Jump to content

The Onigirri Archetype


OLDschoolBroZ

Recommended Posts

This is my take on a Spell based OTK archetype, called Onigirri (i know that Onigiri with only 1 "r" are the japanise riceballs).

 

The deck focuses on powerfull spell card effects that make the "Onigirri" monsters gain ATK while clearing the field for potential OTKs.

 

Almost every Onigirri monster lets you search for cards of the archetype, but they start of with only 1000 ATK and DEF each so you need to activate a lot of Spell cards to make them strong enough for powerfull attacks.

 

Monsters

 

Onigirri - Crimson Blade(DARK)

LVL:4

 

1564Rwl.jpg

https://i.imgur.com/1564Rwl.jpg

 

Warrior/Effect

 

During either players battle phase: You can target 1 of your opponents monsters and reduce its ATK by 1000. Once per turn: You can pay 500 to make all "Onigirri" monsters you control gain 300 ATK and DEF. 

 

ATK/1000 DEF/1000

 

 

 

Onigirri - Cursed Armor(DARK)

LVL:4

 

0wdwWT1.jpg

https://i.imgur.com/0wdwWT1.jpg

 

Warrior/Effect

 

When this card is Summoned, you can pay 1000LP to add 1 "Onigirri" Quick-Play Spell card from your deck or GY to your hand. You can only use the effects of "Onigirri - Cursed Armor" once per turn.

 

ATK/1000 DEF/1000

 

 

 

Onigirri - Demonic Shura(DARK)

LVL:5

 

7C0mtS4.jpg

https://i.imgur.com/7C0mtS4.jpg

 

Warrior/Effect

 

If this card was added to your hand by the effect of a "Onigirri" card you can pay 1000LP to Special summon it. All "Onigirri" monsters you control gain 300 ATK for every activated "Onigirri" Spell/Trap card. Once per turn: you can banish 1 Spell card from your GY to add 1 "Onigirri" card from your deck to your hand. You can only use the effects of "Onigirri - Demonic Shura" once per turn.

 

ATK/1000 DEF/1000

 

 

 

Onigirri - Wicked Rabbit(DARK)

LVL:3

 

viXM9zA.jpg

https://i.imgur.com/viXM9zA.jpg

 

Warrior/Effect

 

Once during either players turn: You can send this card from your hand to the GY to add 1 "Onigirri" card from your deck to your hand. Once per turn: You can pay 1000 LP to Special summon this card from your GY, if summoned this way, banish it during the end phase. You can only use the effects of "Onigirri - Wicked Rabbit" once per turn.

 

ATK/1000 DEF/1000

 

 

 

Onigirri - Wild Fury(DARK)

LVL:3

 

plKiMq1.jpg

https://i.imgur.com/plKiMq1.jpg

 

Warrior/Effect

 

Once per turn: you can add 1 "Onigirri" Spell card form your deck to your hand. Once: If you activate a "Onigirri" spell card while this card and another "Onigirri" monster are on the field, all "Onigirri" monsters you control gain 300 ATK. You can only use the effects of "Onigirri - Wild Fury" once per turn.

 

ATK/1000 DEF/1000

 

 

Spells

 

Onigirri Art - Release

Normal Spell

 

NlntvrL.jpg

https://i.imgur.com/NlntvrL.jpg

 

Special summon 1 "Onigirri" monster from your hand or GY or add 1 "Onigirri" monster from your Deck or GY to your hand. You can only activate 1 "Onigirri Art - Release" per turn.

 

 

 

Onigirri Art - Soul Collection

Quick-Spell

 

B8s7EOG.jpg

https://i.imgur.com/B8s7EOG.jpg

 

Destroy monsters on the field up to the number of  banished"Onigirri" cards, if you do make all "Onigirri" monsters you control gain 300 ATK until the end of the turn this card was acivated. If a "Onigirri" monster you control attacks while this card is in your GY you can banish this card to target 1 monster you control, after damage calculation shuffle that monster back into the deck and Special summon 1 "Onigirri" monster from your deck or GY. You can only activate 1 "Onigirri Art - Soul Collection" per turn.

