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The entire "Vizor" Deck (reposting from card concepts and experiments)


Bluvista

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An idea based loosely off of the Masked HERO archetype, but much more annoying. The Vizor deck is all about Special summoning from the hand when certain condition are met, adding cards from your deck and GY to your hand, and XYZ summoning from the hand. Another main focus of the deck is bouncing cards on the opponents field/GY/hand back to their deck. 

Main deck Monsters:

Vizor of Heretic

Level: 4

LIGHT/Fiend/Effect

When the opponent controls at least one Monster, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 face-up monster on the opponents field, shuffle it into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 level 4 or lower "Vizor" monster from your GY or deck to your hand. 

ATK: 1500

DEF: 1500

Vizor of Rebel

Level; 4

LIGHT/Fiend/Effect

When the opponent controls at least one card in their Spell/Trap zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents Spell/Trap zone on the opponents field, shuffle it into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 "Vizor" Spell or trap from your GY or deck to your hand. 

ATK: 1500

DEF: 1500

Vizor of Agitator

Level: 4

LIGHT/Fiend/Effect

 When the opponent controls no Monsters, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 in the opponents GY, shuffle those targets into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then, you can discard 1 card from your hand, and draw 2 cards. 

Vizor of Rioter:

Level; 4

LIGHT/Fiend/Effect

When there are no cards in the opponents Spell/Trap zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 Spells or Traps in the opponents GY, shuffle them into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 2 "Vizor" Spells or traps from your GY or deck to your hand. 

ATK: 1500

DEF: 1500

Vizor of Martyr

Level: 4

LIGHT/Fiend/Effect

When there is at least at least one card in the opponents Banish Zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents Banish Zone, shuffle it into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can banish this card, then add 1 "Vizor" card from your GY or deck to your hand. 

ATK: 1500

DEF: 1500

Vizor of Victim

Level: 4

LIGHT/Fiend/Effect

When there is at least 1 card in the opponents GY, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents GY, shuffle it into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can add 1 "Vizor" card from your GY or deck to your hand. 

ATK: 1500

DEF: 1500

Vizor of Terror

Level: 4

LIGHT/Fiend/Effect

When there is at least 1 card in the opponents hand, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents hand, shuffle it into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then draw 1 card.

ATK: 1500

DEF: 1500

Vizor of Horror

Level: 4

LIGHT/Fiend/Effect

When there is at least 1 card in your opponents hand, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 in the opponents hand, shuffle it into their deck. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then look at your opponents hand, swap one card in their hand with one card in your hand. 

ATK: 1500

DEF: 1500

Vizor of Synthesis

Level: 4

LIGHT/Fiend/Effect

When the number of monsters on both sides of the field are equal, you can special summon this card from your hand. when this card is special summoned by its own effect, you can shuffle all monsters on the field into their respective owners decks. During the End Phase of a turn in which this card activated its previous effect, you can inflict 300 damage to your opponent for each monster shuffled into the deck by this cards effect, then add 1 Spell or Trap with the word "Vizor" in its description. 

ATK: 1500

DEF: 1500

Vizor of Antithesis

Level: 4

LIGHT/Fiend/Effect

When the number of cards in the Spell/Trap zone on both sides of the field are equal, you can special summon this card from your hand. when this card is special summoned by its own effect, you can shuffle all cards in the Spell/Trap zone into their respective owners decks. During the End Phase of a turn in which this card activated its previous effect, you can inflict 300 damage to your opponent for each spell or trap shuffled into the deck by this cards effect, then add 1 Spell or Trap with the word "Vizor" in its description. 

ATK: 1500

DEF: 1500

Vizor of Victor

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor" Spell/Trap from your GY or Deck to your hand, and increase the ATK of all "Vizor" monsters you control by 300. When this monster attacks an opponents monster, during damage calculation only, you can add half of the opponents monsters ATK to this monsters. 

ATK: 2250

DEF: 2250

Vizor of Champion

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor"  Spell/Trap from your GY or Deck to your hand, and decrease the ATK and DEF of all non- "Vizor" monsters your opponents controls by 300. When this monster destroys an opponents monster, after damage calculation, you can inflict damage to your opponent equal to half of the opponents monsters original ATK. 

ATK: 2250

DEF: 2250

Vizor of Loser

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then you can shuffle 1 card in the opponents hand into their deck, and inflict 800 damage to your opponent. This monster can inflict piercing damage. 

ATK: 2250

DEF: 2250

Vizor of Failure

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then you can shuffle 1 card in the opponents hand into their deck, and gain 800 LP. This monster can attack twice per turn. 

ATK: 2250

DEF: 2250

Vizor of Neutral

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck. Once per turn, you can change this card battle position. While this card is in defense position, it gains 2500 DEF, and defense position monsters on the opponents field have their effects negated. While this card is in attack position, it gains 2500 ATK, and attack position monsters on the opponents field have their effects negated. 

ATK: 0

DEF: 0

That's all of the Main deck monsters, there are 15 of them. 10 level 4, 5 level 6. 

Next is the Spells and Traps

Hall of the Vizor Masquerade

Field Spell

When this card is activated, you can add 1 "Vizor"  card from your deck. All level/rank 4 or lower "Vizor" monsters gain 300 ATK and DEF. All level/rank 5 or higher "Vizor" monsters gain 350 ATK & DEF. Once per turn, If you control a "Vizor" monster, you can use that "Vizor" monster, and a "Vizor"' monster in your hand that has the same level, but a different name, to XYZ summon a "Masquerade Vizor" XYZ monster with the same rank as those "Vizor" monsters levels. While you control a "Vizor" monster, this card is unaffected by other card effects. 

Vizor Tag Team

Quick-Play Spell

When a "Vizor" monster is special summoned from your hand by its own effect, you can add 1 level 4 or lower "Vizor" monster whose summoning condition is currently being met to your hand, from your deck or GY. when a "Vizor" monster on your field would be destroyed by battle or by effect, you can banish this card from your GY, instead. you can only activate 1 "Vizor Tag Team" per turn.

Vizor Draw

Normal Spell

While you control at least 2 "Vizor" monsters, you can shuffle 2 level 4 or lower "Vizor" monster in your hand or GY into your deck, then both players can draw 3 cards and reveal them. Then, both players discard 1 card. During the End Phase of a turn in which you activated this card, banish this card, and your entire hand. You can activate 1 "Vizor Draw" per turn. 

