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What Do you guys Think about This Horror Archetype! Also add new cards don`t forget to look at them


Zefra Zamazenta
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What do you Think too OP not OP too fair too Unfair Too Weak What do you Guys think!

Horror Archfiend.jpg

1 Fiend or Zombie Tuner + 1 or more no-Tuner monsters 

This card gains 500 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 3000 ATK. Once per Duel (Quick Effect): You can Banish 1 Card in your GY then make your opponent's hand size limit 3, also you have no limit in your' hands, this effect last for the whole Duel. Once per turn (Quick Effect): You can target cards your opponent's GY expect Spell/Trap cards and Shuffle them back into the Deck. Once during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except.

Horror Blastoise.jpg

You can Special Summon this card from your hand by Shuffling a "Blastoise" from your hand, in the GY, or on the field into the Deck. This card gains 500 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 1500 ATK. Once per turn (Quick Effect): You can target cards in your opponent's GY and banish all Spell/Trap cards. Once during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror Blastoise".

Horror Charizard.jpg

You can Special Summon this card from your hand by Shuffling a "Charizard" from your hand, in the GY, or on the field into the Deck. This card gains 500 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 1500 ATK. Once per turn (Quick Effect): You can target cards your opponent's GY expect Spell/Trap cards and Shuffle them back into the Deck. Once during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror Charizard".

1705981539_HorrorCreature.jpg.51d19114b13dc36510cbfca3491b54ef.jpg

You can Special Summon this card from your hand by Shuffling a card from your hand, in the GY, or on the field into the Deck. This card gains 500 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 1000 ATK. When this card battles a monster this card gains ATK equal to the original ATK of that monster, also if this card destroys that monster by Battle you gain Life Points by the ATK of the destroyed monster x 300 points. Once During your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror Creature".

Horror Fusion.jpg

Fusion Summon 1 "Horror" Fusion Monster from your Extra Deck, by banishing monsters from your Deck or GY as Fusion Material, but cannot attack the turn it is Summoned, also you cannot Normal or Special Summon other monsters for the rest of this turn. Neither player can activate cards or effects in response to this card's activation. You can only activate 1 "Horror Fusion" per turn.

Horror Garden Skeleton.jpg

1 Fiend or Zombie Tuner + 1 or more no-Tuner monsters 

This card gains 500 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 3000 ATK. Once during your turn (Quick Effect): You can target any number of DARK Monsters in your GY, then add them to your hand during your next you can Special Summon them from your hand, ignoring their Summoning condition, this also includes Extra Deck Monsters that you haven't fulfilled the conditions for Summon. Once During your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck.

1007382033_HorrorMasterofNightmares.jpg.590ba53a11074fff73ebb15e11f68e1b.jpg

3 "Horror" monsters with different names

Must be Fusion Summoned. Unaffected by other cards' effects. Cannot be destroyed by card effects. Neither player can target this card with card effects. Once per turn, during either player's turn: You can send the top card of your Deck to GY, and if you do, Special Summon 1 "Horror" Monster from your GY. Once per turn: You can target 2 of your banished cards; return them to the Deck. This card gains 1000 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 3000 ATK.

Horror One-Eyed Monster.jpg

You can Special Summon this card from your hand by Shuffling a card from your hand, in the GY, or on the field into the Deck. This card gains 500 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 500 ATK. Cannot be used as a Synchro Material, except for the Synchro Summon of a "Horror" Synchro Monster. Once During your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror One-Eyed Monster".

Horror Venusaur.jpg

You can Special Summon this card from your hand by Shuffling a "Venusaur" from your hand, in the GY, or on the field into the Deck. This card gains 500 ATK for each DARK monster(s) in the GY. All Zombie and Fiend monster(s) you control gains 1500 ATK. Once per turn (Quick Effect): You can target cards your GY and Shuffle all Spell/Trap cards into your  Deck. Once during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror Venusaur".

