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The Planets Archetype. Is it Viable? (Finished)


The Fallen Tortle

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The Planet Mercury

Level 1 Earth Rock

ATK/1100  DEF/100

When this card is Summoned, you can add 1 "The Planet Venus" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Venus" from your hand. You can only use this effect of "The Planet Mercury" once per turn.

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The Planet Venus

Level 2 Earth Rock

ATK/1400  DEF/400

When this card is Summoned, you can add 1 "The Planet Earth" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Earth" from your hand. You can only use this effect of "The Planet Venus" once per turn.

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The Planet Earth

Level 3 Earth Rock

ATK/1700  DEF/700

When this card is Summoned, you can add 1 "The Planet Mars" from your deck to your hand. Once per turn, you can add 1 "The Moon Luna" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Mars" From your hand. You can only use this effect of "The Planet Earth" once per turn.

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The Planet Mars

Level 4 Earth Rock

ATK/2000  DEF/1000

When this card is Summoned, you can add 1 "The Planet Jupiter" from your deck to your hand. Once per turn, you can add either 1 "The Moon Phobos", or "The Moon Deimos" from your deck to your hand. When this card leaves the field, you can Special Summon 1 "The Planet Jupiter" from your hand. You can only use this effect of "The Planet Mars" once per turn.

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The Planet Jupiter

Level 5 Wind Wyrm

ATK/2300  DEF/1300

When this card is Summoned, you can add 1 "The Planet Saturn" from your deck to your hand. Once per turn, you can add either 1 "The Moon Io", "The Moon Europa", "The Moon Ganymede", or "The Moon Callisto" from your deck to your hand.  When this card leaves the field except when it is used as material for a Summon, you can Special Summon 1 "The Planet Saturn" from your hand. You can only use this effect of "The Planet Jupiter" once per turn.

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The Planet Saturn

Level 6 Wind Wyrm

ATK/2600  DEF/1600

When this card is Summoned, you can add 1 "The Planet Uranus" from your deck to your hand. Once per turn, you can add either 1 "The Moon Titan", or "The Moon Enceladus", from your deck to your hand. When this card leaves the field except when it is used as material for a Summon,, you can Special Summon 1 "The Planet Uranus" from your hand. You can only use this effect of "The Planet Saturn", once per turn.

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The Planet Uranus

Level 7 Wind Wyrm

ATK/2900  DEF/1900

When this card is Summoned, you can add 1 "The Planet Neptune" from your deck to your hand. Once per turn, you can add either 1 "The Moon Titania", or "The Moon Miranda" from your deck to your hand. When this card leaves the field except when it is used as material for a Summon, you can Special Summon 1 "The Planet Neptune" from your hand. You can only use this effect of "The Planet Uranus" once per turn.

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The Planet Neptune

Level 8 Wind Wyrm

ATK/3200  DEF/2200

Cannot be Normal Summoned or Set. Must first be Special Summoned by the effect of "The Planet Uranus", and cannot be Special Summoned by other ways. When this card is Special Summoned, you can add 1 "The Celestial Sun" from your deck to your hand. Once per turn, you can add 1 "The Moon Triton" from your deck to your hand. When this card leaves the field except when it is used as material for a Summon, you can Special Summon 1 "The Celestial Sun" from your hand. You can only use this effect of "The Planet Neptune" once per turn.

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The Dwarf Planet Pluto

Level 1 Water Rock

ATK/100  DEF/100

When this card is Summoned, destroy this card. When this card is destroyed by a card effect, you can Special Summon 1 Rock "The Planet" card from your deck. You can only use this effect of "The Dwarf Planet Pluto" once per turn.

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The Celestial Sun

Level 12 Fire Pyro

ATK/3800  DEF/2800

Cannot be Normal Summoned or Set. Must first be Special Summoned by the effect of "The Planet Neptune", and cannot be Special Summoned by other ways. When this card is Special Summoned, send all cards your opponent controls to the GY, then your opponent takes 1000 damage for each card sent to the GY by this effect. when this card leaves the field, you can Special Summon 1 "The Galaxy" Xyz Monster from the extra deck and if you do, attach this card to that monster. You can only use this effect of "The Celestial Sun" once per turn.

