Jump to content

Irregular Girl Archetype


Recommended Posts

The idea of the deck is to banish as many cards as possible while summoning Irregular Girls so that you can xyz summon Irregular Girl Alex as a final hit. The monster cards have a lot of utility if you can get them out, but their all weak in points, plus, using their effects can quickly lead to running out of cards in either your deck or your hand. So along with being risky, they can also be picked off quickly with any deck that can quickly destroy monsters. They all have an effect that makes it so when they are summoned all non irregular girls on your side of the field are banished. This can be both used as a way to get more cards banished to summon Sarah, and as a way to stop their relatively powerful effects from being able to synergize with other monsters. There's a lot of mechanics in this deck that benefit waiting too, such as Sarah's effects, or how Irregular summoning will be more useful when your opponent has more monsters. Basically, protecting yourself and banishing cards is your goal with this deck.

 

Lore wise, I think the idea would that from what we understand banishing sends cards to a different dimension. These monsters are inhabitance of the space between dimensions, although close to ours. They take idea's and concepts from our world, but are unstable, thus, them being summoned also creates pockets that send everything around them to other dimensions. As a goal, they want to become complete, and want to be normal, but can never achieve it.

 

I wanted to create a balanced feeling deck that I felt reflected me as a person, and my personal weaknesses, and this is my attempt at that.

kfDxsxY.jpg

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monsters.
Once per turn, you can banish one "Irregular Girl" monster from your hand: Then summon one monster of the same name from your hand, deck or graveyard.

j6LyuR8.jpg

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monsters.
When "Irregular Girl" Monster you control would be removed from the feild, you can Banish 1 card from your hand: stop the removal.
If you would take battle damage from a fight involving an "Irregular Girl" monster, you can banish the top card of your deck, the damage is changed to 0.

2XwbwV0.jpg

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monsters.
Once per Turn, You can search your deck for one "Irregular" card and banish it, if you do, You can Banish any number of card from your Graveyard

5zdg9LR.jpg

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster.
You can Banish 1 other "Irregular Girl" Monster from your hand or field: Draw 2 cards. you can only activate this effect of "Irregular Girl Micah" once per turn.

MtRRki7.jpg

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monsters.
You can Banish 1 level 3 monster card from your field: Special Summon 1 Banished "Irregular Girl" Monster. You can only activate the effect of "Irregular Girl Morgan" once per turn.

YQ19n6n.jpg

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster.

Once per Turn, You can banish top card from your deck: Target 1 card your opponent control in their Spell/Trap card zone(s), Banish it.

kHUAKcP.jpg

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monsters.
Once per Turn, You can Banish 1 "Irregular" card from your hand: Banish 1 Monster your opponent controls. You can not attack your opponent directly the turn you activate this effect.

eKKX5GI.jpg

3 level 3 DARK monsters
When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster.
This card Original ATK is equal to both players Banished cards x100.
once per turn, you can detach 1 Xyz Material from this card: Banish 1 card(s) on the field for each multiple 10 of all current Banished cards

WChAhHJ.jpg

Activate when an "Irregular Girl" monster you control is destroyed by battle.
When a card would usually be sent to the graveyard, it is instead banished. If the banished card is a monster card, the player that controlled that monster must banish the card on the top of their deck.

DLo950p.jpg

Select 1 banished "Irregular Girl" monster card. This card gains the name and effects of the selected card.
If this card is destroyed, send one card with the same name as this card from the banished pile to the graveyard.
If a card with the same name as this card is ever removed from the banished pile, destroy this card.

lwAVAux.jpg

While this card equipped on non-"Irregular Girl" Monster, that monster name becomes "Irregular Girl" and its Level Become 3.
Otherwise, the Equipped Monster gain ATK equal to number of Banished cards x100.

s1k66Ow.jpg

Activate 1 of the following effects:
- Send 3 banished cards to the graveyard and Special Summon 1 banished "Irregular Girl" Monster Card
- Send 1 banished card to the graveyard, add 1 "Irregular" card to your hand

zslJAQT.jpg

When "Irregular Girl" monster you control is Attacked,you can Activate this card: Negate the attack and Special Summon "Irregular" Token(s) (Fairy-Type / DARK / Level 1 / ATK: 0 / DEF: 0) to your side of the field, up to number of monster your opponent control. when a Token is removed from the field, the controller of that token must banish the top card of their Deck. At any time, you can tribute 1 "Irregular Token" to change the name of another "Irregular Token" on the field to "Irregular Girl" and change it's level to 3.

