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[W] Terrain Ancients (Field Spells As Monsters) 6/6


Arimetal

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I guess this is more or less designed to be like a movie villians' deck or something. The basic idea is that you activate a Field Spell that Special Summons itself (Like how a Trap Monster would) and Acts as a giant monster. To make them a little intimidating I decided to give them override effects. Changing a certain rule of the game while on the field. Other than that they are basically copy pasted from one another and are only have synergy with each other through support cards.

 

As for the lore: I based them off of several different dragons from around the world. I imagine them as giant dragons, big enough to be mistaken as an island or mountain, awakening from an ancient slumber.

 

 

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Terrain Ancient - Ryujin

Field Spell

When this card is activated: Special Summon this card as an Effect Monster (Dragon/WATER/Level 10/ATK 3000/DEF 3000). (This card is also still a Spell Card.) Both players conduct their Draw Phase twice. You can banish this card from your GY; Special Summon 1 "Ocean Child Token" (Dragon/WATER/Level 4/ATK 1500/DEF 1500).

 

Terrain Ancient - Evren

Field Spell

When this card is activated: Special Summon this card as an Effect Monster (Dragon/FIRE/Level 10/ATK 3000/DEF 3000). (This card is also still a Spell Card.) When a monster is destroyed by battle: It's controller take damage equal to it's original ATK. You can banish this card from your GY; Special Summon 1 "Blaze Child Token" (Dragon/FIRE/Level 4/ATK 1500/DEF 1500).

 

Terrain Ancient - Zomok

Field Spell

When this card is activated: Special Summon this card as an Effect Monster (Dragon/WIND/Level 10/ATK 3000/DEF 3000). (This card is also still a Spell Card.) If the effect of a face-up Spell/Trap card on the field is activated: Target that card, negate that effect, if you do, destroy it. You can banish this card from your GY; Special Summon 1 "Gust Child Token" (Dragon/WIND/Level 4/ATK 1500/DEF 1500).

 

Terrain Ancient - Gyo

Field Spell

When this card is activated: Special Summon this card as an Effect Monster (Dragon/EARTH/Level 10/ATK 3000/DEF 3000). (This card is also still a Spell Card.) During each End Phase: The turn player must target and destroy 1 monster they control (if able). You can banish this card from your GY; Special Summon 1 "Stone Child Token" (Dragon/EARTH/Level 4/ATK 1500/DEF 1500).

 

Terrain Ancient's Slumber

Normal Spell

Discard 1 "Terrain Ancient" card from your hand, except "Terrain Ancient's Awakening"; Draw 2 cards. You can banish this card from your GY; add 1 banished "Terrain Ancient" card to your hand. You can only activate 1 "Terrain Ancient's Slumber" per turn and only once that turn.

 

Terrain Ancient's Awakening

Normal Trap

Activate 1 "Terrain Ancient" Field Spell from your hand or GY. You can banish this card from your GY; add 1 banished "Terrain Ancient" card to your hand. You can only activate 1 "Terrain Ancient's Slumber" per turn and only once that turn.

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being a field spell its has natural limitation on how many you control this gigantic monster (well obviously only 1). but its still a 3000/3000 target-immune that absolutely free and will float (well the tokens) as not long ago i (re)learned...that's already bonkers. now that's out of the way. lets asses the individual effect and hope it not break further

 

Ryujin: so essentially better Guarded Treasure. kinda torn apart by this card...in one hand its a continuous plus engine that self-protecting provide body for free seems to much. but there also that opponent draw means they may not as disadvantage as i thought. i decide that the initial providing of free body is already to much of advantage

 

Evren: an obvious great game pusher. not much

 

Zomok: wait this one is one-sided effect unlike the other? targeting clause is redundant since there's not much S/T that has target protection...but its still (presumably) a one-sided negate effect on top of anything you put. yeah not okay

 

Gyo: there a growing numbers of deck that actually thrive on self-destruct so this card personal effects is not that punishing in the right deck. but if we talk about overall decks probably this one arguably the one that properly punish its user. so its a slim ok for me

 

Slumber: you realize that this card can loop with its other copies right turning it to a constant +1 per turn (+2 in fact if you played Ryujin) even with HOPT. yeah not to keen on it

 

Awakening: what's with this deck and HOPT-denied looping plus? this one give you back big beater at need which still cheap and ever threatening as ever

