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kevintriedge

[Written] Scarlet Terror archetype (19 cards)

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Intro
The Scarlet Terrors are an archetype of FIRE Machine monsters. Their motifs are taken from military roles/vehicles and dragons. The Level 4 monsters are bipedal cyborg dragon soldiers, the Tuners are equipments, and the higher level monsters are vehicle/dragon hybrid ala Fusilier Dragon.
 
Their playing style is rapidly summoning the higher Level monsters from hand and overwhelm the opponent with removal effects. The Level 6+ monsters have an effect that (HOPT) allows them to Special Summon themselves from hand by sending Machine monsters from hand/field to the GY, or 1 "Scarlet Terror" monster. Think of them like an aggro Monarchs/Machina Fortress, except they're Special Summoning. Due to this, they can put up okay boards, but burn their resources quickly. The Level 4s alleviate this by offering on-summon effects OR effects when they're sent to GY by the effect of a "Scarlet Terror" card. Think of it like Shaddolls, except more xenophobic. Overall I'm intending it to be a solid tier 2 candidate, so suggestions are welcome if you think they're either too strong or too weak.
 
They can ocassionally go into Synchro using the two Level 2 Tuners they have. However I think of this as just a side flair instead of the main focus. 
 
[spoiler=Main Deck low-Level Monsters (7 cards)]Scarlet Terror Infantry Drake
FIRE / Machine / Level 4 / ATK 1600 / DEF 1000
 
If this card destroys a card by battle or effect, place 1 Scarlet Counter on it (max. 1). Gains 200 ATK while having a Scarlet Counter. You can only activate 1 of the following "Scarlet Terror Infantry Drake" effects per turn, and only once that turn.
● If this card is Normal Summoned: You can add 1 Level 5 or higher "Scarlet Terror" monster from your Deck to your hand.
● If this card is sent to the GY by the effect of a "Scarlet Terror" card: You can target 1 Spell/Trap your opponent controls; Send it to the GY.
 
Scarlet Terror Cavalry Drake
FIRE / Machine / Level 4 / ATK 1700 / DEF 1100
 
If this card destroys a card by battle or effect, place 1 Scarlet Counter on it (max. 1). Gains 200 ATK while having a Scarlet Counter. You can only activate 1 of the following "Scarlet Terror Cavalry Drake" effects per turn, and only once that turn.
● If this card is Normal Summoned: You can Special Summon 1 "Scarlet Terror" monster from your hand.
● If this card is sent to the GY by the effect of a "Scarlet Terror" card: You can draw 1 card.
 
Scarlet Terror Blade Drake
FIRE / Machine / Level 4 / ATK 1800 / DEF 900
 
If this card destroys a card by battle or effect, place 1 Scarlet Counter on it (max. 1). Gains 200 ATK while having a Scarlet Counter. You can only activate 1 of the following "Scarlet Terror Blade Drake" effects per turn, and only once that turn.
● Once while face-up on the field, if you control another Machine monster: You can target 1 face-up monster on the field; destroy that target. This card cannot attack the turn you activate this effect.
● If this card is sent to the GY by the effect of a "Scarlet Terror" card: You can activate this effect; During the End Phase, add 1 "Scarlet Terror" monster from your Deck to your hand.
 
Scarlet Terror Overwatch Drake
FIRE / Machine / Level 4 / ATK 1600 / DEF 1500
 
If this card destroys a card by battle or effect, place 1 Scarlet Counter on it (max. 1). Gains 200 ATK while having a Scarlet Counter. You can only activate 1 of the following "Scarlet Terror Overwatch Drake" effects per turn, and only once that turn.
● Once while face-up on the field, if you control another Machine monster: You can target 1 face-up monster on the field; change it into face-down Defense Position.
● If this card is sent to the GY by the effect of a "Scarlet Terror" card: You can target 1 card in either GY; banish it.
 
Scarlet Terror Black Ops Drake
FIRE / Machine / Level 4 / ATK 1400 / DEF 700
 
This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is half the original ATK of this card. You can only activate 1 of the following "Scarlet Terror Black Ops Drake" effects per turn, and only once that turn.
● When this card inflicts battle damage to your opponent: You can target 1 card on the field; send it to the GY.
● If this card is sent to the GY by the effect of a "Scarlet Terror" card: You can send 1 "Scarlet Terror" monster from your Deck to the GY.
 
Scarlet Terror Power Core
FIRE / Machine / Union / Tuner / Level 2 / ATK 0 / DEF 1800

 

Once per turn, you can either: Target 1 FIRE Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster gains 500 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. You can only use each of the following effects of "Scarlet Terror Power Core" once per turn.