                                                 ==========================New Cards/ Support of the Archetype!=====================

1342363606_HorroroftheAngelBoneSpirit.jpg.b0543a5fab02c148c157901d55e5a149.jpg

Once per turn: You send a LIGHT Monster from your opponents Deck to your GY, then Speical Summon 1 "Horror" Monster from your GY or Deck, but change its ATK/DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 card; the monster Special Summoned by this card's effect gains ATK/DEF equal to its original ATK/DEF. You can only activate 1 "Horror of the Angel Bone Spirit" per turn.

953980750_HorrorRageInChains.jpg.a611fcf2257051ec82fb828e63708f26.jpg

When this card is activated: You can add 1 "Horror" monster from your Deck to your hand. All “Horror” monster’s effects cannot be negated by your opponent’s card effects. Once per turn: You can target 1 Spell/Trap card in your opponent's Spell & Trap Zone; while this card is in the Field Zone, that Spell/Trap card cannot be activated until the next turn. During your opponent's turn (Quick  Effect): Target 1 Monster your opponent controls; send that Monster directly to the GY.

1045569503_HorrorSmog-Monster.jpg.18d2c0f2dd40493d16f19378c3677385.jpg

You can only control 1 "Horror Smog-Monster". You can Special Summon this card from your hand by Shuffling a card from your hand, in the GY, or on the field into the Deck. When Special Summoned: You can discard your entire hand and your opponent's entire hand then your opponent's take damage x 100 for each card discard in each players hand then both players draw cards equal to the number of cards discarded from both players. Once per turn: You can target 1 Monster on your opponent's side of the field and 1 card in their GY then add those cards to your side of the field.

117191277_HorrorClownSorcerer.jpg.6f9e9e8e00fa95d7ad7aeed3c936a192.jpg

You can Special Summon this card from your hand by Shuffling a card from your hand, in the GY, or on the field into the Deck. When Special Summoned: You can send 1 DARK monster from your Deck to the GY, and if you do, you can Special Summon 1 "Horror" monster from your Deck. Once per turn: You can target 1 monster your opponent controls; then add that card to your hand, and if you do, target 1 face-up monster on the field; change that target face-down. While you control this face-up card all “Horror” monster’s you control be destroyed by card effects.

213160320_HorrorEvilSorcerer.jpg.004205fd55329cdcaa78e5ac5056d931.jpg

You can Special Summon this card from your hand by Shuffling a card from your hand, in the GY, or on the field into the Deck. When Special Summoned: You can send 1 DARK monster from your Deck to the GY, and if you do, you can Special Summon 1 "Horror" monster from your Deck. Once per turn: You can add 1 "Horror" Spell/Trap card from your Deck to your hand. While you control this face-up card all “Horror” monster’s effects cannot be negated by your opponent’s card effects.

1034627003_HorrorKingofEvil.png.5ec709f0fca328c521a79392a16782cf.png

3 "Horror" monsters, expect "Horror Evil Sorcerer"

Link Arrows: Bottom-Left, Bottom, Bottom-Right, Left, Right

Once while face-up on the field (Quick Effect): You can target "Horror" monsters you control on the field and you can send them to the GY, and if you do, you can add 1 "Horror" Spell/Trap card from your Deck to your hand. If this card points to is a "Horror" monster you can Special Summon 1 "Horror" Fusion monster from your Extra Deck (This is treated as a Fusion Summon.) also if this card points to a "Horror" monster that monster cannot be destroyed by card effects.

1363713993_HorrorArchfiendKnight.jpg.1a6ced756d4c6bd11ae0a50e6a7e1cea.jpg

Unaffected by other cards' effects. During your Main Phase: You can banish 1 random in your opponent's hand. Once per turn (Quick Effect): You can detach 1 material from this card then send 1 DARK monster from your Deck to the GY this card's replaces its effects with that monster's original effects, for the rest of this turn, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn.

1199805511_HorrorMutant.jpg.aa015d9cbdf32cd0620c01c13274e2b0.jpg

You can only control 1 "Horror Mutant". You can Special Summon this card from your hand by Shuffling a card from your hand, in the GY, or on the field into the Deck. When Special Summoned: You can target 1 non-DARK monster your opponent controls and this card; banish them then add 1 "Horror" card from your Deck to your hand. If this card on the field is removed by either players' card effect and is either destroyed or banished: You can draw 1 card. You can only use the effects of "Horror Mutant" once per turn.

