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[Written] Silent Tribe [15/15]


towitori

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Silent Tribe would be included in a series of archetypes in a universe similar to Duel Terminal. I'm calling it "Luxverse".

 

Silent Tribe is an archetype of LIGHT Warrior/Spellcaster-type monsters heavily focused on countering enemy usage of spells. They have a more generic appeal as their effects affects the enemy's spell rather than themselves. Most of the Silent Tribe monsters will try to counter enemy Spell Cards by revealing themselves in the hand for the entire turn, in which the Spell/Trap cards will try to fully utilize.

 

Silent Tribe is an archetype of LIGHT Warrior/Spellcaster type monsters focused on being revealed to gain beneficial effects. I have to agree that revealing is a weak cost. My previous attempt was very underwhelming and I think that doing hand trap monsters and fully countering Spell Cards won't cut out for this deck. The Silent Tribe's new effects activates if they are revealed in the hand and when they do, they activate beneficial effects. The Spell Cards for this archetype now does the revealing. They are Quick-Play Spell Cards that has varying effects based on when it is activated.

 


[spoiler=Main Deck Monsters (8)]

[spoiler=Swordsman of the Silent Tribe]

Swordsman of the Silent Tribe

LIGHT / *5

Warrior / Effect

2300 / 1000

If this card in your hand is revealed: You can Special Summon this card from your hand or Graveyard(if it was sent there after being revealed). You can only use the effect of "Swordsman of the Silent Tribe" once per turn.


[spoiler=Archer of the Silent Tribe]

Archer of the Silent Tribe

LIGHT / *4

Warrior / Effect

1700 / 1000

If this card in your hand is revealed: You can destroy 1 card your opponent controls. You can only use the effect of "Archer of the Silent Tribe" once per turn.


[spoiler=Scout of the Silent Tribe]

Scout of the Silent Tribe

LIGHT / *4

Warrior / Effect

1500 / 1000

If this card in your hand is revealed: You can look at your opponent's hand and discard 1 Spell Card from their hand. You can only use the effect of "Scout of the Silent Tribe" once per turn.


[spoiler=Mage of the Silent Tribe]

Mage of the Silent Tribe

LIGHT / *4

Spellcaster / Effect

1600 / 1000

If this card in your hand is revealed: Draw 1 card. You can only use the effect of "Mage of the Silent Tribe" once per turn.


[spoiler=Elder of the Silent Tribe]

Elder of the Silent Tribe

LIGHT / *6

Spellcaster / Effect

1500 / 2400

When this card is Normal Summoned or Special Summoned: You can reveal up to 2 "Silent Tribe" monsters in your hand; You can discard them and if you do, reduce the Level of this card by 1 for each card discarded by this effect.


[spoiler=Maiden of the Silent Tribe]

Maiden of the Silent Tribe

LIGHT / *4

Warrior / Effect

1000 / 1000

If this card in your hand is revealed: You can target 1 face-up card you control; Once during this turn, it cannot be destroyed by battle or card effects. You can only use the effect of "Maiden of the Silent Tribe" once per turn.


[spoiler=Oracle of the Silent Tribe]

Oracle of the Silent Tribe

LIGHT / *5

Spellcaster / Effect

2200/ 1200

When this card is Normal Summoned or Special Summoned: You can look at the top card of your opponent's Deck, then if its a Spell Card, add it to your hand, otherwise, they can add that card to their hand.


[spoiler=Guardian of the Silent Tribe]

Guardian of the Silent Tribe

LIGHT / *5

Warrior / Effect

2000/2000

When this card in your hand is revealed: You take no damage this turn. You can only use the effect of "Guardian of the Silent Tribe" once per turn.



[spoiler=Extra Deck Monsters (2)]

[spoiler=Swordsmaster of the Silent Tribe]

Swordsmaster of the Silent Tribe

LIGHT / *5

Warrior / Xyz / Effect

2800 / 1000

2 Level 5 "Silent Tribe" monsters

Once per turn, during your Main Phase: you can detach 1 Xyz Material from this card, then reveal 1 "Silent Tribe" monster from your hand; During this turn, this card can attack all monsters your opponent controls once each. If this card would be destroyed by a card effect: You can detach 1 Xyz Material from this card instead. You can place up to 2 Spell Cards from your opponent's Graveyard to this card as Xyz Materials. You can only use this effect of "Swordmaster of the Silent Tribe" once per turn.