● You can pay 800 LP; Equip this card from your hand or GY to an appropriate target, but if it is equipped from the GY this way, banish it when it leaves the field.

● If you control a "Scarlet Terror" monster: You can decrease this card's level by 1 until the end of the turn.

 

Scarlet Terror Support Drone

FIRE / Machine / Tuner / Level 2 / ATK 800 / DEF 800

 

If this card is used for a Synchro Summon, and all the other materials are "Scarlet Terror" monsters, you can increase or decrease this card's Level by 1 for that Synchro Summon. You can only use each of the following effects of "Scarlet Terror Support Drone" once per turn.

● If you control a Level 6 or higher "Scarlet Terror" monster, or a monster with Scarlet Counter: You can Special Summon this card from your hand.

● If this card is sent to the GY by the effect of a "Scarlet Terror" card, or for the Synchro Summon of a "Scarlet Terror" monster: You can banish this card, then target 1 "Scarlet Terror" monster in your GY; Add it to your hand.

 

 

[spoiler=Main Deck high-Level monsters (4 cards)]Howitzer Dragon, the Scarlet Terror

FIRE / Machine / Level 7 / ATK 2500 / DEF 2000

 

If this card is in your hand: You can send Machine monster(s) whose total Levels equal or exceeds 7, or 1 other "Scarlet Terror" monster, from your hand or field to the GY, then Special Summon this card from your hand. You can only use this effect of "Howitzer Dragon, the Scarlet Terror" once per turn. If this card is Tribute Summoned, or Special Summoned by its own effect: You can target 1 card on the field; Destroy it.

 

Launcher Dragon, the Scarlet Terror

FIRE / Machine / Level 7 / ATK 2600 / DEF 1500

 

If this card is in your hand: You can send Machine monster(s) whose total Levels equal or exceeds 7, or 1 other "Scarlet Terror" monster, from your hand or field to the GY, then Special Summon this card from your hand. You can only use this effect of "Launcher Dragon, the Scarlet Terror" once per turn. If this card is Tribute Summoned, or Special Summoned by its own effect: You can discard 1 card, then target 1 card on the field; Banish it.

 

Dive Bomber Wyvern, the Scarlet Terror

FIRE / Machine / Level 6 / ATK 2200 / DEF 2200

 

If this card is in your hand: You can send Machine monster(s) whose total Levels equal or exceeds 6, or 1 "Scarlet Terror" monster, from your hand or field to the GY, then Special Summon this card from your hand. When Summoned this way: You can send 1 "Scarlet Terror" monster from your Deck to the GY. You can only use each effects of "Dive Bomber Wyvern, the Scarlet Terror" once per turn.

 

Air Assault Wyvern, the Scarlet Terror

FIRE / Machine / Level 6 / ATK 2000 / DEF 2200

 

If this card is in your hand: You can send Machine monster(s) whose total Levels equal or exceeds 6, or 1 "Scarlet Terror" monster, from your hand or field to the GY, then Special Summon this card from your hand. When Summoned this way: You can add 1 Level 4 or lower "Scarlet Terror" monster from your Deck to your hand. You can only use each effects of "Air Assault Wyvern, the Scarlet Terror" once per turn.

 

 

[spoiler=Extra Deck monsters (4 cards)]Scarlet Terror Assault Armor Dragon

FIRE / Machine / Synchro / Level 6 / ATK 2300 / DEF 2500

 

1 Tuner + 1+ non-Tuner Machine monsters
If this card destroys a card by battle or effect, place 1 Scarlet Counter on it (max. 1). Gains 200 ATK while having a Scarlet Counter. Once per turn, the first time a "Scarlet Terror" monster you control would be destroyed by your opponent's card effect, it is not destroyed. Once per turn: You can remove 1 Scarlet Counter from a monster you control, then target 1 card on the field; Return it to the hand.
 
Scarlet Burst Dragon, the Destroyer
FIRE / Machine / Synchro / Level 9 / ATK 3000 / DEF 2600
 
1 Tuner + 1+ non-Tuner "Scarlet Terror" monsters
(This card is always treated as a "Scarlet Terror" card.)
If this card is Synchro Summoned: You can target up to 2 cards on the field and/or in the GYs; Banish them. Once while face-up on the field: You can send 1 FIRE Machine monster from your hand to the GY, then draw 1 card. If this Synchro Summoned card is destroyed by battle, or leaves the field by your opponent's card effect: You can target 1 Level 7 or lower "Scarlet Terror" monster in your GY; Special Summon it.
 