       ==========================Weaker Cards/ Retrains for the Archetype! (Coming Soon) So stay tuned for more details=====================

Edited by Zamazenta
Also I add the Big Boss the Link Monster So Have Fun
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1 hour ago, Zamazenta said:

Sorry

 

1 hour ago, Godbrand said:

01/10

Please post the effect of each card under each picture of card in the original post by editing the original post. No one will comment/rate/critic because they will not want to strain their eyes trying to read the effects on those images. Thank you.

Uuuhhhhmmmm all of the cards? 

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@Godbrand 

All Effects have added to the bottom of each card's image so please make sure to tell everyone about this post please I want to see People reactions to these card's effects and please tell me your reaction and what you think about these cards and what could be add to there Archetype or them in general do you thin these effects are too busted well Now that I Description to each card below now I wanna know you think of them and if you do please give me and this post a shot out so more People can read this and huge how i make my cards.
 
Edited by Zamazenta
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Welp, Mr. Base Male 2008 let you know it in a humorous way, but yeah, the big boss in the archetype, Horror Archfiend, is broken beyond salvation. Alright, the cards are posted in Casual, so there's no need to make them extremely balanced for competitive format, but at least they should be a little more realistic so you can use them to play with your friends without murdering them in one shot xD. This is just a recommendation I make to try n' balance the card a little:

Quote

Horror Archfiend

1 Fiend or Zombie Tuner + 1+ non-Tuner monsters 

Gains 200 ATK for each DARK monster your GY. All Zombie and Fiend monster(s) you control gains 500 ATK, except this card. Once per Duel (Quick Effect): You can target 1 card in your GY; banish it, and if you do, your opponent's hand size is reduced by 1 and your hand size is increased by 1 for the rest of the Duel. Once per turn (Quick Effect): You can target a number of monsters in your opponent's GY equal to the number of Zombie OR Field monsters in your GY; shuffle them into the Deck. Once per turn, during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK monster on the field (even if you do not control it); Special Summon 1 "Horror" monster from your Deck, but negate its effects.

Again, just a suggestion, it's pretty damn strong still, yet more manageable.

The other monsters are a bit hard to  give review to them because we don't know yet how the original Pokes work. Are they Level 4 or lower? Are they hard to summon at all? Depending on that, the power of the Horror versions could be more justifiable, but just like I did with the boss, you need to nerf those tremendous increases on ATK. Just imagine you manage to have a couple of them at the same time on the field. That's a 3000 for each of your monsters, that cannot be xP. Since in my suggested version the boss gives 500 to the others except itself, another 300 per mob sounds good enough. The Fusion, Horror Master... welp, it's obscene. Give your opponents some more chance to defeat it, basically it's only weakness is either you negate its summon or, once its on the field, win in battle against monstruous 5000 ATK and +1000  per critter in the GY. Like I said at the start, try to give  develop your cards so it's fun to play against them, not frustrating and/or semi-impossible. The best card in the set by far is Horror Fusion. It's pretty much a Super Poly, so yeah, good stuff.

I hope you take this slightly harsh critic positively, I just want you to improve your card making :)

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These cards/archetype is really powerful and busted. Each of the effect monsters can be special summon fairly easily and there are no true restrictions or draw backs. they each have high stats and even high stat boosting effects. Each stat boost they all share it really big, maybe lower each stat boost to 300 ATK and DEF. 

Stealing your opponent's monsters just to special summon your own monsters is a really powerful effect. 

Once during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror X".

Each one of them have high stats, strong effects and little to no restriction effects/no drawbacks. 

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42 minutes ago, Godbrand said:

These cards/archetype is really powerful and busted. Each of the effect monsters can be special summon fairly easily and there are no true restrictions or draw backs. they each have high stats and even high stat boosting effects. Each stat boost they all share it really big, maybe lower each stat boost to 300 ATK and DEF. 

