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[RP] Rise of the Children of the Night - Vampire Support (10/10)


Dragulas

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The release of Dragulas inspired me to buff it and adapt them again

 

[spoiler=Monsters]

The Solution i made for vampire sorcerer being reliant on the opponent, also a neat hand trap for zombies in general and the tuner of the archetype, key for the rank 6 plays too. The hand effect still needs some sort of balance though.

 

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During either player's turn, when a monster effect is activated on the field OR when a Normal Spell/Trap Card is activated: You discard this card; the activated effect becomes "Each player send 1 card from their Deck to the Graveyard". If this card is in your Graveyard: You can send 1 "Vampire" card from your hand or face-up from your side of the field to the Graveyard; Special Summon this card, but banish it when it leaves the field. You can only use 1 "Vampire Wyvern" effect per turn, and only once that turn.

 

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If this card is Normal or Special Summoned: You can target 1 of your banished "Vampire" cards; either return it to the Graveyard or add it to your hand. You can banish this card from your Graveyard; once during this turn, if you would Tribute a monster(s) for the Tribute Summon of a DARK Zombie-Type monster, you can Tribute 1 monster your opponent controls as if you controlled it. You can only use 1 "Vampire Reaper" effect. per turn, and only once that turn. 

 

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If a card(s) is sent from the Deck to the Graveyard, while this card is in your hand or Graveyard: You can Special Summon this card, and if you do, it is treated as a Tuner monster, also banish it when it leaves the field. During either player's turn, if this card was Normal or Special Summoned this turn: You can declare 1 card type (Monster, Spell, or Trap); each player send 1 card of that type from their Deck to the Graveyard. You can only use each effect of "Vampire Knight" once per turn. Cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a DARK monster.

 

A third brother to match with shadow and duke, being a pseudo tuner to facilitate ultimaya (because why not) or lvl 9-10 synchros, and helps to set up the graveyard as well, so they dont depend that much on uni zombie

 

 

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(This card is always treated as a "Vampire" card.)
Banish 1 "Vampire" card from your hand; draw 2 cards, then you can send 1 "Vampire" card with a different name than the banished card from your Deck to the Graveyard. You can banish this card from your Graveyard; reveal 2 "Vampire" Cards with different names from your Deck, your opponent randomly picks 1 for you to add to your hand, and you shuffle the rest back into your Deck. You can only use 1 "Symphony of the Night" effect per turn, and only once that turn.

 

The Monster reborn and e tele, the grave effect in combination with wyvern opens rank 5-6 plays

 

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If you control no monsters: Target 1 "Vampire" monster in your Graveyard; Special Summon it. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also Special Summon from your Deck, 1 "Vampire" monster with a different name from that target, but its effects are negated. You can banish this card from your Graveyard, then target 2 monsters you control, including at least 1 "Vampire" monster; both monsters' Levels become the combined Level of those 2 monsters. You can only use 1 "Vampire Talisman" effect per turn, and only once that turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except DARK monsters.

 

A retrained field that capitalize on deck destruction in a more efficent way and can get rid of "towers" monsters

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(This card's name is always treated as "Vampire Kingdom".)
DARK Zombie-Type monsters gain 500 ATK. During your Main Phase, you can Normal Summon 1 "Vampire" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If a card(s) is sent from your opponent's Deck to the Graveyard: You can send 1 "Vampire card from your hand or Deck to the Graveyard, then declare 1 card type (Monster, Spell, or Trap); make your opponent send 1 card of that type from their hand or their side of the field to the Graveyard (their choice). You can only use this effect of "Castlevania" once per turn.

 

 

[spoiler=Traps]f42oFF5.jpg

Tribute 1 DARK Zombie-Type monster, then declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their side of the field to the Graveyard (their choice), then if you Tributed a "Vampire" monster, your opponent sends all copies of the card they sent from their hand and Deck to the Graveyard. If you add a DARK Zombie-Type monster(s) from your Deck to your hand (except during the Damage Step): You can banish this card from your Graveyard and reveal it; Special Summon 1 of those monsters. You can only use 1 "Vampire Plague" effect per turn, and only once that turn.

 

 

[spoiler=Extra Deck]CKlliG0.jpg

2 Level 5 "Vampire" monsters
You can detach 1 Xyz Material from this card; your opponent chooses 1 monster they control and gives control of it to you, but only that monster can attack for the rest of this turn, also banish it when it leaves the field. During either player's turn: You can detach 2 Xyz Materials from this card, then target 1 face-up card on the field; the controller of that card sends all copies of it from their Deck to the Graveyard. You can only use 1 "Gold Knight Vampire Vlad" effect per turn, and only once that turn.

