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Nocterminal Archetype (15/15)


Atypical-Abbie

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Nocterminal is an Archetype of Cyberse/DARK Flip monsters with various Levels. They focus on flipping themselves face-up during your opponent's turn, counters and Synchro Summoning. Each monster has a Flip Effect, which has an additional effect if it was flipped face-up during your opponent's turn, and another effect that removes Nocturnal Counters for an effect, more on that later. Along with that, they have some Flip Tuners as well, and Synchro Summon powerful monsters with them.

 

The main playstyle revolves around using a combination of Nocterminal Station, Bootup and Shutdown. Station is their Field Spell, and allows for all your Traps to be activated from your hand, as well as producing Nocturnal Counters, which are used for the monster effects, as well as having its own little effect as well. To do this, Bootup and Shutdown change face-downs to face-up and face-up to face-down, respectively, and should you change 3 this way, you get to replace Bootup with Shutdown and vice-versa. Station gains counters each time your monsters are flipped face-up during your opponent's turn, and while you can use them in your turn due to the Traps conditions, it's best to do so in the opponent's turn due to the counters only being put on Station there.

 

The name is a portmanteau of nocturnal, which are animals that are awake during the night, and terminal, which refers to a type of computer. The monsters are each named after computing and internet terms combined with these animals.

 

Main Deck Monsters:

 

Nocterminal Formatting Firefly

Cyberse/DARK/Flip/Tuner

Level 1

FLIP: You can target 1 "Nocterminal" monster in your GY, except "Formatting Firefly"; Special Summon it in face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, you can Special Summon 1 "Nocturnal Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0).

You can remove 2 Nocturnal Counters from anywhere on the field; Special Summon 1 "Nocterminal" monster from your Deck, except "Formatting Firefly". You can only use each effect of "Nocterminal Formatting Firefly" once per turn.

200/200

 

Nocterminal Booting Bat

Cyberse/DARK/Flip/Tuner

Level 2

FLIP: You can Special Summon 1 "Nocterminal" monster from your hand in either face-up or face-down Defense Position, also, after that, if this card is flipped face-up during your opponent's turn, immediately after this effect resolves, you can Synchro Summon using this card you control.

You can remove 2 Nocturnal Counters from anywhere on your field, then target 1 "Nocterminal" card in your GY, except "Nocterminal Booting Bat"; add it to your hand. You can only use each effect of "Nocterminal Booting Bat once per turn.

500/1000

 


Nocterminal Programming Possum

Cyberse/DARK/Flip

Level 3

FLIP: You can target 1 "Nocterminal" card in your GY, except "Programming Possum"; place it on top of your Deck, also, after that, if this card is flipped face-up during your opponent's turn, you can add 1 "Nocterminal" card from your GY to your hand.

You can remove 2 Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position. You can only use each effect of "Nocterminal Programming Possum" once per turn.

800/1400

 

Nocterminal RAM Raccoon

Cyberse/DARK/Flip

Level 4

FLIP: You can change the battle position of 1 face-down Defense Position monster you control, also after that, if this card was flipped face-up during your opponent's turn, you can change the battle position of 1 monster on the field.

You can remove any number of Nocturnal Counters from anywhere on the field, then target 1 "Nocterminal" monster you control; increase that target's Level by the number removed. You can only use each effect of "Nocterminal RAM Raccoon" once per turn.

1000/2000

 

Nocterminal Online Owl

Cyberse/DARK/Flip

Level 4

FLIP: You can add 1 "Nocterminal" card from your Deck to your hand, except "Nocterminal Online Owl", also after that, if this card is flipped face-up during your opponent's turn, you can draw 1 card.

You can remove 2 Nocturnal Counters from anywhere on the field; draw 2 cards, then shuffle 1 card from your hand into your Deck. You can only use each effect of "Nocterminal Online Owl" once per turn.

1500/1200

 

Nocterminal Hardware Hyena

Cyberse/DARK/Flip

Level 6

FLIP: You can Special Summon 1 "Nocterminal" monster from your Deck in face-up Defense Position, except "Nocterminal Hardware Hyena", also after that, if this card was flipped face-up during your opponent's turn, immediately after this effect resolves, you can Normal Summon 1 "Nocterminal" monster.

You can remove any number of Nocturnal Counters from anywhere on the field, then target the same number of face-up monsters on the field; change them to face-down Defense Position. You can only use each effect of "Nocterminal Hardware Hyena" once per turn.

