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[Written] The Lustrous Archetype (13/13)


TheTrueSaiyan

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"Lustrous" is a Fusion Archetype that can return banished monsters to the GY as Fusion materials. All the monster also have effects to banish themselves as a cost for their secondary effect. You can only use each effect of effect of each main deck monster per turn so you can't get both effects off in the same turn which is meant to balance them. The goal is to use their GY effect, then fusion with them to return them to the GY to use again next turn. 
 
Inspired by the Anime "Houseki no Kuni" where all the characters are based on rocks. Naturally, they are all Rock-type, The level of each monster is their hardness on the Mohs Scale.
 
 
 
[spoiler=Monsters]
∎ The Lustrous Cinnabar
 
LIGHT - Rock/Effect
Level 2
① If this card is Summoned: Banish the top 3 cards from your Deck, then draw card equal to the number of "Lustrous" cards banished by this effect.
② If this card is in your GY: You can banish this card; Send 1 "Lustrous" monster from your Deck to the GY.
You can only use each effect of "The Lustrous Cinnabar" once that turn.
❰ 200 / 1800 ❱
 
 
∎ The Lustrous Phosphophyllite
WIND - Rock/Effect
Level 3
① If this card is Summoned; You can add 1 "Lustrous" monster from your deck to your hand. 
② If this card is in your GY: You can banish this card; Add 1 "Lustrous" Spell/Trap from your deck to your hand.
You can only use each effect of "The Lustrous Phosphophyllite" once that turn.
❰ 1600 / 400 ❱
 
 
∎ The Lustrous Antarcticite
WATER - Rock/Effect
Level 3
① If this card is Summoned: You can Banish 1 "Lustrous" monster from your deck.
② If this card is in your GY: You can banish this card; Special Summon 1 Banished "Lustrous" monster except "The Lustrous Antarcticite". 
You can only use each effect of "The Lustrous Antarcticite" once that turn.
❰ 1500 / 600 ❱
 
 
∎ The Lustrous Neptunite
Level 5
① If you only control "Lustrous" monsters (min 1): You can Special Summon this card (from your hand). 
② (Quick Effect) You can Fusion Summon 1 "Lustrous" Fusion Monster from your Extra Deck, using monsters from your side of the field or returning banished "Lustrous" monsters to the GY as Fusion Materials, including this card.
③ If this card is in your GY: You can banish this card; Reveal the Top 3 cards of your deck, if there is a "Lustrous" among them send all the cards to the GY, otherwise shuffle them back into the deck.
You can only use each effect of "The Lustrous Red Beryl" once per turn.
 
 
∎ The Lustrous Obsidian
DARK - Rock/Effect
Level 5
① If you only control "Lustrous" monsters (min 1): You can Special Summon this card (from your hand). 
② If this card is Special Summoned: You can reveal the top 5 cards of your Deck, the send any Lustrous cards revealed to the GY and place the rest on the bottom of your deck in any order.
③ If this card is in your GY: You can banish this card; Special Summon 1 level 4 or lower "Lustrous" monster from your Deck..
You can only use each effect of "The Lustrous Obsidian" once per turn, and only once that turn.
❰ 2000 / 900 ❱ 
 
 
∎ The Lustrous Bort
DARK - Rock/Effect
Level 10
① Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or Graveyard) by returning banished "Lustrous" monsters to your GY. 
This card Gains 400 ATK/DEF for each "Lustrous" monsters used to summon this card.
When this card is Special Summoned, you can: Apply these effects, in sequence, depending on the number of "Lustrous" monsters with different names used for this card's Summon;
2+: Inflict 500 damage to your opponent
3+: Send 2 "Lustrous" cards from your Deck to your GY
4+: Send 2 cards on the field to the GY
5+: Banish 1 card from your opponent's hand.
❰ 2000 / 2000 ❱

 

[spoiler=Spell/Traps]

∎ The Lustrous Vault
Field Spell
"Lustrous" monsters gain 300ATK/DEF.
① You can discard 1 "Lustrous" card from yout hand; Draw 1 card.
② You can Fusion Summon 1 monster using monsters from your hand or field monsters as Fusion Materials. If Summoning a "Lustrous" Fusion Monster this way, you can also return banished monsters to the GY as Fusion Materials, and if you do place 1 "Lustrous" counter on this card for each monster returned to the GY by this effect.
② If this card is in your GY: You can banish this card; Add 1 "The Lustrous Vault" from your deck to your hand.
You can only use each effect of "The Lustrous Vault" once that turn.
 
