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(Written) Starclan Archetype


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I'm such a big star that the even these cards that I have made will shine. Welcome to the Starclan archetype. Starclan are a group or family of assassins that will do anything for money and very skilled killers. These monsters main mechanic is to target 1 other member of the group to boost their attack power then they banish so they can not be mess with plus gaining additional stuff when they get banished as well.

 

 

Starclan is all about teamwork to complete their mission and assassinate their targets, using each to gain strength and allude taking damage.

 

 

Big Stage of the Starclan : Field Spell

All "Starclan" monster(s) you control gain 300 ATK/DEF. When this card is activated you can add 1 "Starclan" card except "Big Stage of the Starclan" from your Deck or GY to your hand. If you Normal Summon a "Starclan" monster, you can shuffle 1 card in your hand into your Deck to add 1 "Starclan" monster from your Deck of GY to your hand. You can use each effect of "Big Stage of the Starclan" once per turn.

 

 

Call Forth the Starclan : Normal Spell

Special Summon 1 "Starclan" monster from your Deck or GY. If your opponent activates a monster effect while this card is in your GY, you can shuffle 1 card in your hand and if you do; add this card to your hand. You can only use activate "Call Forth the Starclan" once per turn.

 

 

Spotlight of the Starclan : Quick-Spell

Banish 1 "Starclan" monster from your Deck or GY then, draw 1 card. If your opponent summons a monster(s) while this card is in your GY, you can shuffle 1 card in your hand and if you do; add this card to your hand. You can only use activate "Spotlight of the Starclan" once per turn.

 

 

Killer Instinct of the Starclan : Counter Trap

When a monster would be Summoned, OR a Spell/Trap Card is activated: Return 1 face-up "Starclan" monster you control to your hand and Shuffle 1 banished "Starclan" monster into your Deck; negate the Summon or activation, and if you do, destroy that card. You can only activate "Killer Instinct of the Starclan" once per turn.

 

 

Starclan - Red : Level 4 / FIRE / Psychic-Type / 1400 ATK / 1400 DEF

If this card is banished, you can add 1 "Starclan" monster except "Starclan - Red" from your Deck to your hand. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● This card loses 1000 ATK/DEF and can attack directly.

 

 

Starclan - White : Level 4 / LIGHT / Psychic-Type / 1700 ATK / 1100 DEF

If this card is banished, you can Special Summon 1 "Starclan" monster except "Starclan - White" from your Deck. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● This card can attack twice during each Battle Phase.

 

 

Starclan - Blue : Level 4 / WATER / Psychic-Type / 1300 ATK / 1500 DEF

If this card is banished, you can add 1 "Starclan" monster except "Starclan - Blue" from your GY to your hand. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● If this card attacks, your opponent can not activate card or effects until the end of the Damage Step.

 

 

Starclan - Black : Level 4 / DARK / Psychic-Type / 1800 ATK / 1000 DEF

If this card is banished, you can Special Summon 1 "Starclan" monster except "Starclan - Black" from your GY. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● If this card attacks, inflict 300 Damage to your opponent's Life Points then you gain 300 Life Points.

 

 

Starclan - Green : Level 4 / EARTH / Psychic-Type / 1200 ATK / 1600 DEF

If this card is banished, you can target 1 Spell or Trap card your opponent controls and if you do; shuffle the targeted card in the Deck. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● During the Battle Phase, if your opponent activates a monster effect(s), (this is a quick-effect) this card is unaffected by your opponent's monster effects.

 

 

Starclan - Yellow : Level 4 / WIND / Psychic-Type / 1900 ATK / 0900 DEF

If this card is banished, you can target 1 monster on the field and if you do; banish the targeted card until the End Phase. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● During the Battle Phase, if your opponent activates a Spell card or Trap card, (this is a quick-effect) you can draw 1 card.

 

 

Starclan - Clear : Link 2 / LIGHT / Psychic-Type / 800 attack / Link-2 / Link points SW and E

2 level 4 or lower "Starclan" Monsters

This card gains 800 ATK for each "Starclan" card you control. If this card is banished, you can target 1 monster on the field and if you do; destroy the targeted card. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● You can Special Summon 1 level 4 or lower Banished "Starclan" monster.

