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Draconus297

Rocknight - Synchro Aggro Done Differently

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[spoiler= Thought process, design notes, I doubt you care]

A lot of the old Synchro archetypes, even through their gimmicks, tended to have a few noteworthy cards that felt rather similar, in order to have consistently functioning Synchro capacity in their era. So, this initially started as "how many of those standard effects can I lump into one archetype for the sole purpose of Synchro spam", but halfway down the line I got sidetracked by one internal debate- Black Whirlwind, or Gateway of the Six?

 

That's when the epiphany hit me. Gateway (and a few other Six Sam Spells, including their Field) used a mechanic called "Bushido Counters", but those Counters were never explicitly the focus of the archetype. Spam was.

 

I flipped this idea on its head- what if the Counter mechanic was the explicit focus of the entire archetype, and the spam was just used to fuel Counter generation? That's how I came up with Rocknights, a Rock-Type Synchro Turbo Deck focused on fueling several different effects that use "Granite Counters", which are produced naturally by Special Summoning and artificially produced through a few other cards' effects.

 

Naturally, I immediately thought of what these Counters would actually do- and so, I gave them two uses on each Spell, a passive stat-based one and an active advantage/ momentum one.

 

The Fusion literally just exists as a Miracle Synchro Fusion target, because that card can make all of like ten monsters in the entire game, and I've always wanted to do more with it.

 

 

 

So, without further ado: Rocknights.

 

[spoiler= Main Deck monsters]

Rocknight Golem

EARTH - Level 7 - Rock/Effect - 2400/2350

You can reduce the number of Tributes required for this card's Tribute Summon by any amount up to the number of "Rocknight" Spell Cards you control. Once per turn, you can target 1 "Rocknight" monster in your Graveyard whose Level is less than this card's current Level: Reduce this card's Level by the target's, and if you do; Special Summon that target and place 1 Granite Counter on each face-up "Rocknight" Spell Card you control. If this card destroys your opponent's monster by battle: Increase this card's Level by 3.

 

Rocknight Rusher

EARTH - Level 6 - Rock/Effect - 2100/2000

If your opponent controls a face-up Special Summoned monster, you can Normal Summon this card without Tributing. If you control no cards, you can reveal this card in your hand: Activate 1 "Rocknight" Continuous Spell Card from your Deck or Graveyard, then Special Summon 1 "Rocknight Token" (EARTH/Level 1/Rock-Type/ATK 100/DEF 900) (You can only activate this effect of this card's name once per turn). When this card is Normal Summoned: You can Special Summon 1 "Rocknight" Tuner monster from your hand or Graveyard.

 

Rocknight Commander

EARTH - Level 5 - Rock/Effect - 2000/1200

You can Special Summon this card from your hand by discarding 1 card. If this card is sent from the field to the Graveyard: Place 1 Granite Counter on all face-up "Rocknight" Spell Cards you control.

 

Rocknight Overseer

EARTH - Level 4 - Rock/Tuner - 1900/1000

Sculpted from stone for the express purpose of protecting an ancient ruin, this stone soldier exists to coordinate the offensive of all of the smaller members of the Rocknight Army.

 

Rocknight Phalanx

EARTH - Level 4 - Rock/Effect - 1600/1300

If you control a face-up "Rocknight" monster, except "Rocknight Phalanx": You can Special Summon this card from your hand. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Rocknight" monster from your hand or Graveyard whose ATK is less than or equal to the destroyed monster's original ATK.

 

Rocknight Scout

EARTH - Level 4 - Rock/Effect - 1400/1500

You can discard this card from your hand: Add 1 "Rocknight Ruined Citadel" from your Deck or Graveyard to your hand. If your opponent Special Summons a monster from the Extra Deck, and you control no Special Summoned monsters: You can Special Summon this card from your Graveyard.

 

Rocknight Rescue Force

EARTH - Level 3 - Rock/Tuner/Effect - 1400/0

You can Special Summon this card from your hand by returning 1 "Rocknight" monster you control to the hand. If Summoned this way, shuffle this card into the Deck when it leaves the field.

 

Rocknight Archer

EARTH - Level 3 - Rock/Tuner/Effect - 1200/800

If you control 2 or more face-up "Rocknight" monsters: You can Special Summon this card from your hand. Once per turn, you can target 1 face-up monster your opponent controls: Reduce that target's ATK and DEF by 500, and if you do; place 1 Granite Counter on a face-up "Rocknight" Spell Card you control.

