Kanashimi Posted July 3, 2016 Report Share Posted July 3, 2016 The idea is taken from rpg games when your party member battles against something, switching around them, tag out this and that depending on the enemy they face, using different skill . . . sorta like that. Still the core idea of pendulum effects taken from Odd-Eyes Phantom Dragon. Well, Larilassa is a name for fantasy land i can think of. The six members also representing the major 3 classes in rpg: Warrior (Knight and Berserker), Rogue (Assassin and Archer), and Mage (Bard and Sorcerer). So like, member in Monster Zone are the main party team, while member in the Pendulum Zone are the support team and they can switch of (tag out) from main to support team or vice versa. The skill benefit more if the corresponding member are in the main party (Monster Zone), because each member has effect that strengthen their own Trap skill, while they're in the support team, they can still use their Trap skill, but not as good as if they're in the main party team. Reason why i choose Trap/Continu instead of Spell/Continu for skill because of . . . obvious reason, Trap has a quick effect (SS2) [spoiler=Monsters'']Ace, Assassin of Larilassa4< >6DARK/Level 5Warrior/Pendulum/EffectPE: During either player's Main Phase: You can target 1 "Larilassa" card in your Pendulum Zone, then target 1 "Larilassa" monster you control: Special Summon the first target, and if you do, place the second target to your Pendulum Zone. During the turn you activate this effect, you cannot Special Summon any monster from your Pendulum Zone for the rest of this turn. ME: If this card is Special Summoned from the Pendulum Zone: You can Set 1 "Limit Break - Shadow Clone" directly from your Deck or Graveyard, it can be activated this turn. If this card destroy an opponent monster by battle: Inflict damage to your opponent equal to the ATK of the destroyed monster.2000/1900 Deuce, Berserker of Larilassa6< >4DARK/Level 5Warrior/Pendulum/EffectPE: You can reveal any number of "Larilassa" monster(s) and/or "Limit Break" Trap Card(s) from your hand: Place it to the bottom of the Deck, and if you do, draw card(s) equal to the number of card(s) placed to the bottom of the Deck by this effect. You can only use this effect once while this card is face-up on the field. ME: If this card is Special Summoned from the Pendulum Zone: You can Set 1 "Limit Break - Eartshaker" directly from your Deck or Graveyard, it can be activated this turn. Once per turn, if 1 or more monster your opponent's control change its battle position: Target 1 of those monster; change it to face-down Defense Postion.1800/2100 Trey, Knight of Larilassa4< >6LIGHT/Level 5Warrior/Pendulum/EffectPE: During either player's Main Phase: You can target 1 "Larilassa" card in your Pendulum Zone, then target 1 "Larilassa" monster you control: Special Summon the first target, and if you do, place the second target to your Pendulum Zone. During the turn you activate this effect, you cannot Special Summon any monster from your Pendulum Zone for the rest of this turn. ME: If this card is Special Summoned from the Pendulum Zone: You can Set 1 "Limit Break - Summon Swords" directly from your Deck or Graveyard, it can be activated this turn. Once per turn, if a card or effect that requires a coin toss is activated: You can declare heads or tails; it become that result instead.1900/2000 Cater, Bard of Larilassa6< >4WATER/Level 5Warrior/Pendulum/EffectPE: You can reveal any number of "Larilassa" monster(s) and/or "Limit Break" Trap Card(s) from your hand: Place it to the bottom of the Deck, and if you do, draw card(s) equal to the number of card(s) placed to the bottom of the Deck by this effect. You can only use this effect once while this card is face-up on the field. ME: If this card is Special Summoned from the Pendulum Zone: You can Set 1 "Limit Break - Safeguard Melody" directly from your Deck or Graveyard, it can be activated this turn. Once per turn, during either player's turn: You can remove 1 Guard Shield Counter on a face-up card on the field, then target 1 other face-up card you control; place 1 Guard Shield Shield Counter on it.1500/2400 Cinque, Archer of Larilassa4< >6WIND/Level 