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Poison Alchemist - A Control-based Counter Archetype (WRITTEN)


Tinkerer

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Hello, fine peoples!

 

I just wanted to post this right now to get it out of the way of cards/archetypes that I'd been meaning to complete.  It is fully functional as-is, though I may or may not add to this (probably not unless anyone has ideas on how to expand it).

 

The idea, as stated in the title, is a Counter based archetype that actually is able to work a slow grindy resource game in today's modern fast paced environment.  The gimmick is using the monsters exclusively to spread counters and give the counters themselves effects.  The only obvious weakness is the opponent summoning multiple monsters at once which the deck can't easily handle.  Anyways, onto the cards.

 

[spoiler=Monsters]

Poison Alchemist Hemlock

EARTH ***

Spellcaster/Effect

If you control no monsters, you can Special Summon this card from your hand. Once per turn (Quick Effect): you can place 1 Poison Counter on 1 face-up card on the field. (Monsters with Poison Counters lose 300 ATK/DEF.) While this card is in your Graveyard, all Poison Counters gain this effect:

- During the End Phase, take 100 damage.

Poison Counters can only gain this effect once.

1100/1000

 

Poison Alchemist Belladonna

EARTH *

Spellcaster/Tuner/Effect

You can remove 2 Poison Counters from the field: Special Summon this card from your hand. Once per turn (Quick Effect): you can place 1 Poison Counter on 1 face-up card on the field. (Monsters with Poison Counters lose 300 ATK/DEF.) While this card is in your Graveyard, all Poison Counters gain this effect:

- The Monster this Counter is on loses 200 ATK/DEF.

300/100

 

Poison Alchemist Aconite

EARTH **

Spellcaster/Tuner/Effect

If you control a Poison Alchemist monster, you can Special Summon this card from your hand in defense position. Once per turn (Quick Effect): you can place 1 Poison Counter on 1 face-up card on the field. (Monsters with Poison Counters lose 300 ATK/DEF.) While this card is in your Graveyard, all Poison Counters gain this effect:

- During the End Phase: banish the top card of your Deck.

Poison Counters can only gain this effect once.

100/1600

 

Poison Alchemist Mercury

EARTH ****

Spellcaster/Effect

Once per turn (Quick Effect): you can place 1 Poison Counter on 1 face-up card on the field. (Monsters with Poison Counters lose 300 ATK/DEF.) While this card is in your Graveyard, all Poison Counters gain this effect:

- Spells/Traps this Counter is on cannot be removed from the field. During the Standby Phase, you can pay 500 LP to move this Counter to a face-up Spell/Trap your opponent controls.

1700/1200

 

Poison Alchemist Cyanide

EARTH *****

Spellcaster/Effect

If there are 3 or more Poison Counters on the field, you can Special Summon this card from your hand. Once per turn (Quick Effect): you can place 1 Poison Counter on 1 face-up card on the field. (Monsters with Poison Counters lose 300 ATK/DEF.) While this card is in your Graveyard, all Poison Counters gain this effect:

- Monsters this Counter is on cannot be used as Material.

During the End Phase, remove 1 Poison Counter from the field or banish this card from your Graveyard.

1900/1800

 

Poison Alchemist Arsenic

EARTH 8*

Spellcaster/Effect

You can Tribute Summon this card by tributing monsters your opponent controls with Poison Counters. Once per turn (Quick Effect): you can place 1 Poison Counter on 1 face-up card on the field. (Monsters with Poison Counters lose 300 ATK/DEF.) While this card is in your Graveyard, all Poison Counters gain this effect:

- Negate the effects of cards this Counter is on (except "Poison Alchemist" cards).

During the End Phase, remove 1 Poison Counter from the field or banish this card from your Graveyard.

2100/2600

 

 

Obviously wanted to make the most powerful effects ones that had to be sustained.  You have to have constant Counter generation otherwise they'll disappear.  The last part of the level 2-3 ones mean that even if you have 3 copies of them in the graveyard, each Counter only triggers once.  The level 4 is meant to allow Counters on Normal Spells/Traps in order to clog the field.

 

[spoiler=Backrow]

Poison Consortium

Field Spell

Negate the effects of Poison Counters on this card. This card gains the following effects depending on the number of Poison Counters on this card:

- 1+: This card cannot be destroyed.

- 3+: "Poison Alchemist" monsters you control gain 100 ATK/DEF for each Poison Counter on this card.

- 5+: Once per turn: You can remove 3 Poison Counters from anywhere on the field; Special Summon 1 "Poison Alchemist" monster from your Graveyard.

 

Poison Wave

Trap

Place 1 Poison Counter on all other face-up cards on the field except "Poison Alchemist" monsters. (Monsters with Poison Counters lose 300 ATK/DEF.) You can banish this card from your Graveyard then activate 1 of the following effects:

- Special Summon 1 "Poison Alchemist" monster from your Deck.

- Place 1 Poison Counter on all face-up cards on the field except "Poison Alchemist" monsters.

 

Poison Cloak

Equip Spell

Equip only to a "Poison Alchemist" monster. When the equipped monster activates its effect: place 1 Poison Counter on this card. Negate the effects of all Poison Counters on this card. If the equipped monster would be destroyed (by battle or card effect), you can move 1 Poison Counter from this card to another face-up card on the field instead.

 

Poison Vat

Continuous Spell

Negate the effects of all Poison Counters on this card. During the End Phase: destroy this card unless there is at least 1 Poison Counter on this card. If your opponent targets this card: you can remove 1 Poison Counter from this card; negate that effect. If a card with a Poison Counter(s) leaves the field, place its Poison Counter(s) on this card. Once per turn: you can remove 2 Poison Counters from this card; take 1 card that includes "Poison Counter" in its card text from your Deck and either add it to your hand or send it to the Graveyard. You can only control 1 "Poison Vat"

 

 

 

The Spells/Traps are meant to focus on maintaining counters and provide some consistency.  They all also happen to stop the counters from affecting you, so you can hoard them on your side without any downsides in case your opponent doesn't commit to the board.

 

Yeah, so that's basically it.  The stuff now should be more than capable of holding off an opponent while you build your own plays/weaken opponent monsters enough to run them over with the Alchemists.  Ability to go into Needlefiber plays or Synchros while having an in-built Kaiju (via Arsenic) gives them many options on how to handle opponent's plays.

 

As always, CnC much appreciated.

 

Cheers!

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