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being a field spell its has natural limitation on how many you control this gigantic monster (well obviously only 1). but its still a 3000/3000 target-immune that absolutely free and will float (well the tokens) as not long ago i (re)learned...that's already bonkers. now that's out of the way. lets asses the individual effect and hope it not break further

 

Ryujin: so essentially better Guarded Treasure. kinda torn apart by this card...in one hand its a continuous plus engine that self-protecting provide body for free seems to much. but there also that opponent draw means they may not as disadvantage as i thought. i decide that the initial providing of free body is already to much of advantage

 

Evren: an obvious great game pusher. not much

 

Zomok: wait this one is one-sided effect unlike the other? targeting clause is redundant since there's not much S/T that has target protection...but its still (presumably) a one-sided negate effect on top of anything you put. yeah not okay

 

Gyo: there a growing numbers of deck that actually thrive on self-destruct so this card personal effects is not that punishing in the right deck. but if we talk about overall decks probably this one arguably the one that properly punish its user. so its a slim ok for me

 

Slumber: you realize that this card can loop with its other copies right turning it to a constant +1 per turn (+2 in fact if you played Ryujin) even with HOPT. yeah not to keen on it

 

Awakening: what's with this deck and HOPT-denied looping plus? this one give you back big beater at need which still cheap and ever threatening as ever

Zomok is meant to effect both players as well.

 

I want to keep the slow recycle cuz I think it keeps it playable. So what if I remove target immunity? In hindsight it was kind of a crummy idea.

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   The idea is not crummy; if anything, the concept and the story behind it are good. It's that the concept itself makes the need to be cautious greater.

 

   The cards can be Special Summoned by not being monsters at first, so they already bypass certain problems (like e.g. Crystal Wing Synchro Dragon and Solemn Strike). Also, they become huge beatsticks that are unaffected by at least 2/3 of the most viable current card pool (excluding Tributing, which is always a "cute" threat). Such kind of monsters are either hard to Summon or have few to offer, besides their body.

   On the one hand, they're so vulnerable if they don't have the targeting protection. On the other hand, their huge body doubles the problem to remove them from the field. Something like if I Summoned a 3000-ATK monster with Monster Reborn, that cannot be targeted by card effects. Same principle.

   This can probably be fixed if you make them "indestructable by card effects" instead of "untargetable". Personally, I recommend it because giving them a half-decent protection with what they can do or can avoid makes sense.

 

 

   They count as Spell Cards while they're monsters, too. Not sure what's the idea behind this, but if the main reason is to avoid to control more than 1 "Terrain Ancient" monsters then it probably doesn't work. Unless you want to, of course. I checked the rules regarding Field Spells to make sure and found this:

 

"Any card that currently occupies that Field Zone must first be sent to the Graveyard in order to a new one to be activated."

 

   Since your Field Zone will be empty, you can activate other Field Spells freely so if that's really the case, then you can add "You can only control 1 "Terrain Ancient" monster at a time" or something.

   If you do want to control more than 1 at a time, then maybe you can change the protection like "other Terrain Ancient monsters you control cannnot be targeted by card effects" or something.

   Moreover, it's important to remember that Terraforming, Metaverse and Demise Of The Land can make the archetype very viable. Slumber and Awakening help at this greatly, too. :)

 

 

  As for the cards themselves:

 

-Ryujin: Probably the most "fair" of all, in a way. However, the "fairness" can be bypassed if you Special Summon it with Metaverse, Demise or Awakening outside of the opponent's Draw Phase. A little tweak to this part maybe be ideal.

-Evren: I think it's fine. However, it can still be very advantageous if you control big or boosted monsters or a card that allows you to attack multiple times. Just add "Once per turn" to the effect and the problem is solved.

-Zomok: If you intend to control this, either you lack a proper Spell/Trap card toolset at the moment or you Summon it simply to make your opponent struggle a lot, since you can negate effects more than once. Same thing like before, maybe adding "Once per turn" is the best thing to do? Maybe "Twice" because it's mandatory, but I think it will be too much. I know that it affects you too, just saying.

-Gyo: This should balance your cards' advantage in theory, but there is a problem. The monsters cannot be targeted *by both players*, so in general you are safe from the drawback.

-Slumber: It's ok I guess. Can only be used within the archetype, so it's not even semi-generic.

-Awakening: Metaverse & Demise activates Field Spells from the Deck; this one does it from your hand or GY. It's half-effective, but I guess this is what makes it just fine.

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