Scarlet Terror Field Commander Drake
FIRE / Machine / Link / ATK 2100 / Link-2 (bottom-left, bottom-right)
 
2 Machine monsters, including a "Scarlet Terror" monster
If this card is Link Summoned: You add 1 Level 5 or higher "Scarlet Terror" monster from your Deck or GY to your hand. If a "Scarlet Terror" monster would be destroyed by a card effect, you can remove 1 Scarlet Counter from a card you control instead. If this card is sent to the GY by the effect of a "Scarlet Terror" card, or a Level 7 or higher "Scarlet Terror" monster is Special Summoned to a zone this card points to: You can draw 1 card. You can only use each effect of "Scarlet Terror Field Commander Drake" once per turn.
 
Coronal Scarlet Burst Dragon, the Vanquisher
FIRE / Machine / Synchro / Level 12 / ATK 3500 / DEF 3000
 
2 Tuners OR 1 Tuner Synchro Monster + "Scarlet Burst Dragon, the Destroyer"
(This card is always treated as a "Scarlet Terror" card.)
Must be Synchro Summoned, and cannot be Special Summoned by other ways. If this card is Synchro Summoned: You can destroy all other monsters on the field, then you can banish up to 2 of those destroyed monsters (if any) from the GYs. Once per turn, when your opponent activates a card or effect (Quick Effect): You can negate the activation, and if you do, destroy it. If this card is destroyed by battle, or if this face-up card leaves the field because of an opponent's card effect: You can Special Summon 1 Level 7 or 9 "Scarlet Terror" monster from your GY.

 

 

 

[spoiler=Spell & Traps (5 cards)]Scarlet Terror Factory - Grand Arsenal

Field Spell

 

When this card is activated: Add 1 Level 4 or lower "Scarlet Terror" monster from your Deck to your hand. All "Scarlet Terror" monsters you control gain 300 ATK/DEF. Each time a "Scarlet Terror" monster(s) is sent from your hand or field to your GY by battle or card effect, place 1 Scarlet Counter on this card (max. 4). Once per turn: You can remove a number of Scarlet Counters from this card, then target 1 Level 4 or higher "Scarlet Terror" monster in your GY with an original Level equal to or lower than the number of removed Counters x 2; Special Summon it, but it cannot activate its effects this turn. You can only activate 1 "Scarlet Terror Factory - Grand Arsenal" per turn.

 

Scarlet Terror Advance

Continuous Spell

 

Each time a "Scarlet Terror" monster(s) is Normal or Special Summoned, place 1 Siege Counter on this card (max. 2). You can send this card to the GY; draw 1 card for each Siege Counter on this card.

 

Scarlet Terror Reshuffle

Quick-Play Spell

 

Activate 1 of the following effects.
● Return 1 "Scarlet Terror" monster from your field to the hand, then Special Summon 1 "Scarlet Terror" monster with a different name from your hand. If it is Level 5 or higher, it is treated as being Special Summoned by its own effect.
● Target 3 "Scarlet Terror" monsters in your GY; Shuffle all 3 into the Deck, then draw 1 card.
You can only activate 1 "Scarlet Terror Reshuffle" per turn.
 
Scarlet Terror's Legacy
Normal Spell
 
Target 1 "Scarlet Terror" monster in your GY; Add it to your hand, then you can place 1 Scarlet Counter on a Machine monster you control. If a Level 6 or higher "Scarlet Terror" monster you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effects of "Scarlet Terror's Legacy" once per turn.
 
Scarlet Terror Overdrive
Normal Trap
 
Target 1 "Scarlet Terror" monster you control and up to 2 other cards on the field: Destroy the first target, then destroy the other targets, and if you do that, inflict 800 damage to your opponent.
 
Scarlet Terror Joint Operation
Continuous Trap
 
You can target 1 face-up monster on the field; Send 1 "Scarlet Terror" monster from your hand to the GY, and if you do, that target loses 700 ATK/DEF (even if this card leaves the field). When your opponent activates a monster effect while you control a Level 5 or higher "Scarlet Terror" monster: You can return 1 Level 5 or higher "Scarlet Terror" monster you control to the hand; negate that effect. You can only use 1 "Scarlet Terror Joint Operation" effect per turn, and only once that turn.

