VCR_CAT Posted December 10, 2016 Report Share Posted December 10, 2016 A synchro archetype I've been tinkering with for some time, inspired by 5D's and focused on combo plays. [spoiler=Maindeck Monsters] Once per turn: You can destroy this card and 1 "OS-C" monster in your hand, and if you do, Special Summon 1 "OS-A" Synchro Monster from your Extra Deck whose Level equals the total Level of those destroyed monsters. (This Special Summon is treated as a Synchro Summon.) You can target 1 "OS-C" monster you control: Destroy it, then Special Summon 1 "OS-C" monster from your Deck with the same Level but a different name. You can only use this effect of "OS-C Microkernel" once per turn. If this card is destroyed by the effect of an "OS-" card: You can Special Summon 1 "OS-C" monster from your hand. If you control a face-up "OS-C" monster: You can Special Summon this card from your hand. You can only activate this effect of "OS-C Kilokernel" once per turn. If this card is sent to the Graveyard for the Synchro Summon of an "OS-" Synchro Monster: You can destroy 1 "OS-C" monster in your hand, then draw 1 card. If this card is destroyed by the effect of an "OS-C" card: You can add 1 "OS-C" monster from your Deck to your hand. You can only use this effect of "OS-C Megakernel" once per turn. Once per turn, you can target 1 "OS-" monster you control: It gains 800 ATK, but destroy it at the end of the next Battle Phase. While you control no monsters, you can Special Summon this card from your hand; but this card cannot be used as an Xyz Material monster. If this card you control is destroyed by a card effect: You can Special Summon 1 "OS-C" monster from your Graveyard, except "OS-C Gigakernel". You can reveal this card in your hand and target 1 face-up "OS-C" monster you control: Destroy it, and if you do, Special Summon this card, but this card cannot be used as an Xyz Material Monster. Once per turn, you can target 1 "OS-C" monster in your Graveyard: This card's Level becomes that card's Level. [spoiler=Extradeck Monsters] 1 Tuner + 1 or more non-Tuner monstersWhen this card is Synchro Summoned: You can destroy 1 "OS-C" monster in your hand or Deck, and if you do, this card's Level becomes equal to the destroyed monster and gains ATK and DEF equal to that Level x300. You can only use this effect of "OS-A Accel Protocol" once per turn. Cannot be destroyed by battle. 1 Tuner + 1 or more non-Tuner monstersWhen this card is Synchro Summoned: You can target 1 card your opponent controls; destroy it. During your turn, face-up "OS-" monsters you control gain 500 ATK. Once per turn, when a face-up "OS-A" monster you control destroys an opponent's monster by battle: You can activate this effect; that monster can make a second attack on a monster in a row, but it loses 500 ATK until the end of the turn. 1 Tuner + 1 or more non-Tuner monstersWhen this card is Synchro Summoned: You can target 1 Level 4 or lower "OS-" monster in your Graveyard; Special Summon that target. During your opponent's turn, face-up "OS-" monsters you control gain 500 ATK. Once per turn, during your opponent's turn, you can target 1 "OS-A" monster you control: That target cannot be destroyed by card effects, but it loses 500 ATK. These changes last until the end of the turn. 1 Tuner + 1 or more non-Tuner monstersWhen this card is Synchro Summoned: You can shuffle up to 2 "Protocol" cards from your Graveyard into your Deck. When an "OS-" card you control leaves the field by your opponent's attack or card effect, draw 1 card. During either player's Main Phase: You can target 1 "OS-A" monster you control and 1 "OS-A" monster in your Graveyard with a different name; send the first to the Graveyard, and if you do, Special Summon the second. You can only use this effect of "OS-A Support Protocol" once per turn. 1 Tuner + 1 or more non-Tuner monstersOnce per turn, you can target 1 face-up monster your opponent controls: Negate that target's effects until the end of the turn, and if you do, change that target's Battle Position. If a face-up "OS-A" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. 1 Synchro Tuner + 1 non-Tuner Synchro MonsterMust be Synchro Summoned, and cannot be Special Summoned by other ways. Up to twice per turn: You can target 1 Level 8 or lower "OS-A" monster in your Graveyard: Send any "OS-A" cards equipped to this card to the Graveyard, then equip that target to this card. This card gains the effect(s) of monsters equipped to it by this effect. During either player's turn, when a card or effect is activated: You can shuffle 1 card equipped to this card by its effect into the deck; negate that effect, and if you do, destroy it. 1 Synchro Tuner + 1 non-Tuner Synchro MonsterMust be Synchro Summoned, and cannot be Special Summoned by other ways. Once per turn, you can target 1 Level 8 or lower "OS-A" monster in your Graveyard: Special Summon that target, but it cannot be used as a Synchro Material Monster. The first time each "OS-A" monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. If this card is targeted by an opponent's activated card effect: You can tribute 1 other "OS-A" monster you control; negate that effect. 1 Tuner Machine-Type Synchro Monster + 2 or more non-Tuner Machine-Type Synchro MonstersMust be Synchro Summoned, and cannot be Special Summoned by other ways. Once per turn: You can change every monster your opponent controls to face-up Attack Position, and until the end of the turn, negate their effects, then this card gains 400 ATK for every monster your opponent controls and can attack them all once each this turn. Monsters other than this card cannot attack the turn you use this effect. and your opponent cannot activate cards or effects in response to this effect. This card cannot be targeted or destroyed by your opponent's card effects. You can banish this card from your Graveyard: Special Summon 1 Machine-type Synchro Monster from your Graveyard. [spoiler=Spells and Traps] Once per turn: You can destroy 1 "OS-C" monster in your hand, and if you do, all face-up "OS-" monsters you control gain 500 ATK and DEF. Once per turn, during the End Phase, if an "OS-C" monster(s) were destroyed by a card effect and sent to the Graveyard: You can draw 1 card. At the end of a turn that an "OS-" monster you control was destroyed by battle or by card effect and sent to the Graveyard: You can target 1 "OS-C" monster in your Graveyard; Special Summon that target. When this card is activated: Add 1 "OS-C" monster from your Deck to your hand. You can only activate 1 "Execution Protocol" per turn. Once per turn, you can target 1 "OS-" monster you control: Increase that target's Level by 1, or decrease that target's Level by 1. Link to comment Share on other sites More sharing options...
