VCR_CAT Posted March 8, 2018 Report Share Posted March 8, 2018 My second overall archetype, this one was me originally trying to cram a lot of ideas into one space and having some pretty poor results because of it. Over time I did re-do it and scale back a lot of ideas and change a bunch of aspects, but coming back to them was a fun time of trying to streamline the deck into a cohesive strategy. I feel like I succeeded partially in doing so, but there was a lot going on. Nevertheless, I think I was successful in isolating the core mechanics of the deck and playing around with what it can do. This deck is meant to be played as a bit more of an aggressive combo deck, with a bit of layered system going on with its bosses. Originally a Machine Pendulum/Synchro/Xyz deck, my second version changed it to being Pendulum/Synchro/Dark Synchro, with now this new version being Cyberse with Link Monsters instead of Xyz or Dark Synchro. [spoiler=Maindeck Monsters] If you have no cards in your other Pendulum Zone: You can place 1 "Malefection" Pendulum Monster from your Deck in your other Pendulum Zone, but destroy that card and this card when you Pendulum Summon. While this card is in your GY: You can target 1 face-up "Malefection" Pendulum Monster in your Extra Deck; send that target to the GY, and if you do, Special Summon this card, then this card's Level becomes the sent monster's Level. You can only use this effect of "Malefection Worm" once per turn. While you control a "Malefection" Pendulum Card in your other Pendulum Zone: You can destroy all cards in your Pendulum Zones, and if you do, add 1 "Malefection" Pendulum Monster from your Deck to your hand. If this card, Special Summoned from the Extra Deck, is used as a Material for a Synchro Summon, send it to the GY instead of the Extra Deck. If this card is Special Summoned by the effect of a Cyberse monster, you can target 1 face-up monster you control: This card's Level becomes that target's Level. If this card is used as a material for the Special Summon of a "Malefection" monster, you can target 1 monster your opponent controls: Its name becomes "Malefected". If you have a "Malefection" Pendulum Card in your other Pendulum Zone: You can destroy this card, and if you do, choose 1 face-up "Malefection" Pendulum Monster from your Extra Deck or GY, except "Malefection Trojan", and place it in your Pendulum Zone. When this card is Normal Summoned, you can target 1 "Malefection" Pendulum Monster in your GY: Special Summon that target. If this card battles a "Malefected" monster and destroys it: You can draw 1 card. While you have a "Malefection" card in your other Pendulum Zone: You can target 1 monster you control and 1 face-up "Malefection" monster in your Extra Deck; destroy the first target, and if you do, Special Summon the second. You can only use this effect of "Malefection Bootsector" once per turn. If this card, Special Summoned from the Extra Deck, is used as a Material for a Synchro Summon, send it to the GY instead of the Extra Deck. If this card is Special Summoned by the effect of a Cyberse monster, you can target 1 face-up monster your opponent controls: Its name becomes "Malefected". "Malefected" monsters lose 200 ATK/DEF and become DARK-Attribute. Once per turn, if a "Malefection" monster is Special Summoned (Quick Effect): You can target 1 face-up monster your opponent controls: Its name becomes "Malefected". "Malefected" monsters lose 200 ATK/DEF and become DARK-Attribute. You can target 1 "Malefected" monster your opponent controls; destroy it, and if you do, Special Summon 1 "Malefection" monster from your Deck, but this card and the Summoned monster cannot attack for the rest of the turn. You can only use this effect of "Malefection Polymorph" once per turn. If a "Malefection" monster is destroyed by battle or leaves the field because of a card's effect (Quick Effect): You can target 1 face-up monster your opponent controls: Its name becomes "Malefected". "Malefected" monsters lose 200 ATK/DEF and become DARK-Attribute. If this card, Special Summoned from the Extra Deck, is used as a Material for a Synchro Summon, send it to the GY instead of the Extra Deck. If this card is Special Summoned by the effect of a Cyberse-Type monster, you can target 1 card you control and 1 face-up "Malefection" Pendulum Monster in your Extra Deck or GY: Destroy the first target, and if you do, Special Summon the second. You can only use this effect of "Malefection Infector" once per turn. [spoiler=Synchro Monsters] 1 "Malefection" Tuner + 1 non-Tuner monsterCannot be targeted or destroyed by the effects of "Malefected" cards. At the start of the Battle Phase (Quick Effect): You can make this card gains 500 ATK for each "Malefected" card on the field until the end of this turn. 1 "Malefection" Tuner + 1 non-Tuner monsterCannot be targeted or destroyed by the effects of "Malefected" cards. Once per turn: You can destroy cards your opponent controls equal to the number of "Malefected" cards on the field, and if any of those destroyed cards were "Malefected" monsters on the field, gain LP equal to their combined ATK they had on the field. 1 "Malefection" Tuner + 1 non-Tuner monsterCannot be targeted or destroyed by the effects of "Malefected" cards. Once per turn: You can send 1 face-up "Malefection" monster from your Extra Deck to the GY: Negate the effects of all face-up Spells and Traps your opponent controls, and if you do, this card gains ATK/DEF equal to the number of cards negated x300 until the end of the turn. [spoiler=Link Monsters] 1 "Malefection" Synchro Monster + 1 DARK monsterMust first be Link Summoned to an Extra Monster Zone while your opponent controls at least 1 "Malefected" monster, unless you use "Malefection Client - TRENCH" as a Link Material. Unaffected by the effects of "Malefected" monsters. Monsters your opponent controls lose 300 ATK/DEF for each "Malefected" card on the field. 1 "Malefection" Synchro Monster + 1 DARK monsterMust first be Link Summoned to an Extra Monster Zone while your opponent controls at least 2 "Malefected" monsters, unless you use "Malefection Client - Solace" as a Link Material. Unaffected by the effects of "Malefected" monsters. Once per turn (Quick Effect): You can target 1 card your opponent controls; banish it, and if that card was a "Malefected" monster on the field, inflict 1000 damage to your opponent. 