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(Written) ParahMorph Archertype: IT'S MORPHING TIME! [MTG inspired concept]


Phelphor, of the Deep

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Resonance of the ParahMorph: Field Spell

All "Parahmorph" monsters gain 300 ATK and DEF. When this card is activated: Add 1 "ParahMorph" Spell or Trap card except "Resonance of the ParahMorph" from your Deck or GY. While this card is in your GY: all "ParahMorph Dragon" token monsters you control gain ATK and DEF equal to number of the number or face-down cards x 100. If you activate "Morphing Time of the ParahMorph" while this card is in the GY and you have no cards in your hand, shuffle 1 other "ParaMorph" card in your GY into your Deck; Add this card this card to your hand. You can only activate "Resonance of the ParahMorph" Once per turn.

 

 

Spread of ParahMorph: Normal Spell

Only activate if control a face-up "ParahMorph" card: Destroy 1 face-down card then, add 1 "ParaMorph" card except "Spread of ParahMorph" from your Deck or GY to your hand. While this card is in your GY: all "ParahMorph Dragon" token monsters you control gain ATK and DEF equal to number of the number or face-down cards x 100. If you activate "Morphing Time of the ParahMorph" while this card is in the GY and you have no cards in your hand, shuffle 1 other "ParaMorph" card in your GY into your Deck; Add this card this card to your hand. You can only activate "Spread of ParahMorph" Once per turn.

 

 

Growth of ParahMorph: Normal Trap

Only activate if control a face-up "ParahMorph" card: Destroy 1 face-down card then, Special Summon 1 "ParaMorph" monster from your Deck or GY in either face-up ATK position or Face-down defense position. While this card is in your GY: all "ParahMorph Dragon" token monsters you control gain ATK and DEF equal to number of the number or face-down cards x 100. If you activate "Morphing Time of the ParahMorph" while this card is in the GY and you have no cards in your hand, shuffle 1 other "ParaMorph" card in your GY into your Deck; Add this card this card to your hand. You can only activate "Growth of ParahMorph" Once per turn.

 

 

Morphing Time of the ParahMorph: Quick-Play Spell

Reveal 1 "ParahMorph" card in your hand: Destroy 1 face-down monster you control then, Special Summon 1 "ParahMorph Dragon" Token Monster (Dragon-Type/WIND/Level 8/ATK 700/DEF 700). While this card is in your GY: all "ParahMorph Dragon" token monsters you control gain ATK and DEF equal to number of the number or face-down cards x 100. If you activate "Growth of ParahMorph" while this card is in the GY and you have no cards in your hand, shuffle 1 other "ParaMorph" card in your GY into your Deck; Add this card this card to your hand. You can only activate "Morphing Time of the ParahMorph" Once per turn.

 

 

ParahMorph Green Frog: WIND Plant Level 1/Tuner/100/2100

During either player's turn you can discard this card to add 1 Level 2 or higher "ParahMorph" monster from your Deck to hand. If this face-down card you control is sent to the GY: Banish this card face-down. During your opponent's turn, if your opponent would target a face-down monster(s) or a face-up "Parahmorph" monster(s) you control with a card or effect while this card is in the GY: banish the targeted monster(s) face-down then, you can randomly Special Summon 1 face-down banished "Paramorph" monster and if you do; banish this card face-down.

 

 

ParahMorph Black Wolf: WIND Plant Level 2/Non-Tuner/1100/600

During either player's turn you can discard this card to add 1 Level 3 or Higher "ParahMorph" monster from your GY to hand. If this face-down card you control is sent to the GY: Banish this card face-down. During your opponent's turn, if your opponent would destroy a face-down monster(s) or a face-up "Parahmorph" monster(s) you control with a card or effect while this card is in the GY: banish the targeted monster(s) face-down then, you can randomly Special Summon 1 face-down banished "Paramorph" monster and if you do; banish this card face-down.

 

 

ParahMorph Pink Bear: WIND Plant Level 3/Tuner/700/1800

During either player's turn you can discard this card to Special Summon 1 Level 2 or lower "ParahMorph" monster from your GY face-down If this face-down card you control is sent to the GY: Banish this card face-down. During your opponent's turn, if your opponent would banish a face-down monster(s) or a face-up "Parahmorph" monster(s) you control with a card or effect while this card is in the GY: banish the targeted monster(s) face-down then, you can randomly Special Summon 1 face-down banished "Paramorph" monster and if you do; banish this card face-down.

