thing), but it's a free SS from the Deck, so why not? [spoiler=Iron Chain][spoiler=Iron Chain Hammer User]EARTH / Beast-Warrior / ATK 1300 / DEF 1000 / Level 3 If this card is in your Graveyard: You can return 1 face-up Continuous Spell Card you control to your hand; Special Summon this card. After the effect of an "Iron Chain" monster you control activates and resolves, you can target 1 card your opponent controls; destroy it. You can only use each effect of "Iron Chain Hammer User" once per turn.[spoiler=reason: ]Basically, Zephyros for Iron Chains (Poison Chain, Paralyzing Chain and the card below are a thing, and more of course). An additional destruction effect too; a bit slow but it can be present to the field easily so... [spoiler=Iron Chain Detonator]EARTH / Dragon / ATK 2300 / DEF 1300 / Synchro / Level 6 1 Tuner + 1 or more non-Tuner "Iron Chain" monstersYour opponent must send the top card of their Deck to the Graveyard to declare an attack. Once per turn, during either player's turn, when your opponent targets 1 "Iron Chain" monster you control with a card effect; You can negate that effect, and if you do, add 1 "Iron Chain" monster from your Graveyard to your hand.[spoiler=reason: ]Dimensional Fissure and voila, the good old no-attack lock is created. A medium-to-good effect negator too. [spoiler=Chain Sequence]Continuous Spell Card All "Iron Chain" monsters you control gain 400 ATK and DEF. Once per turn: You can Tribute 1 "Iron Chain" monster you control; send this card to the Graveyard and activate 1 of these effects:- Send cards equal to the Level of the Tribute monster from your opponent's Deck to the Graveyard.- Destroy 1 face-up card your opponent controls.[spoiler=reason: ]It's a typical "Tribute something to do something", but being a Cont. Spell Card has 2 more advantages: (a) It gives some ATK boost -good for Repairman and IC Dragon- and (b) even if the eff is negated, the card still remains face-up for another chance next turn. [spoiler=Chain Link]Normal Spell Card Add 1 "Iron Chain" monster from your Deck to your hand, then you can either decrease or increase the Level of 1 "Iron Chain" monster you control by 1. You can only activate 1 "Chain Link" per turn.[spoiler=reason: ]A typical searcher, but since Iron Chains lack Tuners and Synchro monsters, the additional effect can help a lot. [spoiler=Trains][spoiler=Railcar Engine]EARTH / Machine / ATK 2000/ DEF 0/ Level 4 When this card is Normal Summoned: Special Summon 1 Level 4 EARTH Machine-Type monster with 1800 or more ATK from your Deck, except "Railcar Engine", in face-up Defence Position. During the End Phase of the turn this card is sent to the Graveyard: You can shuffle 1 Level/Rank 10 monster from your Graveyard into the Deck.[spoiler=reason: ]The best Level 4 alternative Train after Ruffian Railcar, also maybe a better option than the Gear/Fortress pair. Its last effect is obviously useful for mid- and late-games, in case your resources are depleted. [spoiler=Noble Express Conductor]EARTH / Machine / ATK 3000/ DEF 1000/ Level 10 If your opponent controls a Special Summoned monster and you control no monsters, you can Normal Summon this card without Tributing, but its original ATK becomes 0. When this card is Normal Summoned: You can Special Summon 1 "Night Express Knight" monster from your hand, but its ATK is halved. After this effect resolves, you cannot Special Summon monsters for the rest of the turn, except Machine-Type Xyz Monsters. You can only use this effect of "Noble Express Conductor" once per turn.[spoiler=reason: ]Not optimal for the very 1st turn, but afterwards, a better NEK that can even Special Summon it. 1 or 2 quick Xyz Summons at most; wonderful isn't it! [spoiler=Compartment Reconstruction]Normal Spell Card Shuffle 1 face-up "Revolving Switchyard" you control and 1 Level 10 monster from your Graveyard into the Deck and draw 2 cards. You can only activate "Compartment Reconstruction" once per turn.[spoiler=reason: ]Not bad for draw power. Since Trains are powerful by default, I didn't want the card to give excessive advantage. May were the ideas, this is one of them. Link to comment Share on other sites More sharing options...
cardgameking Posted February 7, 2016 Report Share Posted February 7, 2016 Steelswarm support! You've made my day. Mosquito and Prolongment are draw power and other important basics. Not much to say really as their effects seem perfectly balances. Flea.. Is more interesting, as provides tokens, though they die in the end phase... And you can only summon them during your opponent's turn. Bit confused.I hope to see more, and I wonder if more Duel Terminal cards will appear... Link to comment Share on other sites More sharing options...
