VCR_CAT Posted August 30, 2016 Report Share Posted August 30, 2016 Proud of this archetype for a few reasons: I feel like I really nailed taking full advantage of both the Ritual and Pendulum mechanics and having them work together well in the archetype. The main themes I worked with on this archetype were a focus on battle, as well as a focus on having the cards work together, so to speak. So, here they are: [spoiler=Effect Monsters] If this card is Normal Summoned: You can add 1 "Veritech" monster from your Deck to your hand, except "Veritech Pilot - Deadshot". If this card is Tributed for the Ritual Summon of a "Veritech" Ritual Pendulum Monster, you can equip this card to that monster. (A monster you control can only be equipped with 1 "Veritech Pilot" monster at a time). If a "Veritech" monster equipped with this card attacks a monster your opponent controls, your opponent cannot activate cards or effects until the end of the damage step. If this card destroys a monster by battle, you can target 1 "Veritech" card in your Graveyard: Add that target to your hand. If this card is Tributed for the Ritual Summon of a "Veritech" Ritual Pendulum Monster, you can equip this card to that monster. (A monster you control can only be equipped with 1 "Veritech Pilot" monster at a time). "Veritech" monsters equipped with this card gain 500 ATK and DEF while you control at least 1 other "Veritech" monster. If this card is Normal Summoned: You can add 1 "Veritech" Spell or Trap Card from your Deck to your hand. If this card is Tributed for the Ritual Summon of a "Veritech" Ritual Pendulum Monster, you can equip this card to that monster. (A monster you control can only be equipped with 1 "Veritech Pilot" monster at a time). Once per turn, if a "Veritech" equipped with this card would be destroyed, it is not. Once per turn: You can increase this card's Level by 4 until the end of the turn. If this card is Tributed for the Ritual Summon of a "Veritech" Ritual Pendulum Monster, you can equip this card to that monster. (A monster you control can only be equipped with 1 "Veritech Pilot" monster at a time). "Veritech" monsters equipped with this card gain 1000 ATK and DEF while you control no other monsters. [spoiler=Ritual Pendulum Monsters] Once per turn: You can Tribute monsters from your hand or field, then Ritual Summon 1 "Veritech" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. You can Ritual Summon this card with any "Veritech" Card. This card can make up to 2 attacks on monsters your opponent controls per Battle Phase. If this card attacks a second monster using its effect: At the start of the damage step; this card loses 500 ATK until the end of the damage step. Once per turn: You can Tribute monsters from your hand or field, then Ritual Summon 1 "Veritech" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. You can Ritual Summon this card with any "Veritech" Card. If your opponent activates a card or effect that would destroy a face-up "Veritech" monster(s) you control: You can pay 500 LP; negate that effect, and if you do, this card loses 500 ATK and DEF until the end of your next turn. You can Pendulum Summon "Veritech" Pendulum Ritual Monsters, ignoring their Summoning conditions. Once, while you have another "Veritech" Pendulum Monster in your other Pendulum Zone: You can draw 1 card. You can only Pendulum Summon "Veritech" Monsters, and only up to 2 "Veritech" Pendulum Ritual Monsters per turn. This effect cannot be negated. You can Ritual Summon this card with any "Veritech" Card. Once per turn, if a face-up "Veritech" Ritual Pendulum Monster you control attacks or is attacked: You can activate this effect; that monster gains 500 ATK and DEF, then this card loses 500 ATK and DEF. These changes last until the end of the turn. You can Pendulum Summon "Veritech" Pendulum Ritual Monsters, ignoring their Summoning conditions. Once, while you have another "Veritech" Pendulum Monster in your other Pendulum Zone: You can draw 1 card. You can only Pendulum Summon "Veritech" Monsters, and only up to 2 "Veritech" Pendulum Ritual Monsters per turn. This effect cannot be negated. You can Ritual Summon this card with any "Veritech" Card. If your opponent targets a face-up "Veritech" monster(s) with a card effect: You can pay 500 LP; negate that effect, and if you do, this card loses 500 ATK and DEF until the end of your next turn. You can Pendulum Summon "Veritech" Pendulum Ritual Monsters, ignoring their Summoning conditions. You can only Pendulum Summon "Veritech" Monsters, and only up to 2 "Veritech" Pendulum Ritual Monsters per turn. This effect cannot be negated. Face-up "Veritech" monsters you control gain 200 ATK and DEF. You can Ritual Summon this card with any "Veritech" Card. Must be Ritual Summoned and cannot be Special Summoned by other ways. While you control another face-up "Veritech" monster, this card gains 1000 DEF. Once per turn, if your opponent activates a card or effect that would affect a face-up "Veritech" monster(s) you control: You can negate the activation, and if you do, destroy it. If this card in your Pendulum Zone