Stealing your opponent's monsters just to special summon your own monsters is a really powerful effect. 

Once during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror X".

Each one of them have high stats, strong effects and little to no restriction effects/no drawbacks. 

I do wonder if konami would make these cards then slam them with the Forbidden & Limted list and would this be a their 0 Deck Like SPYALS and Zoodiacs in 2017.

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1 hour ago, Rayfield Lumina said:

Welp, Mr. Base Male 2008 let you know it in a humorous way, but yeah, the big boss in the archetype, Horror Archfiend, is broken beyond salvation. Alright, the cards are posted in Casual, so there's no need to make them extremely balanced for competitive format, but at least they should be a little more realistic so you can use them to play with your friends without murdering them in one shot xD. This is just a recommendation I make to try n' balance the card a little:

Again, just a suggestion, it's pretty damn strong still, yet more manageable.

The other monsters are a bit hard to  give review to them because we don't know yet how the original Pokes work. Are they Level 4 or lower? Are they hard to summon at all? Depending on that, the power of the Horror versions could be more justifiable, but just like I did with the boss, you need to nerf those tremendous increases on ATK. Just imagine you manage to have a couple of them at the same time on the field. That's a 3000 for each of your monsters, that cannot be xP. Since in my suggested version the boss gives 500 to the others except itself, another 300 per mob sounds good enough. The Fusion, Horror Master... welp, it's obscene. Give your opponents some more chance to defeat it, basically it's only weakness is either you negate its summon or, once its on the field, win in battle against monstruous 5000 ATK and +1000  per critter in the GY. Like I said at the start, try to give  develop your cards so it's fun to play against them, not frustrating and/or semi-impossible. The best card in the set by far is Horror Fusion. It's pretty much a Super Poly, so yeah, good stuff.

I hope you take this slightly harsh critic positively, I just want you to improve your card making :)

Thanks for your Replay can you please share this post and give me a little follow on my page please if you want. 

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1 hour ago, Godbrand said:

These cards/archetype is really powerful and busted. Each of the effect monsters can be special summon fairly easily and there are no true restrictions or draw backs. they each have high stats and even high stat boosting effects. Each stat boost they all share it really big, maybe lower each stat boost to 300 ATK and DEF. 

Stealing your opponent's monsters just to special summon your own monsters is a really powerful effect. 

Once during your opponent's turn (Quick Effect): You can Tribute 1 non-DARK your opponent's controls, then Special Summon 1 "Horror" monster from your Deck except "Horror X".

Each one of them have high stats, strong effects and little to no restriction effects/no drawbacks. 

What improvements or nurfs would you make to these cards

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7 hours ago, Zamazenta said:

Thanks and would this be a Their Zer0 Deck like SPYALS and Zoodiacs in 2017.

never nurture this attitude, designer may shake up the metagame in the market with some power cards once in a while but never trying to make/remake with goal of toppling it either

welp on to the cards

Archfiend: sure its a Level 12...BUT its its a semi-generic Level 12 to the point it probably become the easiest Level 12 Synchro compared to its pool. and the rest of the effect making the investment even way cheaper than it was. the double stat-boost effect is needless overkill, the hand size changer's cost is to cheap and way one-sided. the multi-target GY shuffle is actually really busted since even casual deck in this game often use GY as resource while also disturb opponent deck consistency and finnaly the most offensive of them all is quick-effect Kaiju'ed

Blastoise: same problem as Archfiend, too cheap and overpoweringly strong. it completes the GY hate by banishing all spell/trap...or at least i assume is banish from GY since you wording it poorly, IF you meant banish fro the field then it more busted.

Charizard: same busted gimmick as archfiend...yada yada yada.

Creature: same busted gimmi....WOAH WOAH WOAH...okay, i like life gain based strategy.....but gaining stat times 300 is way too much. like "Violate game design and confuse player"-too much. at that take the humble BEWD for example. 3000 x 300 is instant 900000 LP on one go. so rather than play together you setup a prison in which your opponent can only surrender unless he/she has instant win on its own. this is just bad sportmanship

Fusion: huh surprisingly balance card maybe the fusion will be....