 

Rocknight Reinforcements

EARTH - Level 3 - Rock/Effect - 1000/0

If you Normal Summon a "Rocknight" monster: You can Special Summon this card from your hand. During the End Phase, if this card is in your Graveyard because it was sent there from the field this turn: You can Special Summon 1 "Rocknight" monster from your Deck with 1500 or less ATK.

 

Rocknight Spearman

EARTH - Level 3 - Rock/Effect - 900/1500

If you control a "Rocknight" monster with a different name, you can Special Summon this card from your hand. When this card is Special Summoned, you can target up to 3 "Rocknight" cards in your Graveyard: Place those targets on top of your Deck in any order. During the End Phase of the turn this card was Normal Summoned, you can add 1 Level 4 or lower Rock-Type monster from your Graveyard to your hand. "Rocknight" monsters you control inflict piercing battle damage.

 

Rocknight Backup Force

EARTH - Level 2 - Rock/Tuner/Effect - 500/500

When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Rocknight" monster from your Graveyard in face-up Defense Position. If this card is used as Synchro Material for a Summon using only "Rocknight" monsters: You can place 1 Granite Counter on a face-up "Rocknight" Spell Card you control.

 

Rocknight Reclamation Crew

EARTH - Level 2 - Rock/Tuner/Effect - 300/1100

If this is the only card in your hand: You can Special Summon this card from your hand, and if you do; you can Special Summon 1 Level 3 or lower "Rocknight" monster from your Graveyard. If this card is Special Summoned: Place 1 Granite Counter on a face-up "Rocknight" Spell Card you control.

 

Rocknight Lancers

EARTH - Level 2 - Rock/Effect - 1200/0

If the effect of a Synchro monster activates: You can Special Summon this card from your hand. If this card is used as Synchro Material for the Summon of a "Rocknight" monster: You can Normal Summon 1 "Rocknight" monster this turn, in addition to your Normal Summon/Set (you can only use this effect of this card's name once per turn).

 

Rocknight Decoy

EARTH - Level 2 - Rock/Effect - 300/1800

If this card is sent from the field to the Graveyard: You can Special Summon 1 "Rocknight Token" (EARTH/Level 1/Rock-Type/ATK 100/DEF 900). If this card is Special Summoned: You can Special Summon 1 Level 1 or 3 "Rocknight" monster from your hand or Graveyard.

 

Rocknight Immortal

EARTH - Level 1 - Rock/Tuner/Effect - 800/0

If this card is sent to the Graveyard, you can target 1 face-up "Rocknight" monster you control: Special Summon 1 "Rocknight" monster from your Graveyard whose Level is less than the target's. If this card is Summoned by the effect of "Rocknight Immortal", shuffle it into the Deck when it leaves the field.

 

Rocknight Guardian

EARTH - Level 1 - Rock/Tuner/Effect - 0/2000

If a "Rocknight" monster(s) you control is sent from the field to the Graveyard, except "Rocknight Guardian", you can pay 500 LP: Special Summon this card from your Graveyard. Once per turn, this card cannot be destroyed by battle.

 

Rocknight Squire

EARTH - Level 1 - Rock/Effect - 200/0

If you control no monsters: You can Special Summon this card from your hand. If you control a face-up Level 3 or higher "Rocknight" monster: You can Special Summon this card from your Graveyard, but shuffle it into your Deck when it leaves the field.

 

Rocknight Second Squad

EARTH - Level 1 - Rock/Effect - 100/100

If there are no cards in your Spell/Trap Zone, you can discard this card: Activate 1 "Rocknight" Continuous Spell Card from your Deck or Graveyard. If a "Rocknight" monster(s) you control is sent to the Graveyard at the same time as this card: You can gain LP equal to their combined Levels x200. If a "Rocknight" monster is Special Summoned: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn).

 

Rocknight Watcher

EARTH - Level 1 - Rock/Effect - 0/500

If this card is added to your hand by drawing: You can reveal this card in your hand; Special Summon 1 Level 3 or lower "Rocknight" monster from your Graveyard. If your opponent declares an attack on a face-up "Rocknight" monster you control, you can discard this card: The attacking monster's ATK and DEF are reduced by the ATK of the attack target, also its effects are negated, but it is not destroyed by this battle.

 

Rocknight Heart

EARTH - Level 1 - Rock/Effect - 0/0

Once per turn, you can target 1 "Rocknight" monster you control: Increase this card's Level by that target's. During your Standby Phase, if the only cards in your Spell/Trap Zone (min. 1) are face-up "Rocknight" Spell Cards: You can Special Summon this card from your Graveyard, then place a number of Granite Counters on "Rocknight" Spell Cards you control equal to the number of "Rocknight" Spell Cards you control.