VCR_CAT Posted December 10, 2016 Author Report Share Posted December 10, 2016 Changes! Accel Protocol's first effect received a wording update, making its effect optional.Accel Protocol's protection effect's wording was updated and expanded to include effect destructionVersatility Protocol is now Support Protocol EDIT: actually, second-guessed giving Accel the effect destruction protection. In the face of Carrier having that effect, I'd rather Driver remain more offense-oriented and not instantly better because of the ability to gain the same protection. When I can, I'll be reverting it back to battle protection. Link to comment Share on other sites More sharing options...
VCR_CAT Posted December 17, 2016 Author Report Share Posted December 17, 2016 More changes!Accel Protocol's protection effect changed to battle protection for itselfOffense Protocol's battle effect no longer negates all monster effects; it grants a second attack on monsters at the cost of 500 ATK for that monster until the end of the turn.Defense Protocol's effect changed to granting effect destruction immunization on an OS-A monster at the cost of 500 ATK until the end of the turn. These changes are made in context of Driver Protocol and the cards themselves. To not only make them good monsters to use, but make them all good options to use as equip fodder for Driver Protocol. The effect negation as a downside would murder his application for very little gain, and the same felt for Offense and Defense. I would also appreciate any ideas on how to work around this; making each fill their own niche while still being just as viable as the next for their uses. Link to comment Share on other sites More sharing options...
VCR_CAT Posted December 18, 2016 Author Report Share Posted December 18, 2016 Bunp Link to comment Share on other sites More sharing options...
BleuConviction Posted December 21, 2016 Report Share Posted December 21, 2016 Ok, so im going to take a stab at this. First of all, I really like the card designs for some of the os-c cards particularly gigakernel and exokernel and I get the reference to operating systems as well as kernels as I've delved into many phone modding sites and things such as cyanogenmod. Anyways, I think ill just go in order for each card giving a response on the card design, function, and relevance (with a bit of OCG help if applicable).-------------------------------------------------------------------------------- For Nanokernel, I can somewhat relate this card to an effect tuners version of Tatsunoko. The effect helps the speed of the deck, giving it more options, however many of the monsters in the deck are able to be summoned onto the field without using up another normal summon and often work around that idea so I don't think that effect would be necessary. For Microkernel, this card is definitely the fisherman of the deck. He fishes out Nano and can special summon another kernel from the hand such as Terakernel creating easy Synchros. This card is extemely strong for the synergy of the deck and can provide many options for synchro plays so i'd imagine it would be definitely run at 3. The cards so far are definitely giving me an idea that this deck will resemble synchros. For Kilokernel, essentially a geargiaaccelerator with a different effect for being sent to the grave which allows discarding a card to draw for another. The once per turn should be kept because, from what i've seen, this deck is already very combo heavy. Balanced card. For Megakernel, this card seems a bit weaker in comparison to the others. While there are many ways to get it out, the primary effect is only useful when you control this card and Microkernel (both of which are normally normal summoned). The secondary effect isn't the strongest either because all it really does is prevent your deck from being defeated by floodgates like Vanity's fiend by having non special summoned monsters that can get over it. I really think you should have an effect where the card targets itself, giving it 800-1000 ATK but then being destroyed at the end of the battle phase or end phase and activating the effect for drawing a monster. Thus, it wont be necessary to have this and Microkernel to resolve the first effect. For Gigakernel, everything is nice except for the last effect. I'd say that it should be something along the lines of : When this card is sent from the field to the Graveyard: You can target 1 "OS-C" monster in your Graveyard, except "Gigakernel"; add that target to your hand. For Terakernel, this card is fine, nothing particularly strong or weak. I also like the option to change its level. On to the extra deck.. For Accel Protocol, the use of a level-changing synchro tuner is fresh, making it easier to bring out the 3 boss synchros in the deck requiring a synchro tuner. Honeslty, I'd revove the last effect of making it indestructable by battle (because usually you'd just use this card on the turn you create it for another synchro) and instead add an effect such as: when this is synchro summoned, send the top card of your deck to graveyard, and if it's a OS-C monster, add it to your hand. I think that would promote more potential plays with this card. For Attack Protocol, the only important use I see in this card is for synchro summons. The effect of destroying a card is strong, but the monsters attack