Master:...ILL TAKE THAT BACK PLEASE, thank you. sure it can't attack on the turn it was summon by the fusion spell, but its still a OP wall your opponent cannot get over that practically made with only 1 material and able to extend your play to a degree

Skeleton: i dont think this deck need a better version of soul charge. busted

One-Eyed: in the age that easy to summon tuner is banned left and right by the existence of halqifibrax. this card is pretty much on the same risk....of course im kidding this card is way busted then those poor tuners, like dog-damn.

Venusaur: same problem as the rest

angle bone: you realize that this card effectively allow you too peek entire opponent deck? so even they dont have light monster by ruling they still have to let you search for one. and that is busted

chains: yep this checks out as the part of the archetype, being busted. your stuff cannot be negate and out of no where you send their card to GY

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Horror's effect is needless overkill. It's throwing a bunch of overwhelming effects into one card, and you may as well just say have it say that you win if you summon it. I get that the ATK gain is supposed to be the most powerful ability compared to the rest of the archetype, but seeing it with everything else almost makes it repetitive, especially when everyone gets boosts both for everyone else, and from the rest of the Graveyard. Frankly, it's something you need to cut pack on.

The only difference for Blastoise is banishing Spells and Traps. The fact that it's all of them is needlessly overpowered.

Charizard is just a smaller Archfiend, and I see no reason why it needed to be a separate card.

Does Creature really need an Honest-style effect when everything else in this archetype is just "This card gains ATK"? The life gain is also ridiculous. As Dokutah pointed out, you'd gain as much as 900,000 life points. You only need to attack with it once, and then your opponent would have absolutely no way of getting you to 0 unless they're playing this deck as well. Giving every single monster the ability to tribute your opponent's monsters allows you to swarm far too quickly, and while it's mostly dangerous if your opponent is also playing swarm, it's not like this game is any stranger to getting as many monsters on the field as possible in one turn, especially when it's a Quick Effect. The impression I'm getting from a lot of these monsters is that they have largely the same effects, just with the names and ATK changed, and a single effect in the middle to give them the illusion of being unique.

Horror Fusion is generic enough that I almost welcome it for being something different. I'd say that preventing any reactions to it is unnecessary, but it does sound like this archetype is meant to be cartoonishly overpowered.

Garden Skeleton is yet another redundant card. I get that the idea is that you can also summon as many monsters from your Extra Deck as possible, but that's very poorly defined. I get that you can also summon Archfiend and Master, but "this also includes Extra Deck Monsters that you haven't fulfilled the conditions for Summon" feels so tacked on. Again, this feels like going for the same overpowered effects as everything else, then adding on a "unique" effect almost as an afterthought, with the inclusion of Extra Deck monsters only because it was as if the card wasn't already overpowered enough.

With Master, you do realize that once you say "Unaffected by other cards' effects", you don't need to say the other two effects, right? The Special Summon effect is almost nice because it's something besides Tributing your opponent's monsters.

One-Eyed Monster really does not need the same ATK boost and Tribute effects as literally every other monster in this archetype. Making it Level 6 hardly "balances" that, and it means that you would have to get another Level 6 to summon either of the Synchros, but since everything else in the archetype is at least Level 8, you need to go outside of the archetype. That isn't necessarily a bad thing, but it does demonstrate that this wasn't really designed with considerations for the rest of the archetype, just making another "big" monster. The only reason to use this for a Synchro is because then you'll get the same effects, just bigger.

Venusaur is pretty much a blur compared to everything else. The shuffling effect is maybe a little unique, but it still feels largely the same as Charizard, but it affects you instead of your opponent.

Angel Bone Spirit is just letting you search your opponent's entire deck. Reducing the ATK of your Horror monster to 0 is the barest illusion of "balance" when this is an archetype that revolves entirely around every monster having around 3000 ATK by their own effects anyway.

