CuriousHeartless Posted August 17, 2016 Report Share Posted August 17, 2016 I was disappointed that Dinomist wasn't actually dinosaurs, just dinosaur-shaped robots. So to make up for that disappointment, here is a Dinosaur archetype. The Ancient Apex monsters are powerful but need to be in their proper environment to really bring out their power. Meaning they play with Field Spells. Ancient Apex field spells all have the effect [While this card is face-up on the field or in the Graveyard, its name is treated as "Jurassic World".] The cards more have the central theme of caring about Field Spell Cards and Dinosaurs instead of effects talking about doing stuff involving "Ancient Apex" cards like other archetypes would have. Ancient Apex OviraptorLevel 3EARTHDinosaur/EffectWhen this card deals battle damage to your opponent: You may add 1 Field Spell Card from your Deck to your hand. You can only activate the effect of "Ancient Apex Oviraptor" once per turn.1500 ATK/1100 DEF Ancient Apex PachycephaloLevel 3EARTHDinosaur/EffectOnce per turn, you may destroy 1 face-up Field Spell Card you control: This card gains 500 ATK until the End Step.1600 ATK/1200 DEF Ancient Apex DestroyersaurusEARTHLevel 4Dinosaur/EffectYou can discard this card to the Graveyard; add 1 "Jurassic World" or Field Spell Card with an effect that treats its name as "Jurassic World" from your Deck to your hand. Face-up Field Spell Cards you control cannot be targeted by your opponent's card effects.1700 ATK/1200 DEF Ancient Apex OryctodromeusEARTHLevel 4Dinosaur/EffectThis card cannot declare an attack unless you control a face-up Field spell.2200 ATK/100 DEF Ancient Apex TroodonEARTHLevel 4Dinosaur/EffectOnce per turn: You may Normal Summon 1 Dinosaur-type monster in addition to your Normal Summon/Set (You can only gain this effect once per turn). You must control a face-up Field Spell Card to use this effect.1700 ATK/1300 DEF Ancient Apex AnkylosaurusEARTHLevel 6Dinosaur/EffectIf this card is Summoned: Change it to face-up Defense Position. Once per turn, when you would activate a Field Spell Card while you already control a face-up Field Spell Card: Shuffle the face-up card you control into your deck. While you control a face-up Field Spell Card this monster can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.1400 ATK/2500 DEF Ancient Apex EdmontosaurusWATERLevel 6Dinosaur/EffectThis card may be Special Summoned (from your hand) by sending 1 face-up Field Spell Card your opponent controls to the Graveyard. If this card is Special Summoned this way: You may target 1 Field Spell Card in your Graveyard; add that card to your hand. Once per turn, during your Standby Phase: You may reveal 1 Field Spell Card in your hand and shuffle it into your deck; draw 1 card.2100 ATK/1300 DEF Ancient Apex QuetzalcoatlusWINDLevel 6Dinosaur/EffectWhen this card is Normal Summoned: You may target Spell/Trap cards equal to up to the number of Field Spell Cards in your Graveyard; Destroy those cards. If four or more cards are destroyed this way, draw 1 card.2400 ATK/2000 ATK Ancient Apex StegosaurusLIGHTLevel 6Dinosaur/EffectWhen ~ is Normal Summoned or Special Summoned: Reveal your hand; shuffle all Field Spell Cards revealed this way into your deck, then draw cards equal to the number shuffled into your deck this way.1600 ATK/2600 DEF Ancient Apex CarnotaurusEARTHLevel 7Dinosaur/EffectWhen this card is Tribute Summoned: You may target 1 Level/Rank 4 or lower monster; destroy that target. When you are attacked while you control a face-up Field Spell Card: You may Special Summon this card from your hand; that attack continues as normal but targeting this card instead. You can only use this effect of "Ancient Apex Carnotaurus" once per duel. When this card attacks and destroys a monster by battle while there is a face-up Field Spell Card: This card gains 300 ATK until the End Phase and may attack 1 more time in a row.2500 ATK/2200 DEF Ancient Apex DiplodocusEARTHLevel 7Dinosaur/EffectYou may change the battle position of all other monsters (any monster changed to Defense Position this way is flipped face-down). You may only activate this effect once per turn and must control a face-up Field Spell Card to activate and resolve this effect. At the start of the Damage Step, if this card attacks a face-down Defense Position monster: Destroy that face-down monster.2400 ATK/2400 DEF Ancient Apex UtahraptorWINDLevel 7Dinosaur/EffectYou may Tribute Summon this card