Vizor Double Team

Normal Spell

While you control at least 1 "Vizor" monster, you can shuffle you're entire hand into your deck, then activate 1 of the following effects:

- Add 2 level 4 or lower "Vizor" monsters whose summoning requirements are currently met from your deck to your hand

- Draw 3 cards, then discard 2

- Add 1 "Vizor" Spell/Trap from your deck or GY to your hand

During the End Phase of a turn in which you activated this card, banish this card, and your entire hand, then draw 1 card. You can only activate 1 "Vizor Double Team" per turn.

Vizor XYZ

Quick-Play Spell

While you control at least 1 "Vizor" monster, you can activate one of the following effects:

- Overlay 2 "Vizor" monsters in your Hand with different names, but the same level, in order to special summon 1 "Maquerade Vizor" XYZ monster with a corresponding Rank, (this special summon is treated as an XYZ summon)

- Overlay 1"Vizor" monster on your Field with 1 "Vizor" monster in your hand with a different name, but the same level, in order to special summon 1 "Maquerade Vizor" XYZ monster with a corresponding Rank, (this special summon is treated as an XYZ summon) 

- Overlay 1 "Vizor" monster on your field with this card, treated as a "Vizor" monster of the same level, in order to special summon 1 "Maquerade Vizor" XYZ monster with a corresponding Rank, (this special summon is treated as an XYZ summon)

- Tribute 2 "Vizor" monsters, then Overlay 2 "Vizor" monster with different levels, but the same level from your Deck or GY, in order to special summon 1 "Maquerade Vizor" XYZ monster with a corresponding Rank, (this special summon is treated as an XYZ summon)

An XYZ monster special summoned using this card as Material loses 500 ATK. You can only activate 1 "Vizor XYZ" per turn.

Vizor Cannon

Continuous Spell

When a card is shuffled into the opponents deck by the effect of a "Vizor" monster, inflict 300 damage to your opponent. When a "Vizor" monster attacks, after damage calculation inflict 500 damage to your opponent. 

Vizor Blast

Equip Spell

When the equipped monster leaves the field, inflict damage to your opponent equal to half of the equipped monsters original ATK. The shuffle this card into your deck.

Vizor Counter

Counter Trap

When the opponent activates a card effect that would negate the activation of a "Vizor" card or effect, you can negate that card or effects activation, and shuffle both this card and that card into the opponents deck. 

Vizor Mirror

Continuous Trap

Any card effect that targets or would affect a "Vizor" monster is negated, and the same effect is applied to one card the opponent controls. 

Vizor Disguise

Normal Trap

When this card leaves the field, you can add 1 level 4 or lower "Vizor" monster from your deck to your hand, then inflict 800 damage to your opponent. 

That's the Spells & Traps. There are 10 of them, 7 being spells, 3 being traps. I'll make the Extra Deck tomorrow. 

Masquerade Vizor of Power

Rank: 4

LIGHT/Fiend/XYZ/Effect

2+ Level 4 "Vizor" monsters

 When this card is successfully XYZ summoned, you can add 1 level 4 or lower "Vizor" monster from your GY, or deck to your hand. You can detach 1 Overlay unit from this card, Inflict 800 damage to your opponent, then increase this cards ATK and DEF by 400. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An XYZ monster summoned using this card as material gains this effect:

- It gains 800 ATK

ATK: 1800

DEF: 1800

Masquerade Vizor of Weakness

Rank: 4

LIGHT/Fiend/XYZ/Effect

2+ Level 4 "Vizor" monsters

 When this card is successfully XYZ summoned, you can add 1 level 4 or lower "Vizor" monster from your GY, or deck to your hand. Once per turn, you can detach 1 Overlay unit from this card, lower this cards ATK by 800, then shuffle all cards in the opponents Spell/Trap zone, or their Main monster Zone, into their deck, this card cannot attack the turn you activate this effect. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An XYZ monster summoned using this card as material gains this effect:

- When it's summoned, you can shuffle 1 card in the opponents hand into their deck.

ATK: 1800

DEF: 1800

Masquerade Vizor of Greed

Rank: 4

LIGHT/Fiend/XYZ/Effect

3+ Level 4 "Vizor" monsters

 When this card is successfully XYZ summoned, you can add 1 level 4 or lower "Vizor" monster from your GY, or deck to your hand. Once per turn, you can detach 2 Overlay units from this card, then draw 1 card, and if it was a "Vizor" monster, increase this cards ATK/DEF by 500, and inflict 500 damage to your opponent. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An XYZ monster summoned using this card as material gains this effect:

- It can inflict piercing damage.

ATK: 1800

DEF: 1800

Masquerade Vizor of Corruption

Rank: 4

LIGHT/Fiend/XYZ/Effect

3+ Level 4 "Vizor" monsters

 When this card is successfully XYZ summoned, you can add 1 level 4 or lower "Vizor" monster from your GY, or deck to your hand. Once per turn, if your opponent activates a card effect during during the battle phase, you can detach 1 Overlay unit from this card, negate the activation of that card, then shuffle it into their deck, and if you did, increase this monster ATK by 800 until the End Phase. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An XYZ monster summoned using this card as material gains this effect:

- When it attacks, the opponents cannot activate card effects.

ATK: 1800

DEF: 1800

Masquerade Vizor of King

Rank: 4

LIGHT/Fiend/XYZ/Effect

3+ Level 4 "Vizor" monsters

 When this card is successfully XYZ summoned, you can add 1 level 4 or lower "Vizor" monster from your GY, or deck to your hand. You can detach 1 Overlay unit from this card, shuffle 2 cards on the opponents field into their deck, If the opponent were to activate a card effect against the activation of this cards effect, you can negate that cards activation, then you can shuffle it into the opponents deck. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An XYZ monster summoned using this card as material gains this effect:

- When the opponent activates a card effect that negate the activation of its effects, you can negate that cards effects. 

ATK: 1800

DEF: 1800

Masquerade Vizor of Capulet

Rank: 6

LIGHT/Fiend/XYZ/Effect

2+ Level 6 "Vizor" monsters

When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. Once per turn, you can target 1 XYZ monster on the field with no overlay units, inflict damage to your opponent equal to half of its original ATK to your opponent. Once per turn, when the opponent activates a card effect that would affect a "Vizor" monster on your field, you can detach 1 Overlay unit form this card, negate the activation of that opponents card, shuffle it into your deck, and if you did, inflict 800 damage to your opponent. When a card on the opponents field leaves the field, place one counter on this card. Once per turn, you can remove any number of counters from this card, special summon 1 " Vizor" token with a level equal to the number of counters removed by this effect. 

