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(Repost in Written Form) Pyromania the Pyro-Fusion/Rescue Rabbit Esque Archetype


Fukato

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As I've said before with a different post, this is a Deck for Pyros since they haven't had a new good archetype that I've seen. So here is the Pyromania Archetype I present to you!! Also, I do have the pics but, Imgur thingy isn't working.

 

[spoiler=Monsters]

 

Pyromania Naz

FIRE Pyro Level 4

1900/200

Effect: If this card is Special Summoned: You can add 1 Pyro-Type monster with 1000 DEF or less from your Deck to your hand. This card gains 100 ATK for each Pyro-Type monster you control.

 

Pyromania Kalru

FIRE Pyro Level 4

1800/200

Effect: Once per turn, during your End Phase: You can add 1 "Off Fusion" from your Deck to your hand, then send 1 Pyro-Type monster from your hand to the Graveyard. This card gains 100 ATK for each Pyro-Type monster you control.

 

Pyromania Rasch

FIRE Pyro Level 3

1600/200

Effect: Once per turn: You can target 1 Pyro-Type monster in your Graveyard, except "Pyromania Rasch"; Special Summon that target, but its effects are negated. This card gains 100 ATK for each Pyro-Type monster you control

 

Pyromania Yazai

FIRE Pyro Level 3

1200/200

Effect: Once per turn: You can discard 1 card, then target 1 card on the field; destroy that target. If this card is sent to the Graveyard: You can target up to 2 Pyro-Type monsters in your Graveyard, except "Pyromania Yazai"; shuffle those targets into your Deck, and if you do, draw 1 card.

 

Pyromania Zurakh

FIRE Pyro Level 5

2000/200

Effect: If this card is Special Summoned: You can target 1 Spell/Trap Card on the field; destroy it. Once per turn: You can shuffle 1 card from your hand into your Deck, then target 1 Pyro-Type monster in your Graveyard; Special Summon that target. This card gains 100 ATK for each Pyro-Type monster you control.

 

Pyromania Ikoh

FIRE Pyro Level 5

1900/200

Effect: If this card is Special Summoned: You can draw 1 card. You can only use this effect of "Pyromania Ikoh" once per turn. Once per turn: You can destroy 1 card you control; Special Summon 1 "Pyromania" monster from your hand. This card gains 100 ATK for each Pyro-Type monster you control.

 

Pyromania Hyka

FIRE Pyro Level 4

1700/200

Effect: You can destroy this card; return 3 "Pyromania" Fusion Monsters in your Graveyard to your Extra Deck, and if you do, add 1 "Off Fusion" and 1 "Pyromania" monster from your Graveyard to your hand. You can only use the effect of "Pyromania Hyka" once per turn. This card gains 100 ATK for each Pyro-Type monster you control.

 

Pyromania Bhioh

FIRE Pyro Level 5

1800/200

Effect: You can send 1 "Pyromania" Fusion Monster from your Extra Deck to your Graveyard face-up; shuffle 2 "Pyromania" non-Fusion Monsters from your Graveyard into your Deck, and if you do, destroy 1 card on the field. You can only use the effect of "Pyromania Bhioh" once per turn. This card gains 100 ATK for each Pyro-Type monster you control.

 

 

 

 

[spoiler=Spells]

 

Off Fusion

Quick-Play Spell Card

Effect: Target 1 Fusion Monster in your Graveyard; send from your hand or field the Fusion Materials listed on that monster to the Graveyard and Special Summon it. (This Special Summon is treated as a Fusion Summon.) You cannot Normal Summon monsters during the turn you activate this card. You can only use 1 "Off Fusion" per turn.

 

Tamed Pyromania Flame

Continuous Spell Card

Effect: You can shuffle 1 "Pyromania" monster in your Graveyard into your Deck, and if you do, you can target 1 card your opponent controls, return that target to the hand. If this card is destroyed by a card effect: You can target 1 card on the field; destroy that target. You can only use each effect of "Tamed Pyromania Flame" once per turn.

 

Pyromaniac's Flame Seal

Continuous Spell Card

Effect: If a "Pyromania" Fusion Monster is sent from the Extra Deck to your Graveyard: You can target 1 face-up card on the field; negate that target's effects. You can only use this effect of "Pyromaniac's Flame Seal" once per turn. All Pyro-Type monsters you control gain 100 ATK.