using 1 Dinosaur-type.This card gains the following appropriate effect based on the number of Field Spell Cards in your graveyard: •1+: You may destroy 1 Field Spell Card you control, add 1 card with the same printed name as that card from your deck to your hand. •3+: Target 1 Level 3 or lower Dinosaur-type monster in your Graveyard; Special Summon that monster. •5+: During you Standy Phase: You can draw 1 card. Activate each effect of "Ancient Apex Utahraptor" only once each turn.2300 ATK/1200 DEF Ancient Apex TerrasaurEARTHLevel 4Dinosaur/Tuner/EffectYou can put 1 Field Spell Card you control on the bottom of your deck to Special Summon this card (from your hand). You can reveal any number of Field Spell Cards from your hand (min 1): This card's level increases by the number of Field Spell Cards revealed. You may activate each effect of "Ancient Apex Terrasaur" once per turn.1600 ATK/1200 DEF Ancient Apex TriceratopsLIGHTLevel 7Dinosaur/Synchro/Effect1 Tuner Monster + 1 or more non-Tuner MonstersWhen this card attacks while you control a Field Spell Card: You may target 1 monster; banish that card until the end phase. Other cards and effects cannot be chained to this effect's activation. This card is unaffected by Trap cards.2700 ATK/2100 DEF Ancient Apex SpinosaurusLIGHTLevel 11Dinosaur/Synchro/Effect1 Tuner Monster + 1 or more Dinosaur-type non-Tuner MonstersMust be Synchro Summoned, and cannot be Special Summoned by other ways. This card can only be Synchro Summoned if you control a face-up Field Spell Card. When this card is Synchro Summoned: Destroy all Field Spell Cards your opponent controls; Negate the effects of any cards destroyed this way. Your opponent cannot activate Field Spell Cards. Unaffected by card effects except for Field Spell Cards.4000 ATK/1000 DEF Ancient Apex KronosaurusWATERRank 4Dinosaur/Xyz/Effect2 Level 4 Dinosaur-type MonstersDetach 1 Xyz Material from this card: Target 1 monster your opponent controls; banish that monster, then change this card to Defense Position, and its Battle Position cannot be changed until the End Phase of your next turn. Activate this ability of "Ancient Apex Kronosaurus" only once each turn and only if this card is in Attack Position.2200 ATK/1500 DEF Ancient Apex ArgentinosaurusEARTHRank 7Dinosaur/Xyz/Effect2 Level 7 Dinosaur-type MonstersThis card cannot be targeted by opponent's card effects. Once per turn: You may detach 2 Xyz Material from this card; shuffle all Field Spell Cards in your graveyard into your deck, then deal damage to your opponent equal to 200x the number of cards shuffled into your Deck this way.3000 ATK/2000 DEF Ancient Apex Dig SiteNormal SpellTarget 3 Field Spell Cards in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards. You can only activate 1 "Ancient Apex Dig Site" per turn. Pot of Avarice for Field cards instead. Hopefully the fact it has use in less decks makes up for the fact that it is equivalent to a very powerful card and requires less cards in your graveyard. Roar of the Ancient ApexNormal SpellAdd 1 level 4 or lower Dinosaur-Type monster from your deck to your hand. Ancient Apex Hunting TacticsContinuous SpellDuring your Standby Phase: If you control a face-up Fueld Spell Card, put 1 counter on this card; otherwise, remove all counters from this card. Send this card with at least 2 counters on it to the graveyard: Draw 3 cards. Prehistoric Stomping GroundsField SpellWhile this card is face-up on the field or in the Graveyard, its name is treated as "Jurassic World". When a Dinosaur-type monster attacks a defense position monster, it deals piercing damage. Once per turn: When a Dinosaur-type monster attacks a face-up monster, the attacking monster's owner may change the battle position of the attack target. Dinosaur NestsField SpellWhile this card is face-up on the field or in the Graveyard, its name is treated as "Jurassic World". When a Dinosaur-type monster is Special Summoned, put 1 counter on this card. When this card is destroyed and sent to the graveyard: You may Special Summon 1 Dinosaur-type monster from your hand or deck with Level equal to or less than the number of counters on this card when it was destroyed. Banish this card from your graveyard: Special Summon 1 Level 3 or Lower Dinosaur-type monster from your hand. Dinosaur SanctuaryField SpellWhile this card is face-up on the field or in the Graveyard, its name is treated as "Jurassic World". Cannot be activated normally. You may destroy 1 face-up