 

 

 

Onigirri Style - Soul Drain

Quick-Spell

 

niqXfW1.jpg

https://i.imgur.com/niqXfW1.jpg

 

Target 1 monster your opponent controls and 1 "Onigirri" monster you control return the first target back to the owners hand then make the second target gain half the ATK of the returned monster untill the end of this turn, if you do you can add 1 "Onigirri" monster from your deck to your hand. You can only use 1 "Onigirri - Soul Drain" per turn.

 

 

 

Onigirri Style - Shadow Fury

Quick-Spell

 

J74PIdG.jpg

https://i.imgur.com/J74PIdG.jpg

 

You can only activate this card if you control at least 1 "Onigirri" monster. Destroy Spell/Trap cards on the field up to the number of "Onigirri" monsters on your side of the field if you do all "Onigirri" monsters you control gain 300 ATK until the end of this turn. You can banish this card from the GY to add 1 "Onigirri" card from your deck to your hand. You can only activate 1 "Onigirri Style - Shadow Fury" per turn.

 

 

 

Onigirri Curse - Redemption

Field Spell

 

t9JP9jM.jpg

https://i.imgur.com/t9JP9jM.jpg

 

All "Onigirri" monsters you control gain 300 ATK for each "Onigirri" Spell card effect acticvated and resolved until the end phase. Once per battle phase: target 1 "Onigirri" monster on your side of the field, it can attack twice this turn. You can only activate 1 "Onigirri Curse - Redemption" per turn.

 

 

 

Onigirri Judgement

Quick-Spell

 

Ka8B37y.jpg

https://i.imgur.com/Ka8B37y.jpg

 

Pay 1000LP and banish 1 "Onigirri" card in your hand then shuffle your entire hand back into the deck if you do draw cards until you have the same number of cards as before +1 in your hand, all "Onigirri" monsters you control gain 300 ATK for each card shuffled back by this effect until the end phase. You can only activate 1 "Onigirri Judgement" per turn.

 

 

Trap

 

Onigirri Art - Primal Instinct

Permanent Trap

 

KYYDqaz.jpg

https://i.imgur.com/KYYDqaz.jpg

 

You can only activate this card if you control a "Onigirri" monster. Once during either players turn: You can target 1 monster you control, that monster is uneffected by your opponents card effects untill the end of this turn. If your opponent attacks or activates a card effect they have to pay 300LP.

 

 

Let me know if there is something to improve or change up.

 

 

Link to comment
Share on other sites

Protip: Spoilers are your friend, to help not turn people off of your wall of text and cards. A smaller scroll bar is a happy reader! If you do know how to do spoilers, and just decided not to, bear with me for a bit. I'll just give you a quick tutorial now, to save you waiting for my response if you don't know.
 

Writing:

[spoiler=Name]content

more content
[/spoiler]

Gives you:

 

[spoiler=Name]content

 

more content

 

 

 

Feel free to change the name and content portions, depending on the context. What I, and most others, generally do is have 1 spoiler for Main Deck monsters, 1 spoiler for Spells, 1 spoiler for Traps (sometimes the two are combined, depending on the size of the archetype), and 1 spoiler for Extra Deck monsters.

 

Now, onto the actual cards!

 


 

The first thing that comes to mind is a lack of a consistent theme. You have LP paying in several of the monsters, in rather copious amounts too, but not only does the rest of the archetype not compensate for this, but you only ever see it again in Judgement. It seems to be some form of ATK gain archetype as well, but 300 ATK, even with the stacking granted by the archetype, isn't enough. I would say 500 is a good amount, especially with how long it would take cards like Soul Collection to become viable plays,  but on cards like Redemption I can see how it might be a problem. It's difficult to represent consistency when you have inconsistent strength, and this represents the archetype's weaknesses, as it doesn't really mesh together well, except by name.