[spoiler=Herald of the Silent Tribe]

Herald of the Silent Tribe

LIGHT / *4

Spellcaster / Xyz / Effect

2400 / 1000

2 Level 4 "Silent Tribe" monsters

Once per turn, during your Main Phase: You can detach 1 Xyz Material from this card, then reveal 1 "Silent Tribe" monster from your hand; Banish 1 card your opponent controls. If this card would be destroyed by battle: You can detach 1 Xyz Material from this card instead. You can place up to 2 Spell Cards from your opponent's Graveyard to this card as Xyz Materials. You can only use this effect of "Herald of the Silent Tribe" once per turn.



[spoiler=Spell Cards (5)]

[spoiler=Miracle of the Silent Tribe]

Miracle of the Silent Tribe

Spell / Quick-Play

Reveal 1 "Silent Tribe" monster in your hand; Apply this effect, depending on whose turn it is.

*Your turn: You can target 1 "Silent Tribe" monster you control and if you do, that card gains ATK equal to half of the ATK of the revealed monster.

*Your opponent's turn: You can discard the revealed card and if you do, destroy 1 card your opponent controls.

You can only activate 1 "Miracle of the Silent Tribe" per turn.


[spoiler=Wispful Gale]

Wispful Gale

Spell / Quick-Play

Reveal 1 "Silent Tribe" monster in your hand; Apply this effect, depending on whose turn it is.

*Your turn: You can discard the revealed monster and if you do, the ATK of all face-up monsters your opponent controls are halved, until the End Phase.

*Your opponent's turn: You can banish the revealed monster and if you do, negate the effects of all face-up cards currently on the field, until the End Phase.

You can only activate 1 "Wispful Gale" per turn


[spoiler=Village of the Silent Tribe]

Village of the Silent Tribe

Spell / Field

Once per turn, during each player's Standby Phase: You can reveal 1 "Silent Tribe" monster in your hand; Apply this effect, depending on whose turn it is.

*Your turn: You can banish the revealed monster and if you do, add 1 "Silent Tribe" monster from your Deck with a different name to your hand.

*Your opponent's turn: You can banish the revealed monster and if you do, your opponent cannot activate Spell Cards, until the End Phase.


[spoiler=Blessing of the Silent Tribe]

Blessing of the Silent Tribe

Spell / Quick-Play

Reveal 1 "Silent Tribe" monster in your hand; Apply this effect, depending on whose turn it is.

*Your turn: Gain Life Points equal to the ATK of the revealed monster.

*Your opponent's turn: You can discard the revealed monster and if you do, draw 1 card.

You can only activate 1 "Blessing of the Silent Tribe" per turn


[spoiler=Ritual of the Silent Tribe]

Ritual of the Silent Tribe

Spell / Quick-Play

Reveal 1 "Silent Tribe" monster in your hand; Apply this effect, depending on whose turn it is.

*Your turn: You can Special Summon that revealed monster and if you do, you cannot Normal Summon/Set during the turn you use this effect.

*Your opponent's turn: You can banish that revealed monster and if you do; Special Summon 1 "Silent Tribe" monster from your Deck with the same name as that monster.

You can only activate 1 "Ritual of the Silent Tribe" per turn




 

[spoiler=Old Silent Tribe]

[spoiler=Main Deck Monsters (8)]

[spoiler=Swordsman of the Silent Tribe]

Swordsman of the Silent Tribe

LIGHT / *5

Warrior / Effect

2300 / 1000

During your opponent's turn: You can reveal this card in your hand; Negate the activation of a Spell Card that would Special Summon a monster, and destroy it, and if you do; it remains revealed while it is in your hand, until the End Phase. While this card is revealed in your hand: You cannot Special Summon it. You can only use the effect of "Swordsman of the Silent Tribe" once per turn.


[spoiler=Archer of the Silent Tribe]

Archer of the Silent Tribe

LIGHT / *4

Warrior / Effect

1700 / 1000

During your opponent's turn: You can reveal this card in your hand; Negate the activation of a Spell Card that would destroy cards you control, and destroy it, and if you do; it remains revealed while it is in your hand, until the End Phase. While this card is revealed in your hand: You cannot Special Summon it. You can only use the effect of "Archer of the Silent Tribe" once per turn.