Rage in Chans gives protection from targeting. I realize that targeting does more to hold a card back, but it's still way too much protection for an archetype, and it's frankly unnecessary when you can just negate whatever you feel like. Can't say I'm surprised that it "sends" your opponent's monster instead.

 

I'm not necessarily against an archetype that tries to combines Zombies and Fiends, but this is extremely repetitive. Drawbacks like their levels making some of them operate like Malefics, but even then, those are just optional Special Summoning effects. It's not like these are Nomis. Rayfield did ask how the original Pokemon cards would work, and while I am curious about that, and how much this archetype would theoretically synergize with them, it really wouldn't address the biggest problem with this archetype. So many of the cards have largely the same overpowered effects. If you want to balance these cards, limit the ATK gains to maybe one or two cards, and even then, you don't need their boosts based on monsters in the GY and boosting the other monsters on the field.

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16 hours ago, Dokutah Jolly said:

never nurture this attitude, designer may shake up the metagame in the market with some power cards once in a while but never trying to make/remake with goal of toppling it either

welp on to the cards

Archfiend: sure its a Level 12...BUT its its a semi-generic Level 12 to the point it probably become the easiest Level 12 Synchro compared to its pool. and the rest of the effect making the investment even way cheaper than it was. the double stat-boost effect is needless overkill, the hand size changer's cost is to cheap and way one-sided. the multi-target GY shuffle is actually really busted since even casual deck in this game often use GY as resource while also disturb opponent deck consistency and finnaly the most offensive of them all is quick-effect Kaiju'ed

Blastoise: same problem as Archfiend, too cheap and overpoweringly strong. it completes the GY hate by banishing all spell/trap...or at least i assume is banish from GY since you wording it poorly, IF you meant banish fro the field then it more busted.

Charizard: same busted gimmick as archfiend...yada yada yada.

Creature: same busted gimmi....WOAH WOAH WOAH...okay, i like life gain based strategy.....but gaining stat times 300 is way too much. like "Violate game design and confuse player"-too much. at that take the humble BEWD for example. 3000 x 300 is instant 900000 LP on one go. so rather than play together you setup a prison in which your opponent can only surrender unless he/she has instant win on its own. this is just bad sportmanship

Fusion: huh surprisingly balance card maybe the fusion will be....

Master:...ILL TAKE THAT BACK PLEASE, thank you. sure it can't attack on the turn it was summon by the fusion spell, but its still a OP wall your opponent cannot get over that practically made with only 1 material and able to extend your play to a degree

Skeleton: i dont think this deck need a better version of soul charge. busted

One-Eyed: in the age that easy to summon tuner is banned left and right by the existence of halqifibrax. this card is pretty much on the same risk....of course im kidding this card is way busted then those poor tuners, like dog-damn.

Venusaur: same problem as the rest

angle bone: you realize that this card effectively allow you too peek entire opponent deck? so even they dont have light monster by ruling they still have to let you search for one. and that is busted

chains: yep this checks out as the part of the archetype, being busted. your stuff cannot be negate and out of no where you send their card to GY

Creature: Could be used in Offensive Stall/Control Decks! like Sky Strikers could use this! 

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2 minutes ago, Zamazenta said:

Creature: Could be used in Offensive Stall/Control Decks! like Sky Strikers could use this! 

 

8 hours ago, Phantom Roxas said:

Horror's effect is needless overkill. It's throwing a bunch of overwhelming effects into one card, and you may as well just say have it say that you win if you summon it. I get that the ATK gain is supposed to be the most powerful ability compared to the rest of the archetype, but seeing it with everything else almost makes it repetitive, especially when everyone gets boosts both for everyone else, and from the rest of the Graveyard. Frankly, it's something you need to cut pack on.

The only difference for Blastoise is banishing Spells and Traps. The fact that it's all of them is needlessly overpowered.

Charizard is just a smaller Archfiend, and I see no reason why it needed to be a separate card.