ATK: 2600

DEF: 2600

Masquerade Vizor of Montague

Rank: 6

LIGHT/Fiend/XYZ/Effect

2+ Level 6 "Vizor" monsters

When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. While this card is on the field, every time an opponents card leaves the field, inflict 200 damage to them. Once per turn, you can detach 1 Overlay unit from this card, then check the top 5 cards of your deck, for every "Vizor" monster among those revealed, shuffle 1 card on the opponents field into their deck, then shuffle those 5 cards into your deck. If this card were to leave the field, you can detach one Overlay unit instead. Once per turn, if this card has no Overlay units attached to it, you can target 1 card on the opponents field, attach it to this card as an Overlay unit. 

ATK: 2600

DEF: 2600

King of the Masquerade - Vizor

Link: 3

LIGHT/Fiend/Link/Effect

Bottom-Left/Bottom/Bottom-Right

2+ "Masquerade Vizor" Monsters

Once per turn, you can target 1 XYZ monster on your side of the field, that is linked to this card, that has no Overlay units, if it is a "Masquerade Vizor" monster, inflict damage to your opponent equal to its Rank times 200. Then if you did, you can target 1 card on the opponents field, and 1 card in your GY, attach those targets to one XYZ monster you control. If there is a "Masquerade Vizor" XYZ monster next to this cards Link, this card cannot be destroyed by battle or by effects. 

ATK: 3000

That's the Extra deck: 5 Rank 4 XYZ monsters, 2 Rank 6 XYZ monsters, and 1 Link 3 monster. 

That's the end of this Archetype, there are 15 main deck monsters, 10 Spells/Traps, and 8 Extra Deck monsters. I'd like to hear everyone's opinion. 

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Not considering my OCD when it comes to making perfect cards and the grammar mistakes..... the deck seems decent but there is 1 tiny issue with this deck. Aside from your Level 5+ in the deck and your single Link monster, the rest of your power comes from a Extra Deck summon that doesn't kick off the effects of the Vizors. Honestly, Synchros would've been a great option for the Extra Deck since most of the cards can self-summon on turn 0 or 1 if you draw them and their effects would kick in when dropped for the Synchro Summon.

 

 

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Damn it, man, this is one hell of information to digest right here. I'm no meta-expert or anything, but my first thought when I finished reading your work was, this is a rather impressive, but slightly off-balance job overall that, with some polishing, could be moved to the advanced section as it meets many of the criteria you'd expert from a modern archetype.

What comes to mind next is that, seemingly, these guys are very dependant of the opponent's hand/field/GY/banished zone condition, but the truth is, most of the Lv4 monsters have very mild self-summoning conditions that make them quite spammable and easy to summon. Consider that most people, no matter what Deck they use, they should be able to finish their turn with at least 1 monster and 1 Spell/Trap on the field. I'd certainly run more Heretic/Rebel than Agitator/Rioter, even though the latter have very powerful effects when Tributed and are, obviously, better suited for opening plays. A simple, yet terrifying combo would be SS Heretic, shuffle 1 opponent's monster, Tribute and Summon Champion, effect of Heretic, add Lv4 Vizor, effect of Champion, shuffle an opponent's card, add Hall of the Vizor Masquerade, activate and add another Lv6 Vizor, SS second Lv4 Vizor  according to opponent's field, shuffle opponent's card, Tribute, etc. As long as the opponent doesn't stop you very soon, the deck has the ability to easily clean the opponent's field while you Summon monsters like crazy, as the effects allow for lots of search and draw power. Synthesis/Antithesis are much more circumstantial and wouldn't run 'em despite their SS devastating effects, even if their requirement can be manipulated by other Vizors. More lenient, but still not as good as others is Martyr. Victim is outrageous as it will be able to SS itself like 99% of the time, and Terror and Horror aren't that behind in that regard. Lv 6 Vizors can also be tributed for the summon of yet another Lv6 Vizors with no restriction. Loser is frightening as hell, simply summoning it will be a -2 for the opponent and 800 LP.

SO, what I'm trying to say is, given you're not interrupted in early plays, you'll obliterate your opponent too easily right now. What you need, imo, are restrictions in your monsters. There is not a single monster with a "You can only use each effect of X Vizor once per turn" or "You can only Summon 1 Y Vizor per turn" This is just me, but I feel like Lv 6 Vizors should only be summoned by Tributing Lv 4 ones, that way their spammability is kinda hindered. You did a great job in making an archetype with excellent synergy and relatively balanced monsters when you consider them separately, but become overly powerful in group.

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well thanks for the critiques. Are there any individual cards in this deck that specifically need to be improved on? Also, I will strive to fix my grammar mistakes, (sorry btw) and add a few restrictions to the monsters. It was a good idea to only make the level 6 "Vizor" monsters be SS only by tributing the level 4 ones.  Are there any opinions on the Extra Deck? (I tried really, really, hard to make the Rank 6 "Masquerade Vizor"'s use their targeting effects for the sole purpose of triggering the Rank 4 'Vizor"'s effects) 

Also, just something to mention. I used the term "Masquerade Vizor" because I figured it went well with the names. Vizor is a word I intentionally created with the intent of having it sound ad look similar to the already existing word: Visor 

A synonym of Visor is Mask. Masks are almost always worn at masquerades, and I wanted to make it fun, hence, "Masquerade Vizor"  

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As for specific monsters, I feel Martyr is slightly lacking compared to other Vizors. It's more dependent of the opponent's Deck style than others, and it's shuffling effect is not as good, so you could improve it by shuffling 2 banished cards, that will hurt an opponent that relies on banished cards more. Still, Martyr is more of a side deck card. Other Lv 4 are fine imo as long as you give em a certain kind of one per turn restriction, at least. Visor of Neutral needs to be toned down. Lots of Decks are offensive and will only summon monsters in attack position. A single lv 6 monster that is easily summoned and negate every attack position enemy mob is absolutely op, and I'm leaving the position change effect out.

About Xyz, I don't want to be repetitive, specially since this is Casual, but certain cards are way too strong, even if you were to, say, play with your friends and stuff. Vizor of weakness comes to mind. It gets weaker every time, but the idea of shuffling the entire opponent Monster or Spell/Trap Zone smells of illegal. The fact that it cannot attack after activating the effect isn't really that much of a penalty, since other Vizors will have open way to kill. An idea would be to force yourself to skip that turn's battle phase, while removing the reduction of 800 ATK to increase its survival. The opponent will be rather hurt by the removal of all their monsters, anyway. In contrast, I like very much what you did with the system that makes "obsolete" Xyz Monsters for new ones. It creates a momentum that is very hard for the opponent to shake off. Just a suggestion with restrictions:  You can only control 1 "Vizor" Xyz. They'll be less abusive that way.