is a bit low (even with the effect). This makes this card extremely vulnerable during the enemy's turn. I'd say raise the attack of this card to 2300-2500. For Defense Protocol, this card is definitely the stronger (or at least more useful card) out of the two non-tuner protocol cards. It sets up more cards for potential combos and can even prevent an important card from being destroyed during your opponent's phase. This effect can be used on this card itself to make itself difficult to get over if the cards defense is raised. One way in which you can focus on the effect of defense if by changing this cards effect to: Once per turn, during your opponent's turn, you can target 1 "OS-A" monster you control: That target cannot be destroyed by card effects, and it gains 500 DEF. These changes last until the end of the turn. After this is added, you can remove the effect of having face-up os monsters gain 500 ATK. For Support Protocol, for a recovery card, this card is balanced. Nice work. For Kujata, its alright and the first effect is pretty good for stopping an enemy boss monster but the level of the card makes it awkard to use if you want to get exokernel out. Anyways, I see its use in dux kujata but honestly the summon for exokernel would be the preferable one. For Bahamut, its relatively balanced and can see use in it to continue combo plays, but the effect that os cards must be destroyed twice is a bit strong. It makes your field incredibly difficult to wipe paired with the last effect. For Exokernel, I really like the card design but the effect is extremely potent. Its basically an easy gg with little to no options for your opponent. Heres some changes that could be made to balance out this card: 1 Tuner Machine-Type Synchro Monster + 2 or more non-Tuner Machine-Type Synchro MonstersMust be Synchro Summoned, and cannot be Special Summoned by other ways. Once per turn: You can change every monster your opponent controls to face-up Attack Position, and until the end of the turn, negate their effects, then this card gains 400 ATK for every monster your opponent controls and can attack them all once each this turn. Monsters other than this card cannot attack the turn you use this effect. and your opponent cannot activate cards or effects in response to this effect. This card cannot be targeted by opponents card effects while you control another "os" card. Onto spells and traps.... For System Tower, I like the idea of sending cards back to potentially get a more useful one but there are just better cards for this that are not specific to an archetype. Plus there is no plus advantage to using this because you discard 1 to draw another. If you want, you can add effects of cards that revolve around a field spell? For Redundant Protocol, the cards effect synergies well with the deck (especially Microkernel) and the design is fitting. Good Card + For System Call Protocol, its a really solid card similar to reinforcement of the army for machines but the added continuous effect makes it unique. Overall: 8.5/10 Solid Archetype with a few things I would personally change. In my opinion this could really fit into the meta if played well. ~ BleuConviction Link to comment Share on other sites More sharing options...
VCR_CAT Posted December 21, 2016 Author Report Share Posted December 21, 2016 Thanks for the reply! First off, I have made some changes:Minor text update on Microkernel to remove a redundancyMegakernel's effect changed to work on itself with a different downside (destroys the targeted monster at the end of the next battle phase)Gigakernel's effect now requires that it be destroyed from the fieldOffense Protocol received a small stat buffDefense Protocol received a small stat buffSupport Protocol received a small stat buff and now recycles 2 Protocol cardsPerfect Protocol's main effect has been retooledOverall, I agree on Megakernel's weakness; looking over it again I realized that yeah, it could use a bit of a buff in that regard to make its stat boost worth using. Re: Accel Protocol, I feel he should stay as-is. The ability to destroy an OS-C from the deck and trigger its effects with the level change is already strong enough to work off the combo continuation. I considered having Defense Protocol grant a defense boost before, but in all honesty, I stuck to offense because this isn't a deck that's summoning monsters in Defense Position to sit on them; sticking with the offense boost during the opponent's turn works into the defensive uses because you're using the ATK to defend, not the DEF. Bahamut's balance works well in its uses, with a decent cost for its effect negation if it's targeted by the effect. Keep in mind, you can't use the monsters it summons for Synchro summons, so it cannot continue those sorts of combo plays. Finally Exokernel is going to keep most of its protection, but I do feel better about your proposed effect. It is a Quasar-level monster, so the intention is keeping it as a monster you want to summon on the level of Quasar, Sifr, or Blazar without immediately outclassing them. While his effect may seem like a win button, it only is so against big fields with lots of weak monsters; it's not great in every situation, which is the intention. Link to comment Share on other sites More sharing options...
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