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Venom support (Written)


Chaosix

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[spoiler=Field spell (important)]

Venom Marsh

Field

Once per turn, during either player's turn; You can place 1 Venom Counter on each face-up monster your opponent controls. Monsters with Venom Counters cannot activate their effects. Monsters lose 500 ATK for every Venom Counter on them. When a monster with Venom Counters on it is destroyed by battle: Target 1 "Venom" monster in your Graveyard; Special Summon it.

 
[spoiler=Monsters]
Venom Python
DARK
Level 3
1000/1000
Once per turn, You can target 1 monster your opponent controls; place 1 Venom Counter on it. Once per turn You can target of 1 monster your opponent controls with a Venom Counter on it; change its battle position.
 
Venom Mamba
DARK
Level 3
1200/800
Once per turn: You can target 1 monster your opponent controls; place 1 Venom Counter on it. Once per turn: You can remove 1 Venom Counter from the field; then add 1 "Venom" monster from your Deck to your hand.
 
Venom Cylindrophiidae
DARK
Level 3
100/1900
Once per turn: You can target 1 monster your opponent controls; place 1 Venom Counter on it. If this card would be destroyed, You may shuffle it into the deck. If you do, you may special summon 1 level 5 or lower "Venom" Monster from your deck, except for "Venom Cylindrophiidae"
 
Venom Prasnia
DARK
Level 6
1500/1500
You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the Field. Once per turn: You can place 1 Venom Counter on each face-up monster your opponent controls. Monsters with Venom Counters must attack each turn if able.
 
Venom Aniliidae
DARK
Level 6
800/2200
You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the Field. Once per turn, you can place 1 Venom Counter on each Face-up monster your opponent controls. Once per turn, you can Inflict 200 damage to your opponent for each Venom Counter on the field.
 
Venom Xenopeltidae
DARK 
Level 6
1800/1200
You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the Field. Once per turn, you can place 1 Venom Counter on each Face-up monster your opponent controls. When This card is special summoned, you can Target 1 monster on the field with Venom Counters on it; destroy it. Then your opponent discards a card for every Venom Counter that was on it.
 
Venom Lachesis
DARK
Level 7
2000/2000
You can Special Summon this card (from your hand or Graveyard) by removing 5 Venom Counters from the Field. Once per turn, you can place 2 Venom Counter on each Face-up monster your opponent controls. If this card battles a monster with Venom Counter on it, this card gains 200 ATK for every Venom Counter on it, until the end of this turn. You can discard this card to the Graveyard to add 1 "Venom Marsh" from your Deck or Graveyard to your hand.
 
Venom Nasuta
DARK
Level 7
1400/2600
You can Special Summon this card (from your hand or Graveyard) by removing 5 Venom Counters from the Field. Once per turn, you can place 2 Venom Counter on each Face-up monster your opponent controls. If a Field spell you control would be destroyed, you may remove 3 Venom counters of the field instead.
 
Venom Acrochordidae
DARK
Level 7
2300/1700
You can Special Summon this card (from your hand or Graveyard) by removing 5 Venom Counters from the Field. Once per turn, you can place 2 Venom Counter on each Face-up monster your opponent controls."Venom" Monsters you control cannot be destroyed by battle. By sending this card from your deck to your graveyard, you can target 1 monster your opponent controls; place 3 Venom Counters on it. You can only activate this effect once per turn.

 
[spoiler=spells]
Call of the snake king
Quick-play Spell
Pay 2000 LP. Special Summon 1 "Vennominon the King of Poisonous Snakes" from your Deck. It is destroyed during the next End Phase.
 
Venom Resurrection
Normal Spell
Target 1 "Venom" monster in your Graveyard; Special Summon it.
 
Poison Target
Normal Spell
Special Summon 1 "Target Token" (Reptile-Type/DARK/Level 1/ATK 0/DEF 0) in face-up attack postion to your opponents side of the field. It cannot change its battle position. It cannot be destroyed by battle. any damage you or your opponent takes from battles involving this card becomes 100.

 
[spoiler=traps]
Venom Draw
Normal Trap
Destroy all Reptile-Type monsters on the field. Draw 1 card for every monster destroyed this way.

 
 
Also just going put this here;
[spoiler=venom-related cards]
Maxighan, Mountain Serpent
Earth
Sea Serpent
1800/1500
This card is always also treated as a Reptile-type monster. Once per turn, when a counter would be placed, you may double the amount of counters placed. When your opponent Summons a monster(s), you may tribute this card. If you do, return the summoned monster(s) to your opponents hand.

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Alright. Let's get to work. Due to the rather scarce card pool the Venom archetype has, it's got a lot of weaknesses to address.