Link to comment
Share on other sites

okay let's do this.

 

so...all of them are Level 3 DARK Fairy. easy to summon, the DARK Attribute quite helping to tech the ever popular Allure of Darkness and other DARK Support (which is alot). they kinda Xenophobic since unless the non-Archetype monster is love to being banished it require a dedicated setup strategy to swarm first with the I.G (for conveniences I.G is short Irregular Girl) before you can use them or summon a non-I.G Tuner or any non-I.G monster to built non-I.G R3NK and other non-I.G plays. of course it meant to be play as pure as possible reflecting "distancing from normals" theme around them.

 

the stat of these girls is so low. with the highest being 1600 barring Sarah. despite being an archetype almost all of their effect is actually quite generic and powerful once you manage to out play the banishing cost of getting them out, which is worrying. since it kinda against its own flavor being quirky and all

 

a friendly tip: next time, you need to also type the effects beneath each card. since for some member its hard to see from the card directly since its smaller size text (especially if you put a thick effects) and for all others its just easier to copy paste your effect to point the mistake and re-type the fixes

 

Nico : another alternative of swarming beside Morgan, nice.

 

Word Fix:

 

When this card is Summoned: Banish all other Monsters on your side of the field, except "Irregular Girl" Monsters.Once per turn, you can banish 1 "Irregular Girl" Monster from your hand: Special Summon 1 "Irregular Girl" Monster from your hand, Deck, and/or or Graveyard with the same name as Banished Monster

 

Alice Parker :  simple, a protection per battle costing 1 card each. honestly unless is intended to just as it is to give room for creativity non-Archetype cards (that protect from destruction for example) it weak to the abundance of non-battle removal we have today. so yeah, you could buff this to prevent non-battle removal as well

 

Word Fix:

 

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster. When "Irregular Girl" Monster you control is attacked, you can Banish 1 card from your hand:negate the attack.

 

Baily : well under any circumstances so far, all cards in monster card zone is usually a monster anyway. ok its a monster removal. a quite potent 1 in fact, assuming its not targeting. i suggest that it require to Banish fellow I.G as its cost since, at least for me a generic 1 card cost for non-targeting-non-destruction-generic-removal is borderline OP

 

Word Fix:

 

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster. Once per Turn, You can Banish 1 "Irregular" card from your hand: Banish 1 Monster your opponent control.

 

Clair Riley : a better yet self-inflict version of Soul Release. so if you making a Absolute Banish Built, this help to get rid all card in early game that get send to Graveyard. but sadly other than that, it has no uses. not sure how to buff this though.

:

2nd: sure Micah exist, but like every archetype need at least searcher and Riley here does the job...oddly. fitting maybe, but just like Tinkerer and me said: there not much to it

 

Word Fix:

 

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster. Once per Turn, You can Banish any number of card from your Graveyard.

 

Dalia Micah : that Draw effect though ... a generic +1 (2 cards for 1 banished) that was not paired with HOPT...the cost itself can be consider fake cost since the deck tended to be like to getting banished. this is worrying as it can generate quite an advantage. it need a HOPT and/or requiring "I.G" for its cost, preferably monster.

 

2nd: she become more flexible to banish on field. ok

 

Word Fix:

 

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster. You can Banish 1 "Irregular Girl" Monster from your hand or on you field: Draw 2 cards. you can only activate this effect of "Irregular Girl Dalia" once per turn.

 

Grace Morgan : the only one who help the swarming / toolboxing. since it can sorta loop to summon another banished Grace only to summon another Grace + 1 monster i want to put limitation on this card since, with the current pull of R3NK can resulting a 2 2 Mat R3NK which quite bonkers for 2 card setup along "Summoning" effect to provide multiple tokens to be "Banished". but for now i let it slide due to how low the swarming effect on these girls

 

2nd: now with Nico present we can further nerf her. as her effect its actually quite bonkers. good job on that specific requirement but you can do it slight more in accordance to Tinkerer sugestion

 

Word Fix:

 

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster. Once per Turn, You can Banish 1 Level 3 from your field: Special Summon 1 Banished "Irregular Girl" Monster.

