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[written] E.S.P.eonage archetype, where pot of generosity matters


infinity234

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We all know those cards, like 'The Humble Sentry' and 'Pot of Generosity', that are so useless it makes you wonder, "why in the world would you play this card if it gets rid of your own resources". Well I have come up with an idea for an archetype that rewards you for spinning your own cards.

Let me know what you guys think :)

 

Monsters:

 

E.S.P.eonage Insider

Lv. 4 Psychic-type Earth 1100/1100

If this card would be added into the deck from your hand or field by your own card effect, reveal this card (if able), then you can special summon this card to your side of the field. Once per turn, if this card was special summoned this turn by its own effect, you can reveal your opponents hand, and if you do, add one card from their hand to your hand, and if it was a monster, you can special summon it to your side of the field. You can only use this effect of "E.S.P.eonage Insider" once per turn.

 

E.S.P.eonage Techno

Lv. 4 Psychic-type WIND 1200/1200

If this card would be added into the deck from your hand or field by your own card effect, reveal this card (if able), then you can special summon this card to your side of the field. Once per turn, if this card was special summoned this turn by its own effect, you can equip one face-up card your opponent controls to this card. Your opponent cannot activate card or effects in response to this cards effect. You can only use this effect of "E.S.P.eonage Techno" once per turn. If this card would be removed from the field, destroy 1 card equipped to this card.

 

E.S.P.eonage Trainer

Lv. 4 Psychic-type Water 1300/1300

If this card would be added into the deck from your hand or field by your own card effect, reveal this card (if able), then you can special summon this card to your side of the field. Once per turn, During either players turn, if this card was special summoned this turn by its own effect, you can have all "E.S.P.eonage" monsters you control gain 1000 Atk and def, also negate all your opponents monster effects until the end phase. Your opponent cannot activate card or effects in response to this cards effect. You can only use this effect of "E.S.P.eonage Trainer" once per turn.

 

E.S.P.eonage Secratary

Lv. 4 Psychic-type Fire 1400/1400

If this card would be added into the deck from your hand or field by your own card effect, reveal this card (if able), then you can special summon this card to your side of the field. Once per turn, if this card was special summoned this turn by its own effect, you can destroy one spell/trap card your opponent controls, and if you do, target one spell or trap card in your opponents graveyard, set that card to your side of the field, but it cannot be activated this turn. Your opponent cannot activate card or effects in response to this cards effect. You can only use this effect of "E.S.P.eonage Secratary" once per turn.

 

E.S.P.eonage Rogue

Lv. 4 Psychic-type Dark 1500/1500

If this card would be added into the deck from your hand or field by your own card effect, reveal this card (if able), then you can special summon this card to your side of the field. Once per turn, during either players turn, if this card was special summoned this turn by its own effect, give control of this card to your opponent, and if you do, gain control of one face-up card your opponent controls (if able). Your opponent cannot activate card or effects in response to this cards effect. You can only use this effect of "E.S.P.eonage Rogue" once per turn.

 

E.S.P.eonage Agent

Lv. 4 Psychic-type Tuner Light 1600/1600

If this card would be added into the deck from your hand or field by your own card effect, reveal this card (if able), then you can special summon this card to your side of the field. Once per turn, during either players turn, if this card was special summoned this turn by its own effect, you can choose to select either your or your opponents extra deck, special summon one monster at random from the selected extra deck, ignoring its summoning conditions, but it's effects are negated and is returned to the extra deck during your opponents next end phase. You can only use this effect of "E.S.P.eonage Agent" once per turn.

 

E.S.P.eonage Mastermind

Lv. 9 Psychic-type Light 0/0

If this card would be added into the deck from your hand or field by your own card effect, reveal this card (if able), then you can special summon this card to your side of the field. If an "E.S.P.eonage" monster you control is destroyed, you can special summon this card from your graveyard or banished zone. Your opponent takes all battle damage involving "E.S.P.eonage" monsters you control. You opponent takes all effect damage from card effects activated on the field. Once per turn, you can add 1 "E.S.P.eonage" card from your deck to your hand. During the standby phase, shuffle 1 card in your hand or on your side of the field to the deck. Other "E.S.P.eonage" monsters you control are unaffected by your opponents card effects.

