(GigaDrillBreaker) Posted April 11, 2017 Report Share Posted April 11, 2017 Been delaying putting this one out for reasons I don't completely understand, I made these a while back for VCR's rival ace contest. Now, obviously, only 2 of them were shown, but I ended up making a few more as support. I may make more, after I have tested them out some if I really enjoy the deck's playstyle. [spoiler=Archetype Boss - The one that started it all]You can Ritual Summon this card with "Infernescent Ignition". Must be Ritual Summoned without using "Infernescent Conflagrim", and cannot be Special Summoned by other ways. When you inflict damage to your opponent with a card effect: Target 1 card your opponent controls; destroy it, and if you do, monsters you control gain 200 ATK. You can only use the effect of "Infernescent Conflagrim" up to thrice per turn. [spoiler=Ritual Spell]This card can be used to Ritual Summon any "Infernescent" Ritual Monster. Banish monsters from your field or Graveyard, then Ritual Summon 1 "Infernescent" Ritual Monster from your hand or that is banished, whose Level exactly equals the total levels of those monsters. When you inflict damage to your opponent with a card effect, if this card is in your Graveyard: Return this card to your hand. You can only use this effect of "Infernescent Ignition" once per turn. [spoiler=Ritual Monsters]You can Ritual Summon this card with "Infernescent Ignition". Must first be Ritual Summoned without using "Infernescent Convecteran". During your Battle Phase: You can banish 1 "Infernescent" monster you control; Special Summon 1 of your banished "Infernescent" monsters with a lower level, and if you do, inflict damage to your opponent equal to the summoned monster's level x200. If this card is banished, except by its own effect, Special Summon 1 "Infernescent" monster from your hand or Graveyard. You can only use each effect of "Infernescent Convecteran" once per turn. You can Ritual Summon this card with "Infernescent Ignition". Must first be Ritual Summoned without using "Infernescent Combustrategist". When you inflict damage to your opponent with a card effect: Send the top card of your Deck to the Graveyard, and if it was an "Infernescent" card, send 1 additional card. During your Main Phase: You can target 3 of your banished "Infernescent" cards; return them to the Graveyard, and if you do, draw 1 card. You can only use this effect of "Infernescent Combustrategist" once per turn. You can Ritual Summon this card with "Infernescent Ignition". Must first be Ritual Summoned without using "Infernescent Pyromangler". During either player's turn: You can banish 2 "Infernescent" cards from your hand, field, or Graveyard; add 1 "Infernescent" card from your Deck or Graveyard to your hand. You can only use this effect of "Infernescent Pyromangler" once per turn. If this card in your possession is banished: Inflict 300 damage to your opponent for each "Infernescent" card you control. [spoiler=Non-Ritual Monster Cards]If this card is in your hand or Graveyard when you inflict damage to your opponent's Life Points with a card effect: You can banish 1 "Infernescent" card from your Deck; Special Summon this card. If this card in your possession is banished: Special Summon 1 "Ash Token" (Pyro-Type/DARK/Level 2/ATK 0/DEF 0). You can only use each effect of "Infernescent Imber" once per turn. During either player's Main Phase: You can banish up to 3 cards from your hand or field; send that many "Infernescent" cards from your Deck to the Graveyard, then inflict 100 damage to your opponent's Life Points for each of your banished cards. This effect can only be used once while this card is face-up on the field. If this card in your possession is banished: You can add 1 "Infernescent" card from your Deck to your hand. You can only use each effect of "Infernescent Immolateer" once per turn. As I am sure is clear, the deck works off of two key principles: Banishing monsters, and dealing burn damage. By cycling through their resources and consistently dealing burn damage to facilitate their effects, they push through the game hard and fast, hopefully gaining a decisive victory quickly. Link to comment Share on other sites More sharing options...