 

Katie Charlie : a S/T limited (with get in to this latter) remover. with, again a rather "fake" cost. since the cost actually can help to put grave-centric effects card to grave (like foolish and lavalval chain) it open Chaos built to this deck. is kinda limited though as i try to elaborate your wording. it seem that the removal only happen in regular S/T zones. so it can't snipe pendulum of Field Spell. since its too much to make the cost to be archetypal without putting an gimmick luck factor to go of, im gonna reduce the generic nature of the removaL by making it targets

 

Word Fix:

 

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster. Once per Turn, You can Send a top card from your deck to Graveyard: Target 1 card your opponent control in his/her Spell/Trap card zone(s), Banish it.

 

Sarah Alex : kinda worries me that it require 3 Specific Mat to make this. the possible stat she can gain is not impressive if not low. it has a unique multiplier based removal. quite potent, since it can possibly remove at least 2 per detach at mid game

 

Word Fix:

 

When this card is Summoned: Banish all other monster on your side of the field, except "Irregular Girl" Monster. This card Original ATK is equal to either player Banished card x100. once per turn, you can detach 1 Xyz Material from this card: Banish 1 card(s) on the field for each multiple 10 of all current Banished cards

 

Summoning: a sudden wall. being a token is interesting since there possibility the token(s) may survive and can be use to facilitate Synchro Summoning. as for 2nd effect though...despite my special love towards weird card effect. tokens cannot be use this way since the general ruling is that their not a real cards and consider disappear by any means that removed from the field.

 

2nd: this time i actually want to buff this card further by making token names I.G too and make it level 3 for Morgan interaction (don't forget to nerf Morgan though)

 

Word Fix:

 

When "Irregular Girl" monster you control is Attacked,you can Activate this card: Special Summon "Irregular Girl" Token(s) (Fairy / DARK / Level 3 / ATK: O / DEF: 0) to yor side of the field, up to number of monster your opponent control. when an Token is removed from the field, the controller of that token banish the top card of his/her Deck.

 

World Execution : oh boy...i know that the archetype meant o be working on mass banishing. but this is just a better version of Macro/Fissure. on top of that it has a generic drawing. a definite no for me unless we jumble in a really hard restrictions

 

2nd: now its a Continuous Spell card, so it less searchable. but the changes is even more OP than last time (draw effect > removal)

 

Word Fix:

 

While you have 10 or more Banished cards including an "Irregular Girl" Monster: Any Cards Sent to Graveyard is Banished instead. Once per Turn, you can Banish the Top card from your Deck: if its a "Irregular Girl" card; Draw 1 card. you can only activate this effect of "Irregular Word" once per turn.

 

Existance : interesting, it help you to apply effects of  I.G that got forced to banish. follow Tinkerer suggestion to prevent abuse

 

Word Fix:

 

Active by targeting 1 of you Banished "Irregular Girl" Monster: this card gain the same effects as that target. if the target is no longer Banished: Destroy this card.

 

Mask : basically same as Tinkerer. but my fixes its more unorthodox this time to prevent it to become generic equipment (only buff real I.G)

 

Word Fix:

 

While this card equipped on non-"Irregular Girl"  Monster, that monster name becomes "Irregular Girl" and its Level Become 3. Otherwise, the Equipped Monster gain ATK equal to number of Banished cards x100.

 

Portal : great card for the deck, it summon and it search. all in same package

 

Word Fix:

 

Activate 1 of the following Effect: ● Target 3 of your Banished cards: Return it to your Graveyard, Special Summon 1 of you Banished "Irregular Girl" Monster. ● Target 1 of your Banished cards: Return it to your Graveyard, add 1 "Irregular Girl" card to your hand.

Link to comment
Share on other sites

Thankyou for the response, I'm going to respond to each bit seperatly here, because you make a lot of good suggestions. I can definatly see in retrospect a lot of fake negatives, and that was probably because I retooled a few half made ones with this focus.

 

Alice: That makes sense, and considering how quickly you would be able to run out of cards in your hand, and how you need to first summon Alice to begin with, that should be fine to stop any destruction. 