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The Celestial Betelgeuse

Level 12 Light Wyrm

ATK/3500  DEF/2500

Cannot be Normal Summoned or Set. You can Special Summon this card from your hand by banishing 1 "The Moon" card, and 1 "The Planet" card from your hand. When this card is Special Summoned, your opponent cannot activate card effects until the End Phase of your opponents turn. Once per turn, you can banish 1 "The Celestial" monster from your GY, to target 1 monster in your opponents GY, Special Summon it to your side of the field.

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The Celestial UI Scuti

Level 12 Pyro Wyrm

ATK/4000  DEF/3000

Cannot be Normal Summoned or Set. Must first be Special Summoned by its own effect and cannot be Special Summoned by other ways. This cards Summon cannot be negated. When this card is Special Summoned, cards and effects cannot be activated. If the card "Supernova" resolves, you can Special Summon this card from your hand, deck, GY, or Banished Zone. Once per Duel, you can banish all monsters in your opponents deck face-down, then this card gains 100 ATK for each card banished by this effect. The effects of this card cannot be negated.

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The Pulsar Vela

Level 10 Light Wyrm

ATK/1500  DEF/0

If you control another "The Planet" Monster on the field, you can Special Summon this card from your hand. When this card is Special Summoned, your opponent cannot activate Spell or Trap cards until the end of this turn. Once per turn, you can Tribute this card, Special Summon 1 "The Planet" Monster from your deck and if you do, draw 2 cards, then discard 1 card. You can only use this effect of "The Pulsar Vela" once per turn.

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The Black Hole Sagittarius

Level 12 Light Wyrm

ATK/0  DEF/0

Cannot be Normal Summoned or Set. You can Special Summon this card from your hand by banishing 1 "The Planet" Monster from your hand. Cannot be destroyed by battle or card effects. Once per turn, you can target 1 Monster your opponent controls, equip that target to this card (Max 2), and if you do, this card gains ATK and DEF equal to half of the targets ATK and DEF. If your opponent activates a card effect in the hand, you can send 1 Equip card that's equipped to this card to the GY to negate the activation and if you do, destroy it. You can only use this effect of "The Black Hole Sagittarius" once per turn.

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The Galaxy Milky Way

Rank 12 Light Wyrm

ATK/4100  DEF/3100

2 Level 12 "The Celestial" Monsters

Once per turn, you can detach 1 Xyz Material from this card; banish all cards in your opponents extra deck face-down, then inflict 500 damage to your opponent for each card banished by this effect.

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The Galaxy Andromeda

Rank 12 Light Wyrm

ATK/4200  DEF/3200

2 Level 12 "The Celestial" Monsters

Once per turn, you can detach 1 Xyz Material from this card; Banish all other cards on the field face-down, then both players draw cards equal to the amount of cards that was banished by this effect.

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The Moon Luna

Equip Spell

You can only Equip this card to "The Planet Earth". The equipped monster gains 800 ATK, and is unaffected by Spell effects.

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The Moon Phobos

Equip Spell

You can only Equip this card to "The Planet Mars". The equipped monster gains 800 ATK and can make a second attack during each Battle Phase.

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The Moon Deimos

Equip Spell

You can only Equip this card to "The Planet Mars". The equipped monster gains 800 ATK. When the equipped monster battles an opponents monster, destroy it before the Damage Step.

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The Moon Io

Equip Spell

You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, you can target 1 Monster your opponent controls, destroy it.

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The Moon Europa

Equip Spell

You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, you can target 1 Spell/Trap card your opponent controls, destroy it.

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The Moon Ganymede

Equip Spell

You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, you can randomly send 1 card in your opponents hand to the GY.

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The Moon Callisto

Equip Spell

You can only Equip this card to "The Planet Jupiter". The equipped monster gains 800 ATK. Once per turn, when an effect is activated in the GY, negate the activation and if you do, banish it.

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The Moon Titan

Equip Spell

You can only Equip this card to "The Planet Saturn". The equipped monster gains 800 ATK and is unaffected by Trap effects.

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The Moon Enceladus

Equip Spell

You can only Equip this card to "The Planet Saturn". The equipped monster gains 800 ATK and is unaffected by Monster effects.

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The Moon Titania

Equip Spell

You can only Equip this card to "The Planet Uranus". The equipped monster gains 800 ATK. Once per turn, you can add 1 "The Planet" card from your GY to your hand.

