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The "Quest" Archtype. (RPG with Gear, Characters, and of course Quests!)


ventoreck

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Hello, this will be my first wave of support for the "Quest" Archetype. Without further ado, let the quest begin!

(Just as a Notice. I do not own any of this art. I just used what i found on google to give a better imagining for these cards)

 

Quest 1 - The Focus.

 

This deck focuses on 2 Major Ideas. Quests, and Leveling Up. You "level" up your "Characters" (Monsters) and "gear" (Equip cards) by comleteing multiple quests. As you level up you gain new and stronger powers for your characters and gear. The quests vary by difficulty. There are 4 Medium, 4 Hard, and 2 Legendary Quests. So its up to you to decide which quests to aim to complete! (Put in your deck)Now on to the cards!

 

Quest 2 - Your Characters.

[spoiler/]

Faryn - The Adventurous Quester

Earth / Warrior / Effect / LV 4

1500 / 1500

 

Once per turn you can activate one of the following effects depending on how many "Quest" normal spell cards with different names are banished:
0 - Discard 1 card; Add 1 "Quest" card from your deck to your hand.
2 - Draw 2 cards; Discard 1
4 - Banish a "Quest" card from your deck or graveyard.
7 - Special summon as many "Quest" monsters from your deck or graveyard.
You can only activate the effects of "Faryn, The Adventurous Quester" once per turn.
 
 
Light / Spellcaster / Effect / Lv 3
1000 / 1000
 
Once per turn, you can activate one of the following effects depending on how many "Quest" normal spell cards with different names are banished.
0 - Normal summon another "Quest" monster.
2- Add one "Quest" card from your graveyard to your hand.
4- Shuffle up to 5 "Quest" cards from your graveyard into the deck; gain 500 lp for each.
7- Draw 2 cards.
You can only activate the effects of "Radomir - The Ancient Quest Master" Once per turn.
 
 
Light / Spellcaster / Effect / LV 3
800 / 1200
 
Once per turn you can activate one of the following effects depending on how many "Quest" normal spell cards are banished:
0- Target 1 "Quest monster; It cannot be destroyed by battle or card effects until your next turn.
2- Special Summon 1 "Quest" monster from your graveyard.
4- All "Quest" monsters you control gain 600 attack until your next turn.
7- Banish 1 card from either players deck, grave, hand, or on the field.
You can only activate the effects of "Radovan- The mystical Questing Companion"once per turn.
 
Wind / Warrior / Effect / LV 4
1600 / 1400
 
Once per turn you can activate one of the following effects depending on how many "Quest" normal spell cards are banished:
0-Destroy 1 Spell/Trap card on the field.
2- Negate 1 face-up card on the field until your next turn.
4- Your opponent banishes 5 cards from the top of their deck.
7- negate all face-up Cards your opponent controls and inflict 500 damage to your opponent for each card they control.
You can only activate the effects of Dalibor- The Precise Questing Companion" Once per turn.
 

Tomislav - The Fierce Questing Companion

Light / Warrior / Effect / LV 4

2000 / 1000

 

Once per turn you can activate one of the following effects depending on how many "Quest" Normal Spell cards are banished.
0- This card can attack twice this turn.
2- Change the battle position of any monster on the field.
4- If this card battles a monster; This card gains that monsters attack until end of turn.
7- Destroy all monsters your opponent controls; then inflict damage equal to the attack of all your "Quest" monsters. You cannot attack this turn.
You can only activate the effect of "Tomislav - The fierce Questing companion" once per turn.

 

 

Quest 3 - The Quest Archive!
[spoiler/]

The Challenging Quests

 

 

The Quest for the Chalice of Victors

Normal Spell Card

 

If a quest monster destroyed a monster by battle this turn; Draw 2 cards.
Banish this face-up card when it leaves the field.
 
 
Normal Spell Card
 
If you control a "Quest" monster and destroyed an opponents monster by battle this turn: Special summon 1 "Mythic Creature" token to your side of the field. (2800 / 1000, Winged Beast, Wind, Level 8) It cannot be destroyed by battle.
Banish this face-up card when it leaves the field.
 
 
Normal Spell Card
 
If you control a Spellcaster "Quest" monster that dealt damage to your opponent this turn: Declare 1 card name; your opponent banishes all copies of it from their Main Deck. Banish this face-up card when it leaves the field. 
 
 
Normal Spell Card
 
If a "Quest monster was destroyed by battle this turn; Destroy all Spell'/trap cards your opponent controls. Banish this face-up card when it leaves the field.
 