 

Baily: Banishing an irregular card makes sense. It having this weakness might allow it to lose its weakness for low points, so maybe I should give it a solid defence (probably just 1200 or so) aswell.

Clair: I think the easiest way to give her a buff would be to allow her to be an early game hitter with some more attack. But that might be boring, so instead it might be fun to give it the extra ability to search for an "irregular girl" card from the deck and banish it to activate the effect to banish cards from the graveyard. This gives it some extra tooling ability when tied with grace or possibly other support cards. 

 

Dalia: I defiantly agree with this. Maybe also allow it to banish "Irregular Girl" monsters on the feild as a "last resort" kind of thing. If its allowed to also work on the opponents side of the feild, that could also allow some interesting stratergies with monster switching or countering mind control, but that might be a little OP.

 

Grace: I didn't consider summoning/grace, and I do think thats too powerful, and it would be better to simply add more support instead of allow something like that. I think she should just be able to do it with Level 3 monsters, which would help that, making her a switch character instead, and maybe add some spells or traps to help instead.

 

Katie: It might be better to have her ability directly banish then I think to stop graveyard centric builds. Plus it feeds back into the archetype better. 

 

Sarah: It might be better to change it to 3 level 3 dark type monsters to make it a little veiger and more usable in other situations, But since she could theoretically get to 6000 with 2 general 40 card decks before if used right, I didn't want it to be easy enough to summon her out of the blue.

 

Summoning: Fair enough, I added that as an effect, but since tokens can sometimes not be represented with cards and stuff, it makes sense. Maybe instead, when they die, you can banish one card from your opponents graveyard, which gives you the same result ultimately, and add some extra ability to counter opponents graveyard summoning. EDIT: wait the deck idea you suggested is better

 

World: Yeah, I wrote this when half sleep deprived, and is pretty too powerful. I think ultiamtly I'll have it keep the graveyard to banish effect, then maybe make the drawing effect a continuous spell card that allows the both players to activate the effect (Whitch would be pretty interesting to fight, since being able to draw a new card is useful, but you would know your feeding into the opponents plan). To keep it from just being dimensional fissure field card though, maybe it also banishes the top card of the deck every tern aswell.

 

Side note: Yeah, when I edit it again, i'll add the effects in text aswell, and I think when I add more support, i'll some of their effects weirder to add to the theme.

Link to comment
Share on other sites

Dang, I'd had a whole post set up for the initial set of cards but Creator beat me to it... Fortunately, most of the things I would've brought up had been addressed in his post.  That said, I'll run through all the cards and address anything that seems off.

 

 

Morgan: I was going to go in order, but this one jumps out as being the most concerning monster on the first read-through, so I wanted to start off with this.  This card's effect can be looped.  Because its effect is a S-OPT, "Soft-Once Per Turn" (ie. Once per turn, you can ...), you can banish itself for a cost and then Special Summon it from being banished which allows you to activate it's ability again.  This... is kinda a big no-no in general.  For example, you could combo it with "Soul Absorption" for an infinite life point loop.  I would make sure to put a "Hard OPT" on it instead (ie. ... You can only activate this effect of "Irregular Girl Morgan" once per turn.) that way, you can only use it's effect 1 time total, no matter if it was removed from the field.

 

Nico: A way to get these monsters on the field.  Considering there really wasn't any in-archetype way of getting multiple monsters on the field at once, this was a welcome addition to the archetype.  Like most of the others, this card's S-OPT can be reused if you can get out Morgan but it really isn't as concerning as Morgan's.

 

Parker: Trading the battle protection effect for a full-scale defense is what these cards need to establish themselves.  It seems fair, considering they are a relatively slow set of monsters and you're liable to give up tons of hand advantage in the process, however, the free damage protection seems a bit much.  One other thing though: it may protect from any single-target removal, but it can't do anything against mass removal like Raigeki or Dark Hole.  Was this intentional?  Since mass monster-removal isn't super common in the higher level decks today you don't have to change it to defend against this (making things too tough to remove could be an issue in of itself) but I wanted to point out that weakness.

 

Riley: This card seems very fair if a little on the weak end.  It pushes your agenda at the "cost" of banishing any Irregular from your deck.  There really isn't much for me to really discuss on this.