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unique effects and possibly wording, my kind of subject

 

the gimmick is certainly interesting but requiring a thick amount of text to be conveyed, which unfortunately most of them is kinda unnecessary. let's see if we can slim it down...

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If this card would be added to or shuffled into the deck from your hand or field from your hand or field by a card effect in your own possession

 

into

 

If this added to your Deck from your hand or field by a your card effect:

 

i omit word "Shuffle". since the word add its actually quite universal in usage (it can be apply to returned to specific place or shuffling). i omit the Possession wording since it kinda redundant. since the ownership issue in these mechanic is practically non existence, as all cards that you played on your field even the stolen ones like from Exchange effect is "your card" in "your possession" unless it had certain ownership related-effect that state other-wise.lastly "would" wording is omitted since that word only interact if the cards that under that spin effect is not yet spin-away which contradict which returning from the field-part of the effect

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reveal this card (if able) and you can special summon this card to your side of the field.

 

into

 

1) Excavate 5 cards from Top or the Bottom of the deck, Special Summon 1 "this card name / archetype name" among your Excavated cards, then shuffle the rest of the Excavated cards to your Deck"

 

so its obviously major overhual from the original but bear with me: its more logical this way than "reveal this card if possible" since 1) once its shuffle you obviously don't know where that card is getting stacked 2) even if its stacked in position that its known (like top of the deck or the 3rd card counting from the top) its not officially public knowledge and therefore you just can't "reveal it out of nowhere" my version here mitigate these problems by giving higher chances to you to get that card regardless how "bad" the deck being shuffle and, most deck arrangement effect currently is capping at max 5 cards which again this effect excavation range comes in play to assure you to get that spin-away guy
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Once per turn, if this card was special summoned this turn, you can reveal your opponents hand, and if you do, add one card from their hand to your hand, and if it was a monster, you can special summon it to your side of the field. You can only use this effect of "E.S.P.eonage Insider" once per turn.

 

into

 

if this card was special summoned this turn, you can reveal your opponents hand, and if you do, add one card from their hand to your hand, and if it was a monster, you can special summon it to your side of the field. You can only use this effect of "this card name / archetype" once per turn.

 

simple, i just dump that Once per turn clause at the beginning as its not needed. you already have HOPT at the cap.

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now, to each cards:

 

Insider: be careful here. from a slight skimming entire cards effect you just tack in a overpowered effect to each of these card that instead of being specifically triggered upon being special summoned by their own effect (which is probably more balance) these guys trigger upon ANY KIND of special summoning which is not good. Insider here is the starting example, it can steal key cards from your hand to be used for your own advantage. i dare to say its more OP that Treatoad since Treatoad is only steal the cards its countered. while this allow you to peek at opponent strategy and take their strategical piece of your choosing

 

Techno: right on the bat its non-targeting, non-destruction effect. which is incredibly powerful and less able to countered. on top of that you can used it as a fuel to preserve it self from any kind of removal

 

a bit fix:

 

If this added to your Deck from your hand or field by a your card effect:Excavate 5 cards from Top or the Bottom of the deck, Special Summon 1 "this card name / archetype name" among your Excavated cards, then shuffle the rest of the Excavated cards to your Deck. if this card was special summoned by the effect of "E.S.P.eonage" monster: Equip 1 face-up cards your opponent control to this card. if this card would be removed from the field: you can destroy this card, instead

 

Trainer: is that 1500 boost and Skill Drain in 1 card?! obviously no

 

Secretary: again a stealing effect. you know even with cards like infinity or treatoad running amok the meta is not justify to create an entire archetype revolving on that very same if not even more OP effect

 

Rogue: at first im gonna consider this to be the most tame and tolerable among the other until i realize that that control switch is fully under your choice. so its still a no

 

Agent: advantage stealing from extra deck that is ultimately free. you can even use it to attack and summon better field presence with it

 

Mastermind: im more seeing this as as the deck researcher instead of beater. if i have enough stolen cards to boost this card to battle worthy. i probably already win without even needing mastermind. but oh boy 2 of this is +2 search that turn your entire monster into god cards. so yeah no

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