5Warrior/Pendulum/EffectPE: During either player's Main Phase: You can target 1 "Larilassa" card in your Pendulum Zone, then target 1 "Larilassa" monster you control: Special Summon the first target, and if you do, place the second target to your Pendulum Zone. During the turn you activate this effect, you cannot Special Summon any monster from your Pendulum Zone for the rest of this turn. ME: If this card is Special Summoned from the Pendulum Zone: You can Set 1 "Limit Break - Power Shot" directly from your Deck or Graveyard, it can be activated this turn. Once per turn, if Spell/Trap Card your opponent's control is returned to hand: Reveal 1 of those card, and if you do, your opponent cannot activate cards or effects with the same name as that card until your next End Phase.1700/2200 Sice, Sorcerer of Larilassa6< >4FIRE/Level 5Warrior/Pendulum/EffectPE: You can reveal any number of "Larilassa" monster(s) and/or "Limit Break" Trap Card(s) from your hand: Place it to the bottom of the Deck, and if you do, draw card(s) equal to the number of card(s) placed to the bottom of the Deck by this effect. You can only use this effect once while this card is face-up on the field. ME: If this card is Special Summoned from the Pendulum Zone: You can Set 1 "Limit Break - Elemental Force" directly from your Deck or Graveyard, it can be activated this turn. The activation and effect of "Limit Break" Trap Card you control cannot be negated.1600/2300 [spoiler=Traps'']Limit Break - Shadow CloneTrap/ContinuousThis card's effect can only be activated if you control a face-up "Ace, Assassin of Larilassa". Once per turn, if your opponent control a monster with a higher ATK than the ATK of all monsters you control: You can target 1 "Larilassa" monster you control; Special Summon 1 "Shadow Clone Token" (Warrior-Type/DARK/Level 1/ATK ?/DEF ?). "Shadow Clone Token" has the same ATK and DEF of the targeted monster, also your opponent takes no battle damage involving "Shadow Clone Token". If you control "Larilassa" monster, "Shadow Clone Token" cannot be targeted for attacks. Once per turn, during either player's turn: You can Tribute 1 "Shadow Clone Token", then target 1 "Larilassa" monster you control; it gains ATK and DEF equal to the Tributed monster's ATK and DEF until the End Phase, but your opponent takes no battle damage involving that monster this turn. You can only control 1 "Limit Break - Shadow Clone". Limit Break - EarthshakerTrap/ContinuousThis card's effect can only be activated if you control a face-up "Deuce, Berserker of Larilassa". Once per turn, during either player's turn, if your opponent control an equal or more monster than you do: You can target 1 "Larilassa" monster you control; change the battle position of all monsters on the field, except the targeted monster. You can only control 1 "Limit Break - Earthshaker". Limit Break - Conjuring SwordsTrap/ContinuousThis card's effect can only be activated if you control a face-up "Trey, Knight of Larilassa". Up to twice per turn, if your opponent Special Summon a monster: You can Special Summon 1 "Conjuring Sword Token" (Rock-Type/LIGHT/ Level 1/ATK 0/DEF 0). "Larilassa" monster you control cannot be targeted for attacks, except "Conjuring Sword Token". If "Conjuring Sword Token" battles an opponent monster: Toss a coin, if the resultare heads; destroy that monster after damage calculation. You can only control 1 "Limit Break - Conjuring Sword" on the field. Limit Break - Safeguard MelodyTrap/ContinuousThis card's effect can only be activated if you control a face-up "Cater, Bard of Larilassa". Once per turn, if your opponent control more cards in their hand than you do: You can target 1 "Larilassa" card with no Guard Shield Counter you control; place 1 Guard Shield Counter on it. If a card with Guard Shield Counter would be destroyed, you can remove 1 Guard Shield Counter from t instead. Limit Break - Power ShotTrap/ContinuousThis card's effect can only be activated if you control a face-up "Cinque, Archer of Larilassa". Once per turn, if "Larilassa" monster you control attacks: You can target 1 Spell/Trap Card your opponent's control; return it to the hand. You can only control 1 "Limit Break - Power Shot". Limit Break - Elemental