 

On the upside (or another downside, depending on how you look at it) is that the archetype's true support, in cards like Release, is amazing, perhaps even too much so. Rabbit adds a bonus addition to consistency, and Shura does so well to a more thematic effect. Soul Drain not only provides removal, but ATK boost and a search, AND it is a Quick-Play Spell. This also ties into the idea of a lack of theming to the archetype, as I'm not really seeing anything the archetype does itself, other than a whole lot of searching.

 

What did you have in mind when designing these? I'm happy to help you envision that.

 

 

Link to comment
Share on other sites


Protip: Spoilers are your friend, to help not turn people off of your wall of text and cards. A smaller scroll bar is a happy reader! If you do know how to do spoilers, and just decided not to, bear with me for a bit. I'll just give you a quick tutorial now, to save you waiting for my response if you don't know.

 

Writing:

[spoiler=Name]contentmore content[/spoiler]

Gives you:

 

[spoiler=Name]content

 

more content

 

 

Feel free to change the name and content portions, depending on the context. What I, and most others, generally do is have 1 spoiler for Main Deck monsters, 1 spoiler for Spells, 1 spoiler for Traps (sometimes the two are combined, depending on the size of the archetype), and 1 spoiler for Extra Deck monsters.

 

Now, onto the actual cards!

 


 

The first thing that comes to mind is a lack of a consistent theme. You have LP paying in several of the monsters, in rather copious amounts too, but not only does the rest of the archetype not compensate for this, but you only ever see it again in Judgement. It seems to be some form of ATK gain archetype as well, but 300 ATK, even with the stacking granted by the archetype, isn't enough. I would say 500 is a good amount, especially with how long it would take cards like Soul Collection to become viable plays, but on cards like Redemption I can see how it might be a problem. It's difficult to represent consistency when you have inconsistent strength, and this represents the archetype's weaknesses, as it doesn't really mesh together well, except by name.

 

On the upside (or another downside, depending on how you look at it) is that the archetype's true support, in cards like Release, is amazing, perhaps even too much so. Rabbit adds a bonus addition to consistency, and Shura does so well to a more thematic effect. Soul Drain not only provides removal, but ATK boost and a search, AND it is a Quick-Play Spell. This also ties into the idea of a lack of theming to the archetype, as I'm not really seeing anything the archetype does itself, other than a whole lot of searching.

 

What did you have in mind when designing these? I'm happy to help you envision that.

 


Thanks for showing me what spoilers are i didnt know that.

 

And what I had in mind when designing this was, I wanted to make an OTK based archetype that would play around spells n stuff but when i thought of the ATK gain I actually was thinking about changing the ATK gain to 500 or 400 but that felt to strong since you can generate about 11000 ATK pretty easily.

 

For the rest I have to admit I dont know how to change certain cards to make them better without them being to OP.

Link to comment
Share on other sites

I think the effects are pretty refreshing, and I love the concept of the deck. Would you mind if I printed off the deck and played with them, I'll post a review to follow up as well, if that is alright with you. The only things I spot so far are little grammatical issues with the card syntax like  "pay 500 to make all "Onigirri" monsters you control gain 300 ATK and DEF. " from "Onigirri - Crimson Blade"


Link to comment
Share on other sites

  • 3 weeks later...

 

 

I think the effects are pretty refreshing, and I love the concept of the deck. Would you mind if I printed off the deck and played with them, I'll post a review to follow up as well, if that is alright with you. The only things I spot so far are little grammatical issues with the card syntax like

"pay 500 to make all "Onigirri" monsters you control gain 300 ATK and DEF. " from "

Onigirri - Crimson Blade"

Im sorry im still not used to this system

 

But yeah go right ahead man and let me know how it played if possible. And about the errors thanks for pointing them out.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...