Don't worry about card grammar too much as we're in Casual, you'll be learning little by little (I myself have a long way to go). I could point right now, though, that stuff like "successfully" isn't used anymore. "Overlay Unit" is not a term used in TCG. Until 2017, more or less, it was called "Xyz Material", now you can simple say, for instance: Once per turn: You can detach 1 material from this card, then X. The word Xyz doesn't need to be fully capitalized, only the X.

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You're welcome. Ah! I remembered something that might come in handy for the grammar: Colons indicate effects that start a chain. Semi-colons are only used to separate cost/target and effect, colons also separate conditions. <- I was taught this recently. So, for an example, you have:

when this card is special summoned by its own effect, you can target 1 card in the opponents Spell/Trap zone on the opponents field, shuffle it into their deck.

I'd write it like this:

If this card is Special Summoned by its own effect: You can target 1 Spell/Trap your opponent controls; shuffle it into the Deck.

Notice all the differences? Small details like where to use capital letters, the term "controls" and more importantly, the use of colon and semi-colon.

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12 hours ago, Bluvista said:

Yeah, I never learned this in English, lol. But thanks for the tips!

Horu's right, official card grammar is always evolving. Right now, the ocg uses a much more simplified, yet specific text/terms for the effects. The grammar for the cards is different in certain aspects of what you're taught in English for general writing, so it kinda is like learning a different way of writing.

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On 1/18/2020 at 11:33 PM, Bluvista said:

That's the Extra deck: 5 Rank 4 XYZ monsters, 2 Rank 6 XYZ monsters, and 1 Link 3 monster. 

That's the end of this Archetype, there are 15 main deck monsters, 10 Spells/Traps, and 8 Extra Deck monsters. I'd like to hear everyone's opinion. 

Before i get to the quote above a bit disclaimer: im often have problems to review archetypes (especially this big) due to often being busy irl. So i apologize before hand if my reviews sometimes can be seems too short or feel unfinished, especially if you planned to add more to your card pool

That being said, i have at least 2 points of critique

First, too many cards, you need to reconsider "what if these cards got release in irl" and in that scenario, all your cards can be run at 3 each in its debut, so for the grand total of 25 main deck and 8 extra deck , that means at least 75 in main deck and 24 in extra deck, of course i know the fact that you dont need to run anything at 3, but this is to help you visualize that you dont need to create that many cards to make a functional deck, my favorite example is Qliphorth on its reign, its one of most xenophobic decks and it actually dont have many cards, but cards that already within their pool is mostly effective at doing its jobs to elevate that deck to its meta status on its era. I also understand that most of Visor cards only work on realy specific scenario, but its still unjustified IMO to run all of those cards that can potentially bricks on play. So you need to streamline the number of cards and make the effects efficient in correlation to that (which also related to 2nd point)

On the other hand (also, secondly), some of the reward effects is too powerful, Heretic is practically a spinner for free, spin effects is one of the god tier effects in this game, definitely not to put on a level 4 monster with self summon condition this easy even in that niche scenario

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On 1/25/2020 at 9:24 AM, Dr. Jolly Glot the III said:

Heretic is practically a spinner for free, spin effects is one of the god tier effects in this game, definitely not to put on a level 4 monster with self summon condition this easy even in that niche scenario

Ummm, I might be wrong, but I thought spin effect meant returning a card from the field to the top of the owner's Deck? Heretic only shuffles a monster into the Deck.

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59 minutes ago, Rayfield Shade said:

Ummm, I might be wrong, but I thought spin effect meant returning a card from the field to the top of the owner's Deck? Heretic only shuffles a monster into the Deck.

Eh, the term has generally broadened to field > Deck. At least, that's how I've always seen it used. Could totally be wrong though; I wonder where the term came from?

 

Yeah, in general, spin effects are some of the most powerful types of removal, so having an archetype based on the mechanic has to be planned out pretty carefully. I didn't look through all the cards specifically, so I'm not entirely sure their full capability, but for starters, I'd definitely recommend following what Ray said about adding hard OPTs. Without them, I can definitely see there being some way to loop these cards (maybe infinitely) and remove the opponent's entire board.

I also have to mimic what Jolly said: there's just a lot of cards here. Giving a quick glance through some of the cards, it really feels like some of them are unnecessary. It could really help to "cut the fat" a bit, but I'll have to get back to you on specifics.

 

I didn't mention this before, but because it could take a while for me to actually review sets this big in their entirety, I'd recommend making sure to "bump" your threads up every now and then.

Cheers!

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Eh, screw it.  I'm already procrastinating.  Might as well kill any semblance of "free time" and review this whole thing.

Before I continue, I want to note a certain term that I'm probably going to use for several of these (based on my earlier skim-through): "Mirror monsters".  Basically, I'll use the term to describe monsters that are pretty much the exact same as another monster in the archetype but with a single difference that "mirrors" the other monster.  I have more to say about these "Mirrors" at the end of the review, but for all intents and purposes, anything that I say about a monster applies to its mirror as well unless I specify otherwise.

Without further ado, on to the review:

Heretic: Oh boy… this one is extremely powerful right off the bat.  The main issue is how generic it is.  As I noted before, spinning effects (returning from field to Deck) are some of the most powerful, and this card gives you a spin effect along with a “free” Special Summon.  Of note, I can’t actually think of a generic Level 4 monster with a free removal effect like this.  If you want to keep it this powerful, it really should be locked into its archetype.  All that said, this card is also pretty ridiculous in-archetype as well.  If you play a simple combo, you could easily spin 3+ of your opponent’s cards without losing any advantage.  This needs heavy restrictions.

Rebel: Mirror monster of Heretic except for Spell/Traps.  Fortunately, because of the Spell/Trap focus, this one isn’t nearly as powerful and loopy as Heretic.  I would still restrict it to Vizors and maybe add a cost to it, but otherwise, it’s fine.

Agitator: Real quick, you forgot its ATK/DEF.  If the first two cards are useful for going second, this one is better at going first and helping you establish your higher levels while letting you fix your hand.  Considering how well this deck does in breaking boards, going first and using this card feels a bit lackluster.  It’s still very powerful in the right situations though, so I think it’s actually really good as a side deck/1-of kind of card.  It’s solid.