 

 

ParahMorph Yellow Lion: WIND Plant Level 4/Non-Tuner/1900/300

During either player's turn you can discard this card; Special Summon 1 Level 3 or lower "ParahMorph" monster from your Deck face-down. If this face-down card you control is sent to the GY: Banish this card face-down. During your opponent's turn, if your opponent would destroy a face-down monster(s) or a face-up "Parahmorph" monster(s) you control in battle while this card is in the GY: banish the targeted monster(s) face-down then, you can randomly Special Summon 1 face-down banished "Paramorph" monster and if you do; banish this card face-down.

 

 

ParahMorph Red Eagle: WIND Plant Level 5/Tuner/2400/1900

During either player's turn you can discard this card; add 1 "ParahMorph" Spell or Trap card from your GY to your hand. If this face-down card you control is sent to the GY: Banish this card face-down. During your opponent's turn, if your opponent would summon a face-down monster(s) or summon a face-up monster(s) except "Parahmorph" monster(s) while this card is in the GY: you can randomly Special Summon 1 face-down banished "Paramorph" monster and if you do; banish this card face-down.

 

 

ParahMorph White Tiger: WIND Plant Level 6/Tuner/500/2300

During either player's turn you can discard this card; add 1 "ParahMorph" Spell or Trap card from your Deck to your hand. If this face-down card you control is sent to the GY: Banish this card face-down. During your opponent's turn, if your opponent would activate a Spell/Trap card or set a Spell/Trap card while this card is in the GY: you can randomly Special Summon 1 face-down banished "Paramorph" monster and if you do; banish this card face-down.

 

 

ParahMorph Mega Zoid WIND Machine Level 10/Fusion/3000/3000

5 "ParahMorph" monsters with different names

Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your Graveyard face-down. (You do not use "Polymerization".) When this card is Summoned: Banish the top 5 cards of your opponent's Deck face-down. While this card is in your GY: all "ParahMorph Dragon" token monsters you control gain ATK and DEF equal to number of the number or face-down cards x 100. If you activate "Morphing Time of the ParahMorph" while this card is in the GY and you have no cards in your hand, destroy 1 "ParahMorph Dragon" Token Monster you control and if you do Special Summon this card from your GY.

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While I am here for a bit before going again, I have 1 large problem. The Field Spell Card. Now, I haven't looked at the rest of the Archetype, so I don't know the power levels they hold within. However, if I had counted correctly, your Field Spell has 6 total effects! Holy sh-... I am going to... Oh my g-... I cannot even. This is like Winged Dragon of Ra... Anime Styled 2.0 Revised HD Remix. That was a joke going off my picture. But um, might I suggest you cut out about at least 2 effects. As far as I have seen, Field Spells have at most 4 effects, usually 1 being a restrictive effect. This has 6 effects, without any of them being a restrictive effect. Taking that into consideration, I think the Field Spell can be broken into another card. Remember, this is a 6 effect Field Spell, searchable by means of "Planet Pathfinder" and "Terraforming".

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Resonance:

Like the one above said, too many effects. Putting aside the attack increasing and piercing effects, the activation effect is a +1 and a modified soul release. That alone is good enough, but then there's this abomination:

When a "ParahMorph" monster you control declares an attack before the damage step, you can target 1 face-up card your opponent controls and if you do; shuffle the targeted card in the Deck, then send 1 random face-down banished card to your GY.

Turns all paramorph monsters into mini-castel's and mini omega's. Seriously, you go +1 every time you attack. It's not even once per turn. Not to mention, the second effect doesn't even select YOUR face down monsters. You could, I'm serious here, send your opponent's banished cards to your graveyard. Not to mention that returning banished cards is amazing, it has the audacity to say "send", which triggers all the myriad sent to the graveyard effects that so many monsters have. Putting all other effects aside, just this one is crazy broken, to the point that paramorphs would be viable even if they were vanilla beaters.

