Jump to content

(Written) Deviloid Archetype


Phelphor, of the Deep

Recommended Posts

The Devil is in the details with this archetype! All monsters except the Link monster are DARK Machine monsters with 0 ATK and DEF but can become heavy hitting EARTH FIENDS zapping strength and adding to their own. Great for countering big plays and stopping momentum while deterring dependence on monster effects.

 

 

Deviloid Bridge: Field Spell

Effect: All monsters your opponent controls loses ATK and DEF for each Deviloid counter on the field x 300. All "Deviloid" monsters you control can not be destroyed by your opponent card effects. When your opponent Summons a monster(s), you target 1 card on the field and if you do; shuffle the targeted into the Deck or you can Draw 1 card. You can only use this effect of "Deviloid Bridge" once per turn.

 

 

Presence of the Deviloid: Continuous Spell

Effect: All "Deviloid" monsters you control can not be destroyed by battle. When this card is activated, you can add 1 "Deviloid" monster from your Deck or GY to your hand. When your opponent Summons a monster(s), you can target 1 Spell or Trap card on the field and if you do; return the targeted card to the hand or you can Special Summon 1 "Deviloid" monster from your GY. You can only use each effect of "Presence of the Deviloid" once per turn.

 

 

Cunning of the Deviloid: Quick-Play Spell

Effect: When this card is activated, Shuffle 1 card in your hand; Special Summon 1 "Deviloid" monster from your Deck or GY then, you can draw 1 card. While this card is in the GY, Monsters your opponent controls with Deviloid counters on them have their effects negated also is treated as a Normal Monster while face-up on the field until they are Normal Summon while they are face-up on the field. While this card is in the GY, when a monster activates an effect, you can shuffle 1 "Deviloid" Trap card in your GY into your Deck to add this card to your hand or activate this card directly from your GY.

 

 

Vice of the Deviloid: Normal Trap

Effect: When this card is activated, Shuffle 1 card in your hand into the Deck; add 1 "Deviloid" monster from your Deck or GY to your hand then, you can draw 1 card. While this card is in the GY, Monsters your opponent controls with Deviloid counters on them have their effects negated also is treated as a Normal Monster while face-up on the field until they are Normal Summon while they are face-up on the field. While this card is in the GY, when a monster activates an effect, you can shuffle 1 "Deviloid" Spell card in your GY into your Deck to add this card to your hand or activate this card directly from your GY.

 

 

Deviloid Young One: Level 2 / DARK / Machine /0 attack / 0 defense

Effect: During either player's turn, you can discard this card to add 1 "Deviloid" Spell card from your Deck or GY to your hand. If this card is Summoned, you can place 1 Deviloid counter on 1 monster your opponent controls. Monsters your opponent controls with Deviloid counters on them have their effects negated also is treated as a Normal Monster while face-up on the field until they are Normal Summon while they are face-up on the field. Once per turn while this card is in the GY except the turn this card was sent to the GY, you Shuffle this card into the Deck; Normal Summon 1 DARK Machine-type "Deviloid" monster you control to have it become an EARTH Fiend-Type Monster and gain this effect:

● All face-up "Deviloid" monsters you currently controls gain 500 ATK and DEF and all face-up monsters your opponent currently controls loses 500 ATK and DEF.

 

 

Deviloid Gear Man: Level 3 / DARK / Machine /0 attack / 0 defense

Effect: During either player's turn, you can discard this card to add 1 "Deviloid" Trap card from your Deck or GY to your hand. Once per turn, you can place 1 Deviloid counter on 1 monster your opponent controls. Monsters your opponent controls with Deviloid counters on them have their effects negated also is treated as a Normal Monster while face-up on the field until they are Normal Summon while they are face-up on the field. Once per turn while this card is in the GY except the turn this card was sent to the GY, you Shuffle this card into the Deck; Normal Summon 1 DARK Machine-type "Deviloid" monster you control to have it become an EARTH Fiend-Type Monster and gain this effect:

●All face-up Fiend-Type monsters you currently controls gain ATK and DEF equal to the number of Deviloid counters on the field x 200 and all face-up monsters your opponent currently controls loses ATK and DEF equal to the number of Deviloid counters on the field x 200

 

 

