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New Support for LV Archetype (Written)


Charlelot

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Hey everyone,

 

Some of my fondest childhood memeries are the various times I destroyed my cousin with my good old Horus & Armed Dragon Deck. I've always loved the desing of the LV monsters. but unfortunatly, time went by and the LV archetype was left forgotten. This my attempt at giving the LV Deck some love after all this time, by making it as competitive as I can (hopefully, without making it too broken). Have a look and tell me what you think.

 

Note: This is an updated version of a previous topic i've posted. I decided to publish this again due to significant changes made to my previous work.

 

*Latest Update* 01/05/18

 

[spoiler=Monster Cards:]

The Game Master

Level 8 LIGHT Thunder Effect

ATK 1500 DEF 1500

Must first be Special Summoned (from your hand) by sending 2 other monsters from your hand and/or field to the GY. This card gains 300 ATK for each ‘’LV’’ monsters on both player’s field and GY. If you control no monster: you can banish this card from your hand; Special Summon 1 level 4 or lower ‘’LV’’ monster from your Deck or GY. You can only use this effect of ‘’The Game Master’’ once per turn. Once per turn, during either player’s turn, you can activate 1 of the following effects:

  • Send 1 ‘’LV’’ monster from your Deck to the GY; until the end of this turn, this card cannot be destroyed by battle.
  • Send 1 ‘’Level’’ card from your Deck to the GY; until the end of this turn, this card cannot targeted or destroyed by card effects.

 

Silent Ranger LV 2

Level 2 LIGHT Psychic/Tuner/Effect

ATK 900 DEF 300

Once per turn, when this card is Normal or Special Summoned: you can send 1 ‘’LV’’ monster from your hand or Deck to the GY; draw 1 card. When this card attacks, your opponent cannot activate monster effects until the end of the Damage Step. During either player's turn, while this card is face-up, if a Spell Card effect is activated: you can send this card to the GY; Special Summon 1 level 4 or lower ''LV'' monster from your hand or Deck except ‘’Silent Ranger LV 2’’.

 

 

Silent Ranger LV 4

Level 4 LIGHT Psychic/Effect

ATK 1800 DEF 900

Once per turn, when this card is Special Summoned: you can add 1 ‘’LV’’ monster from your Deck to your hand. When this card attacks, your opponent cannot activate any set cards until the end of the Damage Step. During either player’s turn, while this card is face-up, if a Spell Card effect is activated: you can send this card to the GY; Special Summon 1 level 5 or higher ''LV'' monster from your hand or Deck, ignoring its Summoning conditions. You cannot activate this effect if this card was Special Summoned by a monster effect this turn.

 

Silent Ranger LV 6

Level 6 LIGHT Psychic/Effect

ATK 2700 DEF 1500

This card cannot be Normal Summoned. Must first be Special Summoned by the effect of a ‘’Level’’ or ‘’LV’’ card. Once per turn, when this card is Special Summoned: you can add 1 ‘’Level’’ Spell/Trap card from your Deck to your hand. If this card attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. When this card leaves the field: you can Special Summon 1 level 4 or lower ‘’LV’’ monster from your hand or GY ignoring its Summoning conditions.

 

[spoiler=Spell Cards:]

Multileveled Pyramid

Field Spell

When this card is activated: you can add 1 ‘’The Game Master’’ from your Deck to your hand. When you activate a monster effect that would Special Summon a ‘’LV’’ monster, your opponent cannot activate any cards or effects in response to that activation. You can only use each of the following effects of ‘’Multileveled Pyramid’’ once per turn. During your Main Phase, you can activate 1 of these effects:

  • Send 1 ‘’LV’’ monster from your hand or Deck to the GY.
  • Send 1 face-up ‘’LV’’ monster you control to the GY; Special Summon 1 monster from your hand, Deck or GY with the same name but 2 to 3 ‘’LV’’ higher (ignoring its Summoning conditions).

 

Leveled Merchant

Continuous Spell

When this card is activated, excavate the top 3 cards from your Deck. You can add 1 ‘’Level’’ or ‘’LV’’ card among them to your hand, also, after that, shuffle the rest back into the Deck. During your Draw Phase, if you draw a ‘’LV’’ monster, you can reveal it to your opponent. If you do, you can draw 1 card. During your Main Phase: you can destroy this face-up card, then target up to 3 of your banished ‘’LV’’ monsters; send them to the GY. You can only use each effects of ‘’Leveled Merchant’’ once per turn.