Does Creature really need an Honest-style effect when everything else in this archetype is just "This card gains ATK"? The life gain is also ridiculous. As Dokutah pointed out, you'd gain as much as 900,000 life points. You only need to attack with it once, and then your opponent would have absolutely no way of getting you to 0 unless they're playing this deck as well. Giving every single monster the ability to tribute your opponent's monsters allows you to swarm far too quickly, and while it's mostly dangerous if your opponent is also playing swarm, it's not like this game is any stranger to getting as many monsters on the field as possible in one turn, especially when it's a Quick Effect. The impression I'm getting from a lot of these monsters is that they have largely the same effects, just with the names and ATK changed, and a single effect in the middle to give them the illusion of being unique.

Horror Fusion is generic enough that I almost welcome it for being something different. I'd say that preventing any reactions to it is unnecessary, but it does sound like this archetype is meant to be cartoonishly overpowered.

Garden Skeleton is yet another redundant card. I get that the idea is that you can also summon as many monsters from your Extra Deck as possible, but that's very poorly defined. I get that you can also summon Archfiend and Master, but "this also includes Extra Deck Monsters that you haven't fulfilled the conditions for Summon" feels so tacked on. Again, this feels like going for the same overpowered effects as everything else, then adding on a "unique" effect almost as an afterthought, with the inclusion of Extra Deck monsters only because it was as if the card wasn't already overpowered enough.

With Master, you do realize that once you say "Unaffected by other cards' effects", you don't need to say the other two effects, right? The Special Summon effect is almost nice because it's something besides Tributing your opponent's monsters.

One-Eyed Monster really does not need the same ATK boost and Tribute effects as literally every other monster in this archetype. Making it Level 6 hardly "balances" that, and it means that you would have to get another Level 6 to summon either of the Synchros, but since everything else in the archetype is at least Level 8, you need to go outside of the archetype. That isn't necessarily a bad thing, but it does demonstrate that this wasn't really designed with considerations for the rest of the archetype, just making another "big" monster. The only reason to use this for a Synchro is because then you'll get the same effects, just bigger.

Venusaur is pretty much a blur compared to everything else. The shuffling effect is maybe a little unique, but it still feels largely the same as Charizard, but it affects you instead of your opponent.

Angel Bone Spirit is just letting you search your opponent's entire deck. Reducing the ATK of your Horror monster to 0 is the barest illusion of "balance" when this is an archetype that revolves entirely around every monster having around 3000 ATK by their own effects anyway.

Rage in Chans gives protection from targeting. I realize that targeting does more to hold a card back, but it's still way too much protection for an archetype, and it's frankly unnecessary when you can just negate whatever you feel like. Can't say I'm surprised that it "sends" your opponent's monster instead.

 

I'm not necessarily against an archetype that tries to combines Zombies and Fiends, but this is extremely repetitive. Drawbacks like their levels making some of them operate like Malefics, but even then, those are just optional Special Summoning effects. It's not like these are Nomis. Rayfield did ask how the original Pokemon cards would work, and while I am curious about that, and how much this archetype would theoretically synergize with them, it really wouldn't address the biggest problem with this archetype. So many of the cards have largely the same overpowered effects. If you want to balance these cards, limit the ATK gains to maybe one or two cards, and even then, you don't need their boosts based on monsters in the GY and boosting the other monsters on the field.

Powercreep!

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2 hours ago, Zamazenta said:

Creature: Could be used in Offensive Stall/Control Decks! like Sky Strikers could use this! 

But not in healthy way, with the 900.000 LP sceanrio with battle based OTK shenanigans it would take your opponent roughly 112 battle phase. there absolutely NOBODY in any card game ever wants to play with you in that context. Thus defeats the whole purpose of being  a game

2 hours ago, Zamazenta said:

Powercreep!

Do not justified yourself with justifying Konami Powercreep. Even with their mishandling once in the while they still design power cards better and in moderation. Heck, the newer cards actually more balance most of the time. 

We in YCM both as a consumer and designer ourselves need to be better than konami by making healthier cards, powerful or not l. 

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  • Zefra Zamazenta changed the title to What Do you guys Think about This Horror Archetype! Also add new cards don`t forget to look at them
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