 

 

 

[spoiler= Spells/Traps]

Rocknight Ruined Citadel

Field Spell

When you Special Summon a "Rocknight" monster(s): Place 1 Granite Counter on this card for each. Monsters your opponent controls lose 100 ATK and DEF for each Granite Counter on this card. Once per turn, you can remove any number of Granite Counters from this card: Special Summon 1 "Rocknight" monster from your Graveyard whose Level is equal to the number of removed Granite Counters.

 

Rocknight Sculptor

Continuous Spell

If a "Rocknight" monster is Normal Summoned: You can add 1 "Rocknight" monster with equal or lesser ATK to the Summoned monster from your Deck to your hand. If a "Rocknight" monster is Special Summoned: Place 1 Granite Counter on this card. "Rocknight" monsters you control gain 100 ATK for each Granite Counter on this card. You can remove 4 Granite Counters from this card: Draw 1 card.

 

Rocknight Glazing

Continuous Spell

If a "Rocknight" monster is Special Summoned: Place 1 Granite Counter on this card. If you Synchro Summon using only "Rocknight" monsters as Material: You can place 1 Granite Counter on a face-up "Rocknight" Spell Card you control. "Rocknight" monsters you control gain 100 ATK for each Granite Counter on this card. If a "Rocknight" card(s) you control would be destroyed by your opponent's card effect: You can remove 5 Granite Counters from this card instead.

 

Rocknight Stone Forge

Continuous Spell

If a "Rocknight" monster is Special Summoned: Place 1 Granite Counter on this card. "Rocknight" monsters you control gain 100 ATK for each Granite Counter on this card. Once per turn, during either player's Main or Battle Phase (Quick Effect), you can remove 5 Granite Counters from this card to: Immediately after this effect resolves; Synchro Summon, using "Rocknight" monsters you control as Material. Once per turn, if your opponent controls more monsters than you do: You can Special Summon 1 "Rocknight Token" (EARTH/Level 1/Rock-Type/ATK 100/DEF 900).

 

Rocknight Resculpt Chamber

Continuous Spell

If a "Rocknight" monster is Normal Summoned: You can Special Summon 1 "Rocknight" monster from your Graveyard with less ATK than the Normal Summoned monster. If a "Rocknight" monster is Special Summoned: Place 1 Granite Counter on this card. "Rocknight" monsters you control gain 100 ATK for each Granite Counter on this card. You can remove 4 Granite Counters from this card to add 1 "Rocknight Resculpt" card from your Deck or Graveyard to your hand OR Fusion Summon 1 Fusion monster using monsters from your hand or field as Material, including at least 1 "Rocknight" monster.

 

Rocknight Resculpt

Normal Spell

Target 1 "Rocknight" monster in your Graveyard, except a Synchro monster: Special Summon that target. During the End Phase, if this card is in your Graveyard: Place 1 Granite Counter on a face-up "Rocknight" Spell Card you control.

 

Painstaking Rocknight Resculpt

Normal Spell

Pay 1500 LP: Special Summon 2 "Rocknight" monsters from your Graveyard in Defense Position. This turn, if you Synchro Summon using only the monsters Summoned by this effect: Draw 1 card.

 

Rocknight Material Dig

Quick-Play Spell

Select and activate 1 of the following effects:

●Add 1 "Rocknight" Continuous Spell Card from your Deck or Graveyard to your hand.

●For the rest of this turn, place 1 Granite Counter on all face-up "Rocknight" Spell Cards you control each time your opponent Special Summons a monster.

You can only activate 1 "Rocknight Material Dig" per turn.

 

Rushed Rocknight Resculpt

Normal Trap

Special Summon 1 Level 4 or lower "Rocknight" monster from your Graveyard, but destroy it during the End Phase. If your opponent activates a card or effect that would remove a "Rocknight" Spell Card(s) from the field, you can banish this card from your Graveyard: Negate that effect and place 1 Granite Counter on all "Rocknight" Spell Cards you control, and if you do; "Rocknight" Spell Cards you control are unaffected by your opponent's card effects this turn.

 

Rocknight Reclamation

Normal Trap

If your opponent declares an attack, or activates an effect that would inflict damage to you: Shuffle 5 "Rocknight" cards from your Graveyard into your Deck, except "Rocknight Reclamation"; negate that attack/effect, then draw 2 cards.

 

Rocknight Revenge

Normal Trap

If a "Rocknight" monster you control is destroyed by battle or your opponent's card effect: Special Summon 1 "Rocknight" monster from your Graveyard whose Level is less than the destroyed monster's Level, and if you do; you can destroy 2 cards your opponent controls.