 

Level Regulation

Quick-Play Spell

Send 1 face-up ‘’LV’’ monster you control to the GY: Special Summon a ‘’LV’’ monster from your hand, Deck or GY that is 2 to 3 levels higher or lower ignoring its Summoning conditions, then you can destroy 1 card on the field. While this card is in your GY, when a Level 4 or lower ‘’LV’’ attacks or is attacked: you can banish this card; negate the attack, then end the Battle Phase.

 

[spoiler=Trap Cards:]

Level Sealing

Counter Trap

When your opponent activates a Spell/Trap or monster effect while you control a ‘’LV’’ monster: negate the activation, and if you do, destroy that card. Then, select 1 ‘’LV’’ monster you control and send it to the GY: you can Special Summon 1 ‘’LV’’ monster from your Deck or GY that is 2 to 3 levels lower than the selected monster ignoring its Summoning conditions. If this card in its owner’s possession was destroyed by an opponent card effect: you can add 1 ‘’Level’’ card except ‘’Level Sealing’’ from your GY to your hand.

 

Level Re-Modulation

Continuous Trap

Once per turn, you can Special Summon 1 level 4 or lower ‘’LV’’ monster from your hand or GY ignoring its Summoning conditions. If this face-up card is destroyed by an opponent card effect: destroy every monster you control, then Special Summon 1 ‘’LV’’ monster from your hand or GY ignoring its Summoning conditions. If you activate this effect, both players draw 1 card. You can only activate each effects of ‘’ Level Re-Modulation’’ once per turn.

 

Levelled Ritual of the Dark Flame

Normal Trap

Target 1 face-up ‘’LV’’ monster you control: equip this card to that target. The equipped monster gains 800 ATK and DEF. If the equipped monster would be destroyed by battle or card effect: you can destroy this card instead. You can banish this card from your GY: Fusion Summon 1 ‘’Horus’’ Fusion monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY. You can only use each effects of ‘’ Levelled Ritual of the Dark Flame’’ once per turn.

 

[spoiler=Extra Deck:]

Horus the Primordial Flame

Level 8 FIRE Pyro Fusion Effect

ATK 3000 DEF 1800

Horus the Black Flame Dragon LV8 + 1 Level 5 or higher ‘’LV’’ monster

Must be Fusion Summoned and cannot be Special Summoned other ways. The Fusion Summon of this card cannot be negated. While this card is face-up, ‘’Horus’’ and ‘’LV’’ monsters you control cannot be targeted or destroyed by your opponent’s Spell Card effects. Once per turn, during your Main Phase: you can target 1 ‘’LV’’ monster in your GY; equip that target to this card (1 max). This card gain ATK and DEF equal to half the ATK of the equipped monster. Once per turn, during either player’s turn, when a card or effect is activated: you can banish 1 monster that is equipped to this card; negate the activation, and if you do, destroy it. When this card leaves the field: destroy every monster your opponent controls.

 

Horus the Infernal Star

Rank 4 EARTH Rock Xyz Effect

ATK 1600 DEF 1000

2 Level 4 ‘’LV’’ monsters

This card is treated as a ‘’LV’’ card while it is on the field. This card is unaffected by Spell Card effects. If this card battles an opponent monster: it gains 700 ATK until the end of the Damage Step. Once per turn: you can detach 1 Xyz Material, then target 1 face-up ‘’LV’’ or ‘’Horus’’ monster you control; it can make a second attack during each Battle Phase this turn.  

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Interesting idea, taking this further into the realm of tabletop games. I'll admit, I only thought of video games at the times, and this is a nice change. #BringBackLV

 

The Game Master is an interesting card, allows for a sort of wall for whatever the situation provides, while providing LV monsters in the GY...I guess. I was surprised to see this much GY play in a LV archetype, but hey, considering it works with the S/T, I'm not complaining. Good to see some self-boosting so it's useful on its own as a beater.

 

The Silent Rangers are actually pretty nice. I don't see much abuse, even if I interpret the OPT restriction on their effects correctly. You see, if you say "Once per turn, if this card is Special Summoned", since it's not HOPT, it resets when it leaves the field and comes back, i.e. when it's Special Summoned, nullifying any sort of restriction there at all. I would suggest "You can only use this effect of "" once per turn."...except they probably don't need it. It's not a spammy archetype, and their own restriction to wait a turn slows them down enough for the effects to be fine without said restriction. All in all, they really fit with the new theme, grant some GY play, searching, and actually mesh Magician and Swordsman together.

