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4-dimensional figures, Isochoron archetype


zepheris

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This archetype is based around 4-d figures, similar to hedrons, which are 3-d figures. This archetype is not really a standalone, but a bit more swarmy and versatile, while helping hedrons access the faster summoning mechanisms, like xyz and synchro. They are separate though, without any direct connection between their archetypes

 

Hedrons found here:

https://forum.yugiohcardmaker.net/topic/368219-isohedron-archetype/

 

Similar to the isohedrons, techinically, these are the choron archetype.

 

Light machine

 

Pentachoron

lvl 4

Atk 500

Def 500

Tuner

When this card is normal summoned, you can add one level 4 light/machine monster from your deck to your hand. When this card is special summoned, you can immediately synchro summon a choron monster from your extra deck, using this card as one of the synchro material. If a card on the field is destroyed by its own effect while this card is on the field, special summon one choron monster from your hand, except pentachoron. Banish it during the end phase. You can only activate each effect of pentachoron once per turn. Once per turn, during either player's turn, you can destroy this card. (This is a quick effect.)

 

Octachoron

lvl 4

Atk 800

Def 800

When this card is normal summoned, you can add one level 4 light/machine monster from your deck to your hand. When this card is special summoned, you can immediately xyz summon a choron monster from your extra deck, using this card as one of the xyz material. If a card on the field is destroyed by its own effect while this card is on the field, special summon one choron monster from your hand, except octachoron. Banish it during the end phase. You can only activate each effect of octachoron once per turn. Once per turn, during either player's turn, you can destroy this card. (This is a quick effect.)

 

hexadecachoron

lvl 4

Atk 1600

Def 1600

When this card is normal summoned, you can add one level 4 light/machine monster from your deck to your hand. When this card is special summoned, you can immediately special summon a choron monster from your deck. If a card on the field is destroyed by its own effect while this card is on the field, special summon one choron monster from your hand, except hexadecachoron. Banish it during the end phase. You can only activate each effect of hexadecachoron once per turn. Once per turn, during either player's turn, you can destroy this card. (This is a quick effect.)

 

Icositetrachoron

lvl 8

Atk 2400

Def 2400

When this card is tribute summoned, you can special summon summon as many level 4 light/machine monsters in your graveyard as possible. Banish them during the end phase. If this card is special summoned, you can normal summon an extra time this turn. If a choron monster on the field is destroyed by its own effect while this card is on the field, special summon one choron monster with a different name from your hand, except Icositetrachoron.  You can only activate each effect of Icositertrachoron. Once per turn. Once per turn, during either player's turn, you can destroy this card. (This is a quick effect.)

 

Dodecacontachoron (xyz)

Rank 4

Atk 600

Def 600

2 level 4 machine type monsters

When this card is xyz summoned, you can target one choron card in the graveyard, add it to your hand. If a card on the field would be destroyed by it's own effect, you can detach two xyz material from this card, negate the destruction, along with all other effects in the same chain. You can only activate each effect of Dodecactntachoron once per turn. Once per turn, during the end phase you can target one card in your graveyard that was destroyed by its own effect this turn, attach it to this card as xyz material. If this card is in your graveyard when a choron card is destroyed by its own effect, shuffle this card into the extra deck, then add one choron card from your deck or graveyard to your hand. Once per turn, during either player's turn, you can destroy this card. (This is a quick effect.)

 

Hexacosichoron (Synchro)

Lvl 8

Atk 3000

Def 3000

Pentachron + 1 or more non-tuner machine type monsters.

When this card is synchro summoned, you can target one choron card in your graveyard, add it to your hand. If a card on the field is destroyed by its own effect, draw a card. If the card you drew is a light/machine type monster, special summon it. If this card is destroyed by its own effect, destroy one card on the field. If this card is in your graveyard when a choron card is destroyed by its own effect, shuffle this card into the extra deck, then add one choron card from your deck or graveyard to your hand. Once per turn, during either player's turn, you can destroy this card. (This is a quick effect.)

 
Not as large as my usual decks, only 6 cards, these mostly help fill the extra deck space in the hedrons. They could be run in machines or as a splashable engine, but they'd do best in hedrons. Think of them as weaker but faster hedrons.
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Suggestion for Pentachoron to make it a little more versatile. A lot of its effects depend how it was summoned (field related), it fizzles in the face of field wipes like Geki and Torrential, maybe switch

 

If a card on the field is destroyed by its own effect while this card is on the field, special summon one choron monster from your hand, except pentachoron. Banish it during the end phase 

 

To

 

If a card on the field is destroyed by its own effect while this card is in the graveyard, special summon one choron monster from your hand, except pentachoron.

 

That makes the deck a little more impervious to removal 

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Suggestion for Pentachoron to make it a little more versatile. A lot of its effects depend how it was summoned (field related), it fizzles in the face of field wipes like Geki and Torrential, maybe switch

 

If a card on the field is destroyed by its own effect while this card is on the field, special summon one choron monster from your hand, except pentachoron. Banish it during the end phase 

 

To

 

If a card on the field is destroyed by its own effect while this card is in the graveyard, special summon one choron monster from your hand, except pentachoron.

 

That makes the deck a little more impervious to removal 

The main protection against removal for this deck is, ironically enough, self removal. Chaining their own destruction to enemy cards to get off other effects. Also, that second effect could be used indefinitely (once per turn), and it'd be incredibly powerful... It's like being able to normal summon twice for the rest of the game.

 

I think this deck is fine enough as is. It wasn't meant to be a standalone, more like an engine. Let other decks manage the protection for it.

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