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The Moon Miranda

Equip Spell

You can only Equip this card to "The Planet Uranus". The equipped monster gains 800 ATK. Once per turn, you can add 1 "The Moon" card from your GY to your hand.

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The Moon Triton

Equip Spell

You can only Equip this card to "The Planet Neptune". The equipped monster gains 800 ATK. Once per turn, you can target 2 cards your opponent controls, destroy it.

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The Rocky Planets

 Quick-Play Spell Card

(This card is always treated as a "The Planet" card). Discard 2 cards, then Special Summon 4 Earth attribute "The Planet" Monsters from your deck in defense position. You can only activate 1 "The Rocky Planets" per turn.

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The Gas Giants

Quick-Play Spell Card

(This card is always treated as a "The Planet" card). Discard 3 Wyrm "The Planet" Monsters, then Special Summon 2 Wyrm "The Planet" Monsters from the deck in defense position. You can only activate 1 "The Gas Giants" per turn.

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Supernova

Normal Spell Card

(This card is always treated as a "The Planet" card). You can activate this card if you have 8 "The Planet" cards with different names in your GY. Banish all "The Planet" cards from your GY, then destroy up to 20 cards in your opponents deck and if you do, half the ATK of your opponents monsters and if your opponent summons monsters, half the ATK of the summoned monsters (These effects last for the rest of this duel). Your opponent cannot activate card effects in the GY that was destroyed by this effect for the rest of this duel.

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Oort Cloud

Field Spell Card

When this card is activated, you can either add 1 "The Moon" card from your deck to your hand, or send 1 "The Moon" card from your deck to your GY. "The Planet" cards you control cannot be targeted by an opponents card effects. Once per turn you can banish 1 "The Moon" from your GY, then target 1 "The Planet" card you control, it gains the effects of that card. When this card is destroyed by an opponents card effect, you can set 1 "Oort Cloud" directly from your deck to your Spell & Trap Zone.

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Solar Winds

Continuous Trap Card

When this card is activated, you can add 1 "The Planet" card from your deck to your hand. During each Standby Phase, monsters your opponent controls loses 500 ATK and DEF. Monsters on the field whos ATK is 1000 or Below are destroyed. When this card is destroyed by an opponents card effect, destroy 1 card in your opponents hand.

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Gamma Ray Burst

Counter Trap Card

When a Monster, Spell or Trap effect is activated; banish 1 "The Planet' card or 1 "The Moon" card from your hand or GY; negate the activation, and if you do, banish it, and if you do that, your opponent cannot activate cards with that name for the rest of this duel.

Miranda Card.jpg

Titania Card.jpg

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Well, damn, this is cute. I remember back in my days at high school I was pretty interested in planets and outer space in general. I'm kinda outraged Pluto is not around xD. Yeah yeah, I know it was demoted from being a planet many years ago and, AFAIK, that hasn't been reversed. Back in my days, it was a planet, so the absence hurts.

The archetype is pretty simple, and partly effective, but has some important flaws. The equipments are all over the place, one or two for each planet. That's no good. Reason being, it is rather likely the equipment will be dead in the hand if you don't have quick access to the correspondent planet. Yep, there's a chain of Summoning -> Searching - Leaving the field - Special Summoning, but that's relatively brittle and easy to interrupt by the opponent. If it were me, I'd allow the whole archetype to be equipped by the moons. Evidently, this works against the flavour, having each satellite be equipped only to the planet it belongs IRL. The flavour is nice, in competitive environment, it is not.

Now, I have an issue with the big boys of the archetype. You might think their extremely powerful effects are balanced by the difficulty of Summoning, which is not the case. Neptune can be Summoned with great ease, in part due to "The Gas Giants". but on top of that, all of these guys activate their effects when "they leave the field", meaning, you can just use a Planet as material for a Link 1, Special Summon the next, use it along with the Link, Summon a Link 2, etc, until you get the Sun, which has an extremely overpowered effect that can kill the opponent in one shot at a bad moment. On top of that, we got the Milky Way. Even if the opponent survives the Sun's effect, you just make this card leave the field with another Summon, or heck, even a Compulsory or Dark Hole will do), Summon Milky Way, banish all monsters in the opponent's Extra Deck and inflict 7500 (max.) dmg in the process.