Field spell you control to activate this card (from your hand). Dinosaur-type Monsters require 1 less tribute to Normal Summon. Banish this card from your graveyard: Target 1 Field spell in your graveyard; return that card to your hand. World of the Ancient ApexField SpellWhile this card is face-up on the field or in the Graveyard, its name is treated as "Jurassic World". The activation of this card cannot be negated and this card cannot be destroyed by card effect the turn it is activated. Monsters gain ATK equal to 100x the number of Field spells in its owner's graveyard. During either player's turn, you may send 1 Field spell from your hand or deck to your graveyard: Target 1 "Ancient Apex" card you control; that card cannot be destroyed or banished by card effects this turn (This is a quick effect). That makes five Jurassic Worlds including the original. Admittedly only one is directly Ancient Apex related but all are connected as they are dinosaur support and work with Ancient Apex's love of field spells. Honestly if I'm giving variety in Fields I prefer it this way where they can be used in other decks at the expense of not strictly being Ancient Apex cards. Ancient Apex Territory DefenseContinuous TrapActivate 1 "Jurassic World" or Field Spell Card with an ability that treats its name as "Jurassic World" from your deck. Field Spell Cards on the field cannot be destroyed. Neither player can activate a new Field Spell Card. You can only control 1 "Ancient Apex Territory Defense". You may destroy this card and 1 "Jurassic World" you control: Draw 1 card. Ancient Apex Territory ReclamationNormal TrapWhen a Field Spell Card is destroyed by your opponent's card effect: You may Set 1 Field Spell Card from your Deck. [spoiler=Changelog]Changed Utahraptor's 3+ effect so it is an activated ability like the other two. Some name changes to make all non-Field Spells more properly Ancient Apex.Pot of the Land -> Ancient Apex Dig SiteDefend Ancient Territory -> Acient Apex Territory DefenseFootpring Molds -> Ancient Apex Hunting Tactics Ovaraptor fixed to Oviraptor and Carnosaur fixed to Carnotaurus Some wording fixes on various cards. Changed Hadrosaurus to Edmontosaurus Added Kronosaurus Split Ancient Apex Territory Defense's name and ability into two cards. Territory Defense is now a Field Barrier variation and the previous Territory Defense is now Territory Reclamation. A few more wording fixes. Changed Dinosaur Nests to be a bit simpler to save space because the mockup was incredibly hard to read. This causes some changes in how it works. Added Ancient Apex Destroyersaurus to give some defense for your field spells. Changes to Ankylosaurus, Argentinosaurus, Kronosaurus, Pachycephalo, and Utahraptor. Argentinosaurus having the biggest change with Argentino losing the ability to Xyz Evolve from something else, but Utahraptor can no longer be SS like it could. Akylosaurus and Pachycephalo were just because I disliked the wording. The others were because mockups were hard to read so I wanted to simplify them some. Bumped up Agentinosaurus to 3200 ATK. Changed up Hunting Tactics. Not sure why I made it a Trap instead of a Spell and as is it was a weaker and narrower Shard of Greed. Added an extra attack ability to Carnotaurus. Added Terrasaur and Triceratops Like with Carnotaurus, I gave Hadrosaur an extra ability so it has more use while in play. Added Spinosaurus Simplified Terrasaur's effect; dropped Oryctodromeus's direct attack ability but gave it another 100 ATK; dropped Kronosaurus's ability to be summoned with more than 2 materials and gave it a small bump to DEF; fixed Ankylo's first ability to be more proper and changed Jurassic World to any field spell; now Carno destroys a low level/rank monster when tribute summoned instead of searching a field also can come out with any field instead of Jurassic World; Diplodocus flips things face-down now; Argentinosaurus lost 200 ATK, can only use its effect once, and now burns for 200x the number of Field Spells instead of 300x; Roar is now Dinosaur Reinforcements of the Army; redid Hunting Tactics to be the same idea but less messily; changed Dino Counters to generic counters; added Stegosaurus; fixed a few wording mix-ups; fixed order. Link to comment Share on other sites More sharing options...
CuriousHeartless Posted August 18, 2016 Author Report Share Posted August 18, 2016 BUMP Link to comment Share on other sites More sharing options...