 
∎ The Lustrous Bell Tower
Trap - Continuous
① Once per turn: Send 1 "Lustrous" monster from your hand or field to the GY and target 1 monster your opponent controls; return that card to the hand, the place 1 "Lustrous" counter on this card.
② You can remove "Lustrous" counters from your side of the field; Send the same number of cards from the top of your deck to the GY.
③ If this card is in your GY: You can banish this card; Fusion Summon 1 "Lustrous" monster using monsters from your hand or field monsters as Fusion Materials. If Summoning a "Lustrous" Fusion Monster this way, you can also return banished monsters to the GY as Fusion Materials.
You can only use each effect of "The Lustrous Bell Tower" once that turn.
 
 
∎ The Lustrous Beach of Beginnings
Spell - Continous
① Each time a "Lustrous" card is banished: Place 1 "Lustrous" counter on this card.
② You can remove any number of "Lustrous" counters from your side of the field; Special Summon 1 "Lustrous" monster from your deck. whose level is equal to the number of lustrous counters removed.
③ If this card is in your GY: You can banish this card; Add 1 "The Lustrous Beach of Beginnings" from your deck to your hand.
You can only use each effect of "The Lustrous Beach of Beginnings" once that turn.

 
[spoiler=Extra Deck]
∎ The Lustrous Padparadscha
FIRE - Rock/Fusion/Effect
Level 9
"The Lustrous Cinnabar" + 1 "Lustrous" monster
① Once per turn, when your opponent activates a monster effect: You can return 1 Banished "Lustrous" monster to your GY; Negate its effect and destroy it.
② If this card is in your GY: You can banish this card; Send the top 3 cards of your deck to the GY.
You can only use each of "The Lustrous Padparadscha" effects once per turn.
❰ 2600 / 1200 ❱
 
 
∎ The Lustrous Diamond
LIGHT - Rock/Fusion/Effect
Level 10
"The Lustrous Phosphophyllite" + 1 "Lustrous" monster
Must first be Fusion Summoned.
① This card can make a second attack during the battle phase
② At the start of the Damage Step, if this card battles a monster: You can activate 1 of the following effects
• If the battling monster has a lower level: Destroy that monster.
• If the battling monster does not have level: Return that monster to the hand.
③ If this card is in your GY: You can banish this card; Destroy 1 Face-up card on the field.
You can only use this effect of "The Lustrous Diamond" once per turn.
❰ 2200 / 1400 ❱
 
 
∎ The Lustrous Yellow Diamond
LIGHT - Rock/Fusion/Effect
Level 10
"The Lustrous Antarcticite" + 1 "Lustrous" monster
Must first be Fusion Summoned.
① When this card is Fusion Summoned: You can send 1 Face-up card on the field to the GY.
② You can target 1 banished "Lustrous" monster (Quick Effect); Return it to the GY, and if you do this card gains the ATK/DEF equal to the targeted monster.
③ If this card is in your GY: You can banish this card; Add 1 banished "Lustrous" card to your hand.
You can only use each of "The Lustrous Yellow Diamond" effects once per turn.
❰ 1800 / 2000 ❱
 
 
Kongo, Keeper of the Lustrous
EARTH - Rock/Link/Effect
↙ ↘ 
2 "Lustrous" Monsters
① You can banish 1 face-up "Lustrous" monster you control, except this card until the end of the turn (Quick Effect); Special Summon 1 "Lustrous" monster from your Deck with a different name as that monster.
② If this card is used as a material for the Fusion Summon of a "Lustrous" Fusion monster, you can substitute this card for any "Lustrous" monster.
③ If this card is in your GY: If you would banish a "Lustrous" monster from your GY, you can banish this card instead.
You can only use each of "Kongo, Keeper of the Lustrous" effects once per turn.
❰ 2000 ❱

 

 

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NOOO WHY DID YOU HAVE TO USE OCG NUMBERING YOU WERE DOING SO WELL

 

But seriously, that's your call. I considered picking it up at some point, but decided it looked ugly. But it is either to use HOPT and it can look neater, so go ahead. Oh, and missing stats on your Level 9 Fusion, like typing and Attribute.

 

The first thing that strikes me is the fact that you have a lot more ways to interact with your banished monsters than you do to banish them. You have Cinnabar and Antarcticite, and now Golden Sarcophagus is back again, but due to the fact that the archetype does very little milling, you can't tech in something like Soul Release. At least the field allows you to use monsters in your hand, but it is vulnerable to removal, and you need to get monsters in your GY first for them to have used their banishing effects. Really, with all this super hard OPT, you're going to need to tech in some milling cards in order to not brick with any of these Lustrous monsters in your hand. And even though your Fusions require specific monsters, which is a great mechanic I miss with Fusion monsters, you don't have the consistency outside of the aforementioned Antarcticite for that to be effective. It's very sad, this idea forming into a slow archetype. It would help if some off the monsters were less restricted with their effects; maybe sacrifice power for freedom, even if their effects are somewhat thematic.