[spoiler=Scout of the Silent Tribe]

Scout of the Silent Tribe

LIGHT / *4

Warrior / Effect

1300 / 1000

This card can attack your opponent directly. During your opponent's turn: You can Tribute this card you control; Negate the activation of a Spell Card that targets exactly 1 card on the field, and destroy it, and if you do, you can Special Summon 1 "Silent Tribe" monster from your hand or Graveyard, except "Scout of the Silent Tribe". You cannot Special Summon monsters, except "Silent Tribe" monster during the turn you use this effect. You can only use the effect of "Scout of the Silent Tribe" once per turn.


[spoiler=Mage of the Silent Tribe]

Mage of the Silent Tribe

LIGHT / *4

Spellcaster / Effect

1600 / 1000

During your opponent's turn: You can reveal this card in your hand; Negate the activation of a Spell Card that would add cards to their hand, and destroy it, and if you do; it remains revealed while it is in your hand, until the End Phase. While this card is revealed in your hand: You cannot Special Summon it. You can only use the effect of "Mage of the Silent Tribe" once per turn.


[spoiler=Elder of the Silent Tribe]

Elder of the Silent Tribe

LIGHT / *5

Spellcaster / Effect

1500 / 2000

When this card is Normal Summoned or Special Summoned: You can banish up to 2 Spell cards in your opponent's Graveyard; Add "Silent Tribe" monsters from your Graveyard to the hand equal to number of Spell cards banished by this effect.


[spoiler=Maiden of the Silent Tribe]

Maiden of the Silent Tribe

LIGHT / *4

Warrior / Effect

1400 / 1000

During either player's turn: You can reveal this card in your hand; Negate the activation of a Quick Play Spell Card, and destroy it, and if you do; shuffle it back to your Deck. You can only use the effect of "Maiden of the Silent Tribe" once per turn.


[spoiler=Oracle of the Silent Tribe]

Oracle of the Silent Tribe

LIGHT / *5

Spellcaster / Effect

2200/ 1000

When this card is Normal Summoned or Special Summoned: You can look at the top card of your opponent's Deck, then if its a Spell Card, add it to your hand, otherwise, they can add that card to their hand.


[spoiler=Guardian of the Silent Tribe]

Guardian of the Silent Tribe

LIGHT / *5

Warrior / Effect

2000/2000

During your opponent's turn: You can reveal this card in your hand; Negate the activation of a Spell Card that would infilct damage to any players, and destroy it, and if you do, it remains revealed while it is in your hand, until the End Phase. While this card is revealed in your hand: You cannot Special Summon it. While there are 2 or more revealed cards in your hand, including this card; Your opponent cannot activate Spell Cards until the End Phase. You can only use the effect of "Guardian of the Silent Tribe" once per turn.



[spoiler=Extra Deck Monsters (2)]

[spoiler=Swordsmaster of the Silent Tribe]

Swordsmaster of the Silent Tribe

LIGHT / *5

Warrior / Xyz / Effect

2800 / 1000

2 Level 5 "Silent Tribe" monsters

During your Main Phase: You can detach any number of Xyz Materials attached to this card; This card gains additional attacks equal to the number of Xyz Materials detached. You can attach up to 2 of your opponent's Spell Card in their Graveyard to this card as Xyz Materials. You can only use each of these effects of "Swordsmaster of the Silent Tribe" once per turn.  If this card attacks, Your opponent can discard 1 Spell card from their hand to negate that attack.


[spoiler=Herald of the Silent Tribe]

Herald of the Silent Tribe

LIGHT / *4

Spellcaster / Xyz / Effect

2400 / 1000

2 Level 4 "Silent Tribe" monsters

While this card with Xyz Materials is face-up on the field: Negate the effects of all Spell cards on the field. If this card would be destroyed by battle: You can detach 1 Xyz Material from it instead. You can attach up to 2 of your opponent's Spell Card in their Graveyard to this card as Xyz Materials. You can only use this effect of "Herald of the Silent Tribe" once per turn.



[spoiler=Spell/Trap Cards (5)]

[spoiler=Miracle of the Silent Tribe]

Miracle of the Silent Tribe

Spell

Reveal 1 "Silent Tribe" monster in your hand; Banish 1 Normal Spell Card in your opponent's Graveyard then this card gains the effect of that card. The revealed monster in your hand remains revealed, until the End Phase. You can only activate 1 "Miracle of the Silent Tribe" per turn.


