Libracor Posted April 2, 2017 Report Share Posted April 2, 2017 The RPG are an archetype of Five Heroic and stereotypical fantasy Heroes and a cadre of monster pets known as the RPG Beasts. I really didn't have an overall goal in mind when I was writing these, so they're kinda meh. Still, CC is appreciated Main Deck[spoiler=RPG monsters (5/5)] [spoiler=RPG Beasts (9/9)] Spell Support [spoiler=RPG Charms (4/?)] Contact Fusions [spoiler=RPG HEROES (8/?)] Link to comment Share on other sites More sharing options...
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KING OF BRAVES Posted April 15, 2017 Report Share Posted April 15, 2017 I'm going to ignore OCG, because I don't feel like fixing it for you. Mage is fine. Thief doesn't say what you do with the cards you excavate. Should have hard OPT on the searching effect, at least. Mimic should have hard OPT on the searching effect. Knight is bad. No reason to run this unless you want to use either if its Fusions, which aren't that good. Lancer is only worth using for using for Dragoon, and Mimic can be used as a substitute, so there is no reason to even use Lancer. Save Tiger is a -1, you lose 2 monsters to get rid of 1 of your opponent's monsters. Maybe if it didn't target, currently it's a worse Fairy Tail - Luna, even if it returns to the deck instead of hand. Volcano Dweller is weird. Having random burn is not that good, but it's really the only way this deck could ever work. That Grass Looks Greener FTK. Activate Grass, mill, hopefully you mill 3 of these and 3 Thief and not any of your Spells. It's a silly FTK that will probably never work, and it's because a lot of your cards don't have hard OPT. Summon Drake is just more revival. I don't see why your need so much. It's not bad, but it's not good. You need to have 2, so it might be dead turn 1. Mime Slime should be similar to Shaddoll Core, "you can substitute this monster for 1 Fusion Material that lists an Attribute, on a "Shaddoll" Fusion Monster Card." Hard OPT on the search. Pelt Collector doesn't say how much it gains. Hard OPT on the search. Gobbler Goblin just lets you get over a lot of things. Probably format dependent. A 1-of at best. Briar just summons itself. The archetype doesn't have a way to trigger it, outside of Laval Slime, so it's slow. Lava Slime is a Quick-Play Graveyard Heavy Storm, something that shouldn't really exist. Any deck can use it because Foolish Burial is a thing and there are plenty of ways to get in the Graveyard. If Lavalval Chain wasn't banned, this would be ran in R4 decks because it completely kills any deck that relies on backrow, like Paleozoic. Mindflayer is a permanent Change of Heart on legs. It doesn't even target, but it uses your Normal Summon. Mixed feelings on it, but its probably fine. The Spells destroy as a cost. I think. Your wording is confusion. They should written similarly to Zoodiac Barrage, "You can target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Zoodiac" monster from your Deck." All the Spells, except for Partner Potion, summon monsters from your Graveyard. The archetype can't get monsters in the Graveyard quickly enough, unless you use That Grass Looks Greener. Also, they should have hard OPT on the search effect. Respawn Point and Partner Potion should have it on both effects. Respawn Point is the best Spell. A +1/+2, but it requires you have a monster in your Graveyard. Not sure on how Reset Button should be written, but its not that good. You can only trigger it with Lava Slime, or if you run cards like Dragonic Diagram, Metalfoes or Zoodiac Barrage. It's slow. Partner Potion can't summon any Fusions, and your Fusions should say "Must be Special Summoned (from your Extra Deck) by". If you want to be able to summon them with Potion. Also, look at Dark Contract with the Swamp King. Bond McGuffin, literally a worse Respawn Point, but I'd guess you'd run it because its more revival. Honestly, none of the Fusions are that good. Serpent Rider is just burns when it destroys a monster. Paladin just makes your opponent take damage and protects another monster from battle. Nothing stops your opponent from attacking Paladin first. Dragoon is pretty good. Dodges stuff and destroys a monster. Bluffing Bard dies to removal and just forces your opponent to attack it. It's bad against Links and Xyzs. Usually, draw 3 cards would be overpowered, but seeing how bad the archetype is, Psion is fine. Disenchanter is just a worse Ignister. Best removal the archetype has. Black Knight is a better Serpent Rider. White Mage is bad. Gaining Life Points doesn't do much for the archetype. Most of the time, it's better to keep monster in your Graveyard because of all the revival you have. The archetype just generates empty advantage. Only 3 Fusions are good, so you'd build the deck around those. Mimic and Mime Slime means you don't have to run bad cards like Knight or a lot of the RPG Beasts. You don't have good turn 1 plays and going second, you can't do anything. You can't set up strong boards, you can't break your opponent's field. It's extremely slow. It doesn't have have a real theme or gimmick. A lot of the monsters aren't worth using, and 3 of your Spells bring back monsters. Strong 4 to a light 5. Link to comment Share on other sites More sharing options...
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