is destroyed: You can shuffle this card into your deck, and if you do, draw 1 card. You can only control 1 face-up "Veritech Marshall - Supersonic" monster. Once per turn: You can Tribute monsters from your hand or field, then Ritual Summon 1 "Veritech" Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. Face-up "Veritech" monsters you control gain 200 ATK and DEF. You can Ritual Summon this card with any "Veritech" Card. Must be Ritual Summoned and cannot be Special Summoned by other ways. While you control another face-up "Veritech" monster, this card gains 1000 ATK. If this card battles a monster your opponent controls: You can negate that monster's effects, and if you do, its ATK and DEF become its original ATK and DEF. These changes last until the end of the damage step. If this card in your Pendulum Zone is destroyed: You can shuffle this card into your deck, and if you do, draw 1 card. You can only control 1 face-up "Veritech Marshall - Jetstream" monster. [spoiler=Spells/Traps] If a "Veritech" card is sent from your hand to the Graveyard by a card effect: You can target 1 "Veritech" Ritual Pendulum Monster in your Graveyard; add that target to your hand, and if you do, all face-up "Veritech" monsters you control gain 300 ATK and DEF until the end of the turn. You can only use this effect of "Veritech Flying Fortress" once per turn. Target 1 "Veritech" card you control and 1 card your opponent controls: Return the first to your hand and destroy the second. You can only activate 1 "Veritech Strato-Scouting" per turn. Discard 1 card: Add 2 "Veritech" Ritual Pendulum Monsters with different Pendulum Scales from your Deck to your hand. You cannot Special Summon monsters, except by Ritual Summon, the turn you use this card. You can only use 1 "Veritech Deployment" per turn. Once per turn, you can target 1 "Veritech Pilot" monster you control: Increase that target's level by 4 until the end of the turn. If a "Veritech" monster with a "Veritech Pilot" monster equipped leaves the field: You can Special Summon the "Veritech Pilot" monster that was equipped to that monster, but negate its effects. You can only use this effect of "Veritech Variable Strategies" once per turn. Link to comment Share on other sites More sharing options...
VCR_CAT Posted August 31, 2016 Author Report Share Posted August 31, 2016 Bunp Link to comment Share on other sites More sharing options...
VCR_CAT Posted September 6, 2016 Author Report Share Posted September 6, 2016 'nother bunp Link to comment Share on other sites More sharing options...
VCR_CAT Posted September 8, 2016 Author Report Share Posted September 8, 2016 Bunp number 3 Link to comment Share on other sites More sharing options...
The Highlander Posted September 9, 2016 Report Share Posted September 9, 2016 All in all interesting work, the monsters are interesting, though Point Guard appears to be a bit weak. The Field Spell also feels a bit weak, considering it relies on making a play one would usually not want to do, then again it does work in a more pendulum heavy build. Link to comment Share on other sites More sharing options...
infinity234 Posted September 11, 2016 Report Share Posted September 11, 2016 I love the idea behind a ritual pendulum archetype whose pendulum scale effects double as both a way to pendulum summon them and as a way to ritual summon at the same time. However, there are a couple of things to fix. First is the general problem with your ritual pendulums, why in the world would you ever ritual summon the monsters you can pendulum summon? Of course this is exempting the level 12 boss monsters, but maybe one way you can fix this is to have different things take place depending on the summoning method, like seperate effects for whether the monsters were pendulum summoned or ritual summoned. And to add to the strategy of the archetype, you can add to the ritual summoning pendulum effects that the monsters can be ritual summoned from the hand or face-up in the extra deck. That way people who play the archetype don't nessicary lay want to spam the field with pendulums (even if you got rid of the pendulum summoning limit on the cards), they want to think cautiously about what summoning each monster by each way will bring to their field, pendulum summon the monsters to bring out a probable low power or even negative effect and a quick monster out as a beat stick, or ritual summon them and spend a little more investment for a more powerful effect, but less monsters on the field. One thing you could do to also limit pendulum shenanigans on your archetype if you were to take this diverging effects with no pendulum limit route I've suggested is to, instead of limiting your own monsters, limit the access to other types of monsters, like a Qli or a deskbot esc pendulum effect. But other than those suggestions which I think would make the archetype more fun to play, I really like what you've done so far, with the only cards I wouldn't reall play being Point Gaurd and Lone Wolf Link to comment Share on other sites More sharing options...
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