The Heroic Quests
 
Normal Spell Card
 
If you control 1 warrior and spellcaster type "Quest" monster, and your opponent controls more monsters than you: Your opponent sends all their monsters to the grave, then special summon 5 "Sapling" tokens to your opponents side of the field in attack position. (Level 1 / Plant/ Earth 0/0) They cannot be destroyed by battle. Banish this face-up card when it leaves the field.
 
 
Normal Spell Card
 
If you control 2 spellcaster type "Quest" monsters with different names, and there are 2 or more "Quest" monsters with different names in your graveyard: Special summon as many monsters from either players graveyard to your side of the field OR take control of 1 monster your opponent controls.Banish this face-up card when it leaves the field.
 
 
Normal Spell Card
 
If your opponent controls a monster with 3000 or more attack, and you control 3 "Quest" monsters with different names: Special Summon a "Dragon" type monster from your deck or graveyard ignoring its summoning conditions. This monster is unaffected by your opponents card effects.
Banish this face-up card when it leaves the field.
 
 
Normal Spell Card
 
If you control 3"Quest" monsters and control 3 different "Quest" equip spell cards; Your opponent cannot activate card effects and cannot normal or special summon monsters until your next turn. Banish this face-up card when it leaves the field.
 
The Legendary Quests
 
Normal Spell Card
 
If your life points are 2000 or less, you control 5 "Quest" monsters with different names, and this is the last card in your hand: Your opponent takes 8000 damage. Banish this face-up card when it leaves the field.
 
 
Normal Spell Card
 
 If your life points are 2000 or less, you control 2 spellcaster "Quest" monsters with different names, and you destroyed a monster with 3000 attack or higher this turn: Your opponent shuffles all cards from their Banished zone, Graveyard, and Field into their deck. Banish this face-up card when it leaves the field.

Quest 4 - The Support
[spoiler/]
Quickplay Spellcard
 
If you control only 1 "Quest" monster; Special summon 1 "Quest" monster with a different name from your deck and add one "Quest" normal spell card from your deck to your hand.
 
 
Field Spell
 
During your turn you can activate one of these effects:
- Discard 1 card; Add one "Quest" Equip Spell card from your deck to your hand.
- Pay 500 LP; Add one "Quest" Equip Spell card from your graveyard to your hand.
 
 
Equip Spell Card
 
Equip this card to a Warrior type "Quest" monster you control. That monster gains 1000 attack. During your turn you can activate one of the following effects depending on how many "Quest" normal spell cards are banished.
0 - If the equipped monster attacks directly; it gains 1000 attack until the end phase.
3 - If the equipped monster battles a non warrior type monster, at the start of the damage step: You can destroy that monster.
6 - Double the attack of all "Quest" warrior monsters you control until your end phase.
You can only control activate the effects of "Questers Desinty's Edge" once per turn.
 
 
Equip Spell Card
 
Equip this card to a spellcaster type "Quest" monster you control. That monster gains 500 attack and defense. During your turn you can activate one of the following effects depending on how many "Quest" normal spell cards are banished.
0 - Declare one card name; Your opponent cannot activate that cards effects until your next turn.
3 - Choose spell, trap, or Monster: Negate all effects of that card type until the end of your turn.
6 - Look at your opponents hand, deck, and Extra deck; choose 1 card from each and banish them.
You can only control activate the effects of "Questers Spellweaving Staff" once per turn.
 
 
Equip Spell Card
 
Equip this card to a "Quest" monster you control. That monster gains 1500 Defense. During your turn you can activate one of the following effects depending on how many "Quest" normal spell cards are banished.
0 - until your next turn, your opponent cannot select another face-up "Quest" monster as an attack target, or target them with card effects beside the equipped monster.
3 - Your opponent cannot target "Quest" cards you control for card effects until your next turn.
6 - All "Quest" monsters you control are unaffected by your opponent card effects this turn.
You can only control activate the effects of "Questers Definitive Defense" once per turn.

 
 
Quest 6 - The Finale
 
 
So what do you think? This deck has some of the most varied ways to achive victory. It requires skill to determine which powerhouse to aim for and which to discard. You have the difficult Quests  that can be very powerful IF you can complete them. OR you could focus on comleting all the easy quests to power up your gear and characters as fast as you can.  I will be posting a Lore page for these guys in the future. Love them too much not to.
 
This is my first time posting here so i am sure i made some mistakes. This has got to be my favorite archtype i have created due to the amount of creativity in the multiple effects i had to make. Any wording problems? Anything too OP or to Weak? I will be proxy testing these cards on Dn soon when i have the time.
All comments are welcome, So critique away!