The last effect is a bit situational, but a straight +1 when it goes off. Not to mention, you could even have this sent to the graveyard via other ways and retrieve it incredibly easy, granted that other card is good enough. It's not really hard to ditch cards in YGO. Also, number or facedowns? It should be of, right?

 

I'm going to review morphing time before any others, because you mentioned it so specifically.

 

Morphing time:

 

Reading this card, I'm starting to notice the themes present.

1) PM dragon tokens gain 100 atk and def for each spell in the grave for each face down card.

2) a sort of cyclic recovery with the spells. I don't see this being non-broken anytime soon. you could have an empty hand and topdeck growth, then you go +2 in no time. 

3) REPEATEDLY misspelling OF! It's a 2 letter word, for <Insert random religious figure>'s sake!

 

Pretty much a standard card. Nothing special. Not terribly broken, but still playable, especially with the spell loop and the dragons.

 

Growth

Although it's a straight +1, it's a trap and somewhat situational, so I'd pass it if it weren't a searcher and had the spell recovery effect. Also, I noticed that I was wrong, it's not a loop, but rather all spells just trigger off the morphing time, except morphing time, which triggers off growth. The recovery effect is so amazing that I'd be willing to run crazy bad cards like cheerful coffin just to get the effects off(Thinking more rationally, it's better to go with hand destruction or left arm offering.) I do give you props though, for making the loop, at the very least, require multiple turns, as a key component is a trap, and the real main component is a quickplay, so you can't activate it after setting it. However, when I imagine you going for left arm>grass is always greener, then activating a single morphing time (Which you somehow got), and getting around 6 cards from the graveyard, then resolving a ton of effects and setting growth to do so every conceivable turn going forward, it's hard to see how you wouldn't think this broken.

 

Spread. THIS ABOMINATION. IT SEARCHES MORPHING TIME. IT SEARCHES THE FIELD.

If you have an empty hand, you can activate spread, search morphing time, get spread, get second morphing time and activate it for to get spread back and shuffle the first morphing time. With this, you can activate an infinite loop of spells with just a spread in the hand and 2 morphing times in the deck. Heck, this makes 3 card exodia with RML and the field (To get the face up paramorph card). Crazy card. If you don't want to loop, you could still get off 3 morphing times and a search, preferably growth, and next turn, you pop a face down, get a monster from the deck and 3 morphing times from the grave. Heck, with this and the field can search each other, so you could go this card>field>this card>field>this card>field> morphing time, then somehow empty the hand, then activate morphing time, boom, 5 searching cards in your hand. 3 at least, since I do realize some need to go from the grave to the deck. That's not a cost, just a way to continue an infinite loop further.

 

This deck is already broken beyond all semblance of a doubt. So far, make all cards hard once per turns. All of them. then screw both the field and spread, and somehow limit the 'from grave' effect to just 1 card a turn. Just 1 card across the entire bloody deck. Now the monsters. Actually, screw the monsters. Fix your spells first. they all have discard effects, thus you can load your graveyard easily, and not feel bad about the spell cost or anything. you don't even need to use their graveyard effects, because they get amazing discard effects, you can make synchros with the discards that summon, red eagle and white tiger help your s/t further, and the big boss is crazy easy to summon. In short, insane. it's the spells that break the deck, but the monsters should be mildly nerfed as well. make them once per turn as well. Also, heavily nerf the fusion. It's crazy. The field spell too, nerf that thing. You can make a full board of dragon tokens and fusion monsters off your first turn with impeccable consistency, the monsters that somehow remain in your grave help with swarming at no cost, the spells are heavily searchable, easily recoverable, and quite powerful. while most cards don't really do anything other than this, the field spell does royally screw your opponent.

 

I'm not quite satisfied with just this much, so, exodia decklist.

 

upstart

3x into the abyss

3x rml

one day of peace

3x terraforming

3x DWD

3x hand destruction (Just too much discard fodder...

3x magical stone excavation

(Optional, to those who play OCG, 3x chicken race, 3x pseudo space.)

3x field

3x spread

3x morphing time

3x frog

3x wolf

3x tiger

3x eagle

5x exodia

If we have too many cards, cut the wolfs and some of the discard cards. if we have too few, put in the bamboo swords. Be as creative as you'd like.

 

Or maybe, just maybe, NERF.

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EDIT: I toned down the field spell.