Rioter: Aha!  Found it.  This card is the mirror of Agitator.  It technically is even more conditional with its Special Summon effect, but it compensates by having the most absolutely ridiculous tribute effect.  You can create a 2-card infinite loop on turn 1 with this.

Loop:

SS Rioter > Tribute for Level 6 > Search 2 Field Spells > Activate both > Search Rioter + Level 6s > SS Rioter > Tribute for Level 6 > Search 2 Field Spells… etc. etc.

I can’t think of a practical application for the loop right now since the 6s need to shuffle a card from the field before they activate their effects, but this loop can give you infinite Link/Xyz material, so there’s definitely some kind of broken application somewhere.

Martyr: The most conditional Level 4.  Honestly, probably useless except as a side deck card.  Good to have, but hardly ever a card you’ll want to see in the game.

Victim: The infinitely better version of Martyr.  Easy to summon, it’s a nice card to use generically.  Unfortunately, it likely would lead to infinite loops alongside Rioter when used within the archetype.  Even without Rioter, you can just keep adding Victim back to your hand and using it to keep summoning out the Level 6s to cripple the opponent’s board.  It needs limits.

Terror: Oh.  Oh no.  Uh.  So… I found out the use for the infinite loop.  This card can be used in the loop to make your opponent have 0 cards in their hand on turn 1.

Loop:

Do the previous loop > Xyz 2 of the Level 6s > Any of the Rank 6s search this > Special Summon this to snipe opponent’s hand > Continue loop > Keep doing this until opponent has no hand.

Just… no.  Almost anything that has to do with hand destruction is bound to be dangerous unless done extremely carefully and limited heavily.  There is a reason that most hand destruction cards are on the banlist.

Horror: Mirror of Terror.  Nothing else needs to be said.

Synthesis: I’m not sure why you decided to change this to searching for stuff with Vizor in the text.  All the cards are Vizor cards, so that seems a bit random.    Also, you never said where the Spell/Trap would be added from.  Anyways, this is essentially a field nuke that always loses you immediate advantage, however, it is non-targeting, non-destruction removal on a Level 4 that can Special Summon itself so… it’d probably be used generically as an easy way to clear a board if players have a follow-up play.  It’s powerful in the same way as Heretic and could definitely use some type of cost/limitation.

Antithesis: Mirror of Synthesis.  Harder to use generically since its effects kinda don’t really fit in any kind of deck I can think of besides its own archetype.  Still, spinning all your opponent’s Spell/Traps at once is an effect that could probably do with an additional cost of some kind.

 

Victor: So Victor has spin removal, can search for anything (thanks to the field spell), and a base ATK of 2550 (which allows it to run over any monster thanks to its last effect).  Also, its last effect is permanent, so if it, say, attacks a 2000 ATK monster, it’ll keep the 1000 ATK permanently.  While the card (and almost all the Level 6s) have no protection, they compensate by giving you ridiculous amounts of advantage that makes them near impossible to effectively counter because they aren’t limited in any way.

Tl;dr: I appreciate the fact that the Level 6s can’t be used generically, but from what I see, all of them just do too many good things at minimal cost.

Champion: Weaker mirror of Victor.  Between the two, I’d prefer you keep this just because it’s fairer.

Loser:

Failure:

Honestly, these aren’t as crazy as the Level 4s just because you can’t actually use their hand snipe effects when your opponent’s field is empty (so they are unusable during the first turn), but from turn 2 onward (which is where the deck excels), these are game-enders.  The rest of the archetype is good at removing the opponent’s board, but if you use these, they remove the opponent’s ability to make any kind of a comeback.

Neutral: This is the only monster that offers protection, but it offers some of the best kind of protection anyone could ask for.  It basically shuts off the opponent’s ability to respond to board killing.  The idea is fine, but the execution is way too overpowering.

Let’s look at other examples: Skill Drain is limited, Mystic Mine has forced limitations on Field Spell search cards, Dark Ruler No More is a Spell that only lasts one turn, Majesty’s Fiend/Angel 07 are nearly unsearchable and cannot be Special Summoned, Bagooska has an in-built self-destruction timer… and all of those cards either restrict you or hurt you in the same way as your opponent.  Neutral has none of those limitations, can be Special Summoned, spins a card, and has a 2500 body.  The “cost” of being archetype-locked is not enough, especially since a lot of the other cards are good enough generically that this could be thrown into those decks anyway.

 

Hall: On the whole, this is an interesting concept and I actually really like the idea.  However, this card doesn’t have any kind of limit on how many times you can activate it and search which is pretty much the only issue with it.

Tag Team: Here’s where the protection comes in.  This card extends your ability to turn your deck into a toolbox to break your opponent’s board which is pretty cool.  I have a concern regarding this card among other things, but I’ll note that at the end (see the section in red).  By itself, this card is fine.

Draw: This card is also useful for the infinite loop.  Because of how large the archetype is, you can loop through pretty much all the Vizor cards in your deck, then play 3 “Draws” to draw into Exodia or any other FTK win condition.  It’s not as consistent as just killing your opponent’s hand, but it doesn’t help.  Honestly though, the card isn’t great one way or the other.  If the rest of the archetype was limited, this card would be useless.  As the archetype is currently though, this card just helps push all the negative aspects of the deck.

Double Team: This card needs to specify that you need at least 1 card in your hand to activate it.  Otherwise, you can just activate it when it’s the only card in your hand and get a card for free.  As it is now, it is also an infinite loop card.

Example:

You control “Spell Absorption” > play it > search for another Double Team > play it > recycle first Double Team > etc. etc. Gain infinite LP.

Basically, I have similar comments for this as I have for Draw, but it is more useful on the whole.

XYZ: First thing’s first, is “XYZ” meant to be capitalized?  This is actually important because there is a card called “Generation Force” that searches for “Xyz” cards.  If you want this to be searchable by that card, you could just change the name to “Vizor Xyz”.  As for the card itself, it gives you the opportunity to Xyz using materials from various locations which is really cool.  Just like the field spell, I really like this card.  Overall, my only nitpick is that the third effect kinda makes the second effect useless; I’d strongly recommend removing that third effect.

Cannon: Another card that can take advantage of loops.  However, it is really underwhelming even with the loops, and without the loops it feels… unnecessary.  If you can break your opponent’s board, your monsters can deal enough damage to help you win; you don’t need the extra burn damage.