CuriousHeartless Posted August 20, 2016 Author Report Share Posted August 20, 2016 Bump. Link to comment Share on other sites More sharing options...
CuriousHeartless Posted August 25, 2016 Author Report Share Posted August 25, 2016 Bump Link to comment Share on other sites More sharing options...
CuriousHeartless Posted September 1, 2016 Author Report Share Posted September 1, 2016 Bump Link to comment Share on other sites More sharing options...
CuriousHeartless Posted September 6, 2016 Author Report Share Posted September 6, 2016 One last bump. Link to comment Share on other sites More sharing options...
Mawwy Posted September 15, 2016 Report Share Posted September 15, 2016 Hey, CuriousHeartless can you please help me?How can I be helpful on this forum? Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted September 15, 2016 Report Share Posted September 15, 2016 Hey, CuriousHeartless can you please help me?How can I be helpful on this forum? I understand you're new and all, but in the future, please take these types of questions to PM. Or you can simply ask one of the staff members for advice. Link to comment Share on other sites More sharing options...
DiplomatfromPluto Posted September 30, 2016 Report Share Posted September 30, 2016 Oviraptor and Pachycephalo are strong level 3s. The first is good for adding field spells to your hand and the latter will often go just over 2000 since you have so many field spells. Destroyersaurus gives some search for field spells. Terrasaur's especially good since it can be normal summoned and it's a level 4 tuner. I might change its level effect so that it increases in level by the number of field spells that you reveal. Otherwise, it might go lower than level 4 if you had it at the start of the game. You can put 1 Field Spell Card you control on the bottom of your deck to Special Summon this card (from your hand). You can reveal any number of Field Spell Cards from your hand (min 1): This card's level increases by the number of Field Spell Cards revealed. You may activate each effect of "Ancient Apex Terrasaur" once per turn. Orcytodromeus is another strong level 4 with a way to attack directly. Troodon is a fantastic addition since it allows you more Normal Summons. Kronosaurus' first effect might be good since it lets you Xyz summon it with more than 2 materials, but since it has 1200 DEF, that makes it pretty vulnerable. I think against a lot of decks, it would live for 1 or 2 turns at most, so it wouldn't often be very beneficial to summon it with more than 2 materials. I was a little confused about Ankylosaurus' effect. Can you normal summon it without tribute? Then the card should make that clear, like;This card can be Normal Summoned without tribute in face-up Defense Position. Once per turn, when you would activate a Field Spell Card while you already control a face-up Field Spell Card: Shuffle the face-up card you control into your deck. While you control a face-up "Jurassic World" this monster can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.Its second effect is decent for recycling field spells instead of sending them to the grave. Its 'attack while in defense mode' is also handy. Edmontosaurus is also pretty good for its SS condition. As I was looking at all your cards, I was wondering whether all these field spell searchers could cause you to brick (have a hand of cards you can't use because you got unlucky with shuffling and drawing at the start of the game), but this card gives you at least one way to get over that problem. Quetzal is pretty good for destroying back row and potential drawing. Carnotaurus is a good hand trap and is overall a useful monster for needing potentially 2 tributes. Diplodocus is alright, although its effect doesn't say it can change cards to face-down defense position, so its destruction effect, though useful, wouldn't work unless your opponent played a monster in that way. There's actually a monster, Pot of the Forbidden, Level 9 Flip Effect, with 3 different effects from previously banned spell cards. If this card's effect said that it could change all monsters to Face-down Defense position, then you could potentially use Pot of the Forbidden in this deck, and continue to flip it back down to gain its effects each turn, which would be pretty great. Just a suggestion though. Triceratops is a pretty good Synchro, a much better banishing effect than Kronosaurus, plus it's immune to traps and its effect can't be stopped. Utahraptor is