 

Micah: The main in-archetype way of replenishing the hand.  Considering 2 of the cards previously discussed diminish the hand and the last MD monster does as well, a +1 draw card seems really important.  It's good that this one has a H-OPT as this is the main one that would be really dangerous if Morgan could let it use its effects twice a turn.  However, this is still the most abusable in other decks.  Because it can banish itself for the draw, it can essentially become Pot of Greed if you could play around the first banish effect.  Unless it's changed, this could essentially replace/become more copies of CardCar D in Psyframe and Burgesstoma.  I would very much recommend you change it to "... banish 1 other "Irregular Girl" monster ..." to make sure this doesn't become as big an issue.

 

Charlie: Essentially a mill version of Cosmic Cyclone.  It seems balanced out because of its on-summon effect.  Considering more and more Spells/Traps float in the graveyard, this could potentially grow more and more useful depending how the game progresses.  For right now, it's not the most useful card in the deck, but a nice option.

 

Baily: I actually thought this was intriguing because it's the deck's answer to any threatening monster, yet leaves you with a 0 ATK monster that could easily be run over.  However, considering Morgan and Nico don't specify a battle position and Parker's battle damage reduction, that isn't really much of a balancing condition for this card.  As a non-target monster banisher that can be renewed off Morgan, it is still really potent even with its on-summon effect.  I would recommend something like skipping your battle phase or reducing damage as an extra condition so that you can't use it to get rid of something troublesome before OTKing.

 

Alex: You're missing the number of materials to summon this.  For the purpose of the review, I'll base it on what it was before which was 3 "Irregulars" I believe?  In any case, this one stayed relatively unchanged besides the text changes.  Powerful conditional removal that is... well... it normally would be much harder to enable if Pot of Desires didn't exist.  With the advent of Desires, this card becomes fairly easy to use to banish anything.  Fortunately, it's still balanced due to being really tough to feasibly bring out and still having relatively low stats most of the time.

 

Execution: Another no-no.  This is a better version of Macro Cosmos/Dimensional Fissure in decks that would use it.  Both are limited because of their raw ability to screw over a lot of decks.  This one takes those and cranks it up to 11, allowing continuous banishes if you/they keep hitting monsters.  It's very much an unfair card to be used generically.  If you make a proper, in-archetype maintenance cost, it could get a pass, but right now... no.

 

Existence: This card's actually really intriguing and allows you to tech out your banished cards even more.  I would also recommend you saying that its name also changes into the targeted card's to prevent bypassing of a H-OPT.  I really can't comment on the second part of the effect as I'm not sure I actually understand what it's supposed to do...

 

Mask: This card seems a bit underwhelming.  It can help you keep other types of monsters on the field which is all well and good, but the stat boost effect has the potential to be near useless.  I do like how this card's level change can open up the Rank 3 pool for any deck, but it seems a little slow to be used in anything outside an "Irregular Girl" deck; even so, it doesn't appear to be overly useful for IG's themselves either. At the very least I'd recommend bumping up the ATK gain to 100.  I'm not the best at card grammar, but maybe I can help clean the effect up a bit.

  • A monster equipped with this card is treated as an "Irregular Girl" monster and it's level becomes 3.  The equipped monster gains ATK equal to the total number of banished cards x 50.

Portal: This card's got tons of potential.  Aside from being highly useful in Irregulars with all their banishing shenanigans, it could enable Irregulars to be a splashable Rank 3 engine/removal force in graveyard reliant decks.  Since this doesn't specify card types, it can subvert the cost of Pot of Desires while keeping overall advantage the same or even be used on your opponent's banished cards.  Its cost also mimics another limited card: Burial from a Different Dimension, but since this card NEEDS Irregular Girls to be live, it isn't as generically accessible as Burial.

 

Summoning: Mechanically, this hasn't really changed at all.  It gives you a Scapegoat-like defense and on the tokens' destruction, it gives you another banished card.  The card itself is ok.  The fact that the token's controller MUST banish gives it some utility with Creature Swap.  Personally, I might suggest giving the tokens themselves a second utility (ie. "Your opponent can only target "Irregular Tokens" for attacks", or "You can tribute 2 "Irregular Tokens"; Special Summon 1 "Irregular Girl" monster from your Deck.", etc.) otherwise, this is generally weaker than most battle traps.