Blast: This one is actually the best card to take advantage of the loops if you are planning to FTK your opponent, otherwise, like Cannon, it feels unnecessary.

Mirror: I’m… really unsure how to go about writing this with “correct” card grammar since I am kinda confused at how this would work in certain scenarios.  If you have, say, 2 Vizors and your opponent has no monsters but they activate “Raigeki”, how would this work?  I’ll have to save my judgment for this card until I fully understand how it works.

Disguise: From what I understand, you can’t actually “activate” this card since it has no activation effect.  I assume you meant for this card to be just a trap that your opponent triggers if they try to blindly get rid of your backrow. In that case, the card is perfectly fine, even if it is a little weak.  Just to let you know though, this card cannot actually work with Antithesis.  Shuffling a card into the deck cannot trigger “When this card leaves the field” effects.  It’s a weird ruling.

 

 

Power: I really like the gimmick when it is targeted, but unfortunately that effect is completely overshadowed by the lack of limitation on its first two effects.  The card can immediately search/recycle the easily spammable monsters and you can use the second effect twice to inflict 1600 damage for free.  With the loops, you can potentially burn your opponent to death on turn 1.

Weakness: Well, it looks like one card has a limitation.  Does it help?  Not particularly.  This card is basically an easier-to-summon Rainbow Neos with a lower cost to activate its effect.  Again, I like the gimmick of the third effect, but it doesn’t really matter when that likely not going to be the way the card will be used.

Greed: Ok, so everything I said about Power: double it.  This card has a once per turn, but it has the wrong one, making it even more ridiculous than Power while facilitating every kind of FTK effect.  Fortunately, it costs 3 monsters, but if you can summon it once, you’ve likely already won the duel.

Corruption: The weakest Xyz by far.  Effects during the battle phase are pretty rare.  It’s not common for monsters to have effects in the battle phase (besides maybe floating effects) and battle traps tend to be dealt with before they get used during the battle phase.  Further, this card only negates 1 battle effect and only gains 800 until the End Phase.  And it needs 3 monsters.  It’s… really underwhelming especially in comparison to the 2 Material monsters.

King: Basically the husband of “Madolche Queen Tiaramisu”, huh?  Honestly, out of all of the Xyzs, this one is the one that feels like it was almost the most balanced.  3 specific materials to get a non-targeting, non-destruction 2 card removal.  It’s still powerful, but then the monster only has 1800 ATK, so it can be countered.  Solidly balanced!  The only issue with it is that its second effect isn’t limited in any way, so you could end up shuffling 6 of your opponent’s cards into the deck… which is broken.

Capulet: This… is all over the place.  It searches, it has a burn effect, it protects your cards while stealing your opponent’s cards, and it uses counters to summon tokens.  It’s just… doing a whole lot of stuff that wasn’t really seen at all in the rest of the archetype.  None of it is bad, just… confusing.  Anyway, as for the card itself, the stats are really high and you need to put the token’s stats (type/Attribute/ATK/DEF) within the effect text somewhere.

Montague: Well, this card is more straightforward.  Really, there isn’t much to say about it.  On the whole, the card is probably the most balanced Xyz of the bunch.  Since the effect forces you to shuffle the same amount of cards as monsters excavated, you could end up failing to shuffle anything, which is an interesting limitation.  Still, a potential shuffle 5 is insane, but at this point my brain is fried, and I’m having difficulty telling what’s balanced any more…

King Vizor: This card is… meh.  It can do small burn damage and it’s tough to kill.  It’s got a conditional effect to steal monsters and it has 3000 ATK so it can beat over a lot of things.  It problem is that it’s just obscenely difficult to summon if you aren’t infinitely looping since you first need to summon 3 Xyzs just to summon this then you need to summon a fourth Xyz so this card gains destruction protection.

 

Ugh…this review has basically taken me five hours nonstop…

There’s a few more things that I need to say though.

OPTs: (If you know all this, I’m sorry you can skip down to the next section.  This was the first thing that came up in my head when I thought about fixing this archetype) OPT is shorthand for “Once per turn”.  There are 2 types of OPTs that you need to be aware of when designing cards: SOPTs (soft once per turns), and HOPTs (hard once per turns).

SOPTs is just when a card says “Once per turn: blah blah blah”.  Basically, you can use the effect once, but if the card leaves the field and comes back or you summon another copy of the same card, you can use the effect again.  For example, look back at Greed.  Its second effect has a SOPT.  That means that if you had Greed with 4 materials, you can only use its effect once.  However, if you summon a different Greed, you could use that effect a second time.

HOPTs are when a card says “You can only use this/each effect of ‘card name’ once per turn”.  It means that no matter how many copies of a card you summon, you can only use that effect once during that turn.  When I was talking about “limiting” your cards, this was the biggest way.  If you redesign your archetype and put HOPTs on the cards, it will eliminate any infinite loops in the archetype.

Mirror Monsters: This is personal design philosophy, so take what you will. You should not really have too many mirror monsters when you design.  An archetype generally has a gimmick or a specific thing that it excels at.  However, when I find myself making mirror monsters, I realize it’s because I don’t have a particular idea of how I want my archetype to go, so I supplement by making it do everything.

The Visors have a solid aggressive, turn 2 playstyle that breaks the opponent’s board while also attacking and doing minor burn damage.  However, if you see cards like Neutral which is a card that fits in a control strategy, or Failure that gains LP for some unknown reason, or Capulet which does all the things, a player becomes confused at what the deck is meant to do.  Many of the mirror cards can also be consolidated down into each other: Martyr and Victim could become 1 card, Agitator and Rioter could become 1 card, etc.

Searching: I get it.  You want your archetype to be consistent so that a) it can do what it needs to do, and b) it can keep up with modern stuff.  Cool.  But in an archetype of 33 cards, 20 of them don’t need to be searchers!  I’m sorry, but this is the thing that got under my skin the most.  It’s just… ridiculously excessive on top of designing an archetype around one of the most powerful removal effects in the game.

 

I’m sorry if I sounded mean.  There were several aspects of these cards that I really liked.  The different kinds of Xyz-ing was really intriguing, but a lot of it felt overshadowed when you can tell how these were meant to be used versus how they would be used.

 

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Thanks for your critiques. I've spent my free time recently reworking the "Vizor"s into more balanced cards, and some of your suggestions really have helped. Also, this and the "Mightymetal" deck I made a while ago were a mistake. Most of the cards themselves weren't bad. It just how I executed them. Anyways, the "Mechanical" deck is much smaller, (although still pretty big) and actually playable. Anyway, without further ado, here is the Improved "Vizor" deck. 