easier to summon since you can summon it with just one dinosaur, which is no problem in this deck. It also has some powerful effects based on field spells in your grave. Argentinasaurus is a really strong rank 7; firstly, it's immune to card effects and has 3200 ATK. Plus you can burn your opponent while also recycling field spells, and you can use both effects in the same turn. The only downside I can see is that a few of your cards rely on having field spells in your grave, but considering how strong this monster is, you're still in a pretty good position. Compare it to a real card, Number 81, which is a rank 10 with the same stats. Granted yours has less DEF, but its effect gives 1 turn of protection for any card by detatching a material. If I were to suggest how to make Argentinasaurus a little less powerful I would decrease its ATK, maybe just below 3000, or say that it can't attack during the turn it activates its effect, or just that it can't attack unless you control a field spell. Spinosaurus is very strong for having 4k ATK at level 11. I don't think it would be too hard to summon. Although its effects are a little underwhelming, except for the one that protects it against all effects besides field spells. Dig site is pretty darn strong. There are a few decks that could use it but I don't think you need to change this card since it is just like Avarice. Roar spell card has a typo including the word "library" instead of "deck", I assume you were thinking of Magic. You might as well limit it to searching monsters, since you have a plethora of other ways to search for field spells. Prehistoric Stomping Grounds seems like a pretty strong card since a lot of your monsters have really high ATK. World of the Ancient Apex gives an inconsequential ATK boost; If you had 10 field spells in the grave, it would give your monsters 1000 ATK, but I don't know how many field spells you'd consistently have a any one time. Its other effect to protect monsters is good though, since it can use cards from the deck if you have none in the hand. Territory Defense is actually a pretty good card since there are a few field spell cards that I can think of which help the player out if they're destroyed, so this card would prevent players from destroying their own cards to gain advantage. They could still destroy this card though. Territory Reclamation is fine. Hunting Instincts may give you a lot of draw power but if its counters are removed every time a field spell leaves the field, then I think it would lose counters if you replaced your current field spell with another one.If there is a face-up "Jurassic World" on the field: During your Standby Phase put 1 Dino Counter on this card. You can send this card with 2 or more Dino Counters on it to your graveyard: Draw 3 cards. You can activate this effect of "Ancient Apex Hunting Tactics only once each turn and only if there is a face-up "Jurassic World" on the field. When a Field Spell Card you control leaves the field: Remove all Dino Counters from this card.Dinosaur Nests is better since it will give you at least one monster. I wanted to mention these together since they're the only cards which rely on counters, which seems out of place compared to the rest of your cards. Any instance of "combat" like combat damage in card texts should be replaced with "battle". This is present in Oviraptor and Prehistoric Stomping Grounds. The cards overall seem pretty well thought out, except for a few things. First, the cards are inconsistent with respect to Jurassic World. Some cards treat themselves as that card, or can search for cards with that effect, but some simply say "a field spell". Jurassic World only gives 300 ATK/DEF to dinosaur type monsters, and since your field spells are much better than that card, I would suggest dropping these cards' reliance on Jurassic World so that any effect that requires Jurassic World to be present on the field would work instead with any field spell. Like I said, it seems like some of these cards could actually brick you; Terraforming is a spell card that can search any field spell, so some of these cards could possibly have their search effect removed if you used that card instead. Lastly, if you add any more cards, you should restructure them so that they go from top to bottom, effect/tuner monsters, Synchros, Xyz, Spells and Traps. The current organization mixes the monsters all up. Link to comment Share on other sites More sharing options...