ForceTrap/ContinuousThis card's effect can only be activated if you control a face-up "Sice, Sorcerer of Larilassa". Once per turn, if you control a card whose original (printed) attribute are the same as 1 of your opponent's monster on the field, you can activate 1 of these effects, depending on the original (printed) attribute of a face-up card(s) you control. You can only control 1 "Limit Break - Elemental Force". ● LIGHT: Target 1 Set card on the field or 1 card from your opponent's hand; reveal it. ● DARK: Monster your opponent's control with the highest ATK loses 500 ATK. ● EARTH: Until the End Phase, each time a card is sent to the Graveyard or added face-up to the Extra Deck; gain 200 Life Points. ● WATER: If you would take battle or effect damage; you take no damage ● FIRE: Inflict 800 damage to your opponent's Life Points. ● WIND: Your opponent cannot activate more than 2 Spell/Trap effects this turn. Link to comment Share on other sites More sharing options...
Jackson Tricks Posted July 3, 2016 Report Share Posted July 3, 2016 This archetypes sounds like it was based off Final Fantasy (the limit breaks hinted at the thought). All in all, I admire the creativity. Link to comment Share on other sites More sharing options...
Kanashimi Posted July 4, 2016 Author Report Share Posted July 4, 2016 This archetypes sounds like it was based off Final Fantasy (the limit breaks hinted at the thought). All in all, I admire the creativity.Funny because . . . when i create this archetype, Final Fantasy didn't pop*d out in my head. Ever heard of . . . Granblue Fantasy (GBF)? That's where the art source of these archetype (aside from Hideo Minaba who design these characters also design for FF character too), and they also have Limit Break skill sooooo. . . . thats it. Well like i said in the OP, its based off rpg in general (with GBF as the source of the art), no wonder because Final Fantasy is a famous rpg series . . . you thought it was based off FF. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 4, 2016 Report Share Posted July 4, 2016 This archetypes sounds like it was based off Final Fantasy (the limit breaks hinted at the thought). All in all, I admire the creativity. Just as a note, you're under the Advanced Clause requirement and didn't say anything about how the cards were designed as a whole. (You can still compliment the member for their work, but provide more specific details about playability and all). Sorry for coming in your thread like this Kana, but I do want you to have a proper review of your cards. Link to comment Share on other sites More sharing options...
Dokutah Posted July 4, 2016 Report Share Posted July 4, 2016 so its basically a mix between Gladiator Beast and Guardian Archetype (i'm almost gonna say Fire Fist until i realize the Traps require specific monster to go off). as you said the main strategy is to tag out a Larilassa in accordance to the situation, which in return also setup the traps for further use. the monster it self has unique Scale that not allowing them to almost never dead in your hand when needed. the theme of toolbox further enhanced by mulligan effect possessed by Scale 6/4 buddies. i'm gonna give a review on each pairing of the monster and the trap it correspond since i can see it meant to perform a mini combo. Ace/Shadow Clone: in general the attack of all Larilassa its not that impresive, but Ace its obviously meant to be the main attacker of the archetype with the highest ATK in the bunch and that simple burn effect. i do have minor issue regarding of effect requirement on Shadow Clone: Once per turn, if your opponent control a monster with a higher ATK than you do: if this condition it meant to be your opponent control a monster with ATK that is higher than all monster you control you need to be clear about it and type: Once per turn, if your opponent control a monster with a higher ATK than ATK of all monsters you control: Shadow Clone it self is a elaborate stat booster that couple as additional bodies , and tribute fodder (at worst). the boosting effect is huge since it basically "doubles" the attack of the monster. it also can perform a loop when you can create another Clone Toke that copying the Boosted monster