 

[spoiler Venom Marsh]Once per turn, during either player's turn: You can place 1 Venom Counter on each face-up monster your opponent controls. Monsters with Venom Counters cannot activate their effects. Monsters lose 500 ATK for every Venom Counter on them. When a monster with Venom Counters on it is destroyed by battle: Target Special Summon 1 "Venom" monster from in your Graveyard; Special Summon it.

 

Spell Speed 2 Venom Counter spreading allows for rapid accumulation of counters. For opponent's monsters already on the field this easily amounts to a 1000 ATK loss before they even get to attack back, and monsters that just touched the field can easily get a 500 ATK debuff right off the bat the moment Main Phase 1 ends. Given that most base Venom monsters still have subpar stats, it's very likely that the opponent is still likely to beat them in a straight battle with a freshly-Summoned monster, but after that they're probably too debilitated to stand on their own afterwards. Very little, short of something boss-scale, can continue to apply an offensive presence after losing 1000 ATK. Oh, and preventing effect activation, combined with Quick-speed distribution of Venom Counters, is a nice touch.

 

Oh, and for your monsters, what Attribute and Type are they? I can assume most of them to be DARK Reptiles, but let's not forget a few Venom monsters are EARTH Reptiles.

 

[spoiler Python]Once per turn: You can target 1 monster your opponent controls; place 1 Venom Counter on 1 monster your opponent controls it. Once per turn: You can target change the Battle Position of 1 monster your opponent controls with a Venom Counter on it; change its battle position.

 

Looks rather mediocre, actually. I understand it's to put monsters in a more vulnerable position so you can beat them in battle, but when it's on its own without the assistance of either Field Spell, it's not very good.

 

[spoiler Mamba]Once per turn: You can target 1 monster your opponent controls; place 1 Venom Counter on 1 monster your opponent controls it. Once per turn: You can remove 1 Venom Counter from the field; then add 1 "Venom" monster from your Deck to your hand, then shuffle your deck.

 

Now this is more like it. Adds a little bit of appreciated consistency to the Deck while functioning without necessarily needing the field to do anything significant. Tutoring only Venom monsters is a little bit of a letdown, given their limited functionality without the field.

 

[spoiler Prasnia]You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the Field. Once per turn: You can place 1 Venom Counter on each face-up monster your opponent controls. Monsters with Venom Counters must attack each turn if able.

 

When we combine this with Venom Marsh above, it basically amounts to this card looking like an effective 2500/2500 or 3000/3000 and forces each monster to suicide themselves, further triggering Marsh's effect to field more Venom monsters. This can be easily circumvented by just putting monsters in Defense Position, but that means you've bought yourself a few more turns. The problem is that without either Field spell this card more or less has a Kick Me sign stapled on to it, and if you're using this card in the absence of either Field you're intending to place more Venom Counters around to set up for other Counter interactions.

 

[spoiler Aniliidae]You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the Field. During each of your Standby Phase: Inflict 200 damage to your opponent for each Venom Counter on the field.

 

Pretty bad except for its decent DEF stat. Needing to wait for your Standby Phase before you can start inflicting damage means this card is vulnerable for a turn - usually enough time for your opponent to deal with it. The fact that it doesn't spread Venom Counters on its own makes it even worse as it becomes dependent on other cards to enable it and get it working.

 

[spoiler Call of the Snake King]Pay 2000 LP; Special Summon 1 "Vennominon the King of Poisonous Snakes" from your Deck. It is destroyed during the next End Phase.

 

A really good addition to the Vennominaga build (which is pretty much the only viable one). Gives them another way to jump straight to the end goal that isn't Viper's Rebirth.

 

[spoiler Venom Resurrection]Special Summon Target 1 "Venom" monster from in your Graveyard; Special Summon it.

 

It competes with Viper's Rebirth, which revives any Reptile but causes it to self-destruct. Viper's Rebirth is better for triggering Rise of the Snake Deity, but if for any reason you want to keep a Venom monster around, Resurrection would be the card of choice.

 

[spoiler Poison Harness]Equip only to "Vennominaga the Deity of Posionous Snakes". It The equipped monster can attack your opponent directly, but any damage it inflicts to your opponent becomes 100.

 

I understand that this is supposed to aid the Hyper Venom Counter win condition, but bear in mind that Vennominaga is outright immune to everything, including your own card effects.

 

[spoiler Venom Draw]Destroy all Reptile-Type monsters on the field. Draw 1 card for every monster destroyed this way.

 

Potentially dangerous card in matchups, or if exploited with DNA Surgery. Being able to blow up the opponent's field and getting draws for each is a massive swing in card advantage. But if it had a "you control" instead of "on the field", it would plummet from outstanding to situational, as it evens out to a -1 or something.

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Alright. Let's get to work. Due to the rather scarce card pool the Venom archetype has, it's got a lot of weaknesses to address.