Deviloid Doom Speaker: Level 4 / DARK / Machine /0 attack / 0 defense

Effect: During either player's turn, you can discard this card to add 1 "Deviloid" Spell card from your Deck or GY to your hand. Once per turn during either player's turn, you can return 1 "Deviloid" monster you control except "Deviloid Doom Speaker" to your hand; activate 1 "Deviloid" Spell or Trap card directly from your Deck or GY. Monsters your opponent controls with Deviloid counters on them have their effects negated also is treated as a Normal Monster while face-up on the field until they are Normal Summon while they are face-up on the field. Once per turn while this card is in the GY except the turn this card was sent to the GY, you Shuffle this card into the Deck; Normal Summon 1 DARK Machine-type "Deviloid" monster you control to have it become an EARTH Fiend-Type Monster and gain this effect:

● All face-up EARTH monsters you currently controls can inflict Piercing Damage until the End Phase.

 

 

Deviloid Birth Bringer: Level 5 / DARK / Machine /0 attack / 0 defense

Effect: During either player's turn, you can discard this card to add 1 "Deviloid" Trap card from your Deck or GY to your hand. Once per turn during either player's turn, you can banish 1 "Deviloid" monster you control except "Deviloid Birth Bringer" until the End Phase; Special Summon 1 "Deviloid Token" (Machine/DARK/Level 1/ATK 0/DEF 0) in Defense Position. Monsters your opponent controls with Deviloid counters on them have their effects negated also is treated as a Normal Monster while face-up on the field until they are Normal Summon while they are face-up on the field. Once per turn while this card is in the GY except the turn this card was sent to the GY, you Shuffle this card into the Deck; Normal Summon 1 DARK Machine-type "Deviloid" monster you control to have it become an EARTH Fiend-Type Monster and gain this effect:

● All face-up monsters your opponent currently controls gains Deviloid Counters equal to the number of cards on the field.

 

 

Deviloid Dragon: Link 2 / EARTH / Dragon / 1500 attack / Link-3 / Link points SW and E

2 "Deviloid" Monsters

Once per turn during either player's turn, you can shuffle any number of "Deviloid" cards in your GY into the Deck; all face-up "Deviloid" Monsters your currently control except this card gains 100 ATK and DEF for each card shuffled into the Deck by this card's effect and all face-up monsters your opponent currently controls loses 100 ATK and DEF for each card shuffled into the Deck by this card's effect. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 2 "Deviloid" monsters with different names in your GY; Special Summon them in face-down Defense Position. Apply these effects based on the number of face-up "Deviloid" cards with different names you control.

● 2+: All monsters you control gain 200 ATK/DEF and all monsters your opponent controls loses 200 ATK/DEF

● 3+: Your opponent's cards and effects cannot be activated during the Battle Phase.

● 4+: Your monsters can attack directly.

Link to comment
Share on other sites

Where to begin, where to begin. I'll start by saying that Deviloid Bridge and Presence of the Deviloid are Overpowered when used together. As one prevents your Deviloid monsters from being destroyed by opponent's card effects while the other prevents them from being destroyed by battle, they grant widespread protection throughout. Only ways to get around this are the use of MST or non-destruction removal (the former is highly preferred as the latter doesn't really deal with the problem at hand).

 

Focusing on Deviloid Bridge for a moment, really? I get a +1 every time my opponent Normal Summons a monster? And I also get a +1 (non-destruction removal to boot) every time I Special Summon a Deviloid monster? A card should not be able to generate that much advantage for close to nothing. Not a good start, I think.

 

Next, Presence of the Deviloid. A searcher/recycler for the second effect. Not bad, nothing too problematic there. Oh look, more +1 generating effects. This time, I get to Special Summon a Deviloid monster from my GY if my opponent Normal Summons a monster. On top of that, that Special Summon allows me to bounce a Spell/Trap Card. Once again, Deviloid Bridge and Presence of the Deviloid are Overpowered with all the +1s they can generate, especially with the latter feeding itself and the former. Too much removal with two cards. The horror.

 

Cunning of the Deviloid, what? A +0 off the bat, though its two cards from the hand for one card in your hand and one card on the field. Furthermore, that +0 can yet again trigger Presence and Bridge for those sweet +1s. That's one sweet best case scenario, and one that screams "ABUSE ME, DADDY!". Furthermore, we get a couple "while in the GY" effects. First one forces the opponent's monsters to essentially become Gemini Monsters. Interesting idea, which is okay. Second one can only play off Vice, but you get to continue those sweet +1s straight from the GY.

