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Lick lock archetype


zepheris

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I've been an ojama player for about 5 years now, from old ojama builds on DN to a fairly recent ojama invoked deck I used and lost with just earlier today. I kinda dislike the new ojama support. Ojamas are better than they've ever been, but they've lost the zone lockdown effects in preference for more swarming and card advantage, and ojamas don't even run poly anymore... 

 

Thus, in memory of ojama lockdown I bring you lick locks.

 

light/beast

 

Monsters:

 

Lick Lock Lert

level 2

atk 0

def 1000

When this card is summoned, you can special summon one Lick Lock monster from your deck, but it's effects are negated. If this card leaves the field, target one of your opponent's unoccupied main monster card zones. That zone cannot be used until your next standby phase. You can only activate each effect of Lick Lock Lert up to thrice per turn.

 

Lert -> Alert

 

Lick Lock Last

lvl 2

atk 0

def 1000

When this card is summoned, destroy cards on the field up to the number of zones that cannot be used. If this card leaves the field, target one of your opponent's unoccupied spell and trap card zones. That zone cannot be used until your next standby phase. You can only activate each effect of Lick Lock Last up to thrice per turn.

 
Last -> Blast
 
Lick Lock Lost
lvl 2
atk 0
Def 1000
You can normal summon this card on your opponent's side of the field. All unoccupied zones next to and below this card cannot be used. If this card leaves the field, your opponent draws 1 card. You can only activate each effect of Lick Lock Lost up to thrice per turn.
 
Lick Lock Look
lvl 2
atk 0
def 1000
When this card is summoned, excavate cards from your deck equal to the number of zones that cannot be used. Add one of those cards to your hand, and shuffle the rest of the cards into the deck. If this card leaves the field, target one of your opponent's unoccupied spell and trap card zones. That zone cannot be used until your next standby phase. You can only activate each effect of Lick Lock Look up to thrice per turn.
 
Link Lock Live
lvl 2
atk 0
def 1000
When this card is summoned, special summon one lick lock monster from your graveyard, but it's effects are negated. Add one of those cards to your hand, and send the rest of those cards to the graveyard. If this card leaves the field, target one of your opponent's unoccupied main monster card zones. That zone cannot be used until your next standby phase. You can only activate each effect of Lick Lock Live up to thrice per turn.
 
Live -> Alive
 
Link Lock Lord
lvl 8
atk 0
def 1000
This card cannot be special summoned. Occupied zones can be selected as targets for the effects of Lick Lock monsters, and the cards that occupied those zones are banished. You can shuffle one Lick Lock monster you control into the deck; summon a lick lock monster with a different name from your deck. This card gains attack equal to the number of zones that cannot be used X 1000. If this card leaves the field, target one or more extra monster zones. Banish all cards in those zones, if any, and they cannot be used until your next standby phase. You can only activate each effect of Lick Lock Lord once per turn.

 

Extra deck monsters:

 

Link Lock Lip-Lop

link-3 N, NW, NE

atk 0

You can only special summon this monster from your extra deck by shuffling 3 lick lock monsters you control into the deck. Zones this card points to cannot be used. If this card is targeted by an attack or an opponent's card effect, return this card into your extra deck; special summon 3 Lick Lock monsters from your deck. You can only summon Link Lock Lip-Lop once per turn.

 

Flip Flop

 

Spells:

 

Lick Lock Letoh

Field

Once per turn, during either player's turn, you can shuffle 1 Lick lock monster you control into the deck; special summon a monster with the same name from your deck. If a Lick Lock monster(s) leaves the field, target an unoccupied main monster or spell and trap zone. That zone cannot be used while this card is face up on the field. You can only activate the above effect of Lick Lock Letoh up to thrice per turn.

 

Letoh -> Hotel

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Errataing the cards due to the following combo:

 

1) Activate letoh

2) Summon Lert

3) Eff, summon Lert from deck

4) Letoh one lert for the negated lert.

Eff letoh, lock one s/t zone

5) Eff, summon lert from deck

6) make lip lop

2 lerts activate, lock 2 mon zones

Letoh locks second s/t zone

7) lip lop into look and 2 lerts

8) look gets you a card, and lerts make 2 negated lives

9) go into a link 2 with both lerts

Letoh locks third s/t zone

Lerts lock last 2 monster zones

10) make link 3 with look and both lerts

Look and letoh lock last 2 zones

11) Your opponent's turn, and you can swap one live with letoh and revive Lert (Opp can't do anything)

12) Your turn, swap live with another live, and pull third lert

13) Make Lip Lop and continue the combo

If done right, you can lock your opponent out of every single one of their turns, for the rest of the duel. It's a 2 card yata lock.

 

I'm not sure whether to be happy or sad such an exploit exists. Sad because my bad, but happy because they're broken because of the archetype's mechanic, not because of some unrelated exploit.

 

Here, I'm going to kill Lip-lop, and preserve the other effects. Although Lert and possibly Live may need to be errata'd as well, the deck should keep lockdown while  not being yata lock. I'm actually thinking of making a coach king giant-trainer-like clause on all the monsters and letoh, which'd hurt them without killing them outright.

Lip lop was:

 

Link Lock Lip-Lop

link-3 N, NW, NE

atk 0

You can only special summon this monster from your extra deck by shuffling 3 lick lock monsters you control into the deck. Zones this card points to cannot be used. You can return this card into your extra deck; special summon 3 Lick Lock monsters from your deck. You can only summon Link Lock Lip-Lop once per turn.

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Errataing the cards due to the following combo:

 

1) Activate letoh

2) Summon Lert

3) Eff, summon Lert from deck

4) Letoh one lert for the negated lert.

Eff letoh, lock one s/t zone

5) Eff, summon lert from deck

6) make lip lop

2 lerts activate, lock 2 mon zones

Letoh locks second s/t zone

7) lip lop into look and 2 lerts

8) look gets you a card, and lerts make 2 negated lives

9) go into a link 2 with both lerts

Letoh locks third s/t zone

Lerts lock last 2 monster zones

10) make link 3 with look and both lerts

Look and letoh lock last 2 zones

11) Your opponent's turn, and you can swap one live with letoh and revive Lert (Opp can't do anything)

12) Your turn, swap live with another live, and pull third lert

13) Make Lip Lop and continue the combo

If done right, you can lock your opponent out of every single one of their turns, for the rest of the duel. It's a 2 card yata lock.

 

I'm not sure whether to be happy or sad such an exploit exists. Sad because my bad, but happy because they're broken because of the archetype's mechanic, not because of what they can make.

 

Here, I'm going to kill Lip-lop, and preserve the other effects. Although Lert and possibly Live may need to be errata'd as well, the deck should keep lockdown while  not being yata lock. I'm actually thinking of making a coach king giant-trainer-like clause on all the monsters and letoh, which'd hurt them without killing them outright.

 

Lip lop was:

 

Link Lock Lip-Lop

link-3 N, NW, NE

atk 0

You can only special summon this monster from your extra deck by shuffling 3 lick lock monsters you control into the deck. Zones this card points to cannot be used. You can return this card into your extra deck; special summon 3 Lick Lock monsters from your deck. You can only summon Link Lock Lip-Lop once per turn.

 

In the future, just modify the original post and then announce it 12 hours after. (If you didn't look at the rule changes, the bump rule didn't move from the minimum, and you're halfway too early)

 

So yeah, next time you bump, wait 12 hours from your last post (unless someone else posts before that period, in which case, you can go ahead).

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