 

The Pyromaniac's Pyro Prison

Field Spell Card

Effect: All Pyro-Type monsters you control gain 100 ATK for each Pyro-Type monster you control. Once per turn, during either pkayer's turn, if a "Pyromania" monster you control would be destroyed: You can send 1 random Fusion Monster from your Extra Deck to your Graveyard instead.

 

 

 

 

[spoiler=Traps]

 

Flurry of the Pyromania

Normal Trap Card

Effect: Discard 1 card. Target 1 "Pyromania" monster in your Graveyard; Special Summon it. If this card is in your Graveyard, except the turn it was sent there: You can banish this card, then target 1 FIRE monster you control; destroy that target, and if you do, your opponent takes damage equal to half of the destroyed monster's ATK. You can only use this effect of "Flurry of the Pyromania" once per turn.

 

 

 

 

[spoiler=Extra Deck]

 

Pyromania Haraq

FIRE Pyro Level 5 Fusion

1900/1700

Effect: 1 "Pyromania" monster + 1 Pyro-Type monster

Cannot be Special Summoned from the Extra Deck. Must first be Special Summoned by "Off Fusion". During either player's turn, while you control no monsters: You can send this card from your Extra Deck to your Graveyard face-up, and if you do, Special Summon 2 "Pyromania" monsters from your hand or Deck. At the start of the Damage Step, if this card battles with an opponent's monster: You can banish 1 Pyro-Type monster from your Graveyard, and if you do, this card gains ATK equal to half the banished monster's ATK until the end of the Battle Phase.

 

Pyromania Kanoz

FIRE Pyro Level 5 Fusion

2200/1500

Effect: 1 "Pyromania" monster + 1 Pyro-Type monster

Cannot be Special Summoned from the Extra Deck. Must first be Special Summoned by "Off Fusion". During either player's turn, while you control no monsters: You can send this card from your Extra Deck to your Graveyard face-up, and if you do, Special Summon 2 "Pyromania" monsters from your hand or Deck. Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. If this card is destroyed by a card effect: You can target 1 "Off Fusion" and 1 "Pyromania" monster in your Graveyard; add them to your hand.

 

Pyromania Shinoz

FIRE Pyro Level 6 Fusion

2500/700

Effect: 1 "Pyromania" monster + 1 Pyro-Type monster

Cannot be Special Summoned from the Extra Deck. Must first be Special Summoned by "Off Fusion". During either player's turn, while you control no monsters: You can send this card from your Extra Deck to your Graveyard face-up, and if you do, Special Summon 2 "Pyromania" monsters from your hand or Deck. This card gains 100 for each Pyro-Type monster in your Graveyard. When this card destroys a monster by battle: You can target 1 "Pyromania" monster in your Graveyard; Special Summon that target in Defense Position.

 

Pyromania Orikz

FIRE Pyro Level 6 Fusion

2400/500

Effect: 1 "Pyromania" monster + 1 Pyro-Type monster

Cannot be Special Summoned from the Extra Deck. Must first be Special Summoned by "Off Fusion". During either player's turn, while you control no monsters: You can send this card from your Extra Deck to your Graveyard face-up, and if you do, Special Summon 2 "Pyromania" monsters from your hand or Deck. If this card is Special Summoned: You can Set 1 "Off Fusion" directly from your Deck. Once per turn: You can send 1 "Pyromania" monster from your hand to the Graveyard; Special Summon 1 "Pyromania" monster from your Deck.

 

Pyromania Tano

FIRE Pyro Level 7 Fusion

2500/1200

Effect: 1 "Pyromania" monster + 1 Pyro-Type monster + 1 FIRE monster

Cannot be Special Summoned from the Extra Deck. Must first be Special Summoned by "Off Fusion". During either player's turn, while you control no monsters: You can send this card from your Extra Deck to your Graveyard face-up, and if you do, Special Summon 2 "Pyromania" monsters from your hand or Deck. Cannot be targeted by card effects. Once per turn, during either player's turn, when a monster effect is activated: You can negate the effect, and if you do, destroy it, and if you do that, you can target 1 Spell/Trap Card on the field, destroy it.