 

Pyramid is a little more touchy, however. I guess you would use the mill if you didn't have a monster, but the SS from the Deck or GY is inherently better. Hell, why Summon from the GY after you mill when you can just directly Summon from the Deck? There also raises the issue of since it is only has soft OPT, you can spam placing fields with Terraforming for quick advantage, but I think by removing the Summon from the Deck, this field will be alright. I mean, you have enough milling the Deck already to have this basically summon any card you want with specifying Deck.

 

Merchant is semi-decent, granting a search and allowing for future consistency. In fact, the initial search actually makes it playable...but why can it kill itself? I can see no reason why you would want or need to destroy it, and even be forced to discard a card to do so.

 

Regulation is good, Sealing's summon effect should be optional, and Re-Modulation...isn't that bad, although perhaps expand it into simply HOPT at any point during the turn. Not bad cards, just a few tweaks here and there.

 

Ritual is slow. Combined with the sending to the GY, it can actually Fusion Summon the nice bosses, but...the first effect leaves a lot to be desired. Not only do I really slow down my LVs in exchange for a little more staying power (emphasis on little), but it's a Trap. Make it a quick-play spell; that way it synchronizes with the archetype and it actually is a little faster. You could even grant protection from destruction from card effects without making it dangerous; it's not like there's much destruction happening these days.

 

Infernal Star is actually a decent Xyz, surprisingly, but Primordial Flame isn't. Yay, we can't be destroyed by...Raigeki...and Dark Hole...and are still left vulnerable to other means of removal AND all other types of cards. I get that you want to stick with the Spell Effect, but why not expand a little into Traps, with other means of removal? Destroyed AND targeted? Have that this Fusion expanded beyond spells or smthn. Even with that, it's still not great. All it does it get an ATK boost and nuke the field when it dies. Perhaps have it be able to send any face-up "LV"/"Level" card (such as either of the continuous S/T or even Primordial's own equipped monsters) to get a pop, as the archetype doesn't have that much removal of its own.

 

Rather weak at points, but a good attempt to make LVs competent. I admire your efforts, and hope these comments were helpful!

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Interesting idea, taking this further into the realm of tabletop games. I'll admit, I only thought of video games at the times, and this is a nice change. #BringBackLV

 

The Game Master is an interesting card, allows for a sort of wall for whatever the situation provides, while providing LV monsters in the GY...I guess. I was surprised to see this much GY play in a LV archetype, but hey, considering it works with the S/T, I'm not complaining. Good to see some self-boosting so it's useful on its own as a beater.

 

The Silent Rangers are actually pretty nice. I don't see much abuse, even if I interpret the OPT restriction on their effects correctly. You see, if you say "Once per turn, if this card is Special Summoned", since it's not HOPT, it resets when it leaves the field and comes back, i.e. when it's Special Summoned, nullifying any sort of restriction there at all. I would suggest "You can only use this effect of "" once per turn."...except they probably don't need it. It's not a spammy archetype, and their own restriction to wait a turn slows them down enough for the effects to be fine without said restriction. All in all, they really fit with the new theme, grant some GY play, searching, and actually mesh Magician and Swordsman together.

 

Pyramid is a little more touchy, however. I guess you would use the mill if you didn't have a monster, but the SS from the Deck or GY is inherently better. Hell, why Summon from the GY after you mill when you can just directly Summon from the Deck? There also raises the issue of since it is only has soft OPT, you can spam placing fields with Terraforming for quick advantage, but I think by removing the Summon from the Deck, this field will be alright. I mean, you have enough milling the Deck already to have this basically summon any card you want with specifying Deck.

 

Merchant is semi-decent, granting a search and allowing for future consistency. In fact, the initial search actually makes it playable...but why can it kill itself? I can see no reason why you would want or need to destroy it, and even be forced to discard a card to do so.

 

Regulation is good, Sealing's summon effect should be optional, and Re-Modulation...isn't that bad, although perhaps expand it into simply HOPT at any point during the turn. Not bad cards, just a few tweaks here and there.

