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Zombie World-supported "Nightmare" archetype.


AlienPrinceOTK

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Hey all!

 

This is my first submission here, and I'm sussing out some pretty outdated card ideas of mine :P. Of course, this archetype right now is mainly just an extra leg and win condition for the Zombie World deck, but could be developed further with the right ideas! How shall I advance this?

 

Anyway, hope you like them! There's only 5 cards, but maybe there will be more!

 

001%20Gray%20Nightmare%20Raven_zps1w67x5

 

Gray Nightmare Raven

*The go-to win condition card, and the best kind too (accumulating effect damage). This is the card you want to bring out and use with "Nightmare Totem". Hard to remove from the field if it is in Defense Mode, and its strategy is especially hard to disrupt if there's another in your deck to summon.

*I've been trying to find the origin of this artwork, being a while since I found it.

 

002%20Nightmare%20Crow_zpsuejqm8r2.jpeg

 

Nightmare Crow

*Allows you to bring out Gray. Might be updated to allow itself to attack your opponent directly for a cost... what do you guys think?

 

003%20Nightmare%20Totem_zpsdduwoyqf.jpeg

 

Nightmare Totem

*A unique card which can disrupt your opponent's play, while allowing your own! You could say the Key Card of this archetype, and it's hard to counter!

 

004%20Nightmare%20Scarecrow_zps386obmbj.

 

Nightmare Scarecrow

*A hard to pull-off 'key card' searcher, but has the understated ability of adding counters to "Nightmare Totem".

 

005%20Endless%20Nightmare%20Cat_zpslvk92

 

Nightmare Black

* My intention was to have a themed card that gives me draw-power, in the form of a monster too to balance things out. It is a different way of creating card advantage, keeping this "Nightmare" style. One of those cards in an archetype which can be used in many other decks ($$$) I think... :D

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next time you can also type the effects underneath each card so it will be easier to be copy-pasted to point out fixes

 

in general: quite a mish-mash of theme but majority of its is requiring direct attack to be triggered which can be tricky. i usually don't care about name but Nightmare is a Generic name which can lead to unwanted interaction with any card pool exist, for whatever the worth is

 

Gray Nightmare Raven:

 

While this card have Xyz Material: This card cannot be Targeted for Attack and opponent's card effect. At the end of Damage Step When this card Attack your opponent directly You can active 1 of the following effects:

● Detach any Number of Xyz Material on this card: Inflict 800 Damage to your opponent for each Material detached

● Attach all Zombie-Type Monster on the field to this card

 

this guy can hold on its own, can dish quite a lot of damage, and in tandem of Zombie World; can initiate a mass non-targeting-non destruction removal (which i kinda tamed on fixes by adding "at the end of Damage Step" since you not specify when the effects is activating). its requirement kinda wonky though being 3 Level 2 Zombie but by your premise on how this archetype work its should quite be easy which kinda worries me since its basically 1600-to-face-Gagaga Cowboy at minimum. not to mention Totem Protection in addition being this card enabler.

 

Nightmare Crow: despite kinda powerful end result. we can't deny that out side its own archetype this card won't do things. sure Direct attacks is kinda should be this archetype specialty but for now Totem is the only viable option for this gimmick, on top of that  being needing a direct attack further make this card susceptible to battle trap which Totem not prevent

 

Nightmare Scarecrow:

 

Set Spell/Trap cards you control cannot be destroyed by opponent card effect until your next Standby Phase after the turn that card being Set. Once per turn, When "Nightmare" Zombie-Type Monster you control inflict Battle Damage: Set 1 "Nightmare Totem" Spell card from your Deck to your side of the field, That Set card cannot be Activated this turn. This card name  becomes "Nightmare Totem" While this card in your Graveyard.

 

that Set protection is understandable but also kinda unnecessary strong. since it protects anything beside the intended "Nightmare" S/T including some well-hated floodgates like Vanity,etc. its search effect is very slow though. but for now i have suggestion:

 

Once per turn, When "Nightmare" Zombie-Type Monster you control inflict Battle Damage: Set 1 "Nightmare Totem" Spell card from your Deck to your side of the field.That Set card cannot be Activated this turn. also Set that card cannot be destroyed by opponent's card effect until your Next Standby Phase. his card name  becomes "Nightmare Totem" While this card in your Graveyard.

 

Nightmare Black:

 

if this face-down card is is Selected as Attack target: You can Reveal this card, and then Shuffle this card and that attacking monster to its owner Deck; both player Draw 1 card. and Reveal it: if its not an "Nightmare" Spell/Trap card or Zombie-Type "Nightmare" monster, Banish it. I

 

this card is surprisingly powerful if not near OP. hand disruption and non-targeting-non destruction removal all in same generic package. its requirement being attacked Set is not hardest thing to be achieved either. and most Zombies don't mind much when they being banished. this card need to be tone down in many ways and while at it since this card feel so far detached from the deck's main theme i suggest you can re-work some part of this card, say like...having direct attack related/support effect,etc

 

Nightmare Totem:

 

When this card is activated place 1 Totem Counter for each "Nightmare Totem" in your Graveyard. Destroy this card if this card don't have Totem Counter on it. Once per chain, when cards or effects other that Field Spell and Trap card is activated except in respond of this card activation: you can Remove 1 "Totem Counter on this card; Negate the activation and/or effect of that card ,and Shuffle it to its owner Deck. Once per turn: you can Target 1 Zombie-Type "Nightmare" monster your control; it can attack your opponent Directly this turn.

 

along side Scarecrow i can see this card gaining at least 3 counters which kinda a lot. its inability to counter Trap card is kinda redundant. sure the intention is to prevent this card being omni-negation for it to be not that broken but at the end its still susceptible to anything with superior Spell Speed. the true power of this card of course is its Direct attack enabling. which for now is not that scary outside Gray Raven

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