[spoiler=Wispful Gale]

Wispful Gale

Spell / Quick-Play

Reveal 1 "Silent Tribe" monster in your hand; All face-up cards currently on the field has their effects negated. The revealed monster in your hand remains revealed, until the End Phase. You can only activate 1 "Wispful Gale" per turn.


[spoiler=Villageof the Silent Tribe]

Village of the Silent Tribe

Trap / Continuous

When this card is activated: Destroy all Field Spell Cards on the field, then place this card in your Field Spell Card Zone. While this card is face-up in your Field Spell Card Zone, neither player can activate Field Spell Cards and "Silent Tribe" monsters you control gain 400 ATK and DEF for each revealed cards in your hand. You can only have 1 face-up "Village of the Silent Tribe".


[spoiler=Blessing of the Silent Tribe]

Blessing of the Silent Tribe

Trap

Discard all revealed cards in your hand(min. 1), then draw cards equal to the number of cards discarded by this effect. You can only activate 1 "Blessing of the Silent Tribe" per turn.


[spoiler=Summoning Ritual of the Silent Tribe]

Summoning Ritual of the Silent Tribe

Trap

Target 1 revealed "Silent Tribe" monster from your hand; Special Summon 1 monster with the same name as the targeted monster from your Deck or Graveyard. You can only activate 1 "Summoning Ritual of the Silent Tribe" per turn.


 


 

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Hello, fine sir/madam! A nice set of cards you got here! Mind if I review 'em real quick?

 

Oddly creepy joking aside, these really do look interesting and take on one of my favorite underused elements of the game, revealing for some kind of action.

 

After reading through all the cards, I'm actually going th start with the XYZs and work my way backwards.

 

Herald: Definitely looks to be a pretty good boss monster. It completely locks Spells and has in-built battle protection. That said, despite its power, it looks really,really hard to summon conventionally as they have 0 swarming potential. Considering it can also be gotten rid of fairly easily (Castel, Utopia the Lightning, Dark Rebellion, #101, etc.) and at less cost than it takes to summon this, I'd recommend cutting its materials down to 2.

 

Swordsmaster: Following the same vein as Herald, this card looks like it's just too difficult to feasibly summon. I'd suggest that you either cut the number of materials, make the materials generic, or perhaps allow Herald to rank itself up into Swordsmaster. Any way you do it, it needs to be somewhat more accessible considering, again, the Silent Tribe has 0 swarming capability. It's effect itself is... mediocre for its cost. However, again, that's more the problem of the cost being too high rather than the effect being weak. I do wish it had a protection effect of some kind though. If your opponent survives your attacks, this can EASILY be countered by any of the aforementioned Rank 4s as well as Spells that Herald would block.

 

Oracle: Definitely my favorite of the Silent Tribe monsters as it reminds me of one of my favorite old trap cards, Conscription. Anyway, this card works on Normal/Special Summon and can be triggered multiple times in a turn, but it's held back from being too strong because it gives the opponents advantage if you're wrong. In today's game, this card would often have a 35-50% chance of working, with it being even higher the later in the game it is thanks to all the monster searching effects.

 

Maiden: the only level 3 and actually the most open-ended of all the Silent Tribe monsters. I noticed that it doesn't stay revealed like the others, however it does have an OPT, suggesting you cannot use this card on multiple quick-plays. However, since it doesn't stay revealed, you have to give it a Hard Once Per Turn instead (ie. "You can only use the effect of "Maiden of the Silent Tribe" once per turn"). This will prevent it from being used multiple times regardless of circumstance. I don't have any issues with the effect itself, though I am curious on why it's level 3.

 

Elder: A nice Graveyard recycler that works on both Normal or Special Summon. Like Oracle, it doesn't have an OPT, but it too is fine as the Deck really has no easy way of putting the Silent Tribe monsters in the Grave and is limited by spells in the opponent's Grave. Personally, if you were to keep the Xyz monsters as-is, I'd say that this card could switch this to Special Summoning the monsters from the Graveyard and then give it a Hard OPT, but again, it's fine as-is.