 

Rocknight Assault

Normal Trap

Destroy a number of Spell/Trap Cards your opponent controls up to the number of "Rocknight" monsters you control. If you control a face-up "Rocknight" Synchro monster: You can banish those destroyed cards instead of sending them to the Graveyard. During the End Phase of the turn this card was activated: You can Special Summon 1 "Rocknight" monster from your Graveyard, except a Synchro monster, but its ATK and DEF become 0.

 

 

 

[spoiler= Extra Deck]

Rocknight Chevalier

EARTH - Level 4 - Rock/Synchro/Effect - 2100/1800

1 Tuner + 1 or more non-Tuner monsters

If this card inflicts battle damage to your opponent: Gain LP equal to the amount of damage inflicted. If this card destroys your opponent's monster by battle: You can add 1 "Rocknight" monster from your Graveyard to your hand.

 

Rocknight Cavalry

EARTH - Level 5 - Rock/Synchro/Tuner/Effect - 2000/2400

1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: You can send 1 "Rocknight" Tuner monster from your hand or Deck to the Graveyard; reduce this monster's Level by the Level of the sent monster. If this card is sent from the field to the Graveyard after successfully resolving this effect on the field: Special Summon 1 monster from your Graveyard with the same name as the sent monster. Your opponent cannot activate Spell/Trap Cards during the Battle Phase.

 

Rocknight Marshal

EARTH - Level 5 - Rock/Synchro/Effect - 2200/1900

1 Tuner + 1 or more non-Tuner EARTH monsters

When this card is Synchro Summoned, you can Special Summon 1 Level 4 or lower non-Tuner "Rocknight" monster from your Graveyard. If this card battles, your opponent cannot activate monster effects until the end of the Damage Step.

 

Rocknight Baron

EARTH - Level 6 - Rock/Synchro/Effect - 2300/2000

1 "Rocknight" Tuner + 1 or more non-Tuner monsters

If this card attacks, place 1 Granite Counter on all face-up "Rocknight" Spell Cards you control. Once per turn, during your 2nd Main Phase, if this card attacked this turn: You can Special Summon up to 2 "Rocknight" monster(s) from your Graveyard whose (combined) ATK in the Graveyard is less than or equal to this card's ATK on the field.

 

Rocknight General

EARTH - Level 7 - Rock/Synchro/Effect - 2500/2100

1 "Rocknight" Tuner + 1 or more non-Tuner monsters

If this card is Synchro Summoned: You can destroy 1 card on the field. During your opponent's Battle Phase, all monsters they control must attack if able. At the start of each Battle Phase: You can distribute a number of Granite Counters among "Rocknight" Spell Cards you control equal to the number of "Rocknight" monsters you control.

 

Rocknight Challenger

EARTH - Level 8 - Rock/Synchro/Effect - 2800/2300

1 "Rocknight" Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can target a number of cards on the field up to the number of "Rocknight" monsters used as Synchro Material: Destroy that target(s). If this card inflicts battle damage to your opponent: You can banish up to 2 monsters from your opponent's Graveyard, and if you do; you can distribute a number of Granite Counters among "Rocknight" Spell Cards you control equal to the number of your opponent's banished cards. If this face-up monster is destroyed: You can Special Summon 1 Level 7 or lower "Rocknight" monster from your Graveyard.

 

Rocknight Strategist

EARTH - Level 9 - Rock/Synchro/Effect - 3100/2600

1 "Rocknight" Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: You can discard 1 card from your opponent's hand at random, and if the discarded card was a monster; you can distribute Granite Counters among "Rocknight" Spell Cards you control equal to the discarded monster's Level. Once per turn, you can Special Summon 1 "Rocknight" monster from your hand or Graveyard.

 

Rocknight Champion

EARTH - Level 10 - Rock/Synchro/Effect - 3500/2900

1 Synchro Tuner + 1 or more non-Tuner "Rocknight" monsters

Once per turn, during your turn, if your opponent activates a card or effect: You can negate the activation, and if you do; place 1 Granite Counter on all face-up "Rocknight" Spell Cards you control, then banish the negated card if its Level/Rank is less than or equal to the number of Granite Counters on the field (cards without an original Level/Rank are treated as Level 0). At the start of your Battle Phase, you can activate this effect: This card's maximum number of attacks this turn becomes equal to the number of monsters your opponent currently controls. At the end of the Damage Step, if this card inflicted battle damage to your opponent: You can Special Summon 1 "Rocknight" monster from your hand or Graveyard in face-up Defense Position.

