Charlelot Posted November 6, 2017 Report Share Posted November 6, 2017 Hey everyone, For those of you who have been reading my recent posts, this is part 3 of my childhood fever dream. When I wasn't using my allowance to buy Booster Packs, I was busy collecting Lego Sets, my favorite being Bionicles. Now that am older, I found my old Legos safely stored away in a closet of my house. That discovery led me to imagine an archtype based on my favorite characters of those toy sets (I know... I know... I am a huge nerd). I even went the extra mile and named my characters using Maori, one the the official languages of New Zealand. It was used by the publishers of the first Bionicle series to name the various characters of the story. Have a read and tell me what you think. *Latest Update* 12/07/17 [spoiler=Monster Cards:]Tuhinga, Builder of the MihiniLevel 3 EARTH Machine/Tuner/EffectATK 500 DEF 2200If this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: you can select an equipped Equip Spell Card you control; equip it to another appropriate target. Once per turn, if you Normal or Special Summon a Machine-Type monster: you can add 1 Equip Spell Card from your Deck to your hand. Kohuru, Plague of the MihiniLevel 5 LIGHT Machine/EffectATK 1900 DEF 1900If you control a face-up Machine-Type monster that is equipped with an Equip Card, you can Special Summon this card (from your hand). This card cannot be Tributed except for a Tribute Summon of a ‘’Mihini’’ monster. Once per turn, when this card destroy a monster by battle: you can add 1 ‘’Mihini’’ monster from your Deck to your hand. While this card is equipped with an Equip Card, it gains the following effect:When this card attacks a Defense Position monster, inflict piercing damage to your opponent. Atua, Guardian of the MihiniLevel 7 DARK Machine/EffectATK 2700 DEF 1600You can only control 1 ''Atua, Guardian of the Mihini''. If you control a face-up ''Mihini'' monster, you can send 1 Equip Cards you control to the GY: Special Summon this card from your hand. This card cannot be targeted or destroyed by your opponent’s monster effects. If this card destroys a monster by battle: you can add 1 ‘’Mihini’’ Equip Spell Card from your GY to your hand. While this card is equipped with an Equip Card, it gains the following effect:Once per turn, during your Main Phase: you can lower this card’s level by 2 until the end of the turn. [spoiler=Spell Cards:]Mihini Universe CoreField Spell CardEquip Spell Cards that are equipped to Machine-Type monsters cannot be targeted by your opponent’s card effects. When this card is activated: you can send 1 ‘’Mihini’’ card from your hand to the GY; add 1 ‘’Mihini’’ monster from your Deck to your hand. You can only activate this effect of ‘’Mihini Universe Core’’ once per turn. Once per turn, during your Main Phase: you can pay 300 LP; equip 1 Equip Spell Card from your GY to a face-up Machine-Type monster you control. Mihini Masks of KnowledgeEquip Spell CardThis card can only be equipped on a ‘’Mihini’’ monster. The equipped monster gains 300 ATK and DEF for every face-up Machine-Type monster you control. When your opponent activates a Spell/Trap Card effect while you control a face-up ‘’Mihini’’ monster: you can send this card to the GY; negate the effect, and if you do, destroy it. If this card is destroyed and sent to the GY because the equipped monster was used as a Synchro Material: you can add this card to your hand. If this card is sent to the GY: you can send 1 ‘’Mihini’’ Spell card from your Deck to the GY. Divine Fluid of MihiniEquip Spell CardThis card can only be equipped on a Machine-Type monster. When this card is equipped to a monster you control: you can add 1 ‘’Mihini’’ monster from your Deck to your hand. You can only use this effect of ‘’Divine Fluid of Mihini’’ once per turn. If the equipped monster would be destroyed by battle or by card effect: you can