 

 

Just going to review 1 card and run? not sure to if that breaks the rules regarding reviewing other's content or not

.

 

While I am here for a bit before going again, I have 1 large problem. The Field Spell Card. Now, I haven't looked at the rest of the Archetype, so I don't know the power levels they hold within. However, if I had counted correctly, your Field Spell has 6 total effects! Holy sh-... I am going to... Oh my g-... I cannot even. This is like Winged Dragon of Ra... Anime Styled 2.0 Revised HD Remix. That was a joke going off my picture. But um, might I suggest you cut out about at least 2 effects. As far as I have seen, Field Spells have at most 4 effects, usually 1 being a restrictive effect. This has 6 effects, without any of them being a restrictive effect. Taking that into consideration, I think the Field Spell can be broken into another card. Remember, this is a 6 effect Field Spell, searchable by means of "Planet Pathfinder" and "Terraforming".

please review the rest of the archetype.

 

 

Resonance:

Like the one above said, too many effects. Putting aside the attack increasing and piercing effects, the activation effect is a +1 and a modified soul release. That alone is good enough, but then there's this abomination:

When a "ParahMorph" monster you control declares an attack before the damage step, you can target 1 face-up card your opponent controls and if you do; shuffle the targeted card in the Deck, then send 1 random face-down banished card to your GY.

Turns all paramorph monsters into mini-castel's and mini omega's. Seriously, you go +1 every time you attack. It's not even once per turn. Not to mention, the second effect doesn't even select YOUR face down monsters. You could, I'm serious here, send your opponent's banished cards to your graveyard. Not to mention that returning banished cards is amazing, it has the audacity to say "send", which triggers all the myriad sent to the graveyard effects that so many monsters have. Putting all other effects aside, just this one is crazy broken, to the point that paramorphs would be viable even if they were vanilla beaters.

The last effect is a bit situational, but a straight +1 when it goes off. Not to mention, you could even have this sent to the graveyard via other ways and retrieve it incredibly easy, granted that other card is good enough. It's not really hard to ditch cards in YGO. Also, number or facedowns? It should be of, right?

EDITED: I nerf the field spell down.

 

 

I'm going to review morphing time before any others, because you mentioned it so specifically. Morphing time: Reading this card, I'm starting to notice the themes present.

1) PM dragon tokens gain 100 atk and def for each spell in the grave for each face down card.

2) a sort of cyclic recovery with the spells. I don't see this being non-broken anytime soon. you could have an empty hand and topdeck growth, then you go +2 in no time.

3) REPEATEDLY misspelling OF! It's a 2 letter word, for <Insert random religious figure>'s sake!

 

Pretty much a standard card. Nothing special. Not terribly broken, but still playable, especially with the spell loop and the dragons.

ok

 

Growth

Although it's a straight +1, it's a trap and somewhat situational, so I'd pass it if it weren't a searcher and had the spell recovery effect. Also, I noticed that I was wrong, it's not a loop, but rather all spells just trigger off the morphing time, except morphing time, which triggers off growth. The recovery effect is so amazing that I'd be willing to run crazy bad cards like cheerful coffin just to get the effects off(Thinking more rationally, it's better to go with hand destruction or left arm offering.) I do give you props though, for making the loop, at the very least, require multiple turns, as a key component is a trap, and the real main component is a quickplay, so you can't activate it after setting it. However, when I imagine you going for left arm>grass is always greener, then activating a single morphing time (Which you somehow got), and getting around 6 cards from the graveyard, then resolving a ton of effects and setting growth to do so every conceivable turn going forward, it's hard to see how you wouldn't think this broken.

 

An option is to SET 1 "parahMorph" monster down which trigger it's effect.

 

 

Spread. THIS ABOMINATION. IT SEARCHES MORPHING TIME. IT SEARCHES THE FIELD.