 

Pyromania Ureki

FIRE Pyro Level 7 Fusion

2600/400

Effect: 1 "Pyromania" monster + 1 Pyro-Type monster + 1 FIRE monster

Cannot be Special Summoned from the Extra Deck. Must first be Special Summoned by "Off Fusion". During either player's turn, while you control no monsters: You can send this card from your Extra Deck to your Graveyard face-up, and if you do, Special Summon 2 "Pyromania" monsters from your hand or Deck. Cannot be destroyed by battle or card effects. You can discard 1 card; banish 1 random card in your opponent's hand. You can only use this effect of "Pyromania Ureki" once per turn.

 

 

 

 

Cnc, please! It'll make me happy!

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Pyromania Naz is just asking to be abused, I mean quite a Pyro's are below 1000 DEF. I mean the effect itself is fine, but the lack of HOPT can have some dangerous repercussions. The ATK boost on all of the monsters is a great idea, and fits in terms of flavour and playability.

 

This search on Kalru is fine without HOPT, due to the slow speed of it, and the mill doesn't hurt anyone, and is balanced again by the speed. Good job.

 

Rasch might also need some HOPT. I mean, by itself would be fine, but taken it in tandem with Pendulum Summoning or rekindling...yeah. Which reminds me, we need Pyro Pendulums!

 

Yazai is scary having both effects and again, no HOPT. I mean, the generic destruction is mostly fine, as it targets and destroyed, and the shuffling is almost OP, but the draw power balances well with the graveyard reliance and the lack of self targeting. Perhaps HOPT on one of them, as one of them fuels the other, almost completely.

 

Is Ikoh meant to destroy as a cost? If so, it has no need for any adjustments. If not, add that HOPT on the last effect. Free personal destruction? Sounds cool, but can have lasting impacts.

 

Hyka did seem a little counter intuitive, but glancing over the rest of the cards gives me a clear idea that the cards can mill themselves just fine, so all good. Like the searching from the Graveyard.

 

Bhoih is your recycling, milling, and destruction all in one neat passage, complete with HOPT. Lovely. Nothing else to say there.

 

Off Fusion is a great idea for a Spell card, in my opinion. Allows for the sending to the Graveyard to work really well in conjunction with Fusion Summoning. I don't like that restriction on Normal Summoning though, I wish it wasn't required, but it is quick-play, so some things must be sacrificed. Again, I want Pendulum Summoning for Pyros!

 

How does Tamed Flame work? Is the first effect part of the cost, or effect? Because if it is part of the effect A) It can't really target outside of the cost and B) returning without targeting is kind of powerful, especially with such a low cost. The destruction on card effect is exactly what I'm talking about in terms of the HOPT on some of the monsters; great idea, could have problems.

 

Flame seal is okay, I guess? I mean, an effect activating on that condition is neat, but effect negation with HOPT? Is it really that useful? Maybe at 1 in a deck, at most, but might not be run at all. Remove that HOPT and we might have a thing.

 

Pyro Prison is an interesting card, and it works and helps the archetype, providing another means of milling, The last effect shouldn't activate though, as it applies while a card effect is resolve. Just replace the colon with a comma and it should be fine.

 

Unsure on the OCG of flurry's second effect, but I guess it works. It's an okay card, nothing much to say.

 

So, Haraq is basically a self-honest? Neat. Only thing I'm worried about is the first effect. Basically allows you to Diamond Dire to clear your field, then Phantom Knights to clear your field again if you want, and if you still want to make plays you can activate it a third time. Needs some HOPT, especially as its a quick effect. Reading through the rest...wow. You do realize effects that activate when you control no monsters do actually no HOPT? I mean, even with HOPT, you essentially have 5 different self nukes. You can SS 2 Level 3 Pyromanis, then go into Black Rose if you normal Summon a Level 1 Tuner, and then since the field is nuked (and your cards activate when destroyed, I might add) you can activate another one of these Fusions. Look, add a little variety to their mill effects, some HOPT here and there, and you have yourself some cool bosses and support.

 

I like the idea. Pyro's need a ton of love

 

 

 

 

 

 

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