EndUser Posted February 7, 2016 Author Report Share Posted February 7, 2016 Thanks for liking them. ;) The thing with Flea is that, being able to work as a tool from the Graveyard, makes it more... "interesting", and cards that work in the Graveyard need careful designs. The thing is, it simply saves the Steelswarm monster (even a non-Tribute Summoned one) for later use (which is good), but it doesn't do anything else besides leaving a small defense behind. I'll change the Token's life span, since I based it to a silly reason (as I see i right now) :/ The reason I like Steelswarm (these last 2 months) is mostly because of their interraction with Evilswarm (the two of them, btw, are known as Lswarm). Not only this, but something in their simplistic way of approaching the enemy skillfully intrigued my interest of them too. Link to comment Share on other sites More sharing options...
Tinkerer Posted February 9, 2016 Report Share Posted February 9, 2016 All these cards seem greatly beneficial to their archetypes, if giving up a bit of flavor in exchange. I'll comment in order: Mosquito is another high level Steelswarm. However, with all the tribute summon support in monarchs and it not needing to be summoned off a Steelswarm, it's not only viable, but pretty easy to trigger. The fact that it is also essentially a 2700+ ATK monster on-summon really makes it threatening. (Flea doesn't say how much to reduce the level by.) Flea is a nice little setup card. It sets up tributes or XYZ plays (granting pretty easy access to the lswarm XYZs), and has a decent anti-target grave effect. I might suggest buffing the grave effect to give the token battle indestructibility just because it doesn't seem too helpful as-is. Ugh. Sorry, I'm totally beat and got an early morning tomorrow. Hopefully, I can get through the rest of 'em then. Link to comment Share on other sites More sharing options...
EndUser Posted February 9, 2016 Author Report Share Posted February 9, 2016 Destiny Hero support added. More may come, sooner or later. @Tythe: Not all the Monarch support cards are compatible with Steelswarms, because although their main strategy is Tribute Summoning, Xyz Summoning (with the help of the Evilswarms) is very helpful. As for Flea: I corrected the mistake; the change is 2 Levels lower. However, protecting the Token would be weird, wouldn't it? I mean, the only reason I chose it to exist is merely to replenish the absense of the monster you choose to return to your hand. Link to comment Share on other sites More sharing options...
EndUser Posted February 12, 2016 Author Report Share Posted February 12, 2016 AoJ support is here. Yay! (Hopefully, it's too early to stop now.) Link to comment Share on other sites More sharing options...
Tinkerer Posted February 12, 2016 Report Share Posted February 12, 2016 @Tythe: Not all the Monarch support cards are compatible with Steelswarms, because although their main strategy is Tribute Summoning, Xyz Summoning (with the help of the Evilswarms) is very helpful. As for Flea: I corrected the mistake; the change is 2 Levels lower. However, protecting the Token would be weird, wouldn't it? I mean, the only reason I chose it to exist is merely to replenish the absense of the monster you choose to return to your hand.(Just wanna respond to this first before going on to review the others) When I mentioned Monarch Support, it was mostly in relation to Mosquito's role specifically as it doesn't need a Steelswarm tribute. In any case, because it does search out Steelswarms rather than lswarms, it seems like a card that would push more towards a tribute playstyle over the XYZ plays. (Also, in relation to monarch support, the cards I'm referencing are the ones that may only lock you out of the Extra for 1 turn which, if you're tribute summoning this, probably wouldn't matter so much). The token generation for Flea is more of an up-in-the-air point. My suggestion was more to give a nod back to their tribute summoning as the token can then be used as tribute fodder if it survives which is more likely with additional protection. Then again, it's not something to really get up in arms about anyway. Continuing my reviews: Infestation Prolongment: a searchable MST with a built-in hand fix effect. I really don't have much to say about it, honestly other than it's a decent little fix for their backrow issues. Worm Camouflage: (the "even by an opponent monster's attack" part is unneeded.) Making Worm support is kinda difficult seeing as their core is made up of the slow as balls FLIP mechanic. This card is helpful but doesn't alleviate their main issue... Speed. The fact that this card needs a Normal Summon to get rolling doesn't help. However, if established, this card really ramps up the deck's power. The fact that you can Book of Moon itself among other targets and also can bounce any face up (including your own) makes this card quite variable. To sum it up, it's powerful and variable, but also slow and fragile. Overall, it