If you have an empty hand, you can activate spread, search morphing time, get spread, get second morphing time and activate it for to get spread back and shuffle the first morphing time. With this, you can activate an infinite loop of spells with just a spread in the hand and 2 morphing times in the deck. Heck, this makes 3 card exodia with RML and the field (To get the face up paramorph card). Crazy card. If you don't want to loop, you could still get off 3 morphing times and a search, preferably growth, and next turn, you pop a face down, get a monster from the deck and 3 morphing times from the grave. Heck, with this and the field can search each other, so you could go this card>field>this card>field>this card>field> morphing time, then somehow empty the hand, then activate morphing time, boom, 5 searching cards in your hand. 3 at least, since I do realize some need to go from the grave to the deck. That's not a cost, just a way to continue an infinite loop further.

 

This deck is already broken beyond all semblance of a doubt. So far, make all cards hard once per turns. All of them. then screw both the field and spread, and somehow limit the 'from grave' effect to just 1 card a turn. Just 1 card across the entire bloody deck. Now the monsters. Actually, screw the monsters. Fix your spells first. they all have discard effects, thus you can load your graveyard easily, and not feel bad about the spell cost or anything. you don't even need to use their graveyard effects, because they get amazing discard effects, you can make synchros with the discards that summon, red eagle and white tiger help your s/t further, and the big boss is crazy easy to summon. In short, insane. it's the spells that break the deck, but the monsters should be mildly nerfed as well. make them once per turn as well. Also, heavily nerf the fusion. It's crazy. The field spell too, nerf that thing. You can make a full board of dragon tokens and fusion monsters off your first turn with impeccable consistency, the monsters that somehow remain in your grave help with swarming at no cost, the spells are heavily searchable, easily recoverable, and quite powerful. while most cards don't really do anything other than this, the field spell does royally screw your opponent.

 

I'm not quite satisfied with just this much, so, exodia decklist.

 

upstart

3x into the abyss

3x rml

one day of peace

3x terraforming

3x DWD

3x hand destruction (Just too much discard fodder...

3x magical stone excavation

(Optional, to those who play OCG, 3x chicken race, 3x pseudo space.)

3x field

3x spread

3x morphing time

3x frog

3x wolf

3x tiger

3x eagle

5x exodia

If we have too many cards, cut the wolfs and some of the discard cards. if we have too few, put in the bamboo swords. Be as creative as you'd like.

 

Or maybe, just maybe, NERF.

made morphing time and the other 2 important cards have a once per turn clause which ruin any combos nonsense also the field have been nerfed

 

 

Now the monsters. Actually, screw the monsters. Fix your spells first. they all have discard effects, thus you can load your graveyard easily, and not feel bad about the spell cost or anything. you don't even need to use their graveyard effects, because they get amazing discard effects, you can make synchros with the discards that summon, red eagle and white tiger help your s/t further, and the big boss is crazy easy to summon. In short, insane. it's the spells that break the deck, but the monsters should be mildly nerfed as well. make them once per turn as well. Also, heavily nerf the fusion. It's crazy. You can make a full board of dragon tokens and fusion monsters off your first turn with impeccable consistency, the monsters that somehow remain in your grave help with swarming at no cost, the spells are heavily searchable, easily recoverable, and quite powerful. while most cards don't really do anything other than this, the field spell does royally screw your opponent.

What about the monsters ?

 

 

While I am here for a bit before going again, I have 1 large problem. The Field Spell Card. Now, I haven't looked at the rest of the Archetype, so I don't know the power levels they hold within. However, if I had counted correctly, your Field Spell has 6 total effects! Holy sh-... I am going to... Oh my g-... I cannot even. This is like Winged Dragon of Ra... Anime Styled 2.0 Revised HD Remix. That was a joke going off my picture. But um, might I suggest you cut out about at least 2 effects. As far as I have seen, Field Spells have at most 4 effects, usually 1 being a restrictive effect. This has 6 effects, without any of them being a restrictive effect. Taking that into consideration, I think the Field Spell can be broken into another card. Remember, this is a 6 effect Field Spell, searchable by means of "Planet Pathfinder" and "Terraforming".

@zepheris thank you for reviewing the entire archetype (the monsters?).

 

Morphing Time now requires a face-down monster you control

 

Fusion monster now requires 5 with different names instead of 3 (needing 2 more materials)

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That's my job to tell them to review more, not yours. (Though to be fair, the rule for Multiples is 60 words or more because you got more stuff to look at; may have to specify things more.) But as for Fukato, review one more card and you should be okay.

Maybe you can give a review? (more than 1 please (>,<) lol.

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