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Possible Start of a Custom Archetype?


archangelnkd

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"Alchemik Sigil - Firestorm"

You may activate this card during either player's turn as if it had been Set on your side of the field. When this card is activated: Select 3 FIRE Monsters with different names from your Deck and reveal them. Your opponent then selects 1 of those cards at random. Both players take damage equal to the original ATK of the chosen card. After damage is dealt, shuffle the 3 cards back into the Deck. You may only activate one "Alchemik Sigil - Firestorm" per turn. 

 

 

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"Alchemik Sigil - Lifewater"

You may activate this card during either player's turn as if it had been Set on your side of the field. When this card is activated: Send 1 WATER Monster from your Deck to your Graveyard and if you do, gain Life Points equal to half its original ATK; OR Tribute 1 WATER Monster you control: Draw a card.

 

 

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"Alchemik Sigil - Fieldslip"

You may activate this card during either player's turn as if it had been Set on your side of the field. When this card is activated, Tribute 1 EARTH Monster you control, then activate the appropriate effect below:
* If you control a Field Spell; return 1 card your opponent controls to its owner's hand.
* If you do not control a Field Spell; activate 1 "Alchemik" Field Spell directly from your Deck.
You can only activate one "Alchemik Sigil - Fieldslip" per turn.
 
 
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"Alchemik Sigil - Jetstream"
You may activate this card during either player's turn as if it had been Set on your side of the field. When this card is activated, Tribute 1 WIND Monster from your hand or side of the field and target 1 Spell/Trap card on the field, destroy that target. Then, if you do, add 1 "Alchemik" card of the destroyed card's Type (Spell or Trap) to your Hand. Shuffle your deck afterwards. You can only activate one "Alchemik Sigil - Jetstream" per turn.
 
 
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Just a small set of random cards I came up with out of boredom. I thought it would be interesting to have a primarily Quick-Play based Archetype; and if I continue there would be a sigil involving LIGHT and DARK monsters as well as a few Traps and a Field Spell.
 
Any feedback welcome. 
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By the first effect, do you mean you can activate it from the hand on the opponent's turn? If so, the wording would be:

You can activate this card from your hand during either player's turn.

 

Fire: Reveal 3 FIRE Monsters with different names from your Deck, your opponent randomly selects 1, inflict damage to both players equal to its ATK, then shuffle all 3 cards into the Deck. You can only activate 1 "Alchemik Sigil - Firestorm" per turn. 

Just about useless. Have it damage only the opponent and it could be a decent card for burn decks, if they're willing to take the consistency hit of running 3 useless Fire monsters. Or, having it send the chosen monster to the graveyard could make a decent Foolish Burial for Fire decks.

The OCG here might be a bit off.

 

Water: Activate 1 of these effects:

● Send 1 WATER monster from the Deck to the Graveyard, and if you do, gain LP equal to half its ATK.

● Tribute 1 WATER monster; Draw 1 card.

The first effect would make a really nice Foolish Burial for the various Water decks out there, and the plus to LP never hurts. The second effect could trade a Water monster which would've been destroyed anyway by the opponent for a free draw, since this card functions sorta like a handtrap. The ability to be activated from the hand during the opponent's turn offers a lot of versatility.

 

Earth: Tribute 1 EARTH monster you control, then activate the appropriate effect. You can only activate one "Alchemik Sigil - Fieldslip" per turn.

● If you control a Field Spell: return 1 card your opponent controls to the hand.
● If you do not control a Field Spell: activate 1 "Alchemik" Field Spell directly from your Deck.

The non-targeting removal could be a bit iffy, considering this is a handtrap. And for the second effect, we would have to see how good the Alchemik fields are.

 

Wind: Tribute 1 WIND monster from your hand or your side of the field, then target 1 Spell/Trap card on the field; destroy that target, then add 1 "Alchemik" card of the destroyed card's type (Spell or Trap) from your Deck to your hand. You can only activate 1 "Alchemik Sigil - Jetstream" per turn.

Not bad. However, since they all rely on different attributes, I can't see Alchemik being run as a pure deck, which means all it's probably going to search is itself and the field spell and traps (if they wind up being generic). And unless we get Alchemik cards that are worth searching, this is probably outclassed by Twin Twister.

 

Nice archetype. Well designed, good art and grammar. I'd love to see more.

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Thanks for the responses; Yugioh's change to such technical and extremely specific wording always throws me off. I'm used to the era were the text was a lot more simplified and not a giant mass of run on statements XD.

 

The thing with Firestorm hitting both is because I've noticed just about any card that could deal damage like that is almost required to deal it to you as well or deal it to you first; but that may only be if it is full value. I mainly looked at things like Ring of Destruction's wording on its damaging.

 

Lifewater: again I was from when LP was spelled out and 'a' was used instead of '1' XD. 

 

Fieldslip: It's biggest thing is because of the rampant use of Twin Twister now; the opponent could destroy your field spell in chain and force you to have to resolve using the other. 

 

Jetstream: The reason the Alchemik's all use different attributes is because all archetypes I design are designed with a traditionalist view to them: they are designed to primarily be used with pure archetype decks and not extremely watered down versions that we see with all archetypes common in the meta game today. I've always hated that so I don't design them that way. Instead, the alchemik cards would probably have an associated monster card to go with them for each element that would utilize one another or be utilized by traps and such.

 

Thanks for the tips though! And thanks for complimenting the design art and grammar. The art is just photoshop work and google on alchemy symbols XD.

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Well, Ring of Destruction is an extremely versatile card. It can remove threats, it used to be able to end the game for the opponent, and even now it can inflict big damage while getting rid of your opponent's best monster.

All Firestorm can do is burn, so you would never run it in anything but burn decks. Since burn decks are so rare, and having to run at least 3 Fire monsters to use this card would mean a big hit to consistency, I think it's acceptable to only burn the opponent. 

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