CuriousHeartless Posted October 1, 2016 Author Report Share Posted October 1, 2016 Wasn't really expecting a review by this point, so thanks for that. I'll kinda jump a bit in responding. The reason some were Field Spells and some were Jurassic World was a balance thing. Like "oh this just needs a field, but for this one you need a Dinosaur field." It was kinda weird though. What are you going to randomly throw A Legendary Ocean into the deck or put an Oviraptor in your Kozmo deck to search Kozmotown? I'll go change most of them to being generic, though AA Destroyersaurus will probably stay as is to reference normal Destroyersaurus, as well as potentially Territory Defense. I'll also probably keep the "this card is treated as Jurassic World" clause on the lands just because I love flavor and I guess you could run Volcanic Eruption or something (not sure that's a good idea). As for only two cards using counters, it's because they were counting stuff. And if you run like Miracle Jurassic Egg then they might not even be the only cards in your deck to use counters. But I probably shouldn't have named the counters then, so they'll go from Dino Counters to just counters. And thanks for pointing out the terminology mix ups. I play and make cards for both games so I have to be really careful about making sure to use the right terms. Hunting Instincts probably doesn't really need a counter removal ability now that I think about it. There are five searchers, two that return a field from your grave to your hand, and the traps put cards directly from your deck on the field. If I drop the weaker Terraforming on Roar, give Carnotaurus a different effect on summoning, then it will just be three. I think a new or reworked card could help more with bricking. Maybe one to discard like 2 field spells for some targeted destruction. Is Oviraptor really all that strong for a level 3? It has a mediocre body and a hard OPT so it isn't even like multiples get you multiple fields. Terrasaur was meant to change level so it could have greater variety, but in the end the biggest uses in this archetype are summoning a level 3 and SS Terrasaur to got Triceratops; or summon a level 4 summon Terrasaur then get it up to 7 so you can get out Spinosaurus. And the second use would be much easier your way so I think I'll change that. I thought I took out that ability on Kronosaurus when I took out Diplodocus's ability to rank up from a Dinosaur/Dragon. It isn't still supposed to be able to Xyz Summoned with more than 2 material. No Ankylosaurus still required a tribute. Really looking at other cards, the ability I should use is "If this card is Summoned: Change it to face-up Defense Position." Diplo should change to face-down shouldn't it? I'll change that. Oh yeah Argentino is a problem. If you have out World of the Ancient Apex you can drop all the lands from your deck, swing for massive, and then give heavy burn. Will be bumped to needing both materials for one use and not being able to attack that turn. Spino was meant kinda like Superconductor Tyranno. Very high ATK with some upsides but nothing crazy. It is pretty much immune to everything except is your opponent gets out a 4k+ beater of their own, which isn't impossible especially in some of these decks but still makes it a powerful beater. Again thanks for commenting. Link to comment Share on other sites More sharing options...
CuriousHeartless Posted October 2, 2016 Author Report Share Posted October 2, 2016 Alright did a few changes including a new card. Link to comment Share on other sites More sharing options...
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