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Firstly, apologies for taking so long to get to this! Having an empty queue and just one archetype to look at, especially when it's so large, can lead to proooooooooocrastination. At least it's here now! :D

Actually reminds me more of Super Quants more than Shaddolls. Still, I like both, and can see my favorite aspects of them in this set. It seems a bit thick at time, but it's xenophobic enough and self-supportive to have all cards played.

 

One thing I don't like is the Scarlet Counter mechanic; it seems like a remnant from an earlier version of the archetype, as while it's certainly interesting, it only appears to be useful with the Link 2 and the Level 6 Synchro, and otherwise just seems a slow means for a slight bonus. 

Another thing, was there intended to be a Synchro Tuner to be used with Vanquisher? I don't see why there's made a special mention for a Synchro Tuner if there's no way to get one in archetype. Unless that was intended? Battlemech works to Summon this card I guess, but considering you've locked it to a Level 3...yeah.

As for the set as a whole, normally at this point I would take apart each individual card, or each section as a whole, but really most of these cards are really well designed. PSCT, general combos, filling all the holes...I do like it. Sadly, very xenophobic as you have said, preventing generic splashing or any means of using external cards to fuel your monster's plays. Other than the above, your choices don't really feel wasted. I can't really point out any flaws other than what I have already mentioned for your general design.

 

This could be a really good archetype, if it was easier to get out Vanquisher. The fact that they otherwise don't have any form of stunning or controlling your opponent's plays means it has to tank all of its blows, and unlike Kozmos, these cards only take a few blows before they fall apart, as their bosses don't combo too well with one another, relying too much on the Level 7 opening and play to act as a wall, and beyond destruction and the GY, it also falls to Dark Law-esque card and non-destruction means of removal. ABC, anyone?
 

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One thing I don't like is the Scarlet Counter mechanic; it seems like a remnant from an earlier version of the archetype, as while it's certainly interesting, it only appears to be useful with the Link 2 and the Level 6 Synchro, and otherwise just seems a slow means for a slight bonus.

You actually guessed it right ^^; At first they were there for a "level up" mechanic, but it feels too slow so I scrapped the mechanic, but left it there as a bonus. Though I guess it actually ends up distracting, huh?

 

Another thing, was there intended to be a Synchro Tuner to be used with Vanquisher? I don't see why there's made a special mention for a Synchro Tuner if there's no way to get one in archetype. Unless that was intended? Battlemech works to Summon this card I guess, but considering you've locked it to a Level 3...yeah.

No actually, it's just there to make the Summoning more flexible. For example you can use 2 Tuners, or 1 Tuner + 1 any monster into Needlefiber into a Synchro Tuner.

 

As for the set as a whole, normally at this point I would take apart each individual card, or each section as a whole, but really most of these cards are really well designed. PSCT, general combos, filling all the holes...I do like it. Sadly, very xenophobic as you have said, preventing generic splashing or any means of using external cards to fuel your monster's plays. Other than the above, your choices don't really feel wasted. I can't really point out any flaws other than what I have already mentioned for your general design.

 

This could be a really good archetype, if it was easier to get out Vanquisher. The fact that they otherwise don't have any form of stunning or controlling your opponent's plays means it has to tank all of its blows, and unlike Kozmos, these cards only take a few blows before they fall apart, as their bosses don't combo too well with one another, relying too much on the Level 7 opening and play to act as a wall, and beyond destruction and the GY, it also falls to Dark Law-esque card and non-destruction means of removal. ABC, anyone?

Thanks a lot for the detailed analysis and suggestions! I see, good point on the weaknesses. I'll take them into account for revising or adding cards. Additionally, so I take it these aren't actually overpowered then? I was afraid if I went too far (because there are many searchers), but it's reassuring to hear it's not actually overpowered.

 

Once again, thanks a lot for the detailed review! I really appreciate it.

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Added a new Continuous Trap! (also edited on the first post)

 

Scarlet Terror Joint Operation

Continuous Trap

 

You can target 1 face-up monster on the field; Send 1 "Scarlet Terror" monster from your hand to the GY, and if you do, that target loses 700 ATK/DEF (even if this card leaves the field). When your opponent activates a monster effect while you control a Level 5 or higher "Scarlet Terror" monster: You can return 1 Level 5 or higher "Scarlet Terror" monster you control to the hand; negate that effect. You can only use 1 "Scarlet Terror Joint Operation" effect per turn, and only once that turn.

 

The first effect's idea is to allow the Deck to function even when you for some reason don't have the Lv5+ monsters in hand (though that will be rare since there are many searchers). The other effect allows you to recycle Lv5+ monsters that is already on the field, while also providing the needed disruption.

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