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Bizarre Better Archetype (14/14)


Atypical-Abbie

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Bizarre Better is an Archetype consisting of monsters with various Types and Attributes that focus on gambling tactics, returning their own cards to the hand and Synchro Summoning. Each monster is able to roll a six-sided die to activate an effect, as well as being able to attack while in Defense Position. The Main Deck monsters each share an effect that returns them to the hand in exchange for a monster that is 1 higher Level than itself from your hand or Deck, and also have another effect that is arguably better, depending on the situation, so to take the random roll into your own hands, they can use their Field Spell called Casino Zone, which let's you once per turn choose if you want to result to become 6 instead.
 
Casino Zone is itself able to increase the Levels of your monsters as well, which helps not only that first die effect, but also Synchro Summoning, and if you are willing to take the chance, you can roll a die, and if you get a 6, you return Casino Zone to your hand, which let's you re-activate the card to take advantage of the Level increase effect and the die result change effect once again, though there is a risk of having it send itself to the GY on a 1-to-5 roll. Their goal is mainly to Synchro Summon their boss monster Casino Cyclone Cyclops, but all their Synchro Monsters can provide various ways to disrupt your opponent's field, from destroying all monsters or returning them to the hand, to simply attacking all of them with a powerful monster.
 
Bizarre Better refers to their strange Type and Attribute combinations, and the strange monsters that have come from these unusual combinations that are not seen much, if at all, in the game, and their gambling tactics, which can been in their names, I especially like how Burning Blackjack Beauty worked out, I think that was a fun idea. Lastly, I want to say that it has indeed been a while since I last made an Archetype, and in fact, this idea first came to me in January, but I couldn't quite find the motivation to make it until now, and with the new rule-set being officially out since the beginning of April, these are of course built around that, meaning that as a Synchro Monster based Archetype, they can take advantage of once again being allowed to Synchro Summon to the Main Monster Zones without the use of Link Monsters.
 
Main Deck Monsters:
 
Bizarre Better - Cremated Cocoon Coin
Insect/FIRE/Tuner
Level 1
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result.
● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field.
● 6: Once per turn: You can add 1 "Bizarre Better" Spell/Trap from your Deck to your hand.
You can only use this effect of "Bizarre Better - Cremated Cocoon Coin" once per turn.
0/1000
 
Bizarre Better - Floating Fish Filler
Fish/WIND
Level 2
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result.
● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field.
● 6: Your opponent cannot target other "Bizarre Better" cards you control for attacks or effects, also they cannot be destroyed by card effects.
You can only use this effect of "Bizarre Better - Floating Fish Filler" once per turn.
500/2000
 
Bizarre Better - Sneaky Scorching Shark
Pyro/DARK
Level 3
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result.
● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field.
● 6: Once per turn: You can target 1 monster your opponent controls; destroy it, and if you do, inflict 1000 damage to your opponent.
You can only use this effect of "Bizarre Better - Sneaky Scorching Shark" once per turn.
1000/1500
 
Bizarre Better - Cold Card Caller
Psychic/WATER
Level 4
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result.
● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field.
● 6: Once per turn: You can declare 1 card type (Monster, Spell or Trap); reveal the top card of your Deck, and if it is the declared card type, send it to the GY, and if you do, draw 2 cards.
You can only use this effect of "Bizarre Better - Cold Card Caller" once per turn.
900/1900
 
Bizarre Better - Glowing Golem Gambler
Rock/LIGHT
Level 5
If you control no monsters, you can Special Summon this card (from your hand) in Attack Position, but its Level becomes 1. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. You can roll a six-sided die; this card gains the appropriate effect depending on the result.
● 1-to-5: You can return this card to the hand; Special Summon 1 "Bizarre Better" monster from your hand or Deck whose Level is 1 higher than this card's Level on the field.
● 6: Once per turn: You can target 1 card on each field; return them to the hand, or if you control "Casino Zone", you can place either of them on top of the Deck.
0/2500
 
Extra Deck Monsters:
 
Bizarre Better - Pool Poker Parrot
Winged Beast/WATER/Synchro/Tuner
Level 4
1 Tuner + 1+ non-Tuner "Bizarre Better" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can roll a six-sided die; this card gains the appropriate effect depending on the result.
● 1-to-5: Once per turn, if a "Bizarre Better" monster(s) is returned from the field to the hand: You can target 1 "Bizarre Better" monster in your GY; Special Summon it.
● 6: Once per turn: You can target 1 "Bizarre Better" monster you control; return it to the hand, and if you do, draw 2 cards.
1000/2000
 