2000/1900

 

Extra Deck Monsters:

 


Nocterminal Offline Ocelot

Cyberse/DARK/Synchro

Level 5

1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters

When this card is Synchro Summoned: You can destroy all as many other monsters on the field as possible, equal to the number of face-down Defense Position monsters on the field. Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. Once per turn, if you activate a Normal Trap Card: You can Special Summon 1 "Nocterminal" monster from your Deck in either face-up or face-down Defense Position

2100/2100

 

Nocterminal Gateway Greywolf

Cyberse/DARK/Synchro

Level 6

1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters

When this card is Synchro Summoned: You can place 2 Nocturnal Counters on "Nocterminal Station". Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. (Quick Effect): You can discard 1 card, then activate 1 of these effects;

* Change the battle position of all face-up monsters on the field to face-down Defense Position.

* Change the battle position of all face-down Defense Position monsters you control.

2200/2200

 

Nocterminal Loading Leopard

Cyberse/DARK/Synchro

Level 8

1 "Nocterminal" Tuner + 1+ non-Tuner DARK monsters

Gains 100 ATK and DEF for each Nocturnal Counter on the field, this card's battle position cannot be changed by card effects, also your opponent cannot target face-down Defense Position monsters you control for attacks. While you control "Nocterminal Station", all other Spell effects on the field are negated. Once per turn, when your opponent activates a monster effect on the field (Quick Effect): You can negate that effect, and if you do, change that monster to face-down Defense Position, if able.

2500/2500

 

Spells/Traps:

 

Nocterminal Station

Field Spell

If you Normal Summon a "Nocterminal" monster: You can change it to face-down Defense Position, then draw 1 card. Each time a "Nocterminal" monster is flipped face-up during your opponent's turn, place 1 Nocturnal Counter on this card for each of those monsters. While there are 3 or more Nocturnal Counters on this card, your opponent cannot target "Nocterminal" monsters and face-down Defense Position monsters for effects, also they cannot be destroyed by card effects. If this card would be destroyed, you can remove 2 Nocturnal Counters from this card instead.

 

Nocterminal Connection

Normal Trap

If the only monsters you control are in face-down Defense Position (min. 1): Special Summon 1 "Nocturnal" monster from your hand or Deck in face-down Defense Position. If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocturnal Connection" per turn.

 

Nocterminal Bootup

Normal Trap

Target 1 face-down Defense Position monster you control; change it to face-up Defense Position, then you can change any number of face-down Defense Position monsters adjacent to it to face-up Defense Position, then if you changed 3 "Nocterminal" monsters this way, you can Set 1 "Nocterminal Shutdown" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.

 

Nocterminal Shutdown

Normal Trap

Change all face-up "Nocterminal" monsters you control to face-down Defense Position, then if you changed 3 or more monsters this way, you can Set 1 "Nocterminal Bootup" directly from your Deck or GY in your Spell & Trap Zone. If you control "Nocterminal Station", you can activate this card from your hand.


 


Nocterminal Moderator

Normal Trap


Until the end of this turn, your opponent must attack, if able, all "Nocterminal" monsters you will control cannot be destroyed by battle, also double their DEF. If this card is in your GY: You can return 1 face-down Defense Position monster you control to the hand; Special Summon this card from your GY (Cyberse/DARK/Level 4/ATK 0/DEF 2100), then you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only use each effect of "Nocterminal Moderator" once per turn.


 


Nocterminal Reconnect

Normal Trap

Target 1 "Nocterminal" monster in your GY; Special Summon it in either face-up or face-down Defense Position, then if you Special Summoned it in face-down Defense Position, you can place 2 Nocturnal Counters on "Nocterminal Station". If you control "Nocterminal Station", you can activate this card from your hand. You can only activate 1 "Nocterminal Reconnect" per turn.


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Really like sub-types, Cyberse, and decks that don't need Links. Also your general thematics are great.

 

With a Deck that's so reliant on the Field Spell, although for better reason than the norm, one must talk about how easily said Field Spell is accessed and maintained. Although it's still vulnerable to most forms of removal, and some form of temporary targeting protection might be good somewhere (perhaps an additional Trap? But you already have so many). While you don't need the Field Spell to make plays with your monsters, which is a boon, considering your only other support are Traps that need the Field Spell to be usable, it remains a vulnerable turn 2 archetype. Shame there's only one searcher in the archetype for it...only one searcher in the archetype in general. It's very slow at getting started, even with the wide variety of Cyberse support we have, as a lot of it assumes face-up monsters and Links. Not that you can't play Links in this Deck, but...

 

It's really slow. Really really slow. If you already have a good field, this archetype is great at maintaining it with its wide selection of GY recovery, support for the field, and the amazing selection of what can become handtraps...but there's not enough from Deck support I think for this archetype to either be consistent or fast enough with a decent hand to set up a good field. Although I really like the design philosophy behind it, and I wish Yu-Gi-Oh was slower, with your one searcher and few draws, it's not going anywhere. Also, I would suggest redistributing the effects among your Main Deck monsters, as putting two useful effects on Owl causes it to really overshadow the rest.

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