Perry Ellis. Posted February 26, 2018 Report Share Posted February 26, 2018 Craftmare monsters are inspired by the (H.P. Lovecraft) Craftian Gods and have effects dealing with bringing your opponent's cards to their world. Overall I need help with the extra deck monster direction of this archetype, I have an idea of what I want to do for the rest of the spells and traps but I don't know if I want to go in a XYZ, Fusion or Link direction for the archetype. Archetype Numbers (MD/EX/SP/TR): 5/3/4/3Archetype Style: Stun [spoiler=Monsters][spoiler= Images of Monsters]From top to bottom going left to right:TeddentaclesHorror DorSharp DarkBump Nigh Craftmare TeddentaclesDARK | Level 3 | Fiend | EffectIf this card is Summoned, you can target 1 card in your opponent’s hand. Banish both that card and this card until your opponent’s next Standby Phase. When this card is banished, add 1 “Craftmare” card from your deck to your hand. While this card is face up, if a banished card returns to the hand, draw 1 card. You can only activate each effect of “Craftmare Teddentacles” once per turn. 1200/800 Writer’s Note: Teddentacles is the searcher of the archetype, its hand disruption effect can really bog an opponent down depending upon whose turn you summon it on. Even if you only summon it during your turn being able to take potential hand traps out of your opponent’s hand is pretty useful, all of which lead toward you being able to search for another Craftmare cards. Its second effect triggers off of its first effect and helps you gain advantage when your opponent tries to recover the cards you banished. Craftmare Horror DorDARK | Level 3 | Fiend | EffectIf this card is Summoned, you can target 1 monster you opponent controls. Banish both that card and this card until your opponent’s next Standby Phase. When this card is banished, you can Special Summon 1 “Craftmare” monster from your hand or GY. While this card is face up, if a banished non “Craftmare” monster is Special Summoned change that monster’s ATK to 0. You can only activate each effect of “Craftmare Horror Dor” once per turn. 1300/700 Writer’s Note: Horror Dor really hasn’t changed at all from the base design of the archetype. Originally, I was going to have the monsters all just target other monsters in order to activate their effects and then have them take away the attack of those monsters. Basically, I was thinking of the effect being themed off of the idea that monsters that were special summoned after being banished would be scared by what they saw on the “other side”. Craftmare Sharp DarkDARK | Level 3 | Fiend | EffectIf this card is Summoned, you can target 1 Spell/ Trap you opponent controls. Banish both that card and this card until your opponent’s next Standby Phase. When this card is banished, you can place 1 Spell/Trap card from your opponent’s field on the top of their Deck. While this card is face up, if a banished Spell/Trap card is returned to the field, your opponent must activate its effect if not destroy that card. You can only activate each effect of “Craftmare Sharp Dark” once per turn. 1400/600 Writer’s Note: Sharp Dark helps disrupt your opponent’s back field by first banishing a target and then Diabolosing their back field once again. On top of this it has a Trickstar field spell effect that forces your opponent to activate whatever card you originally banished. Craftmare Bump NighDARK | Level 3 | Fiend | EffectIf this card is Summoned, you can target 1 card in your opponent’s GY. Banish both that card and this card until your opponent’s next Standby Phase. When this card is banished, you can place 1 monster on your opponent’s field on the bottom of their Deck. While this card is face up, if a banished card returns to the GY, add 1 of your banished cards to your hand.1100/900 You can only activate each effect of “Craftmare Bump Nigh” once per turn. Writer’s Note: Bump Nigh is where I began to lose inspiration for effects, banishing a card from your opponent’s graveyard is good but other than activating the archetypal soul charge, this effect really isn’t that good since you would be banishing the card during your turn. The recycling banished cards effect is nice and combos well with Teddentacles too.[spoiler=Spells] Craftmare InvasionQuick Play SpellTarget any number of your banished “Craftmare” monsters; Special Summon them, and if you do, banish cards from the top of your deck equal for each monster summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 “Craftmare Invasion” per turn. Writer’s Note: A quick play soul charge, I know I know, it’s a bit OP, especially since you can then summon the monsters right after they were banished from their own effect negating you having to return whatever card you banished as well but hey this is where I think the archetype will make its money, since as of now there are no extra deck monsters. [spoiler=Traps] Craftmare MadnessCounter TrapWhen a Spell/Trap card, or monster effect, is activated while you control a “Craftmare” monster: Negate the activation, and if you do, banish that card and 1 “Craftmare” monster you control. Special Summon that “Craftmare” monster during your opponent’s next Standby Phase. Writer’s Note: Just an archetypal infernity barrier to help protect your monsters. Link to comment Share on other sites More sharing options...
Perry Ellis. Posted March 1, 2018 Author Report Share Posted March 1, 2018 Bump for C+C Link to comment Share on other sites More sharing options...
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