1 "Malefection" Synchro Monster + 1 DARK monsterMust first be Link Summoned to an Extra Monster Zone while your opponent controls at least 3 "Malefected" monsters, unless you use "Malefection Client - Overcode" as a Link Material. Unaffected by the effects of "Malefected" monsters. Once per turn, when an opponent's monster effect is activated (Quick Effect): You can send 1 face-up "Malefection" Pendulum Monster from your Extra Deck to your GY; negate that monster's effects, and if you do, its name becomes "Malefected, then this card gains 300 ATK. "Malefected" monsters lose 200 ATK/DEF and become DARK-Attribute. 1 "Malefection" Link Monster + 1 "Malefection" Synchro MonsterMust be Link Summoned to an Extra Monster Zone. Unaffected by the effects of "Malefected" monsters. Once per turn: You can target 1 "Malefection" Synchro Monster in your GY with a different name than other monsters you control; Special Summon that target to a zone this card points to. The names of all face-up monsters your opponent controls become "Malefected". "Malefected" monsters lose 200 ATK/DEF and become DARK-Attribute. [spoiler=Spells and Traps] You can add 1 "Malefection" Pendulum Monster from your Deck to your hand. While you control 2 "Malefection" Pendulum Cards in your Pendulum Zones: You can Special Summon 1 "Malefected Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0) to your opponent's field in Defense Position, but your opponent takes no damage from battles involving it and it cannot be used as a Material for a Link Summon. You can only use 1 "Malefection Cloud" effect per turn, and only once that turn. Activate 1 of these effects:● Target 1 "Malefection" Pendulum Monster in your GY or face-up Extra Deck; add that target to your hand.● Target 2 face-up "Malefection" monsters with the same Level (1 in your Extra Deck and 1 in your GY); shuffle those targets into the Deck, then draw 2 cards. Face-up "Malefection" monsters you control gain 500 ATK for each "Malefected" monster on the field. Once per turn, you can target 1 face-up monster your opponent controls: Change its name to "Malefected", and if you do, negate its effects. "Malefected" monsters lose 200 ATK/DEF and become DARK-Attribute. Once per chain, if your opponent targets a face-up "Malefection" monster(s) you control with a Spell/Trap effect, or activates a Spell/Trap that would destroy a face-up "Malefection" monster(s) you control: You can banish 1 face-up "Malefection" Pendulum Monster from your Extra Deck or GY; negate the activation, and if you do, destroy that card. 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Dova Posted March 9, 2018 Report Share Posted March 9, 2018 Dunno why Botnode is the only Machine, as it seems a little out of place with all the Cyberse support. Right now, it's very hard to brick with this archetype, with most of the Pendulum and monster effects nicely working in tandem with each other. Interesting how you decided to go with barely no HOPT at all, which I do like, and I can't really find a loop. The reliance of your other Pendulum Zone, or the lack thereof, makes it very hard to abuse outside of your intention. I also like your take on the Pendulum Tuner restriction that Konami seems determined to use, making it simultaneous useful and painful. Good compromise. Look, being a Cyberse lover, I also appreciate the direction you've taken this archetype in its most recent incarnation. Links are great too, and I think you got them working very well in tandem with your Synchros. Art is great, along with the effects themselves being interesting. Really, this is just a great set as a whole, and I don't think anybody's really going to comment just saying that so...here you go. There's no point really commenting on each individual card, as they're all fine. Save one. I do think the Field needs some sort of restriction. It Summons a token to fuel your plays and nets you a search? You might have to break the theming of a lack of HOPT for once there, or otherwise modify it as it stands. Link to comment Share on other sites More sharing options...
VCR_CAT Posted March 10, 2018 Author Report Share Posted March 10, 2018 Dunno why Botnode is the only Machine, as it seems a little out of place with all the Cyberse support. Right now, it's very hard to brick with this archetype, with most of the Pendulum and monster effects nicely working in tandem with each other. Interesting how you decided to go with barely no HOPT at all, which I do like, and I can't really find a loop. The reliance of your other Pendulum Zone, or the lack thereof, makes it very hard to abuse outside of your intention. I also like your take on the Pendulum Tuner restriction that Konami seems determined to use, making it simultaneous useful and painful. Good compromise. Look, being a Cyberse lover, I also appreciate the direction you've taken this archetype in its most recent incarnation. Links are great too, and I think you got them working very well in tandem with your Synchros. Art is great, along with the effects themselves being interesting. Really, this is just a great set as a whole, and I don't think anybody's really going to comment just saying that so...here you go. There's no point really commenting on each individual card, as they're all fine. Save one. I do think the Field needs some sort of restriction. It Summons a token to fuel your plays and nets you a search? You might have to break the theming of a lack of HOPT for once there, or otherwise modify it as it stands. Oh, I forgot to change Botnode to a Cyberse. That's been fixed. And thanks for the feedback! The field did have a "Union Hangar" restriction, which I felt was enough, but I realize that while the token summon isn't a plus by any means, the entire deck benefits as a whole from your opponent having "Malefected" monsters, so yeah I agree that simply activating the field spell alone was a bit much. Also, 4/6 of the maindeck monsters have a hard once-per-turn on at least one of their effects, that's also, in the end, only 5/17 cards total that have any form of hard-OPT, so that's quite a bit less than a most themes still. Link to comment Share on other sites More sharing options...
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