 

Rocknight Berserker

EARTH - Level 8 - Rock/Fusion/Effect - 3000/2800

1 "Rocknight" Synchro monster + 1 "Rocknight" monster

When this card is Fusion Summoned, you can target 1 monster your opponent controls: Banish that target, and if you do; you can Special Summon 1 "Rocknight" monster from your Graveyard whose ATK is less than or equal to the banished monster's. This card can attack all monsters your opponent controls, once each. At the start of the Damage Step, if this card attacks: Place 1 Granite Counter on all face-up "Rocknight" Spell Cards you control.

 

 

 

!POH POH ,TAEN SKOOL ORUKORAHCAG

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Bump, with a few explanations on why things are the way they are now that Rocknights have been accepted into the AGM:

 

"What's up with the Level 4 monsters?"-- I doubt anyone noticed, but all 3 Level 4 Main Deck Rocknights have a combined ATK and DEF of exactly 2900. This was no accident. The Fungal Serpents Field Spell, "Damp Den of the Fungal Serpents", can search for any EARTH monster whose combined stats exactly equal 2900 once per turn, as that is that archetype's gimmick. This way, you can run a small Fungal Serpents engine and effectively have 3 pseudo-Upstarts that, depending on the situation, you can even leave on the field to grab more Level 4 Rocknights on your next turn, or cycle through 3 in your opening hand to quickly get some plays set up. I do this a lot in AGM archetypes wanting for consistency, or even in cases where I think a given card/archetype might do well to make friends with the mushroom snakes.

 

"Shuffling into the Deck?"-- This was honestly for two reasons; one was in the archetype's favor, the other was to limit its power. Basically, a big thing with banishing monsters is that pure Rocknights have no way to reclaim said resources in-archetype, so that kinda kills the archetype's ability to continuously make combos on a turn-by-turn basis, kinda notable given that the Synchro era notably featured a lot more of the grind game. However, what pushed me towards shuffling specifically is the ridiculous amount of generic "get thing back from the Banished Zone" in the AGM, which I had to be careful not to give to Rocknights if I ever wanted them in.

 

"Why not give the archetype X from-Deck superspam card equivalent?"-- Okay, pure honesty here: I absolutely intended an equivalent to Tengu, Mali, Lonefire, or Infernity Beetle. However, I couldn't figure out how exactly to blend one into the archetype in such a way that it wouldn't stick out horribly, and even worse, it might make for disgusting levels of spam/consistency. We already have a better Palomuro, a Bora that is also a slightly nerfed Firedog, a Gale, and a Quillbolt that doesn't require a Tuner. Also, I never intended on making a Level Eater, for reasons that should be obvious.

 

"You could've made X card better if you gave its other effect(s) a HOPT!" -- That'd be against flavor for an archetype designed as a pseudo-5Ds archetype. And before you bring up Lancers, that was a limitation that needed to be made to prevent utter stupidity.

 

I also have, for anyone who cares, what can be called the best opening play for pure Rocknights, assuming that they went second and their opponent has a monster with at least 2800 ATK on board that can be targeted for cards/ effects and no available disruption.

 

Opening hand:

Phalanx, Scout, Archer, Reinforcements, Backup Force, Sculptor

 

1. Discard Scout, search Ruined Citadel

2. Activate Ruined Citadel and Sculptor

3. Summon Backup Force, revive Scout (1 GC each on Citadel and Sculptor)

4. Reinforcements effect, Summon from hand (2 GC)

5. Sculptor effect, search Reclamation Crew

6. SS Phalanx (3 GC)

7. SS Archer (4 GC)

8. Archer's effect, target an opponent's monster and make it weaker, place GC (4 on Citadel, 5 on Sculptor)

9. Use Backup, Scout, and Reinforcements to make Strategist. Use on- Summon effect if possible, laugh if you hit something like Blue-Eyes (5,7+)

10. SS Reclamation, use effect to revive Reinforcements, place GC (7,10+)

11. Use Phalanx and Archer to make General, pop a card if you think you need to (8,11+)

12. Use Reclamation and General to make a second Strategist (9,12+)

13. Use the first Strategist's eff to revive Archer (10, 13+)

14. Use Archer's effect (10, 14+)

15. Use Archer and Reinforcements to Summon Baron (11, 15+)

16. Use the second Strategist, bring back Archer again (12, 16+)

17. Use Archer's effect (12, 17+)

18. Make third Strategist (13, 18+)

19. Use third Strategist to revive General (14, 19+)

20. Enter Battle Phase, use General's eff (14, 23+)

21. Go for the OTK. If you fail, feel free to draw 5+ cards with Sculptor, and bring out Guardian from the Deck during the End Phase.

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