doesn't help the deck too much imo. Worm Invasion: (you need to make sure to specify "Reptile-type "Worm" monster". Also, the Hard OPT should have an additional: "... and only once that turn" else you can play 2 of these and use only one effect.) This card is quite nice and would greatly improve the Deck's consistency and presence, especially the Xex/Yagan/W Nebula opening play. It also makes some of the higher-level stuff viable. The second effect is a bit more stringent, but the fact it can summon any level Worm at no cost is nice. This is the booster card that Worms definitely needed. Abnormal Intervention: ("shuffle them into their owner's Deck", just for clarification) heh, this isn't strictly a "Worm" supporter per se, but I understand putting it here. In any case, this looks like a one-off Reptile (*cough*Serpentine Princess*cough*) support card that has its uses. It seems like a card that often would end up a 0 in advantage as you'd probably trigger this to dodge targeting more often than not. As generic reptile-type support, I can see this as being useful sometimes, but in relation to Worms specifically, it doesn't look super helpful. As for D-HERO and AoJ... I'm not super familiar with them and how they are "supposed to be" played as a standalone archetype, so I probably won't go through all of 'em, but only the ones that I'd have anything to really note. Link to comment Share on other sites More sharing options...
EndUser Posted February 12, 2016 Author Report Share Posted February 12, 2016 First of all, thanks for your feedback. I've read all of it, I just want to say my personal view on some of the things you said (without critisizing it):1) because it does search out Steelswarms rather than lswarms, it seems like a card that would push more towards a tribute playstyle over the XYZ plays.2) Worm Camouflage: (the "even by an opponent monster's attack" part is unneeded.) Making Worm support is kinda difficult seeing as their core is made up of the slow as balls FLIP mechanic. This card is helpful but doesn't alleviate their main issue... Speed. The fact that this card needs a Normal Summon to get rolling doesn't help. However, if established, this card really ramps up the deck's power. The fact that you can Book of Moon itself among other targets and also can bounce any face up (including your own) makes this card quite variable. To sum it up, it's powerful and variable, but also slow and fragile. Overall, it doesn't help the deck too much imo.3) Worm Invasion: (you need to make sure to specify "Reptile-type "Worm" monster". Also, the Hard OPT should have an additional: "... and only once that turn" else you can play 2 of these and use only one effect.)4) Abnormal Intervention: ("shuffle them into their owner's Deck", just for clarification) [...] It seems like a card that often would end up a 0 in advantage as you'd probably trigger this to dodge targeting more often than not.5) As for D-HERO and AoJ... I'm not super familiar with them and how they are "supposed to be" played as a standalone archetype, so I probably won't go through all of 'em, but only the ones that I'd have anything to really note. 1) Makes sense. After all, Steelswarms are mainly about Tribute Summoning. However, the reason I chose it would search a Steelswarm monster isn't merely for a Tribute fodder. It's that Steelswarms generally only care about themselves (Evilswarm appeared later). 2) Heh, I want to say a few things here :)(a) The unneeded part will be removed. Someone else told me about it too.(b) I can make it been able to be SS'ed if there are 2-3 or more different "Worm" monsters in the Graveyard, but then I'll need to re-design its effect carefully.© I didn't notice it could flip itself face-down. Is this good or bad? :/ 3) I don't think anyone would like (or be able) to abuse any of the effects more than 1-2 times. (i) You won't be able to search more than 1-2 times because you'll deplete your hand eventually. (ii) Special Summoning once would make you have a face-up monster, so it would need to be flipped face-down to re-SS a monster. You know what I mean? 4) It's not made to give you strong advantage, but compared to Compulsory Escape Device, it doesn't limit you only to a monster your opponent controls. Also, it gives a little more "confidence" to your Fusion-Summoned monster, or any Reptile monster SS'ed from the ED, due to its ability to activate from the Graveyard. ;) 5) Take your time. :D Link to comment Share on other sites More sharing options...
EndUser Posted February 19, 2016 Author Report Share Posted February 19, 2016 More cards added, more archetypes helped! Now that I think of it: Since there may have been people who created high-quality support cards, you guys can share here those links and I'll add them in the OP (as long as they're not overpowered, or don't overexceed specific archetype "qualifications"). Link to comment Share on other sites More sharing options...
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