 

Mage/Archer/Swordsman: (since my comments really apply to all 3) The OPT in this card's effect is either unneeded or needs to be a Hard OPT. As it says right now, if you have multiple copies in your Hand and your opponent triggers its effects with 2 different Spells, you can block both. If you wanna keep that, it doesn't need the OPT, otherwise if you want to only be able to activate 1, remove the OPT at the beginning of the effect and add a Hard OPT at the end instead.

Ultimately, all 3 monster effects are pretty restrictive in what they can do. I would recommend loosening up on the conditions where they can activate (ie. Swordsman kills Spells that Special Summon from anywhere, Archer kills Spells that destroy any number of cards, etc.) They would become a lot more viable and increase their stun potential by a lot.

 

Scout: The only level 4 monster with an on-field effect. The direct attack effect is fine, though you could probably lower its ATK by 200-300. Like the previous Spell-stopping monsters, this one could probably do well with being a bit more generic with its negating. As a sidenote, the archetype summon restriction on its last effect appears kinda pointless since you're using it on your opponent's turn.

 

Anyways, I have to say, these could probably use just a bit more work. Can't wait to see the Spell/Trap support for these guys!

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Right, so. This has taken me a bit of time to get done because I am a noop but I'll go through the whole thing now. Monsters to S/T to extra deck because that feels like the right way to go.

 

Swordsman - The wording really feels a bit off. I think it should be more like "When your opponent would activate a Spell Card that would Special Summon a monster: You can reveal this card in your hand; ...", but I'm not entirely sure. Effect wise I'm not sure how I feel. It's essentially a +1 because you stop your opponent doing something at essentially no cost - yes, your opponent now knows that's in your hand, but what can they really do with that information.

 

The fact this hits Shaddoll Fusion/Hero Lives/Mask Change/Poly/Clash of the Dracorivals/Brilliant Fusion/absolutely everything makes me uncomfortable with it because that's a huge amount of power for a generic hand-trap. I get the revealing in the hand is the gimmick but this is like, too much for no real cost. I don't know what I'd do with it because it's a good side card generically, perhaps too good. But then it hits such a specific card-type that it's entirely match-up dependent to the point that I can't say if it would do much at all. Mmm. Skeptical at best.

 

Archer - same issue with regards wording. Another hand trap (which I will stop referencing to hopefully because that's what this deck is) but this is a bit egh. Raigeki/Wavering/Twin Twister is basically it, and nyeh. Doesn't really hit a lot so no worries on that front, if anything it's too weak but there's nothing I'd change because the idea is pretty set in itself. Maybe give it 1900 ATK just because.

 

Scout - dis really bad. Like really bad. MST/Cyclone aside I can think of very few spell cards that target just 1 card, and then the fact this activates from the field so your opponent can play around it easily if needs be. Archer already protects from the relevant targeting spells because they all destroy, I don't see why you'd ever want this. Direct attacking alright but it's a 1300 so everything can run it over. Make it 2000 but inflict half damage when it attacks directly with its effect, it's the general way these cards tend to be done now.

 

I mean you can trigger it yourself but that's shite. And it only triggers on your opponent's turn, and it restricts your summons for some reason. I don't get it at all, this one is so weak compared to the last 2. As already said, 2k attack and half damage and it has some utility as a semi-disruptive beatstick. Can't see why you'd run this though.

 

Mage - whew. Killing a Pendulum Call to make them -2 is cruel. Other regular +0/+1 searchers getting hit is still making your opponent -1. I honestly like this one more than the others so far, despite the vaguely PSYFrame-y cuntishness this is slightly, I feel, both more fair and more usable to some degree. No real complaint.

 

Elder - initially read this as a 4 and as you'd imagine thought it was insane. As a 5 it obviously becomes more awkward to get out and resolve but still is in theory a +4 if you can hit spells your opponent wants/needs/can access. I mean banishing resources and recycling 2 disruptions that are essentially free is not something I feel I can condone. At least it doesn't search but still. I think banish 1 recycle 1 and that's it, it's still a +0/1/2 depending on your outlook and whether you tribute summoned or CotH'd it back.

 

Maiden - well this one I feel is definitely too strong. The wording makes no sense, unless you intend for it to take your opponent's cards and shuffle them into your deck in addition to negating them, in which case this becomes insanity. Still a hand-trap that negates Twin Twister/Wavering/MST/Mask Change, when combined with the fact other parts of this archetype can already negate those too and this just covers even more bases, nah. I don't like the design on this one at all. It hits too much for free.