 

[spoiler Venom Marsh]Once per turn, during either player's turn: You can place 1 Venom Counter on each face-up monster your opponent controls. Monsters with Venom Counters cannot activate their effects. Monsters lose 500 ATK for every Venom Counter on them. When a monster with Venom Counters on it is destroyed by battle: Target Special Summon 1 "Venom" monster from in your Graveyard; Special Summon it.

 

Spell Speed 2 Venom Counter spreading allows for rapid accumulation of counters. For opponent's monsters already on the field this easily amounts to a 1000 ATK loss before they even get to attack back, and monsters that just touched the field can easily get a 500 ATK debuff right off the bat the moment Main Phase 1 ends. Given that most base Venom monsters still have subpar stats, it's very likely that the opponent is still likely to beat them in a straight battle with a freshly-Summoned monster, but after that they're probably too debilitated to stand on their own afterwards. Very little, short of something boss-scale, can continue to apply an offensive presence after losing 1000 ATK. Oh, and preventing effect activation, combined with Quick-speed distribution of Venom Counters, is a nice touch.

 

Oh, and for your monsters, what Attribute and Type are they? I can assume most of them to be DARK Reptiles, but let's not forget a few Venom monsters are EARTH Reptiles.

 

[spoiler Python]Once per turn: You can target 1 monster your opponent controls; place 1 Venom Counter on 1 monster your opponent controls it. Once per turn: You can target change the Battle Position of 1 monster your opponent controls with a Venom Counter on it; change its battle position.

 

Looks rather mediocre, actually. I understand it's to put monsters in a more vulnerable position so you can beat them in battle, but when it's on its own without the assistance of either Field Spell, it's not very good.

 

[spoiler Mamba]Once per turn: You can target 1 monster your opponent controls; place 1 Venom Counter on 1 monster your opponent controls it. Once per turn: You can remove 1 Venom Counter from the field; then add 1 "Venom" monster from your Deck to your hand, then shuffle your deck.

 

Now this is more like it. Adds a little bit of appreciated consistency to the Deck while functioning without necessarily needing the field to do anything significant. Tutoring only Venom monsters is a little bit of a letdown, given their limited functionality without the field.

 

[spoiler Prasnia]You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the Field. Once per turn: You can place 1 Venom Counter on each face-up monster your opponent controls. Monsters with Venom Counters must attack each turn if able.

 

When we combine this with Venom Marsh above, it basically amounts to this card looking like an effective 2500/2500 or 3000/3000 and forces each monster to suicide themselves, further triggering Marsh's effect to field more Venom monsters. This can be easily circumvented by just putting monsters in Defense Position, but that means you've bought yourself a few more turns. The problem is that without either Field spell this card more or less has a Kick Me sign stapled on to it, and if you're using this card in the absence of either Field you're intending to place more Venom Counters around to set up for other Counter interactions.

 

[spoiler Aniliidae]You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the Field. During each of your Standby Phase: Inflict 200 damage to your opponent for each Venom Counter on the field.

 

Pretty bad except for its decent DEF stat. Needing to wait for your Standby Phase before you can start inflicting damage means this card is vulnerable for a turn - usually enough time for your opponent to deal with it. The fact that it doesn't spread Venom Counters on its own makes it even worse as it becomes dependent on other cards to enable it and get it working.

 

[spoiler Call of the Snake King]Pay 2000 LP; Special Summon 1 "Vennominon the King of Poisonous Snakes" from your Deck. It is destroyed during the next End Phase.

 

A really good addition to the Vennominaga build (which is pretty much the only viable one). Gives them another way to jump straight to the end goal that isn't Viper's Rebirth.

 

[spoiler Venom Resurrection]Special Summon Target 1 "Venom" monster from in your Graveyard; Special Summon it.

 

It competes with Viper's Rebirth, which revives any Reptile but causes it to self-destruct. Viper's Rebirth is better for triggering Rise of the Snake Deity, but if for any reason you want to keep a Venom monster around, Resurrection would be the card of choice.

 

[spoiler Poison Harness]Equip only to "Vennominaga the Deity of Posionous Snakes". It The equipped monster can attack your opponent directly, but any damage it inflicts to your opponent becomes 100.

 

I understand that this is supposed to aid the Hyper Venom Counter win condition, but bear in mind that Vennominaga is outright immune to everything, including your own card effects.

 

[spoiler Venom Draw]Destroy all Reptile-Type monsters on the field. Draw 1 card for every monster destroyed this way.

 

Potentially dangerous card in matchups, or if exploited with DNA Surgery. Being able to blow up the opponent's field and getting draws for each is a massive swing in card advantage. But if it had a "you control" instead of "on the field", it would plummet from outstanding to situational, as it evens out to a -1 or something.

