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[AGM] -Program-


towitori

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[spoiler=Prompt]

Programmer / Programic
A thankless little archetype of a few Psychic-Type monsters, with low Levels and little power to speak of. However, what makes them important is that, together, they make running the "Program" Spells worth it. Hell, Programmers can be teched into just about any Deck, because they can search literally any Spell Card from your Deck on a moment's notice. Notably, though, is what they're designed for: the Programs. There are a few Programs of every Spell Card variety: yes, two Field Spells, and even an ultra-generic RitualSpell or two. Essentially, what one is supposed to do is get all the Programmers on the field, and then use the one(s) they no longer need as Tribute for the Ritual of the Deck designer's choice. However, sadly, despite this in mind, their own Ritual is admittedly kinda crappy unless you're exclusively running a Programmer/Program Deck with no techs: it becomes practically invincible with enough Spells in the Graveyard, but if there are only a few it's about as helpless as Thousand-Eyes Idol.

 

[spoiler=Monsters]

Programic Coder

LIGHT / Level 2

Psychic / Effect

ATK / 0 DEF / 0

You can discard 2 Spell Cards from your hand; add 1 Spell Card from your Deck to your hand. You can only use this effect of “Programic Coder” once per turn.

 

Programic Designer

LIGHT / Level 2

Psychic / Effect

ATK / 0 DEF / 0

You can discard 2 Spell Cards from your hand to target 1 of your banished Spell Cards; add that target to your hand. You can only use this effect of “Programic Designer” once per turn.

 

Programic Tester

LIGHT / Level 2

Psychic / Effect

ATK / 0 DEF / 0

You can banish 2 Spell Cards in your Graveyard to target 1 other Spell Card in your Graveyard; add that target to your hand. You can only use this effect of “Programic Tester” once per turn.

 

Programic-Eyes Virtual Dragon

LIGHT / Level 8

Psychic / Ritual / Effect

ATK / 0 DEF / 0

This card can be Ritual Summoned with “Ritual Summoning Program”. If this card is Ritual Summoned by using only “Programic” monsters, except “Programic-Eyes Virtual Dragon”, it cannot be targeted or destroyed by your opponent’s card effects. If the only cards in your Graveyard are “Program” Spell Cards, this card’s ATK is equal to the number of “Program” Spell Cards in your Graveyard x 500. If this card is sent to the Graveyard: Shuffle it into the Deck.

 

 

[spoiler=Spell Cards]

Ritual Summoning Program

Spell / Ritual

This card can be used to Ritual Summon any Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal exactly the Level of the Ritual Monster you Ritual Summon. You can also use “Programic” monsters in your Graveyard by banishing them. Once per turn, if this card is in your Graveyard: You can discard 1 “Program” Spell Card from your hand; add this card from your Graveyard to your hand.

 

Advantage Program

Spell / Normal

Discard 1 “Program” Spell Card from your hand; draw 2 cards.

 

Malice Program Worm

Spell / Normal

Target 1 monster on the field: destroy that target. If this card in your possession is sent to the Graveyard: Shuffle it to your opponent’s Deck. You can only use this effect of “Malice Program Worm” once per turn. When this card is added to your opponent’s hand: Reveal it; send it to the Graveyard and destroy all Monster Cards in your opponent’s hand. You must have a “Programic” monster in your Main Deck to use this effect.

 

Power-up Program

Spell / Quick-Play

Target 1 face-up monster you control: it gains 800 ATK and DEF, until the End Phase.

 

Malice Program Virus

Spell / Quick-Play

Target 1 Spell/Trap Card on the field: destroy that target. If this card in your possession is sent to the Graveyard: Shuffle it to your opponent’s Deck. You can only use this effect of “Malice Program Virus” once per turn. When this card is added to your opponent’s hand: Reveal it; send it to the Graveyard and destroy all Spell/Trap Cards in your opponent’s hand. You must have a “Programic” monster in your Main Deck to use this effect.

 

Network Field Program

Spell / Field

“Program” Spell cards cannot be negated. Once per turn, if you have at least 1 unused Pendulum Zone: You can target 1 “Program” Spell Card in your Graveyard; place it in your Pendulum Zone.

 

Malice Program Trojan

Spell / Field

Once per turn: You can discard 1 “Program” Spell Card from your hand to have both players look at each other’s Decks and target 1 Spell Card from their Deck; the owner of that target adds it to their hand. Once per turn: You can destroy this card. If this card in your possession is sent to the Graveyard: Shuffle it to your opponent’s Deck. You can only use this effect of “Malice Program Trojan” once per turn. When this card is added to your opponent’s hand: Reveal it; send it to the Graveyard, and Special Summon 1 monster in your opponent’s Graveyard to your side of the field. You must have a “Programic” monster in your Main Deck to use this effect.

 

Protection Program

Spell / Continuous

Once per turn, if a monster you control would be destroyed by battle or card effect, you can send 1 “Program” Spell Card from your Deck to the Graveyard instead.

 

Malice Program Backdoor

Spell / Continuous

Your opponent cannot attack face-up “Programic” monsters, but can attack directly if all monsters you control are face-up “Programic” monsters. Once per turn: You can destroy this card. If this card in your possession is sent to the Graveyard:  Shuffle it to your opponent’s Deck. You can only use this effect of “Malice Program Backdoor” once per turn. When this card is added to your opponent’s hand: Reveal it; send it to the Graveyard, and Special Summon 1 monster in your opponent’s Graveyard to your side of the field. You must have a “Programic” monster in your Main Deck to use this effect.

 

Revival Program

Spell / Equip

Discard 1 “Program” Spell Card to target 1 monster in your Graveyard; Special Summon that target and equip this card to it. If this card leaves the field, destroy the equipped monster.

 

Malice Program Rootkit

Spell / Equip

Equip to a monster your opponent controls. The equipped monster cannot attack and its effects are negated. Once per turn: You can destroy this card and the equipped monster. If this card in your possession is sent to the Graveyard: Shuffle it to your opponent’s Deck. You can only use this effect of “Malice Program Rootkit” once per turn. When this card is added to your opponent’s hand: Reveal it; send it to the Graveyard, and Special Summon 1 monster in your opponent’s Graveyard to your side of the field. You must have a “Programic” monster in your Main Deck to use this effect.

 

Fun Fact: Initial design for the archetype was so the monsters are Pendulums with the Spells being able to be placed in the Pendulum Zones but decided not to cause I felt that they felt that it lack of synergy.

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This deck looks like it could be fun, but it seems really hard to get any of the monsters out, and if you do manage to get enough for the ritual, you have to make sure any programmers you want to use are in your graveyard, otherwise the effect of their ritual won't go off, which seems kind of lame (although you did mention this yourself). Finally, I don't see any point in the field spell letting you put spell cards in the pendulum zones, since that can only hurt the archetype. Overall I'd say about 3.3/5. Any more cards planned for this archetype?

 

Oh also, a bit of a wording fix for the malware spells, based on Paracite Paracide - [Put this card face-up in your opponent's Deck and shuffle it. When this card is added to your opponent's hand...(effect)]

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