with another token prepared earlier. a 4000 ATK pair of Ace and at least 1 Shadow Clone token its definitely something i don't want to face when the combo its further validated by Power Shot Duece/Earthshaker: so...Earthshaker change all position(preferably to defense during opponent BP) >Duece triggered, targeting the one with annoying continuous effect. so unless im playing a defensive deck or the ones with a low monster count. OTK-ing you its out of option with chances that my best monster get its effect reset or erased. Trey/Conjuring Swords: Trey its a quite interesting fella. at surface its effect rather gimmicky. but im just can't ignore that i can use several copies of him in Arcana Force for that sweet coin toss result changer effect and Tribute fodder via Conjuring Sword other than that it don't do much. Conjuring however, is slightly more gimmicky if not a bit more riskier protection for Larilassa you control since it trade the huge DEF on the Larilassa with 0/0 stat monster (which easy to bypassed if you happen to not controlling Earthshaker) and a chances of destroying the threat. Cater/Safeguard Melody: i have a mixed feelings about this one actually, especially towards the S/T protection on Safeguard. its understandable that as you tag in more monster, the more S/T space that either gonna clog and/or required that very large numbers to sustain the push, therefore the archetype require a S/T protection. it actually has a good use and not to over bearing since the counters itself also has limited productions, but then the interaction of Cater making it a more flexible protection worries me. but again the S/T of this deck that put so much work and a lot disruption towards opponent already. so i'm suggesting to get rid of it entirely or have a same anti-destruction effect as the Monster Protection Cinque/Power Shot: Cinque by her self its not that problematic, as it gimmicky and yet generically boosted (only) some old variant of WIND monster like Swift Birdman Joe, Ninjas, and Mist Valleys at preforming S/T Stun. to be clear and potentially prevent possible over-powering in regard of these sentence: Once per turn, if Spell/Trap Card your opponent's control is returned to hand: Reveal that card, of course since its not Plural word that indicate multiple numbers, but its confuse the interaction with card capable of mass S/T spin like Swift Birdman Joe. it also possible for players to draw a conclusion that Cinque effect lock all those cards from working whic obviously OP so: Once per turn, if Spell/Trap Card your opponent's control is returned to hand: Reveal 1 of those card, as now its clear that it meant to lock only 1 card. now in regard of Power Shot, im not supporting as much as other card in the archetype as it will spin cards per battle phase without interruptions thanks to its Armandes effect at very minimum i'll make the either : 1)both of its effect as options which you can only select 1 thing to happen per battle. 2) it can keep both the effect and each can be activated in same turn, but in different phases. 3) eliminate the armandes effect altogether Sice/Elemental Force: Sice is nice addition if i just slightly ignore the fact that the Traps (has to)do so much to support the play (to borderline overdoing sometimes), kinda OK overall. but that Trap card though....a wall of text indeed. can't help since it meant to be a Attribute based disruptions & support with the worst is DARK, FIRE, and WIND one. the rest is kinda not that good. and slightly gimmicky since it require a pair of Attribute of each side to work, which presumably easy in deck that meant to Tag in-&-out alot. but its still gimmicky Link to comment Share on other sites More sharing options...
Jackson Tricks Posted July 4, 2016 Report Share Posted July 4, 2016 Just as a note, you're under the Advanced Clause requirement and didn't say anything about how the cards were designed as a whole. (You can still compliment the member for their work, but provide more specific details about playability and all). Sorry for coming in your thread like this Kana, but I do want you to have a proper review of your cards. Oh, my apologies. Link to comment Share on other sites More sharing options...