 

Ritual is slow. Combined with the sending to the GY, it can actually Fusion Summon the nice bosses, but...the first effect leaves a lot to be desired. Not only do I really slow down my LVs in exchange for a little more staying power (emphasis on little), but it's a Trap. Make it a quick-play spell; that way it synchronizes with the archetype and it actually is a little faster. You could even grant protection from destruction from card effects without making it dangerous; it's not like there's much destruction happening these days.

 

Infernal Star is actually a decent Xyz, surprisingly, but Primordial Flame isn't. Yay, we can't be destroyed by...Raigeki...and Dark Hole...and are still left vulnerable to other means of removal AND all other types of cards. I get that you want to stick with the Spell Effect, but why not expand a little into Traps, with other means of removal? Destroyed AND targeted? Have that this Fusion expanded beyond spells or smthn. Even with that, it's still not great. All it does it get an ATK boost and nuke the field when it dies. Perhaps have it be able to send any face-up "LV"/"Level" card (such as either of the continuous S/T or even Primordial's own equipped monsters) to get a pop, as the archetype doesn't have that much removal of its own.

 

Rather weak at points, but a good attempt to make LVs competent. I admire your efforts, and hope these comments were helpful!

 

Hey there,

 

 

Thanks a lot for the input. I found it really constructive and have subsequently made a few changes to the archetype. Since you took the time to write a detailed account of your thoughts about my new cards, I believe I should lay down the reasoning behind a few of my previous design choices. The way I saw it, the existing LV monsters were terribly slow and incredibly weak by today’s standards. That is why I build my archetype around graveyard play. I wanted to send the bothersome cards to the grave before I could waste my Draw Phase by picking them up. Now for individual cards:

 

Pyramid: Essentially, I wanted this card to act as a permanent ‘’Level Up’’ for my LV monsters. The milling effect was put into place in case the opening hand was stacked with un-summonable monsters. I also wanted to end the waiting period for the Special Summon of higher level LV monsters (as seen in Armed Dragon LV 3, Horus Silent Swordsman LV 3 etc). That is why I allowed Pyramid to cause a ‘’Level Up’’ during either player’s turn. I know it might be a bit strong but I believed that adding a bit more summoning capacity was vital to the speed of the deck.

 

[spoiler=Quick note]

I forgot to mention it before but the Pyramid thing is a reference to the Capsule Monster Arc of the original Yu-Gi-Oh anime (the game takes place in a pyramid) and to the final shadow game between Yugi and Bakura in the mangas. Just in case you found the Pyramid part of the card random.

 

 

 

Merchant: I included a self-destruct button to this card to counter a problem I often encountered while playing a Dark Magician Deck. In my case, the Dark Magic Circles always seemed to pile up and become a bother. The thing is, I really wanted Merchant to be a Continuous Spell Card in order to get an extra draw when picking up a useless high level LV monster. Of course, you were right, that effect was kinda random. That is why I changed it a little bit.

 

Sealing: Not much to say there. I only thought that allowing a free negate with by Counter Trap was too powerful.

 

Re-Modulation: Once again, not much to say. I needed to make a card that would allow me to summon a monster from my graveyard every turn. Finding a good way to balance that effect was the problem here.

 

Ritual: Yeah… That card is slow (and perhaps a little gimmicky). I just felt bad letting the player summon a 3000 ATK boss monster basically for free. The only balancing option I found was to make it slower than a spell card. Now that I’ve given a little more power to Primordial Flame, I believe that it would be more appropriate leaving that card as a Trap. After all, the original idea behind the deck was to be able to summon the old LV monsters more efficiently, not to spam the field with Extra Deck monsters.

 

Primordial Flame: I might have underestimated the slowness of the Ritual Trap. That is why I’ve given Primordial Flame a slightly more powerful effect.

 

Thanks again for your comments and don’t hesitate to write again if you have any other suggestions.

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Oh, I see what you mean about sending them to the GY. Yes, should've thought about the bricking potential.

 

Good change regarding Merchant! Now it almost seems like you're not just destroying it to get rid of it.

 

For Sealing, there are plenty of Counter Traps that simply negate while you control an "x" monster. There's one for Gemini, there's one for Level 7 or 8 Normal Monster; I think "LV" monsters are still weak enough to warrant it.

 

The Ritual and Primordial Flame fixes are fine.

 

Nothing more to say, really. Pretty sure that's fine as is, but hopefully someone else will review the set and provide their opinions.

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