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10,000 Hour Archetype


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I'm super excited for the new danganronpa series, so I created a deck inspired (although not directly copying) Dangan Ronpa.

The idea of this archetype is to get a system going where every turn you can counter everything your opponent does by using the appropriate monsters effects. Each card has one effect they could use once a turn, but waiting will ultimately give you better powers. That said, by using Musician or Magician (and getting "Passion and Work Ethic") you can get to those effects in only 1 turn. I might add some more support (maybe a field spell that makes your first main phase before your standby phase?) but for now, here it is:

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During each of your standby phases, place one "Hour Counter" on this card.
Depending on the amount of "Hour Counters" on this card, you can activate one of the following effects:
1+: Tribute 1 "Hour Counter" and add 1 "Hour Counter" to any face-up card on the field
2+: Tribute 2 "Hour Counter"s and select 1 monster your opponent controls with 1 or more "Hour Counter"(s) on them. Destroy that monster and special summon it to your side of the field.

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Every standby phase, place one "Hour Counter" on this card.
Depending on the amount of "Hour Counters" on this card, you can activate one of the following effects:
1+: Tribute 1 "Hour Counter" and add 1 "10,000 Hour" monster card to your hand
2+: Tribute 2 "Hour Counter"s and special summon 1 Level 4 or lower "10,000 Hour" Monster Card from your hand

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During each of your standby phases, place one "Hour Counter" on this card.
Depending on the amount of "Hour Counters" on this card, you can activate one of the following effects:
1+: Tribute 1 "Hour Counter" and this card gains 400 ATK
2+: Tribute 2 "Hour Counter"s and this card gains 1000 ATK

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During each of your standby phases, place one "Hour Counter" on this card.
Depending on the amount of "Hour Counters" on this card, you can activate one of the following effects:
1+: Tribute 1 "Hour Counter" and destroy 1 spell/trap card on the field
2+: Tribute 2 "Hour Counter"s and destroy one monster card on the field.

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During each of your standby phases, place one "Hour Counter" on this card.
Depending on the amount of "Hour Counters" on this card, you can activate one of the following effects:
1+: Tribute 1 "Hour Counter" and add one spell/trap card from deck and add it to your hand
2+: Tribute 2 "Hour Counter"s and Draw 2 cards

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During each of your standby phases, place one "Hour Counter" on this card.
Depending on the amount of "Hour Counters" on this card, you can activate one of the following effects:
1+: Tribute 1 "Hour Counter" and look at one of your opponents set cards
2+: Tribute 2 "Hour Counter"s and look at your opponents hand, then select 1 card and destroy it.

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During each of your standby phases, place one "Hour Counter" on this card.
Depending on the amount of "Hour Counters" on this card, you can activate one of the following effects:
1+: Tribute 1 "Hour Counter" and negate 1 attack
2+: Tribute 2 "Hour Counter"s and you can select 1 monster. That monster can attack twice for this turn.

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Add one "Hour Counter" to 1 "10,000 Hour" Monster on your side of the field, then shuffle this card back into the deck.

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Look, an archetype with danganronpa art . . .

 

First of all, why its called 10,000 hour archetype? Because they keep playing their stuff and keep counting their play by using counter? idk it sounds like a competitive player who keep playing to create/break for the Guiness World Records

 

And wording fix (e.g Secret Agent):
"During each of your Standby Phases, place 1 Hour Counter on this card. Depending on the amount of Hour Counter(s) on this card, you can activate 1 of the following effects:

1 or more: Remove 1 Hour Counter (from this card?), look at 1 of your opponents set card.
2 or more: Remove 2 Hour Counters (from this card?), look at your opponents hand, then target 1 card from their hand; destroy it (OR discard/send it to the Graveyard, because its rare to see a card effect that destroy something from hand)."
Also Konami uses "target" instead of "select" on the card text rn.
 
The rest follow the example above (The wording seems all over the place)
 
Now the cards:
> Musician: Can manipulate counter and placing it everywhere as he pleases, and the 2nd effect kinda . . . nuts, its both pop*ing and stealing. Not a fan of stealing card nor im against it. But maybe you can just stick the 2nd effect to pop*ing effect and change it not only works on monster, but S/T too so that its usability isn't limited.
> Socialite: Umm . . . is it follow as the rest of the card where you put the counter during your SP? because it say "every standby phase" means opp standby phase counts. Monster searcher but also give . . . . a small speed to the archetype.
> Fighter: The boost is cute, but i think the deck deserve more ATK boost, seeing the main deck monster kinda have a weak stat and the archetype doesnt have any boss monster. (around 500-700 and 1200-1500 or something)
> Marksman: Idk if you do it on purpose (lacking "target", means its non-targeting removal same as Artifact Moralltach)
> Magician: I have a few problem with this card, first of all, it can search any S/T you want, and the 2nd eff, PoG (but well needing 2 counters anyway so okay i suppose) but still, maybe you can change the 1st eff into only search Passion & Work Ethic or Passion S/T (if any, if you would add more S/T support)
> Secret Agent: Its a meh card no matter where you look, 1st effect is weak, and the 2nd is okay but pretty weak too. Maybe you can buff it like: 1st effect can look and return 1 of those set cards to the hand, while the 2nd banish it instead of destroying it.
> Dancer: Umm, the 1st effect should be like this (more or less):
"If a monster declares an attack: You can remove 1 Hour Counter from this card; negate the attack."
2nd effect is okay-ish, remind me of Six Sam Nisashi.
> Passion & Work Ethic: Main S/T that help the whole archetype moving, still . . . i dont see the point of self-shuffling to deck (aside you dont want your Passion & Work Ethic run out in your Deck).
 
Overall, the deck seems so slow, because they need counter to play, but when you need it, you need to wait 1-2 turns (your SP) and by that time your monster maybe no longer on the field.
 
I think it is safe if you can place counter during each of either player's SP, that means you can gather counter more easily, and more to it:
> Maybe you can make all of the monster's effect has quick effect but, but nerf (weaken) the effect in doing so, that means you dont need to wait in your turn to activate their effect.
> OR keep it like that and maybe give more S/T support, say Field Spell which can gather counter same like Magical CItadel of Endymion does, so if 10,000 monster kill'd while it has counter, its not just gone but gathered through the Field Spell while also use the counter gathered on the Field Spell be used on activating the monster's effect.
 
Hope this helps~
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