 

Revealing itself is not what I'd acknowledge as a cost because you don't lose anything from it apart from the element of surprise when you spring it again next turn. The thing is this hits so many cards for free and remains there to be re-used, nah. Honestly I don't know how to properly critique a lot of these because hand traps that kill specific types of spell are always going to be somewhat conditional but this is just splashable in general because every deck runs quick-play spells. Stormforth, E-Tele, aforementioned TT/MST, and so on. If you must have this it needs to discard itself. It's simply too strong left alone.

 

Oracle - interesting. You either +1 or -1 and it's basically random because stacking your opponent's deck is difficult at best. Not a lot to say, I like these blind gamble type of cards.

 

Guardian - first effect is so shite the second is never going to come into play. Wavering is the only thing I can think of that's remotely relevant. If your opponent is playing Sparks it'd just be cruel to stop them because you're clearly playing a young child at that point and are set to win. The second effect is very strong if you get it but the chances of it are low at best so nyeh, your spell and trap support facilitates doing it on your own turn but egh. I'd honestly forego the spell gimmick and have this as a Damajuggler but not destroying the card (and not having the battle damage effect at all obviously).

 

Well that was a journey. Going to do the S/T lineup now and honestly pal, this is where you really start to lose me.

 

Miracle - like so much of the deck, hugely dependent on your opponent but without the generic splashability. I mean yes banish a Raigeki or Instant Fusion and this is fantastic. But if your opponent is only playing archetype spells or something that you can't use this is dead completely from the get-go. 

 

Wispful Gale - ok m8 now this card I take serious issue with. Blanket negation on a quick-play spell is ridiculous. There's very few cards capable of doing such a thing, C106 is all I can think of, Zerofyne and Ultimate Falcon and others can do it at spell speed 1 but C106 is the only SS2 I can think of. This is, however, infinitely easier than ranking up a not-very-good rank 4 and having it stay out. This is just set and activate whenever, it doesn't even need something to chain to should that be relevant.

 

And it has, again, no cost. If anything, revealing your stuff is beneficial for the use of things like Guardian and Blessing/Summoning Ritual. It's disruptive far beyond the level of any other comparable card. Skill Drain is relatively similar, but that needs to stay on the field, and is a trap. This is a very silly concept for a card, yes it's archetype-specific but nah, you can't have this. Negating all cards is enormous. I mean with the fact your entire deck is practically Naturia Beast, throwing this into the mix is just creating a Majespecter/PSYFrame-type deck. I don't know that this can be recovered because it's just mental what it does. You just drop it on the start of your turn and if your opponent has any negation that's now baited, otherwise you've free-reign to do whatever. Nah.

 

Village - pal I feel you've just disregarded Secret Village of the Spellcasters. Or have decided it needed to be a deck. Because when I read this card I was reminded of Secret Village at which point I realised that it essentially invalidates this whole deck. It's a half-Spellcaster archetype that for all intents and purposes does nothing but negate spells, while the type itself has already a searchable Royal Oppression. And at this point the entire archetype feels a bit redundant because why bother with all these hand traps when you can just run Secret Village, an actual field spell so searchable off Terraforming/Ancient Fairy Dragon where this is not, and which allows you to abuse Wispful more AND make actual plays that aren't "lolno u do not mst mi unly cerd".

 

Blessing - it's fine, they're hard OPT you get nothing really off them being in the grave, thins the deck a bit but it's a trap so inherently slower and hard opt'd.

 

Summoning Ritual - this doesn't even seem good. The ones that reveal get nothing off being summoned and the ones that plus off being summoned don't reveal themselves so you're jumping through hoops to even get this to a point where it's useful, and then it's a trap on top of that so it's even more of a stretch. Feels counter-intuitive, make it a quick-play spell so there's at least some hope of making the 2 Xyz.

 

Which I have now set myself up to smoothly segway into.

 

Swordsmaster - I mean this is a walking OTK. Or it would be were it not for the self-Utopia. I mean yes you can drain your opponent's resources to a certain degree by forcing them to negate your attacks or whatever but really for the task of getting him out he doesn't need that. Just make him detach 1 to attack twice and detach 1 to avoid destruction keeping the spell as materials effect intact and removing the attack negation. A potential 5600 swing that protects itself is a better boss than a glass cannon that fights itself back.