 

Thank you. I made all of them Dark type, fixed the grammar, reworked poison harness and added more snakes.

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Oh, new cards. Let's have a look.

 

[spoiler Cylindrophiidae]Once per turn: You can target 1 monster your opponent controls; place 1 Venom Counter on it. If this card would be destroyed, You may shuffle it into the deck. If you do, you may special summon 1 level 5 or lower "Venom" Monster from your deck, except for "Venom Cylindrophiidae".

 

Uh, hmm. Strange choice of words here. Do you shuffle this card into the Deck as a replacement for it being destroyed? Does this action start a Chain? What if this card is face-down if it was about to be destroyed? To clarify the finer points of how a card works and reduce the frequency these sorts of series of questions is asked is the reason for picking on PSCT. Nevertheless, it's still a cool recruiter that fetches out the other Venom small fry, though sometimes I'd rather it to be in the Graveyard for Vennominaga purposes.

 

[spoiler Xenopeltidae]You can Special Summon this card (from your hand or Graveyard) by removing 3 Venom Counters from the field. Once per turn: You can place 1 Venom Counter on each face-up monster your opponent controls. When this card is Special Summoned: You can target 1 monster on the field with Venom Counters on it; destroy it that target, then your opponent randomly discards 1 card for every each Venom Counter that was on it.

 

A decent monster worth reviving through many means, and you can pull it out using Damage = Reptile after tanking a good-sized hit. Removal with a body is very much appreciated, but the ability to also hit the hand can get rather harsh - 1 can disrupt tempo, 2 tends to cause a breakdown in resources, 3 or more can essentially put the opponent into topdecking mode. I assume the discard effect is also at random, as it is with many discard effects in Yugioh, but if it is instead discards according to the opponent's choice the bite may be a little softer, though the loss in resources is still significant. I do recommend just clamping down the discard side effect to hitting only 1 card, to ensure the advantage swing isn't too large.

 

[spoiler Lachesis]You can Special Summon this card (from your hand or Graveyard) by removing 5 Venom Counters from the Field. Once per turn: You can place 2 Venom Counters on each face-up monster your opponent controls. If this card battles a monster with Venom Counter on it: Until the end of this turn, this card gains 200 ATK for every Venom Counter on the other monster it, until the end of this turn. You can discard this card to the Graveyard; to add 1 "Venom Marsh" from your Deck or Graveyard to your hand.

 

A fair midboss for the archetype, packing its own backwards Swamp effect so that the Venom Counters can do something without the assistance of Fields. But what really makes it shine is it being a Field tutor for a centrepiece to the archetype, while still being available for further shenanigans. The fact that the mere action of the Field can pave the way for multiple Lachesis to arise without any assistance makes Lachesis a staple for the archetype.

 

[spoiler Nasuta]You can Special Summon this card (from your hand or Graveyard) by removing 5 Venom Counters from the Field. Once per turn: You can place 2 Venom Counters on each Face-up monster your opponent controls. If a Field Spell you control would be destroyed, you may can remove 3 Venom counters of from the field instead.

 

And on the other hand, this is a little underwhelming. Defending the Field is a little redundant seeing that Lachesis already has the capability of bringing back Marshes from the Graveyard. It's got a nice DEF score, but it really lacks the offensive pressure that Lachesis has. Once you design a card and plan to include others that have similar summon conditions, you got to make sure none of them get overshadowed.

 

[spoiler Acrochordidae]You can Special Summon this card (from your hand or Graveyard) by removing 5 Venom Counters from the Field. Once per turn: You can place 2 Venom Counters on each face-up monster your opponent controls. "Venom" monsters you control cannot be destroyed by battle. By You can sending this card from your Deck to your Graveyard, you can then target 1 face-up monster your opponent controls; place 3 Venom Counters on it. You can only activate this effect of "Venom Acrochordidae" once per turn.

 

This is something interesting. Being able to Foolish itself to prepare for the Summoning of other Venom monsters, or simply to power up Vennominon while setting up other Venom Counter shenanigans is a really cool ability, and synergizes extremely well with Xenopeltidae. I've had to rephrase the effect restriction to a clearer once-per-turn-per-copy restriction because memory issues prevent a standard once-per-turn restriction from actually working as intended.

 

[Poison Target]Special Summon 1 "Target Token" (Reptile-Type/DARK/Level 1/ATK 0/DEF 0) in face-up Attack Position to your opponent's side of the field. It cannot change its battle position, except with a card effect. It cannot be destroyed by battle. Any damage you or your opponent takes from battles involving this card that Token becomes 100.

 

Much better, with relation to Vennominaga synergy. The curious part is that it is immune to Venom Swamp and can be used as a means to stack Counters for a really powerful Venom Burn. Something to think about.

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