Vizor of Heretic

Level: 4

LIGHT/Fiend/Effect

When the opponent controls at least one Monster, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 face-up monster on the opponents field, shuffle it into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 level 4 or lower "Vizor" monster from your GY or deck to your hand. You can only use each of the effects of "Vizor of Heretic" once per turn. 

ATK: 1500

DEF: 1500

Vizor of Rebel

Level; 4

LIGHT/Fiend/Effect

When the opponent controls at least one card in their Spell/Trap zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents Spell/Trap zone on the opponents field, shuffle it into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then add 1 "Vizor" Spell or Trap from your GY or deck to your hand. You can only activate each of the effects of "Vizor of Rebel" once per turn. 

ATK: 1500

DEF: 1500

Vizor of Agitator

Level: 4

LIGHT/Fiend/Effect

When there are no face-up cards in the opponents Spell/trap zone or their Main Monster zone field, you can special summon this card from your hand. When this card is special summoned by its own effect, you can target 2 in the opponents GY, shuffle those targets into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck, then, draw 1 card. You can only use each of the effects of "Vizor of Agitator" once per turn. 

ATK: 1500

DEF: 1500

Vizor of Martyr

Level: 4

LIGHT/Fiend/Effect

When there are at least at least 2 cards in the opponents Banish Zone, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 cards in the opponents Banish Zone, shuffle them into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can banish this card, then add 1 "Vizor" card from your GY to your hand. You can only use each of the effects of "Vizor of Martyr" once per turn. 

ATK: 1500

DEF: 1500

Vizor of Victim

Level: 4

LIGHT/Fiend/Effect

When there are at least 2 card in the opponents GY, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 2 cards in the opponents GY, shuffle them into their deck. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck. You can only use each effect of "Vizor of Victim" once per turn. 

ATK: 1500

DEF: 1500

Vizor of Terror

Level: 4

LIGHT/Fiend/Effect

When there is at least 1 card in the opponents hand, and you control no other monsters, you can special summon this card from your hand. when this card is special summoned by its own effect, you can target 1 card in the opponents hand, and 1 card in your hand, shuffle those targets into their owners respective decks. This monster cannot attack the turn you activate this effect. When this card, special summoned by its own effect, is sent to the GY as tribute for the special summoning of a "Vizor" monster, you can shuffle this card into your deck. You can only activate each effect of "Vizor of Terror" once per turn. The turn this card is special summoned, you cannot normal summon or set, and you cannot special summon monsters, other than "Vizor" monsters. 

ATK: 1500

DEF: 1500

Vizor of Victor

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor" Spell/Trap from your GY or Deck to your hand, and increase the ATK of all "Vizor" monsters you control by 300. This monster cannot attack the turn you activate this effect. When this monster attacks an opponents monster, during damage calculation only, you can add half of one opponents monsters ATK to this monsters. You can only activate each effect of "Vizor of Victor" once per turn. 

ATK: 2250

DEF: 2250

Vizor of Champion

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then add 1 "Vizor" monster from your GY or Deck to your hand, and decrease the ATK and DEF of all non- "Vizor" monsters your opponents controls by 300. This monster cannot attack the turn you activate this effect. When this monster destroys an opponents monster, after damage calculation, you can inflict damage to your opponent equal to half of the opponents monsters original ATK. You can only activate each effect of "Vizor of Champion" once per turn.  

ATK: 2250

DEF: 2250

Vizor of Loser

Level: 6

LIGHT/Fiend/Effect

This card cannot be normal summoned/set. This card can only be special summoned by tributing 1 level 4 "Vizor" Monster on your field. When this card is special summoned from your hand, you can shuffle 1 card on the opponents field into their deck, then you can shuffle 1 card in the opponents hand into their deck. "Vizor" monsters cannot attack the turn you activate this effect. This monster can inflict piercing damage. You can only activate each effect of "Vizor of Loser" once per turn. 

ATK: 2250

DEF: 2250

That's all of the Main deck monsters, there are now only 9 of them. (originally 15) 6 level 4, 3 level 6. 

Next is the Spells and Traps

Hall of the Vizor Masquerade

Field Spell

You cannot normal summon or set monsters, except "Vizor" monsters. You cannot special summon or set monsters, except "Vizor" monsters. When this card is activated, you can add 1 "Vizor"  card from your deck, to your hand. All level/rank 4 or lower "Vizor" monsters gain 300 ATK and DEF. All level/rank 5 or higher "Vizor" monsters gain 350 ATK and DEF. Once per turn, If you control a "Vizor" monster, you can use that "Vizor" monster, and a "Vizor"' monster in your hand that has the same level, but a different name, to Xyz summon a "Masquerade Vizor" Xyz monster with the same rank as those "Vizor" monsters levels. While you control a " Masquerade Vizor" monster, this card is unaffected by other card effects. You can activate 1 "Hall of the Vizor Masquerade" per turn. 

Vizor Tag Team

Quick-Play Spell

When a level 4 or lower "Vizor" monster is special summoned from your hand by its own effect, you can add 1 level 4 or lower "Vizor" monster whose summoning condition is currently being met to your hand, from your deck or GY. when a "Vizor" monster on your field would be destroyed by battle or by effect, you can banish this card from your GY, instead. you can only activate 1 "Vizor Tag Team" per turn.

Vizor Double Team

Normal Spell

While you control at least 1 "Vizor" monster, you can shuffle you're entire hand (minimum 1) into your deck, then activate 1 of the following effects:

- Add 2 level 4 or lower "Vizor" monsters whose summoning requirements are currently met from your deck to your hand

- Draw 3 cards, then discard 2

- Add 1 "Vizor" Spell/Trap from your deck or GY to your hand

During the End Phase of a turn in which you activated this card, banish this card, and your entire hand, then draw 1 card. You can only activate 1 "Vizor Double Team" per turn.

Vizor Xyz

Quick-Play Spell

While you control at least 1 "Vizor" monster, you can activate one of the following effects:

- Overlay 2 "Vizor" monsters in your Hand with different names, but the same level, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon)

- Overlay 1"Vizor" monster on your Field with 1 "Vizor" monster in your hand with a different name, but the same level, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon) 

- Tribute 2 "Vizor" monsters, then Overlay 2 "Vizor" monster with different names, but the same level from your Deck or GY, in order to special summon 1 "Maquerade Vizor" Xyz monster with a corresponding Rank, (this special summon is treated as an Xyz summon)

You can only activate 1 "Vizor Xyz" per turn.