 

Another feature is the lack outside of the bosses of proper removal. Bell Tower provides non-destruction removal, which is nice, but other than that, all your monsters have is support, and due to their lack of speed even then...perhaps it might be a good idea to add some more weak or removal effects to your monsters and grant them a little more flexibility as a side, in order for their utility to increase and for the deck to be able to keep up in today's meta. Being Rock doesn't help them either. 

 

The deck right now is: Open Antarcticite and Terraforming/Vault, then Summon Antarcticite, banish your 2 Fusion Materials you want to use, then immediately Fusion Summon. Considering your Fusion Spell is a Field Spell, so once per turn use, you want your monsters to be able to Summon themselves and set up their own field, so perhaps have the bosses tie into that. Also, perhaps nerf Antarcticite to banish 1, considering how much you need that, and again, add some speed to the rest of the archetype.

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NOOO WHY DID YOU HAVE TO USE OCG NUMBERING YOU WERE DOING SO WELL

 

But seriously, that's your call. I considered picking it up at some point, but decided it looked ugly. But it is either to use HOPT and it can look neater, so go ahead.

Haha, I find it looks neater though, otherwise it's just a big block of text IMHO but yeah I don't see many people using it.

 

 

The first thing that strikes me is the fact that you have a lot more ways to interact with your banished monsters than you do to banish them. You have Cinnabar and Antarcticite, and now Golden Sarcophagus is back again, but due to the fact that the archetype does very little milling, you can't tech in something like Soul Release. At least the field allows you to use monsters in your hand, but it is vulnerable to removal, and you need to get monsters in your GY first for them to have used their banishing effects. Really, with all this super hard OPT, you're going to need to tech in some milling cards in order to not brick with any of these Lustrous monsters in your hand. And even though your Fusions require specific monsters, which is a great mechanic I miss with Fusion monsters, you don't have the consistency outside of the aforementioned Antarcticite for that to be effective. It's very sad, this idea forming into a slow archetype. It would help if some off the monsters were less restricted with their effects; maybe sacrifice power for freedom, even if their effects are somewhat thematic.

I figured that Grass and a Lightsworn engine would work here for the milling but I altered Neptunite and Obsidian to give the native milling effects. The field spell also got an effect to help with Grave setup. Also, removed the overly harsh HOPT to speed them up. 

 

Not sure about how to go about "sacrifice power for freedom", you mean use rock-type instead of "Lustrous" for effect? Some tips here would be nice.

 

 

Another feature is the lack outside of the bosses of proper removal. Bell Tower provides non-destruction removal, which is nice, but other than that, all your monsters have is support, and due to their lack of speed even then...perhaps it might be a good idea to add some more weak or removal effects to your monsters and grant them a little more flexibility as a side, in order for their utility to increase and for the deck to be able to keep up in today's meta. Being Rock doesn't help them either. 

 

The deck right now is: Open Antarcticite and Terraforming/Vault, then Summon Antarcticite, banish your 2 Fusion Materials you want to use, then immediately Fusion Summon. Considering your Fusion Spell is a Field Spell, so once per turn use, you want your monsters to be able to Summon themselves and set up their own field, so perhaps have the bosses tie into that. Also, perhaps nerf Antarcticite to banish 1, considering how much you need that, and again, add some speed to the rest of the archetype.

 

Aside from the field spell you can fusion with the trap (Bell Tower) and Neptunite. With MR4 I don't think there is a benefit to being able to fuse too many times in one turn.

 

I feel that 2 of the fusion monsters have decent removal effects, including nontargeting removal, and last still does plenty. Bort can become very big now that the deck is faster. Is there a specific form of removal missing or just wish there was more?

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I figured that Grass and a Lightsworn engine would work here for the milling but I altered Neptunite and Obsidian to give the native milling effects. The field spell also got an effect to help with Grave setup. Also, removed the overly harsh HOPT to speed them up. 

 

Not sure about how to go about "sacrifice power for freedom", you mean use rock-type instead of "Lustrous" for effect? Some tips here would be nice.

 

I mean make the effects a little weaker, but without the "you can only use 1 effect of this card's name per turn".

 

As for the removal, was thinking of S/T removal specifically.

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