Kanashimi Posted July 9, 2016 Author Report Share Posted July 9, 2016 But sadly Glad Beast need to battles to tag out, and they kinda slow in a face-paced spam game like in today's format, especially pends. (still GB art is cool, not as cool as Dark Worlds tho) Your review Ace: I'm doing it on purpose so that i can activate Shadow Clone effect much easier. But yes i'll change it, and oh that loop i miss'd that you can do a loop with an already boosted Larilassa, okay :O Deuce: Sorta . . . instead of stoping OTK's, it stops opp from Synch/Xyz's if timed correctly like . . . opp summon Red Resonator, SS non tuner, you can chain to Earthshaker, then Deuce, flipping Red Resonator, that way it stops opp from doing a Synchro Summon (same goes to Xyz). OR you can just flip their Synchro/Xyz :x Trey: The Conjuring Swords, rather for protection, more like . . . anything that you can't beat via Shadow Clone, Conjuring Swords will do, and vice versa. OR anything you can't beat via Shadow Clone or Conjuring Swords, gg no re. More like Larilassa vs Beelze, rip. But i want to stay that way, because it means this archetype has its own weakness. Cater: Okay, a bit off hmmm not sure but yes, Safeguard is too much i agree. Cinque: The original has pop*ing eff without Armades, but then changed it (i think pop*ing is too much, for a Continu Trap) thats why it becomes Armades + bounce lock. Okay, ill stick to bounce lock only without Armades. And yes the reveal, oh yea Joe exist. Sice: Because, im running out of ideas :PSo like, Sice as Sorcerer (looking at how Sorcerer at rpg games do elemental damage) and so i adopt this and make an effect from it then suddenly become a giant wall of text for the Elemental Force (indeed, it burns my eyes when i take a look again, but whatevs) also the base idea taken from Clear World Field Spell. And because i dont want to make it overpowered, im putting umm . . . . kinda low-small effect but atleast can do in a lot of situations. Want to rep you twice for the review but sadly cant. So thank you very much~ Link to comment Share on other sites More sharing options...
Dokutah Posted July 9, 2016 Report Share Posted July 9, 2016 Ace: I'm doing it on purpose so that i can activate Shadow Clone effect much easier. But yes i'll change it, and oh that loop i miss'd that you can do a loop with an already boosted Larilassa, okay :O Deuce: Sorta . . . instead of stoping OTK's, it stops opp from Synch/Xyz's if timed correctly like . . . opp summon Red Resonator, SS non tuner, you can chain to Earthshaker, then Deuce, flipping Red Resonator, that way it stops opp from doing a Synchro Summon (same goes to Xyz). OR you can just flip their Synchro/Xyz :x Trey: The Conjuring Swords, rather for protection, more like . . . anything that you can't beat via Shadow Clone, Conjuring Swords will do, and vice versa. OR anything you can't beat via Shadow Clone or Conjuring Swords, gg no re. More like Larilassa vs Beelze, rip. But i want to stay that way, because it means this archetype has its own weakness. Cater: Okay, a bit off hmmm not sure but yes, Safeguard is too much i agree. Cinque: The original has pop*ing eff without Armades, but then changed it (i think pop*ing is too much, for a Continu Trap) thats why it becomes Armades + bounce lock. Okay, ill stick to bounce lock only without Armades. And yes the reveal, oh yea Joe exist. Sice: Because, im running out of ideas :PSo like, Sice as Sorcerer (looking at how Sorcerer at rpg games do elemental damage) and so i adopt this and make an effect from it then suddenly become a giant wall of text for the Elemental Force (indeed, it burns my eyes when i take a look again, but whatevs) also the base idea taken from Clear World Field Spell. And because i dont want to make it overpowered, im putting umm . . . . kinda low-small effect but atleast can do in a lot of situations. ah now i see some additional utilities i miss, interesting. glad to help though Link to comment Share on other sites More sharing options...
Kanashimi Posted July 15, 2016 Author Report Share Posted July 15, 2016 Update*> Fix'd Cinque wording (Reveal that card > Reveal 1 of those card)> Changing Shadow Clone requirements (higher ATK than you do > higher ATK than the ATK of all monsters you control), also adding more OPT to the ATK boost eff.> Slightly change the Safeguard Melody eff (now only protects from pop*ing) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.