Vizor Blast

Equip Spell

When the equipped monster leaves the field, inflict damage to your opponent equal to half of the equipped monsters original ATK. The shuffle this card into your deck.

Vizor Counter

Counter Trap

When the opponent activates a card effect that would negate the activation of a "Vizor" card or effect, you can negate that card or effects activation, and shuffle both this card and that card into the opponents deck. 

Vizor Mirror

Continuous Trap

Any card effect that targets or would affect a "Vizor" monster is negated, and the same effect is applied to one card the opponent controls. (Here is how this effect works. I control 2 "Vizor" monsters, and you have a Goblin Attack force and a set Magic Cylinder on your field. If you activate Raigeki, I can activate this card in response. Your Raigeki is negated, and the same effect is treated as applying to 2 cards on your side of the field. So my monsters are fine. But your Goblin Attack Force is destroyed. Your set Magic Cylinder is fine however, as it isn't affected by Raigeki, as it is a trap card. BUT, it only works on cards that affect a "Vizor" monster. so I can't chain this onto Heavy Storm, or MST. )

That's the Spells & Traps. There are 7 of them now, (previously 10) 5 being spells, 2 being traps. 

Masquerade Vizor of Power

Rank: 4

LIGHT/Fiend/Xyz/Effect

2+ Level 4 "Vizor" monsters

You can detach 1 Overlay unit from this card, Inflict 500 damage to your opponent, then increase this cards ATK and DEF by 500. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Power" per turn. You can only activate each effect of "Masquerade Vizor of Power" An Xyz monster summoned using this card as material gains this effect:

- It gains 800 ATK

ATK: 1800

DEF: 1800

Masquerade Vizor of Weakness

Rank: 4

LIGHT/Fiend/Xyz/Effect

2+ Level 4 "Vizor" monsters

Once per turn, you can detach 1 Overlay unit from this card, lower this cards ATK by 800, then shuffle all cards in the opponents Spell/Trap zone, or their Main monster Zone, into their deck, "Vizor" monsters cannot attack directly the turn you activate this effect. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Weakness" per turn. You can only activate each effect of "Masquerade Vizor of Weakness" An Xyz monster summoned using this card as material gains this effect:

- When it's summoned, you can shuffle 1 card in the opponents hand into their deck.

ATK: 1800

DEF: 1800

Masquerade Vizor of Greed

Rank: 4

LIGHT/Fiend/XYZ/Effect

3+ Level 4 "Vizor" monsters

Once per turn, you can detach 2 Overlay units from this card, then draw 1 card, and if it was a "Vizor" monster, increase this cards ATK/DEF by 500. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Greed" per turn. You can only activate each effect of "Masquerade Vizor of Greed" An Xyz monster summoned using this card as material gains this effect:

- It can inflict piercing damage.

ATK: 1800

DEF: 1800

Masquerade Vizor of Corruption

Rank: 4

LIGHT/Fiend/XYZ/Effect

3+ Level 4 "Vizor" monsters

when your opponent activates a card effect during during the battle phase, you can detach 1 Overlay unit from this card, negate the activation of that card, then shuffle it into their deck, and if you did, increase this monster ATK by 800 until the End Phase. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" Xyz monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of Greed" per turn. You can only activate each effect of "Masquerade Vizor of Greed" An Xyz monster summoned using this card as material gains this effect:

- When it attacks, the opponents cannot activate card effects.

ATK: 1800

DEF: 1800

Masquerade Vizor of King

Rank: 4

LIGHT/Fiend/XYZ/Effect

3+ Level 4 "Vizor" monsters

Once per turn, you can detach 1 Overlay unit from this card, shuffle 1 card on the opponents field into their deck, If the opponent were to activate a card effect against the activation of this cards effect, you can negate that cards activation, then you can shuffle it into the opponents deck. Once per turn, when this card is targeted by an effect, or by battle while it has no Overlay units attached to it, you can reveal 1 "Vizor" Monster in your hand, treat this card as a "Vizor" monster with the same level as that "Vizor" monster, then special summon 1 "Masquerade Vizor" XYZ monster from your extra deck that has a rank equal to the level of the revealed "Vizor" monster, using this card and that "Vizor" monster. An Xyz monster Xyz summoned using this card as material cannot attack the turn it was summoned. You can only summon 1 "Masquerade Vizor of King" per turn. You can only activate each effect of "Masquerade Vizor of King" An XYZ monster summoned using this card as material gains this effect:

- When the opponent activates a card effect that negate the activation of its effects, you can negate that cards effects. 

ATK: 1800

DEF: 1800

Masquerade Vizor of Capulet

Rank: 6

LIGHT/Fiend/XYZ/Effect

2+ Level 6 "Vizor" monsters

When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. This card cannot attack the turn it is summoned. Once per turn, you can target 1 XYZ monster on the field with no overlay units, inflict damage to your opponent equal to half of its original ATK to your opponent. Once per turn, when the opponent activates a card effect that would affect a "Vizor" monster on your field, you can detach 1 Overlay unit from this card, negate the activation of that opponents card, shuffle it into your deck, and if you did, inflict 800 damage to your opponent. You can only special summon 1 "Masquerade Vizor of Capulet" per turn. You can only activate each effect of "Masquerade Vizor of Capulet" per turn. 

ATK: 2600

DEF: 2600

Masquerade Vizor of Montague

Rank: 6

LIGHT/Fiend/XYZ/Effect

2+ Level 6 "Vizor" monsters

When this card is XYZ summoned, you can add 1 "Vizor" card from your GY or deck to your hand. This card cannot attack the turn it is summoned. While this card is on the field, every time an opponents card leaves the field, inflict 200 damage to them. Once per turn, you can detach 1 Overlay unit from this card, then check the top 3 cards of your deck, for every "Vizor" monster among those revealed, shuffle 1 card on the opponents field into their deck, then shuffle those 3 cards into your deck. If this card were to leave the field, you can detach one Overlay unit instead. Once per turn, if this card has no Overlay units attached to it, you can target 1 monster on the field, attach it to this card as an Overlay unit.  You can only special summon 1 "Masquerade Vizor of Montague" per turn. You can only activate each effect of "Masquerade Vizor of Montague" per turn. 

ATK: 2600

DEF: 2600

All right the archetype was revamped, heavily nerfed, and generally made more balanced. Thank you for your time and effort in reviewing my cards. Hopefully the archetype is better now. Thank you - Bluvista 

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