 

Herald - this... it's either going to be incredibly powerful or do nothing, match-up dependent, and that's my problem with these cards on the whole. Some of them could be cute techs or side cards individually, but as an archetype they literally do nothing but negate spells. Traps and monster effects, you have 1 thing in the ridiculous Wisp card, but you can't remotely swarm or even summon anything much. Scout is the only semi-decent normal summon, and yes the pseudo-field spell thing can get that to 1700 but that's just not that good still.

 

It also hurts you, because obviously it negates your own shit, and that brings me back to Secret Village of the Spellcasters. Why, in a deck like this, with about half the maindeck monsters Spellcasters, would you bother bringing out something like this while Secret Village is literally a better version of all your monsters combined into one searchable package. This has the exact protection effect I think Swordsmaster should be given which is good, but that's about it. There's nothing inherently wrong with the card just as there's nothing inherently wrong with the archetype in a vacuum. But Secret Village is a card and a very strong one in decks that can use it, of which this is one.

 

Yes there's the risk of if you lose a spellcaster you're locked out yourself but really you should be able to play the deck smart enough for that not to be a factor. This is entirely serviceable as a kind of boss monster for the deck but it's just... it's not worth the hassle of getting it out. A deck that barely has a monster worth a summon shouldn't have Xyz as their main offensive beaters, it makes no sense. While I hate the design of it, a Judgement Dragon-style monster would make more sense.  

 

I'm drifting away from the point now though, so I'll wrap it up. I don't know what I'd give this out of 10 but it wouldn't extend beyond a 5 quite honestly. There's an illogicality to having a deck that specifically counters spell cards. It's Ally of Justice-tier in that regard, though with broader applications naturally due to the prevalence of spells compared to light monsters. That does not, however, mean it makes any sense to have all these cards negating spells for free but not doing anything themselves. It's like running no-extra deck PSYFrames in a sense, you stop some of your opponent's plays but you have nothing to go into beyond that so you'll just lose eventually because they'll peck away at you.

 

Maybe I'm being too cynical or overly negative or I'm just looking at these the wrong way, I mean I like the use of the reveal mechanic because it's another thing Konami seem to just have dropped (a la zone-switching, unions, spirits, columns, and more), but this doesn't make sense to me conceptually. If you want to make a negation-based plus-off-stopping-your-opponent deck, you need to go the PSYFrame route. If you want to simply hard counter a specific type of card, well, the only precedent I can think of is AoJ, and they're shit against anything other than what they hard counter.

 

You've not really found the middleground between the 2, instead you've sort of floundered somewhere beyond the former but short of committing to the latter and ended up with a collection of cards that don't even synergise amazingly well because they don't actually build off each other in any tangible way, they just kind of co-exist. I said I was wrapping this up but that's not gone well so I'll force a stop before I ramble further with this: Overall, this is a kind of Ice Barrier situation, where you have certain cards of the archetype that are excellent to good independently of the actual archetype (though they're maindeck as opposed to the Barrier synchros), a couple that work well within it but nowhere else (Gale which I maintain is ridiculous specifically) and then a decent bit of bollocks that doesn't have a particular home.

 

Basically you've to decide what you actually want this to be because at the moment there's an endgame and a basic playstyle but no correlation at all between the 2, nor any way of going one to the other. I'll give it a 4/10 for now because fuck me this is long and I want to die so bye and gl hf if you've actually read this, I know I haven't, so there's probably a myriad of contradictions that invalidates the whole thing. Fight me 1v1.

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At first actually, when I was having ideas for the archetype. I had 2 routes. Unaffected by Spell Card route or negate Spell Cards route. I went with negate Spell cards route. Then I read a card named Golden Ladybug. Its effect of revealing itself was cool so I decided to play with that. Now that I think about it, I should have gone with the unaffected by spell card route to make it more easier to make. But I really liked the revealing card play. So now I have decided instead of doing a counter Spell Card route, I'll stick with the revealing card effects instead. You made a valid point on how revealing as a cost is unbalanced. You practically lose nothing to gain something.

 

Anyways I'll try to rework the entire archetype. Make them a little viable rather than being overshadowed by a field.

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