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Vlapcebu


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Vlapcebu monster's focuses around returning themselves to the hand and replace themselves with a different one! While they are in the hand they can shuffle themselves into the deck to draw a card. The object is out value the opponent while removing opponents stuff. Clearing the board and hand then running over the opponent. 

 

Vlapcebu palace: Field Spell

Reduce the levels of all level 4 or higher "Vlapcebu" monster's in your hand by 3. If you Special Summon a "Vlapcebu" monster you can Special Summon 1 level 1 EARTH warrior-type monster token with 100 ATK and DEF in defense Portion. Once per turn during either player's turn you can destroy 1 level 1 EARTH Warrior-Type token monster you control: your opponent randomly discard 1 card. If this card leaves the field, add 1 "Vlapcebu" monster from your Deck or GY to your hand. 

 

Fiendish Discovery: Normal Spell

Shuffle 1 card in your hand into the Deck: Add 1 "Vlapcebu" monster and 1 "Vlapcebu" Spell or Trap card from your Deck to your hand. During your main phase 1 while this card is in your GY, you can shuffle 1 "Vlapcebu" card in your Graveyard into your deck, add this card to your hand. You can only activate "Fiendish Discovery" once per turn. 

 

Vlapcebu Vlessing: Quick-Play Spell

Target 1 "Vlapcebu" monster you control: until the end phase, the targeted monster can not be target and can not destroyed by your opponent's cards and opponent's effect. During your main phase 1 while this card is in your GY, you can shuffle 1 "Vlapcebu" monster in your Graveyard into your deck, add this card to your hand.

 

Vlapcebu Plague Winds: Counter Trap

If your opponent would summon a monster(s), activate a card or card effect: shuffle 1 "Vlapcebu" monster you control into your deck and return 1 "Vlapcebu" monster from your GY to your hand and if you do; Counter the summoning(s), card activation or, card effect. During your main phase 1 while this card is in your GY, you can shuffle 1 "Vlapcebu" monster in your Graveyard into your deck, add this card to your hand.hand.

 

Vlapcebu Lapu Lapu

Light Fiend-type level 3 monster

1700 atk 300 def 

During either player's turn while this card is on your hand, you can shuffle this card into your deck then draw 1 card. During either player's turn, you can return this card you control to your hand then, special summon 1 "Vlapcebu" monster except "Vlapcebu Lapu Lapu" from your Deck. You only activate each effect of "Vlapcebu Lapu Lapu" once per turn. 

 

Vlapcebu Keri Keri

Light Fiend-type level 4 monster

1900 atk 100 def 

During either player's turn while this card is on your hand, you can shuffle this card into your deck then draw 1 card. During either player's turn, you can return this card you control to your hand then, special summon 1 "Vlapcebu" monster except "Vlapcebu Keri Keri" from your Graveyard. You only activate each effect of "Vlapcebu Keri Keri" once per turn. 

 

Vlapcebu Desy Desy

Light Fiend-type level 2 monster

500 atk 1500 def 

During either player's turn while this card is on your hand, you can shuffle this card into your deck then draw 1 card. During either player's turn, you can return this card you control to your hand special summon 1 "Vlapcebu" monster except "Vlapcebu Desy Desy" from your hand then send 1 "Vlapcebu" monster except Vlapcebu Desy Desy" from your Deck to the GY. You only activate each effect of "Vlapcebu Desy Desy" once per turn. 

 

Vlapcebu Xeh Xeh

Light Fiend-type level 5 monster

100 atk 2800 def 

During either player's turn while this card is on your hand, you can shuffle this card into your deck then Special Summon 1 level 4 or lower "Vlapcebu" monster from your GY. During either player's turn, you can return this card you control to your hand to target 1 card your opponent control and if you do; shuffle the targeted card into the deck. You only activate each effect of "Vlapcebu Xeh Xeh" once per turn.

 

Vlapcebu Yah Yah

Light Fiend-type level 7 monster

2600 atk 1400 def 

During either player's turn while this card is on your hand, you can shuffle this card into your deck then Special Summon 1 level 4 or lower "Vlapcebu" monster from your Deck. During either player's turn, you can return this card you control to your hand to target 1 card your opponent control and if you do; banish the targeted card. You only activate each effect of "Vlapcebu Yah Yah" once per turn.

 

Vlapcebu Gof Gof 

Light Fiend-type level 6 monster

2400 atk 1900 def 

During either player's turn while this card is on your hand, you can shuffle this card into your deck then Special Summon 1 level 4 or lower "Vlapcebu" monster from your hand then draw 1 card. During either player's turn, you can return this card you control to your hand to target 1 card your opponent control and if you do; destroy the targeted card. You only activate each effect of "Vlapcebu Gof Gof" once per turn.

 

 

Boss card

Vlapcebu Tur Tur

Light Fiend-type level 8 Tuner monster

2900 atk 1100 def 

While this card is on the field, decrease the level of this monster by 1 or each monster you control. You can Special Summon this card from you hand by returning 2 "Vlapcebu" monster's you control except "Vlapcebu Tur Tur" to your hand. During either player's turn while this card is on your hand, you can shuffle this card into your deck then you can immediately Normal Summon 1 level 4 or lower "Vlapcebu" monster from your hand then Draw 1 card. During either player's turn, you can return this card you control to your hand to target 1 card your opponent control and if you do; return the targeted card to the hand. You only activate each effect of "Vlapcebu Tur Tur" once per turn.

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Since the tokens generated by Palace are Warrior type, any hand that is able to summon 4 or more Vlapcebu under the field spell (Which can be searched through the usual terraforming means, + Discovery and/or the shuffle effs) will end up in at least an Isolde loop discarding 2 cards from your opponents hand + 2 other cards discarded by Palace's effs. Also thanks to the high level monsters in hand effs, + the ability of the low level monsters to shuffle themselves and summon another one, reaching the 4 summons should be something easy to archieve consistently, specially with the deck having so many differnt sources of consistentcy, with each card essentially being a better danger and having things like Discovery. This means that the archetype could reliably discard 4 cards out of the opponents hand turn one, something considered extremely degenerate even by today's standars, or at least, in the scenario where you dont decide to go into Isolde, 2 card discarded out of their hand, which is still a Smokescreen loop with less steps. The archetype sounds cool and has a lot of other cards that though very strong dont sound inmediatly gamebreaking but they get close to, they are extremely consistent and are excellent at swarming the field but the ability to access the Isolde loop, as well as the field spell already being able to rip 2 cards from your opponents hand before they get to play, kinda crosses the line into the totally busted territory. I would reccomend removing the discard eff from the Field spell, as those kinds of effects are almost never degenerate, and replace it with a destruction eff, so you can get the same feeling of trading and outresourcing your opponent with the card without being that unfair to play against. Also, using some restriction to prevent the use of Isolde would be nice, the deck is strong enough on its own to not require access to such combos, it can already generate enough advantage on its own. Changing the token's type, limiting you out of extra deck other than fiends, etc could be good solutions

 

Other than that, though a bit broken by my standars, it definitively sounds like a strong deck that would be satisfactory to play with and that could have a strong meta presence, nice job mate, i kinda like em

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