 

 

Starclan - Shadow : Link 3 / DARK / Psychic-Type / 1100 attack / Link-3 / Link points NW SE and, W

2 or more "Starclan" Monsters

This card gains 800 ATK for each "Starclan" card you control.If this card is banished, you can target 1 card on the field and if you do; return the targeted card to the hand. Once per turn during either player's turn, you can banish this card until the End Phase then, target 1 other "Starclan" monster you control and if you do; the targeted card gain this effect until the End Phase:

● You can target 1 card on the field and if you do; the targeted card's effect(s) is negated.

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Field Spell doesn't need the activation restriction, not when you have the effect restriction as well. Also, all of these cards miss timing, as because they specify "when this card is banished" and they all banish as costs, the last thing that happens after they banish themselves is the effect that results from said banishing. It would be better to use "If this card is banished", as that would properly apply after the chain is resolved.

 

Other than that, it's a simple set. Field Spell is a must to grant you your immediate and following search, and the other two spells along with their immediate bonuses and later restocking are also simply good...key word being simple. Interesting regarding their reliant of monsters, but I guess it allows you to full restock your hand after your opponent makes their plays. Counter Trap is also decent, and again, simple. The whole set of S/T is entirely effective, so congrats.

 

Unfortunately, outside of said spells, it's really hard to set up a field, but considering you have something that can search both quick-plays, and both quick-plays provide advantage. Relying on them could be dangerous, but I guess that's a risk worth taking if you get these bad boys out. I love the supportive theme you have going on between them all, but 'tis a little...weak...at times. Even though their on banish effect do need HOPT to prevent abuse, when they do end up banishing themselves...attacking directly at the cost of 1000 ATK and DEF? That's barely anything. 300 LP loss and gain? What? This is consistent, with a few exceptions (like monster effect protection boi Green), but then we have Clear and Shadow. They both have no HOPT on their granting effect, meaning you can infinitely Summon monsters and infinitely target and negate effects. It seems a little all over the place, and it doesn't seem like you had much idea of what you were doing for those two. Also, what does Green actually do? Does it become immune to monster effects, or just that monster effect?

 

There are some really bad cards here, and some really OP ones, but the general theme seems to be a good one. I like this set of yours for the most part, although I wish the quality was more consistent. You do have to work on your card grammar though, as it is right now a mish-mash that is confusing to read and probably turning off potential other reviewers.

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Field Spell doesn't need the activation restriction, not when you have the effect restriction as well. Also, all of these cards miss timing, as because they specify "when this card is banished" and they all banish as costs, the last thing that happens after they banish themselves is the effect that results from said banishing. It would be better to use "If this card is banished", as that would properly apply after the chain is resolved.

 

Fixed that.....

 

 

Other than that, it's a simple set. Field Spell is a must to grant you your immediate and following search, and the other two spells along with their immediate bonuses and later restocking are also simply good...key word being simple. Interesting regarding their reliant of monsters, but I guess it allows you to full restock your hand after your opponent makes their plays. Counter Trap is also decent, and again, simple. The whole set of S/T is entirely effective, so congrats.

 

Thanks?

 

 

Unfortunately, outside of said spells, it's really hard to set up a field, but considering you have something that can search both quick-plays, and both quick-plays provide advantage. Relying on them could be dangerous, but I guess that's a risk worth taking if you get these bad boys out. I love the supportive theme you have going on between them all, but 'tis a little...weak...at times. Even though their on banish effect do need HOPT to prevent abuse, when they do end up banishing themselves...attacking directly at the cost of 1000 ATK and DEF? That's barely anything. 300 LP loss and gain? What?

 

If combo correctly the monster can attack directly and inflicting bonus effect damage and restores 300 lp of the owner while getting to attack twice during that battle phase.

 

 

This is consistent, with a few exceptions (like monster effect protection boi Green) Also, what does Green actually do? Does it become immune to monster effects, or just that monster effect?

 

Green Makes the targeted monster unaffected by all of the opponent's monsters effects (Until the end phase)

 

 

Then we have Clear and Shadow. They both have no HOPT on their granting effect, meaning you can infinitely Summon monsters and infinitely target and negate effects. It seems a little all over the place, and it doesn't seem like you had much idea of what you were doing for those two.

 

HOPT? infinite? do not see how... fixing it to nerf it (in case of infinites) Clear now only Special Summon level 4 or lower Starclans (making itself which it already excluded in the original version and now shadow as well...)

 

 

There are some really bad cards here, and some really OP ones, but the general theme seems to be a good one. I like this set of yours for the most part, although I wish the quality was more consistent. You do have to work on your card grammar though, as it is right now a mish-mash that is confusing to read and probably turning off potential other reviewers.

 

.

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