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2 Level 6 Zombie-Type monsters
Once per turn, you can also Xyz Summon "Vampire Nobleman" by using a "Vampire" Xyz Monster you control that has no Xyz Materials as the Xyz Material, except "Vampire" Nobleman". While this card has Xyz Material, the effects of cards in your opponent's Graveyard cannot be activated. If exactly 1 card is sent from your opponent's Deck to the Graveyard: You can detach 1 Xyz Material from this card; that type of card (if Spell or Trap) cannot be activated, or (if Monster) cannot activate its effects, until the end of this turn. You can only use this effect of "Vampire Nobleman" once per turn.

 

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1 Zombie-Type Tuner + 1 or more non-Tuner monsters
While face-up on the field or in the Graveyard, this card is also Zombie-Type. If this card is Synchro Summoned using a "Vampire" monster as a Material: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type each from their Deck, hand, and field to the Graveyard (their choice). You can only use this effect of "Crimson Wing Vampire Dragon" once per turn. If this card destroys an opponent's monster by battle, after damage calculation: Banish that opponent's monster face-down.

 

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I really Like Vampire Reaper !!! Could really see play Overall here's what i think :

1-Vampire Wyvern: Art 6/10     Effect 6/10

2-Vampire Reaper:  Art 7/10     Effect 9/10

3-Vampire Knight:  Art: 3/10 (doesn't really look like a vampire :p)  Effect 7/10

4-Symphony:   Art 10/10            Effect 8/10 (too OP imo , could get Limited)

5-Talisman:   Art: 10/10            Effect 9/10 (way too OP for the Meta, would definitly get Banned)

6-Castlevania:   Art 8/10          Effect 6/10

7-Plague:  Art: 8/10                  Effect 8/10  (Great addition, could some play)

8-Vlad:  Art 6/10                       Effect 6/10 (Pretty mediocre overall)

9-Nobleman:   Art 9/10             Effect 8/10

10-Dragon:  Art: 7/10               Effect: 7/10

Great additions overaal, but I have to say, the fact that all of the card texts are extremely long is a thumbs down :p sorry

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I really Like Vampire Reaper !!! Could really see play Overall here's what i think :

 

1-Vampire Wyvern: Art 6/10     Effect 6/10

2-Vampire Reaper:  Art 7/10     Effect 9/10

3-Vampire Knight:  Art: 3/10 (doesn't really look like a vampire :p)  Effect 7/10

4-Symphony:   Art 10/10            Effect 8/10 (too OP imo , could get Limited)

5-Talisman:   Art: 10/10            Effect 9/10 (way too OP for the Meta, would definitly get Banned)

6-Castlevania:   Art 8/10          Effect 6/10

7-Plague:  Art: 8/10                  Effect 8/10  (Great addition, could some play)

8-Vlad:  Art 6/10                       Effect 6/10 (Pretty mediocre overall)

9-Nobleman:   Art 9/10             Effect 8/10

10-Dragon:  Art: 7/10               Effect: 7/10

 

Great additions overaal, but I have to say, the fact that all of the card texts are extremely long is a thumbs down :p sorry

 

Really concerned why you see wyvern that bad in terms of effect, it litteraly turns an opponents effect into a foolish burial, which is able to function with sorcerer

Synphony and talisman are not OP specially if the deck bricks a lot. The first is their own version of pantheism, but this can only use 1 of their effects per turn (you draw, no search; you search, no draw)

Talisman goes the same way about both effects restrictions per turn, its a monster reborn for them but because of that it requires set up, so not that great early game, and depends on the opponent to optimize its use. The level mod is what makes the dek possible to even thinking of runing dragulas.

Considering how nobleman was designed vlad had to be mediocre in some way, but vampires are supposed to be a control deck that capitalizes on deck destruction, and since he can do that on both turns is still something to take in consideration, not to mention it can get rid of multiple copies of anoying cards.

I have nothing on Knight, the art if am not mistaken is supposed to be a human version of nobbleman but because of the resemblance and to count it as an "evolution" i left it.

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Wyvern's first effect is a creative way of buffing the archetype the way it is currently, and not too overpowered in that regard. The second effect is also useful in the fact that it becomes a mobile tuner, and fits with the theme of easy Level 1 Tuners, and opens the field for more Synchros for these guys. Good card.

 

Reaper has some great potential with those effects, as it supports the archetype without that usual sending from deck to Grave, but I feel the HOPT is too restrictive for such a focused effect. Why not leave some leeway for plain Zombies for one of the effects, giving you a reason for that double HOPT?

 

Knight has a great first effect. but I'm curious as to whether the banish when it leaves the field effect is tied to the tuner effect, or whether that just stays anyway. And again, with the effect being limited to the main phase (meaning no End Phase CotH) and the fact that it has OPT really limits hard combos. Maybe if the deck as a whole was stronger, restrictions like this would be required, but right now you can give it a little more buffing than absolutely necessary. Just don't go overboard, and try to spread it over all the monsters.