 

(PS: My Next archtpe will be focusing on the Olympic gods and using sacrifices to them to gain their favor)

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Eyo!~

 

Much appreciated for the amount of effort put into the OP, don't get a lot of that around here, very creative stuff. You're also a newbie, so let me personally congratulate you on submitting your 1st archetype! With all archetypes I review, if it's past 10 cards, I keep each card short and sweet, and summarize my thoughts of the archetype at the end. Now, without further ado, let's dive right in!

 

Quest 1

Looking forward to this. Seems like an interesting idea to generate bonuses from investing into the same card (kinda lost in the Lvl. 3 - 7 mechanics introduced in early YuGiOh). Hoping this will turn out something similar and possibly more creative.

 

Quest 2

Faryn - The Adventurous Quester: Name is kinda redundant, but I see the core idea of the deck. Banishing is sort of treated as a leveling system, but this already seems overpowered. While you don't have control over which effect you want to use if you have more banished cards (thus, making it more like a level), all the effects are incredibly good. Not sure how the other cards fair, but this seems overkill. Also, the OCG is incorrect (but still easy to understand).

Radomir - The Ancient Quest Master: Again, there seems to be too much value being obtained out of these cards. These mechanics are potentially game breaking, and its really difficult to tell the power levels of each of these cards without seeing the rest of the support.

Radovan - The Mystical Questing Companion: My opinion on the multi-effect is the same across all the cards, so I'll just compare objectively to each card now. the 7 effect is mechanically broken, because you can choose any card from your opponent's deck, and essentially deck-check them in-archetype. However, the rest of the effects seem pretty mediocre (except the 2 effect).

Dalibor - The Precise Questing Companion: A non-target OPT destroy S/T that's a splashable warrior is pretty insane. Rest of the effects are negligible.

Tomislav - The Fierce Questing Companion: So, it's a generic 2000 ATK monster that can attack twice for no reason? Yeah, let's not do that. Rest of the effects are pretty stupid in the correct positions (especially the 7, which is a win condition on its own).

So far, the only monsters that have direct synergy are the Masters. The companions (besides Radovan) are generic tools that do too much for too little. Having only 2 monsters in the archetype that directly benefit the engine might not be enough. Depends on the rest of the support.

 

Quest 3

The Quest for the Chalice of Victors: Yeah, you really gotta learn how to trim names down. So, you can crash your field of monsters, and draw 2 cards each time this happens for each copy of this card you control, and it's not restricted? It also banishes itself to help you plus? Yeah, let's not do that.

The Quest for the Creature of Myth: Fine I guess. Doesn't offer much direct benefit for the archetype, and not much synergy besides getting free 2800 token beaters.

The Quest for the Crystal Eye: Again, no. My opponent's playing any deck I don't like? Meh, might as well just banish all copies of it without OPT restriction, and have them proceed to lose due to the cores of their decks being banished. 

The Quest for the Wings of Rage: My opponent has full backrow and I crash 1 monster to destroy all my opponent's S/T with a Harpie's Feather Duster that's searchable? Fair and balanced.

The Quest for the Forest Guardian: Well, it has synergy with the other effects. It could also be potentially pretty good, except they need to control 3 or more monsters, and none of them can be Pendulums, and you have to control 2 different typed "Quest" monsters. Too difficult to set up that board state to really warrant running the card.

The Quest for the Lord of Souls: Eheheheheheheheh... You're funny. Yeah, let's not do a no-cost Soul Charge from my opponent's grave, or a Metaphys Horus effect.

The Quest for the Dragon Spirits: Ummm... maybe? I mean, having a huge Dragon-Type monster that's unaffected by all card effects could be insanely good, but it might be too much setup. It's really based on the power level of the deck, but it's not too inherently broken, just cause you require 3 different "Quest" monsters in-play with different names. Kinda mixed on this one.

The Quest for Winters Edge: Well, it wouldn't be easy setting up that kind of board state (almost impossible if you ask me), so I'd say its ok. However, not a fan of card design reinforcing floodgate "You can't play the game, period". Also, apparently there are Equip Spells available to this archetype. Interesting how this is Quest 3, considering only Quest 4 has any (and only 3 different names).

The Quest of Final Judgement: Its a win condition, but a pretty mediocre one. I mean, you can technically Soul Charge for 5, loose 5000 LP's, and most likely win game immediately, so not a fan of that mechanic. Not worth running in most situation, but similar to Winters Edge, I don't like this kind of design mentality.

The Quest for Infinites Gate: Again, I know you're trying to make cool "final condition" cards that win games, but it's not good design. You need to restrict your cards to give more player interaction and tools to the archetype, rather than just coming up with cool ways to finish games via other means (which turn out to be lop-sided, OTK or FTK conditions).