 

Other thoughts:

  • With a few new cards like Pot of Desires and Pot of Avidity alongside older cards like Allure of Darkness, these cards have quite a few powerful drawing options to play with.
  • Their use of banished cards are reminiscent to D.D.'s though these definitely feel more directed.  Many banish-based cards seem like they could be somewhat useful including "Miraculous Descent", "Escape from the Dark Dimension", and "Premature Return".
  • Unfortunately, because of their DARK Attribute, they lack the ability to utilize most Fairy-type support cards (as quite a few specify LIGHT Fairies).
  • They have a few decent Rank 3 options outside Alex.  Leviair immediately comes to mind, though it'll get banished if it summons an "Irregular Girl".  Acid Golem could work as a beatstick and you could easily get rid of it when you need to.  Break Sword could give you an easy way to destroy cards.
  • They are fairly restricted, due to their on-summon effects, usually preventing them from being splashable.  However, I can see the 2 banishing cards (Charlie and Baily) alongside Irregular Portal being used outside Irregular Girls as a small banish-based engine in graveyard oriented/Rank 3 decks.  Phantom Knights immediately come to mind.
  • A pure "Irregular Girl" deck wouldn't put much of a dent in the game today.  I wouldn't see it being more than a rogue deck at best since it still is a fairly slow archetype.  However, from a creative standpoint, I have to give some props for utilizing banished cards in a completely different way.
Link to comment
Share on other sites

I'm going to do responses bottom to top based on the new review and the edits of the previous one. Thanks for the feedback, they are all really good.

 

Nico: So yeah, it seems she's ok as long as I can fix Morgan

 

Parker: Yeah, sounds like fair enough to take away the battle damage thing, especially considering you could theoretically take advantage of it to get our cards in defence position. It might be interesting to make you give another (Maybe lesser) sacrifice to negate battle damage though, since with their low attack, that could be a problem. Maybe she can banish the top card of the deck to negate battle damage?

 

Riley: The consensus seems to be that this card is fair and good. Considering its "a little on the weak end" it might be worth buffing its defence to match its attack to give it that extra utility.

 

Micah: Thats a very good point on just becoming a card drawer to banish away like CardCar D, and changing it to 'other' is a very good idea.

 

Morgan: Yeah, I didn't realise that that could happen and its definitely a very good point! Changing it to a hard OPT is probably a good idea!

 

Charlie: Consensus seems to be that she's fine as is.

 

Baily: I agree, I think maybe something like "You can not attack your opponent directly the turn you activate this effect" to help, which should be enough to stop big damage, but still allow you to maybe get some small damage in if they have some weaker monsters out.

 

Alex: Whoops! My mistake, yeah, it was supposed to be 3 level 3 Irregular Girls, although im thinking of making it just "level 3 DARK monsters". Pot of Desires would definitely be really powerful with it, but with it contributing heavily to decking out in just one turn, its also going to be a risk unless you are sure your opponent doesn't have anything they can do.

 

Execution: yeah, I think its "balanced" for Irregular girls, since they all have low attack, and thus are much more likely to be killed then kill themselves, but adding a way to force this would probably be a good idea. Maybe something like "As long as you have 1 "Irregular Girl" monster on the field" to force that, and ensure give opponents a way to counter it.

 

Existence: That's a good idea on the name thing. then I should probably The second part was to stop people from being able to Morgan out the card aswell, that said, it may also be worth adding a 'if this card is destroyed, shuffle one banished card of the same name into the deck' to discourage simple mystical space typhooning.

 

Mask: I thought 100 would be too powerful, but that seems to be the consensus, so I'll change that later.

 

Portal: Consensus seems to be that its fair.

 

Summoning: I think the best way to make it a little more powerful would be to have two minor effects to help. Specifically, it should probably negate the attack that it was activated on, then maybe 2 of them combined can act as 1 level 3 "Irregular Girl" monster.

 

Notes: there are defiantly some good non archetype support for the mechanics, which is good. I only really wanted to make it as a rouge style deck, and not a competitive level one. I wanted to create a fun deck that I felt reflected me as a person, and aslong as they are balanced and fair in general, I think this can achieve that!

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...