send this card to the GY instead. If this card is destroyed and sent to the GY because the equipped monster was used as a Synchro Material: you can add this card to your hand. If this card is sent to the GY: you can send 1 ‘’Mihini’’ Spell Card from your Deck to the GY. Wicked Leeches of MihiniEquip Spell CardThis card can only be equipped on a ‘’Mihini’’ monster. The equipped monster loses 700 ATK. Once per turn, the equipped monster cannot be destroyed by battle or card effects. Also, once per turn, during your Main Phase: you can gain LP equal to half the currant ATK of the equipped monster. If this card is destroyed and sent to the GY because the equipped monster was used as a Synchro Material: you can pay 1000 LP; add this card to your hand. If this face-up card is destroyed and sent to the GY: you can banish it; draw 1 card. Mihini Emblem of PowerEquip Spell CardThis card can only be equipped on a Machine-Type monster. The equipped monster gains 500 ATK. Once per turn, during either player’s turn, when your opponent activates a card effect that would remove a face-up Spell/Trap Card(s) you control from the field: negate the activation and destroy the card. Then, destroy this card. If this card is destroyed and sent to the GY because the equipped monster was used as a Synchro Material: you can add this card to your hand. If this card is sent to the GY: you can banish it; add 1 ‘’Mihini’’ monster from you GY to your hand. [spoiler=Trap Cards:]Great Spirit’s GazeNormal Trap CardIf this card is banished or destroyed by a card effect: you can send every banished ‘’Mihini’’ cards to their owner’s GY. Target 1 Machine-Type monster you control: equip this card to it. The equipped monster gains 300 ATK and DEF. Also, the equipped monster gains the following effect:Once per turn: you can target 1 Equip Spell Card in your GY; equip it to a face-up ‘’Mihini’’ monster you control. [spoiler=Extra Deck:]Patu Nui, the Mihini FortressLevel 8 Earth Machine/Synchro/EffectATK 2200 DEF 30001 ‘’Mihini’’ Tuner monster + 1 or more Machine-Type monsterDuring your Main Phase: you can target an Equip Spell Cards in your GY; equip it to a face-up Machine-Type monster you control. During your Main Phase: you can send 1 Equip Card you control to the GY; shuffle 1 card your opponent controls into the Deck. You can only use each effects of ‘’ Patu Nui, the Mihini Fortress’’ once per turn. While this Card is equipped with an Equip Card, it gains the following effects:While it is on the field, this card becomes Level 4.This card cannot be targeted by your opponent’s card effects. Rawa Nui, the Mihini WeaponLevel 8 LIGHT Machine/Synchro/EffectATK 3000 DEF 22001 ‘’Mihini’’ Tuner monster + 1 or more Machine-Type monsterDuring your Main Phase: you can send 1 Equip Spell Card from your Deck to the GY. During your Main Phase: You can send 1 Equip Cards you control to the GY; Special Summon 1 ‘’Mihini’’ monster from your GY in Defense Position. You can only use each effects of ‘’Rawa Nui, the Mihini Weapon’’ once per turn. While this card is equipped with an Equip Card, it gains the following effects:While it is on the field, this card becomes Level 5.During your Main Phase: you can inflict 300 damage to your opponent for each cards equipped on this card. Kairangi Nui, the Mihini RemnantLevel 12 DARK Machine/Synchro/EffectATK 3500 DEF 35001 ‘’Mihini’’ Tuner monster + 2 or more Machine Synchro monsterThe Synchro Summon of this card cannot be negated. When this card leaves the field: you can Special Summon 1 Level 8 or lower ‘’Mihini’’ monster from your GY. This card gain effects based on the number of Equip Card(s) currently equipped on it:1 or more: Once per turn, when a card or effect is activated; you can negate the activation, and if you do, destroy it.2 or more: This card can make a second attack during each Battle Phase. Link to comment Share on other sites More sharing options...