 

Speaking of Vice, its essentially Cunning, yet it has more targets for its second GY effect. Not much else to say here.

 

As for your monsters, wow. First effect on the Main Deck Monsters can search the Spell/Trap cards. Obviously, the ones that search the Spells are more valuable given the Bridge + Presence combination. Though, that may be moot as Doom Speaker can simply start that combination at anytime by activating either Bridge or Presence directly from the Deck. Let the shenanigans begin. Gear Man and Young One place counters, though the placing of counters appears to be slow, so I suppose that's a good thing here; however, Birth Bringer may make even that point moot given its last effect. Each Main Deck Monster has that psuedo-Gemini effect for opponent's monsters with counters, which the continual placing of counters may make that a full negation. Each one also has a psuedo-Gemini Summon effect for while they are in the GY to get an additional effect for whatever monster you happen to have on the field.

 

Finally, we have Deviloid Dragon. This looks like the card that allows the Deck to fight, and it looks like it takes great advantage of Bridge + Presence to be able to pull the 4+ effect. Hell, the Tokens provided by Birth Bringer may make that an easy feat as both Summon Fodder and an additional name. From what I can gather, every other card leads to this one. All the discards, all the Special Summons, everything for this card to be able to have the greatest impact. I'd hate to be on the other side of this thing if the duel is not going in my favor.

 

Overall, the Spell/Trap cards do too much in terms of advantage generating to make this Deck work. I'm not entirely sure how to fix it, but I hope my thoughts help a bit.

Link to comment
Share on other sites

Overall, the Spell/Trap cards do too much in terms of advantage generating to make this Deck work. I'm not entirely sure how to fix it, but I hope my thoughts help a bit.

Tone done some of the Spells/Traps

 

[spoiler=Bridge and Presence]

 

Deviloid Bridge: Field Spell

Effect: All monsters your opponent controls loses ATK and DEF for each Deviloid counter on the field x 300. All "Deviloid" monsters you control can not be destroyed by your opponent card effects. When your opponent Summons a monster(s), you target 1 card on the field and if you do; shuffle the targeted into the Deck or you can Draw 1 card. You can only use this effect of "Deviloid Bridge" once per turn.

 

 

Presence of the Deviloid: Continuous Spell

Effect: All "Deviloid" monsters you control can not be destroyed by battle. When this card is activated, you can add 1 "Deviloid" monster from your Deck or GY to your hand. When your opponent Summons a monster(s), you can target 1 Spell or Trap card on the field and if you do; return the targeted card to the hand or you can Special Summon 1 "Deviloid" monster from your GY. You can only use each effect of "Presence of the Deviloid" once per turn.

 

 

Link to comment
Share on other sites

  • 1 month later...

I'm going to take issue with Vice of the Deviloid

 

The way this works, it's a slow trap that functions as a +0 if you use it's effect properly. This deck relies heavily on getting Deviloids out to build up counters. That's how you're going to skill drain cards and drop attack. 

 

Vice doesn't have a strong enough field effect that you should have to wait a turn to use it. My recommendation is to copy Zefra war's

 

"If you have 1 or more "Deviloid" card(s), you can activate this card from your hand. You can only activate 1 "Vice of the Deviloid" per turn." and turn it into  


"If you have 2 "Zefra" cards in your Pendulum Zones, you can activate this card from your hand. You can only activate 1 "Zefra War" per turn." 

Link to comment
Share on other sites

I'm going to take issue with Vice of the Deviloid

 

The way this works, it's a slow trap that functions as a +0 if you use it's effect properly. This deck relies heavily on getting Deviloids out to build up counters. That's how you're going to skill drain cards and drop attack. 

 

Vice doesn't have a strong enough field effect that you should have to wait a turn to use it. My recommendation is to copy Zefra war's

 

"If you have 1 or more "Deviloid" card(s), you can activate this card from your hand. You can only activate 1 "Vice of the Deviloid" per turn." and turn it into  

"If you have 2 "Zefra" cards in your Pendulum Zones, you can activate this card from your hand. You can only activate 1 "Zefra War" per turn." 

 

The review is fine, but do note that you necrobumped this from page 2 (and it has been over a month since the TC last updated). Please don't necro again in the section. 

 

As for SK, you can remake this thread if you want, but I do have to lock it under section rules.

Link to comment
Share on other sites

Archived

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

Guest
This topic is now closed to further replies.
×
×
  • Create New...