In short, the big boys need harder clauses. Something like: If this card leaves the field, except if it is used as material for a Summon should help with the balance of the archetype.

I see you're new to the site, so welcome and enjoy your stay n.n. Remember that all critique is given with good intention so your cards are the best self possible :)

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@Rayfield Lumina Yep thx for the critique. I have always been a huge fan of space in general, so I thought, why not make an whole Archetype about it. Looking back at it, maybe i should of added a harsher restriction to Neptune, since that card is needed to summon the sun, which is the main win condition of this archetype, and the milky way card is more of a win more card than anything else. I like your method of "If this card leaves the field, except if it is used as material for a Summon", That would make the planets not float so easily. For Neptune, it should definitely be "Can only be Special Summoned by the effect of "The Planet Uranus" and cannot be Special Summoned by other ways", just like the Sun. 

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9 minutes ago, The Fallen Tortle said:

@Rayfield Lumina Yep thx for the critique. I have always been a huge fan of space in general, so I thought, why not make an whole Archetype about it. Looking back at it, maybe i should of added a harsher restriction to Neptune, since that card is needed to summon the sun, which is the main win condition of this archetype, and the milky way card is more of a win more card than anything else. I like your method of "If this card leaves the field, except if it is used as material for a Summon", That would make the planets not float so easily. For Neptune, it should definitely be "Can only be Special Summoned by the effect of "The Planet Uranus" and cannot be Special Summoned by other ways", just like the Sun. 

You're welcome. And yeah, that should probably help a lot with the floating, making the overall archetype more balanced.

Also, as I was saying earlier, making the equipment so they can be given to any planet would be very useful in general. I can understand why you wouldn't change this, as it goes against the reality of the cards, but I'd probably go wilder and make something like "Vagrant Satellite - Insert name for the Satellite here". As if the planet's gravity caught the satellite and that's why it becomes equipped to it. Note that I'm not saying just make all equipment generic, or we'll have Neptune attacking twice with an effect equal to Phobos xD. You can play to avoid this kind of situation, with stuff such as "Can only be equipped to a "Planet" monster. It is unaffected by your opponent's monster effects. If the monster equipped with this card has 2000 or less ATK, it can make a second attack during each Battle Phase." Ah well, just some funny suggestions n.n

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  • The Fallen Tortle changed the title to The Planets Archetype. Is it Viable? (Updated)
  • The Fallen Tortle changed the title to The Planets Archetype. Is it Viable? (Finished)
30 minutes ago, The Fallen Tortle said:

Another 5 cards have been added

The Celestial Betelgeuse - Monster

The Celestial UI Scuti - Monster

The Pulsar Vela - Monster

The Galaxy Andromeda - Monster

Gamma Ray Burst - Counter Trap

For the future, please refrain from posting more than a month from the last reply or post in a Custom Card thread.

You can always repost your set with the additional support and fixes.

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The mods don't mind if you necrobump your threads but they do prefer that you have updates as opposed to just bumping the thread.

Honestly, I think a complete solar system is viable if done correctly. But it appears that your recent update has strayed from the solar system and started borrowing from other areas of the galaxy/universe.

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3 hours ago, Horu said:

The mods don't mind if you necrobump your threads but they do prefer that you have updates as opposed to just bumping the thread.

Um horu, dont sent mixed signals.

Original poster still subjected to warning because while they have rights to "revive" their thread, this poster revive the ones thats already on the brink on being archive which pretty much still counts as necrobump. So to prevent potential spam and immortal threads he better of repost entire thing as new post instead as nyx instructed

Heck im doing it too with my stuff not that long ago

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3 hours ago, Dokutah Jolly said:

Um horu, dont sent mixed signals.

Original poster still subjected to warning because while they have rights to "revive" their thread, this poster revive the ones thats already on the brink on being archive which pretty much still counts as necrobump. So to prevent potential spam and immortal threads he better of repost entire thing as new post instead as nyx instructed

Heck im doing it too with my stuff not that long ago

Fair enough. I was more suggesting that adding some sort of update was a better option than just bumping the thread. I usually avoid bumping anything if I honestly forgot it existed (best method ever), even if I do forget about within a week if no one else comments on it.

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