Dova Posted November 8, 2017 Report Share Posted November 8, 2017 Ah, haven't seen/heard of Bionicle in ages. Let's see what you did with them! Tuhanga is your basic high DEF Summon to DEF, allows you to fix any mistakes in regards to equipping, and nets you a search. Nice. Combos nicely with Kohuru, which in turn has simple yet cohesive effects, both tying into battle to maximize advantages. Atua focuses again on the battle, but the lack of means of removal or protection forces the archetype to rely on the cards outside of their main monsters. A dangerous tactic, but it seems to work. Universe Core is great, and for the most part, all of the Equips are too. Just a few notes: Firstly, I've mentioned this is in a different review but for Divine Fluid "Once per turn, ..." only limits the effect for that specific copy of the card. It has no effect on the 3 different copies that you'll probably be running. You can probably take out the "first" bit as well from the same effect, as it restricts you choosing when to activate it, and leaving in OPT means that the effect can only activate for that copy of the card OPT...although if its changed to HOPT, it'll do the same basic thing. Emblem of Power needs OPT, not necessarily HOPT on its effect negation, as otherwise your opponent will be completely unable to destroy your S/T cards. And as a side note, other than the protection from destruction by Wicked, you are rather lacking in terms of keeping your equipped monsters on the field. I would suggest replacing some of their effects with some more protection, as the archetype is having difficulty keeping itself safe. Gaze is pretty good too, if perhaps gimmicky. The ED is also lacking the protection the archetype so desperately needs, but whatever. At least they have a way to ladder into the top boss...but really lack the swarming power to do it. You only have 1 Level 3 Tuner, after all, and not that many ways to get it out to easily Summon the Level 12. You do have targeting blanket on the first Synchro and a means to Summon on the second...but that's about it. As for the mega boss, Remnant, I would suggest making the first negation effect not mandatory (i.e. "you can"), but a decent hard hitter. Perhaps a little lacking for a Level 12, but it isn't massively hard to go into like Quasar. Just semi-inconvenient. Less to say here because there is less that needs changing, at least less specific things. I think this is your best one out of the three you've posted, even if I do have a soft spot for the old Spirits, but hey, Bionicle. Nice work! Link to comment Share on other sites More sharing options...
Charlelot Posted November 8, 2017 Author Report Share Posted November 8, 2017 Ah, haven't seen/heard of Bionicle in ages. Let's see what you did with them! Tuhanga is your basic high DEF Summon to DEF, allows you to fix any mistakes in regards to equipping, and nets you a search. Nice. Combos nicely with Kohuru, which in turn has simple yet cohesive effects, both tying into battle to maximize advantages. Atua focuses again on the battle, but the lack of means of removal or protection forces the archetype to rely on the cards outside of their main monsters. A dangerous tactic, but it seems to work. Universe Core is great, and for the most part, all of the Equips are too. Just a few notes: Firstly, I've mentioned this is in a different review but for Divine Fluid "Once per turn, ..." only limits the effect for that specific copy of the card. It has no effect on the 3 different copies that you'll probably be running. You can probably take out the "first" bit as well from the same effect, as it restricts you choosing when to activate it, and leaving in OPT means that the effect can only activate for that copy of the card OPT...although if its changed to HOPT, it'll do the same basic thing. Emblem of Power needs OPT, not necessarily HOPT on its effect negation, as otherwise your opponent will be completely unable to destroy your S/T cards. And as a side note, other than the protection from destruction by Wicked, you are rather lacking in terms of keeping your equipped monsters on the field. I would suggest replacing some of their effects with some more protection, as the archetype is having difficulty keeping itself safe. Gaze is pretty good too, if perhaps gimmicky. The ED is also lacking the protection the archetype so desperately needs, but whatever. At least they have a way to ladder into the top boss...but really lack the swarming power to do it. You only have 1 Level 3 Tuner, after all, and not that many ways to get it out to easily Summon the Level 12. You do have targeting blanket on the first Synchro and a means to Summon on the second...but that's about it. As for the mega boss, Remnant, I would suggest making the first negation effect not mandatory (i.e. "you can"), but a decent hard hitter. Perhaps a little lacking for a Level 12, but it isn't massively hard to go into like Quasar. Just semi-inconvenient. Less to say here because there is less that needs changing, at least less specific things. I think this is your best one out of the three you've posted, even if I do have a soft spot for the old Spirits, but hey, Bionicle. Nice work!Hey there, Thanks a lot for the reply. Once again, I have made a few modifications on my archetype (emphasis on few). While I do agree that my cards may lack swarming power, I thought the Equip Spells would be enough protection to keep my monsters alive. So…yeah… I’m a bit foggy on what you mean by needing additional protection. If you have specific examples in mind, I would appreciate it greatly if you could share them with me. Thanks again for the constructive criticism. As always, if you have any more ideas, feel free to contact me. Link to comment Share on other sites More sharing options...
Dova Posted November 8, 2017 Report Share Posted November 8, 2017 I would suggest a protection from targeting. Only Wicked and Fluid actually protect their respective monsters, and even then its only from destruction. I would suggest giving one of the other a targeting protection for the monster, from all types of monsters, probably replacing one Knowledge's effects. Link to comment Share on other sites More sharing options...
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