Darj Posted April 16, 2017 Report Share Posted April 16, 2017 The archetype looks quite solid and good.For starters, they are DARK/Pyro, a typing so awfully underused that so far only 2 monsters have it and both happen to be Evilswarms, and I always like to see cards that go for these kind of typings, so that's already a plus for me.Then, some of them float when banished, and that means gaining advantage from Gold Sarcophagus and other banishing tools. Furthermore, as DARK they benefit from support like Allure and other DARK-banishing techs (Dark Armed Dragon maybe? IDK). I like how the boss turns burns into removal. When I first read the effect I hoped for it to not be OPT, and sure enough, it can use its effect up to 3 times per turn, and that's sweet. It would be cool to play techs like Nothung, Gagaga Cowboy and other monster with burning side effects to trigger the boss more often. Also it would be funny to play Sparks in this archetype just for the style points xDStill, I do wish the boss was more rewarding in some way or otherwise had an stronger role in the archetype. I mean, the lesser Rituals got when-banished effects, but the boss doesn't. The same goes to Combustrategist: I would prefer a pseudo-float, when-banished effect over the milling effect, for instance. After reading the Ritual, I wanted to point out how you could banish a Ritual monster and Special Summon it with the same effect, but then I read the clauses on the Ritual Monsters, so it's fine. Those quick effect traits in Pyromangler and Immolateer are so sneaky, since they can indirectly trigger cards like Conflagrim. IMO you can get away with making at least 1 of these monsters a Tuner, precisely to access cards like Nothung, Infernity Doom Dragon, Blood Mefist xD Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted April 16, 2017 Author Report Share Posted April 16, 2017 The archetype looks quite solid and good.For starters, they are DARK/Pyro, a typing so awfully underused that so far only 2 monsters have it and both happen to be Evilswarms, and I always like to see cards that go for these kind of typings, so that's already a plus for me.Then, some of them float when banished, and that means gaining advantage from Gold Sarcophagus and other banishing tools. Furthermore, as DARK they benefit from support like Allure and other DARK-banishing techs (Dark Armed Dragon maybe? IDK). I like how the boss turns burns into removal. When I first read the effect I hoped for it to not be OPT, and sure enough, it can use its effect up to 3 times per turn, and that's sweet. It would be cool to play techs like Nothung, Gagaga Cowboy and other monster with burning side effects to trigger the boss more often. Also it would be funny to play Sparks in this archetype just for the style points xDStill, I do wish the boss was more rewarding in some way or otherwise had an stronger role in the archetype. I mean, the lesser Rituals got when-banished effects, but the boss doesn't. The same goes to Combustrategist: I would prefer a pseudo-float, when-banished effect over the milling effect, for instance. After reading the Ritual, I wanted to point out how you could banish a Ritual monster and Special Summon it with the same effect, but then I read the clauses on the Ritual Monsters, so it's fine. Those quick effect traits in Pyromangler and Immolateer are so sneaky, since they can indirectly trigger cards like Conflagrim. IMO you can get away with making at least 1 of these monsters a Tuner, precisely to access cards like Nothung, Infernity Doom Dragon, Blood Mefist xDWell, as a start, Conflagrim can't (presently) be used for Ignition, since its level is higher than everything else. Additionally, it was a design intent for the monsters with levels higher than 4 not to float, instead having effects that trigger off of the burn damage dealt by the lower level options. Though I absolutely agree that Conflagrim got overshadowed by the speed provided by other cards, particularly Convecteran. Even so, I think it serves a very real purpose. Since it doesn't benefit from being banished, it encourages you to keep it on board, which is fitting of a boss monster. Not to mention that its ATK gaining effect applies to your entire field, so it is deceptively powerful. Further considering how, as you mentioned, Imolateer and Pyromangler can trigger it at SS2, I think it more than carries its weight. As for in-archetype tuners, I decided to keep this set's support exclusive to ritual summmoning, though tech such as Guerilla Kite allow access to synergistic synchro monsters. Link to comment Share on other sites More sharing options...
Darj Posted April 16, 2017 Report Share Posted April 16, 2017 In that case, then protection for the boss, either effects from the archetype cards, or built-in protection, is in order IMO, since it is not as practical to Summon (yet) and you really want in on the board destroying stuff from your burning effects. Link to comment Share on other sites More sharing options...
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