 

Symphony is a really cool draw power card, as it adds powers to vampires, and almost requires you to main them for them to be useful, and is basically a better allure for the archetype. I like how you made it similar to Pantheism, yet nerfed it to be more balanced and slow enough to be fine. Great card, if not as original as it could be.

 

Talisman needs "different name to the first summoned monster" as right now it just means you can Special Summon a monster with a different name to that extra deck monster, but the effect negation allows for some extra deck plays without going overboard. The restriction for the card works well, and I love it, but not as much as I love the second effect. That synergizes vampires so well, and the HOPT just makes it beautiful. Excellent support.

 

Castlevania...oh boy. A slightly better version of vampire kingdom, although I'm unsure why you made it so that it is treated as its weaker counterpart. The sending as a cost is balanced out by its own cost, but the phrasing is just a little iffy, as you should place you send a vampire to the grave as part of the cost as well.

 

Plague is mostly fine, with an actual reason for that HOPT, as the first effect is really powerful while the second effect is just fine. Perhaps just change the first effect to only on the field, as it can be a counter to something like bottomless or other trap holes?

 

Vlad is a great take on Castel, as it has your powerful and less powerful effect for different detachment amounts. The first effect is fine, also limiting the monster to Xyzing, and the second effect, while being powerful, works with the archetype and is balanced by the Summoning requirements.

 

Man, you really know Vampires, don't you? Noblemans adds a nice Evolution to the Xyzs while also fitting the Level 6s in the archetype. Again, while the graveyard protection effect may be rather OP on other cards, the restrictions on this card and the lack of Level 6 Zombies make this card balanced. The second effect is somewhat meh in comparison, when combined with the first effect. Perhaps banish instead?

 

Already talked about the dragon ^^ fine.

 

The support is obviously done by someone who has a great idea on how vampires work, and the effects synergize well and brings the archetype to a whole knew level. Nice!

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Reaper has some great potential with those effects, as it supports the archetype without that usual sending from deck to Grave, but I feel the HOPT is too restrictive for such a focused effect. Why not leave some leeway for plain Zombies for one of the effects, giving you a reason for that double HOPT?

I might think of that later, problem is it recovers cards (not just monsters) from its archetye, and adding back zombies form the grave isnt that good, unless you get it on the field, the second effect is a must considering all the banishing S/T, so that leaves the first effect to buff. 

 

Edit: The recover from banish pile now triggers on summon, to pair it with sorcerer, it now banishes from grave to act like monarch stormforth for zombies

 

Knight has a great first effect. but I'm curious as to whether the banish when it leaves the field effect is tied to the tuner effect, or whether that just stays anyway. And again, with the effect being limited to the main phase (meaning no End Phase CotH) and the fact that it has OPT really limits hard combos. Maybe if the deck as a whole was stronger, restrictions like this would be required, but right now you can give it a little more buffing than absolutely necessary. Just don't go overboard, and try to spread it over all the monsters.

Yes, it is supposed to be banished reggardless of becoming a tuner or not, but made it mandatory to avoid more confusions, and buffed the foolish burial eff to either players' turn.

 

Talisman needs "different name to the first summoned monster" as right now it just means you can Special Summon a monster with a different name to that extra deck monster, but the effect negation allows for some extra deck plays without going overboard. The restriction for the card works well, and I love it, but not as much as I love the second effect. That synergizes vampires so well, and the HOPT just makes it beautiful. Excellent support.

I forgot to made to target the one in grave so it has its refference, already corrected that, thanks

 

Castlevania...oh boy. A slightly better version of vampire kingdom, although I'm unsure why you made it so that it is treated as its weaker counterpart. The sending as a cost is balanced out by its own cost, but the phrasing is just a little iffy, as you should place you send a vampire to the grave as part of the cost as well.

1.- Because i was lazy for the name and 2.- because Vampire takeover works with kingdom so its better to make this like the umi-legendary ocean, in case support related to OG kingdom is released.

 

Man, you really know Vampires, don't you? Noblemans adds a nice Evolution to the Xyzs while also fitting the Level 6s in the archetype. Again, while the graveyard protection effect may be rather OP on other cards, the restrictions on this card and the lack of Level 6 Zombies make this card balanced. The second effect is somewhat meh in comparison, when combined with the first effect. Perhaps banish instead?

I was aware that both effects dont work efficiently well together, however, that would be the case only if nobleman is made via talisman or rank up cards, since it evolves from an xyz with no materals, it will only have 1 shot to apply the shock master effect and that means the grave wall will no longer apply. Its kind of like a fail safe

 

Anyway thanks for the review and the help to correct/improve them

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