Bizarre Better - Burning Blackjack Beauty
Fairy/FIRE/Synchro
Level 5
1 Tuner + 1+ non-Tuner "Bizarre Better" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card's ATK becomes higher than 2100: Destroy this card, and if you do, destroy all monsters on the field, then both players can Special Summon monsters from their hand with different Types up to the number destroyed. Once per turn (Quick Effect): You can roll a six-sided die; apply the appropriate effect, depending on the result.
● 1-to-5: This card gains ATK equal to the result x 400.
● 6: This card gains 1000 DEF until the end of this turn.
100/2100
 
Bizarre Better - Crazy Craps Crab
Aqua/DARK/Synchro
Level 7
1 Tuner + 1+ non-Tuner "Bizarre Better" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If this card attacks a Defense Position monster, inflict piercing battle damage. Once per turn (Quick Effect): You can roll a six-sided die; apply the appropriate effect, depending on the result.
● 1-to-5: Change all monsters on the field to Defense Position.
● 6: Return all Attack Position monsters on the field to the hand.
600/2600
 
Bizarre Better - Casino Cyclone Cyclops
Fiend/WIND/Synchro
Level 9
1 Tuner + 1+ non-Tuner "Bizarre Better" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can roll a six-sided die; this card gains the appropriate effect depending on the result.
● 1-to-5: Once per turn, if your opponent takes battle damage: You can draw 2 cards, then place 1 card from your hand on top of your Deck.
● 6: This card can attack each monster your opponent controls, once each.
2500/3000
 
Spells/Traps:
 
Casino Zone
Field Spell
(This card is always treated as a "Bizarre Better" card.)
Once per turn: You can increase the Levels of all "Bizarre Better" monsters by 1 (even if this card leaves the field.) Once per turn, if you activate a "Bizarre Better" card effect by rolling a six-sided die, other than this card's effect, you can treat the result as 6. You can roll a six-sided die; apply the appropriate effect, depending on the roll.
● 1-to-5: Send this card to the GY.
● 6: Return this card to your hand.
 
Bizarre Better - Treasure Token
Normal Spell
Roll a six-sided die; excavate the top cards of your Deck equal to the result, if you excavated any "Bizarre Better" cards, add 1 of them to your hand, also, after that, shuffle the remaining cards into your Deck. If this card is in your GY and you control "Casino Zone": You can place it on top of your Deck. You can only activate 1 "Bizarre Better - Treasure Token" per turn.
 
Bizarre Better - Slot Machine Mix-up
Continuous Spell
When this card is activated: You can place 2 "Bizarre Better" monsters with different Types from your hand in your Spell & Trap Zone as Continuous Spells adjacent to this card, or if you control "Casino Zone", you can place them from your Deck instead. Once per turn, if there is a "Bizarre Better" Monster Card placed by this card's effect adjacent to this card: You can roll a six-sided die; apply the appropriate effect, depending on the roll.
● 1-to-5: Your opponent picks a card that is adjacent to this card, if it is "Bizarre Better" Monster Card placed by this card's effect, Special Summon it in Attack Position, also, after that, send any cards adjacent to this card to the GY.
● 6: Special Summon 1 "Bizarre Better" Monster Card placed by this card's effect that is adjacent to this card.
You can only activate 1 "Bizarre Better - Slot Machine Mix-up" per turn.
 
Bizarre Better - Table Flipper
Continuous Trap
Once per turn: You can target 1 "Bizarre Better" monster you control; return it to the hand, and if you do, you can Special Summon 1 "Bizarre Better" monster with a different Type from your Deck. Once per turn: You can roll a six-sided die; apply the appropriate effect, depending on the roll.
● 1-to-5: Return all Spells/Traps you control to your hand.
● 6: Return all Spells/Traps your opponent control to their hand, or if you control "Casino Zone", you can place them on top of the Deck in any order instead.
 
Bizarre Better - The House Always Wins
Counter Trap
When your opponent activates a card or effect in response to your card activation or effect while the only monsters you control (min. 1) are "Bizarre Better" monsters: Negate the activation, and if you do, destroy it. If you control "Casino Zone", you can activate this card from your hand. If this card is in your GY, during your Main Phase: You can roll a six-sided die; apply the appropriate effect, depending on the roll.
● 1-to-5: Banish this card from your GY.
● 6: Add this card from your GY to your hand.
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