Spell cards seem to range from absurdly broken, to poorly designed, to pretty useless. I see the banishing mechanic for the leveling, but the graveyard and discard engine seems to not have any use thus far.

 

Quest 4

A Quest Begins: Why is this in the expansion? You're beginning the quest, so thematically, wouldn't it be at the start? I guess you're going with the Noble Knight approach w/ this support, but their card was based around the actual last support for the archetype. Also, this card is stupid and broken, considering its a plus 2 by just having to control a monster. It doesn't banish itself either.

A Questers Smith: Wouldn't it be "Quester's Smith"? Also, depending on how broken the equip system is, this card might be incredibly stupid. 

Questers Destiny's Edge: Again, confusing names. So, you're encouraging more OTK shenanigans, by having this and Tomislav being an immediate win condition? Also, just promoting more direct damage is poor design, since that encourages you not to interact with your opponent's board. Rest of the effects are dumb too

Questers Spellweaving Staff: So now your archetype has a Shockmaster built-in to an equip, while also having an upgraded Trishula or a Psyblocker w/o any board investment? Yeah, that's fair

Questers Definitive Defense: Yeah, let's just prevent your opponent from doing anything to your cards late-game w/ 6 effect, while also having a 1500+ Def added to a wall they are forced to remove. Not as broken as the others, but still obnoxious never the less.

 

Overall: I can appreciate the level of creativity and effort going into this archetype's concept. I can understand why you wanted to make this, and the amount of inspiration you drew from the RPG or Classic adventuring tales. However, before you can jog a marathon, you gotta learn where to crawl. There's a lot fundamentally wrong with your archetype: From the poor OCG, to the imbalanced effects, to the poor design on a majority of your cards, to the lack of cohesive design across the archetype, to the insanely powerful generic tools provided by the archetype, to the immediate win conditions in-archetype. Attempting to do everything in a single archetype will end up making it a broken, unfocused mess, unless taken with a ton of time, effort, and understanding of YuGiOh regarding mechanics, design and balance. From what I've seen here, you don't have that, but you have enough understanding of the game to put your right foot forward w/ future releases. These are the things I'd recommend you doing:

  1. Look up Pinned Forums in the "Advanced Card Design" Sub-Forums, as there are plenty of tips provided by incredibly skilled and knowledgeable players/admins. Everything from proper OCG, to proper card design, to discussions on the current Meta and conceived power levels of the game in its current state.
  2. Try submitting cards in the "Advanced Singles" category, after performing Step 1. You'll get more direct and immediate feedback for each card there.
  3. If you'd like, you can also enter other player's Card Competitions in the Sub-Forum, and have your content professionally reviewed, while also taking a shot at gaining more Points and Rep!
  4. Reach out to other members of the Forums if you have further questions. Trust me, we all start out somewhere.

I wish you the best of luck in your future endeavors, and look forward to the steps you'll take across the way!

 

-YugsterMajor

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Review.

 

Thank you so much for the review. Yeah, i think i went a bit overboard, but this is idea just popped into my head so i ran with it.

 

Just a few things.

 

1. I have done multiple proxy tests against kozmo, Monarch, and Pendulum. The deck has is actually quite difficult. It is very suspectible to Raigki and Dark hole. I purposefully made it that way. Second, the quests are quite hard to pull off. Thats the trade-off i was looking for. As well as it is difficult to get 4+ Quests finished. (I ran into a balance problem with Left arm offering though.) But i can understand what you are trying to say. And i agree, i went WAY too far with so many effects. Gonna work on that in my next archetype.

 

Last but not least...OCG...i really don't know how to learn this properly. Is there a guide or way to learn to adhere to OCG? I honestly thought i did a decent job here but i guess i was wrong. Oh well. 

 

Thanks again, and I hope to improve next time. (Again currently working on the Greek gods now, Next i am thinking of "Agents of Chaos" using "Chance" in some new and effective ways.)

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We have a thread on how to write your OCG properly. Getting it right makes it easier to determine how the card operates (sort of), by working out whether the card targets or not, what happens if it loses some of its targets, whether it starts a chain, etc.

 

Based on what I see of Quests, it's a lot easier to make some of them that would otherwise create lingering effects Continuous Spells so that a player can remember which quests are active, and once the condition is fulfilled, they banish to trigger their rewards. Some of the quests that have to wait before you reap the rewards include Chalice of Victors and Creature of Myth, which can be easily converted to Continuous S/Ts. Your opponent can disrupt them with S/T removal, so you can either add self-protection or a compensation should the quest be interrupted.

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