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Hungry Like the Wolf - New Archetpe [16/16] Complete!


MickeyDee
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Thanks to @ITSUKOSOADO for helping talk out ideas for this archetype. These guys mechanics are based on the idea that they are human during your turn, but turn into werewolves during your opponents. The odd pseudo-spirit consequence of them will be tempered with Pendulum monsters and support but I just wanted to get the footsoldiers out so we can discuss mechanics to balance them and make sure they work the way they are supposed to. I'm very uncertain about what having so many monsters with the "your opponent must attack this monster if able" line. It is supposed to represent the werewolf ferocity so they can effectively attack on your opponent's turn but I'm not sure if it would work that way with OCG grammar.

 

Wolfmoon Ranger - EARTH Beast-Warrior ** 1000/400

image.png.3f9aa4703026ea1c8ff6dc40f720286f.png

This card is treated as a Normal Monster in your possession. While on your opponent's turn, this card is treated as an Effect monster with the following effect:

• All Attack position monsters must attack if possible. Once per turn: lower the ATK of 1 monster your opponent controls by 1000 and negate its effect until the end of this turn. When that monster is destroyed in battle: draw 1 card.

 

Wolfmoon Huntsman - EARTH Beast-Warrior ** 1100/600

image.png.782c9658288880dcba145e4d0f72fc24.png

This card is treated as a Normal Monster in your possession. While on your opponent's turn, this card is treated as an Effect monster with the following effect:

• All Attack position monsters must attack if possible. Destroy any monster that battles this card at the start of the damage step. Then inflict damage to your opponent equal to that monster’s Level/ Rank x 100.

 

Wolfmoon Tracker - EARTH Beast-Warrior ** 900/700

image.png.76591e2208397e549aa827de4e682c3a.png

This card is treated as a Normal Monster in your possession. While on your opponent's turn, this card is treated as an Effect monster with the following effect:

• All Attack position monsters must attack if possible. Your opponent must Set Spell Cards before activating them and cannot activate them until after their End Phase. When this card inflicts battle damage: destroy 1 Spell/Trap your opponent controls.

 

Wolfmoon Packmaster - EARTH Beast-Warrior *** 1200/1000

image.png.169e9642c59349a619fcc19513ddc3c8.png

This card is treated as a Normal Monster in your possession. While on your opponent's turn, this card is treated as an Effect monster with the following effect:

• All Attack position monsters must attack if possible. Once per turn; when your opponent attacks a “Wolfmoon” monster: send 1 Level 3 or lower Beast monster from your deck to your GY; increase this card’s ATK by that monster’s.

 

Wolfmoon Berserker - EARTH Beast-Warrior *** 1500/100

image.png.fb77082043a1ac5d84d528e3de9120c8.png

This card is treated as a Normal Monster in your possession. While on your opponent's turn, this card is treated as an Effect monster with the following effect:

• All Attack position monsters must attack if possible. If this card destroys an opponent’s monster in battle: inflict damage to your opponent equal to that monster’s ATK.

 

Wolfmoon Sage - EARTH Beast ** 700/300

image.png.d5e5e27afce63cc92c0675cc904c90b7.png

4 < Normal monsters you control cannot be destroyed by card effects.> 4

This card is treated as a Normal Monster in your possession. While on your opponent's turn, this card is treated as an Effect monster with the following effect:

• All Attack position monsters must attack if possible. Increase the ATK of all Beast monsters you control by 200 x the number of "Wolfmoon" monsters you control.

 

Wolfmoon Priestess - EARTH Beast ** 600/1200

image.png.b4929edf7951e7fb3857c5840175a7f0.png

1 < Normal monsters you control cannot be targeted by your opponent's card effects. >1

This card is treated as a Normal Monster in your possession. While on your opponent's turn, this card is treated as an Effect monster with the following effect:

• All Attack position monsters must attack if possible. Once per turn when a Level 3 or lower Beast monsters would be destroyed in battle; it is not and you take no battle damage from battles involving them.

 

Night of the Wolfmoon - Field

image.png.1f376efb18985f7fb5414572a4c1e1d0.png

When this card is activated: add 1"Wolfmoon" Ritual Spell to your hand.  "Wolfmoon" monsters on the field are treated as effect monsters. Neither player can set monsters or switch monsters into defense position. During your opponent's turn: you select their attack targets.

 

Wolfmoon Pack Instincts - Continuous Spell

image.png.5e729218125fbc31d6874df1a1b3a5ca.png

The first time your opponent takes battle damage each turn: add 1 Level 3 or lower Beast monster from your deck to your hand.

 

Wolfmoon Ferocity  - Counter Trap

image.png.8245aad17f915db4ff89d8cccf66b5ac.png

When an opponent activates a card effect during their Main Phase 1: tribute 1 "Wolfmoon" monster; negate the effect and destroy it.

 

Wolfmoon Battle Howl - Quick Play Spell

image.png.52527678436f4487df1b2c2d5d597e5c.png

Lower the ATK of one monster your opponent controls by the ATK of one "Wolfmoon" monster you control. That monster must attack first on your opponent's next Battle Phase and you select its attack target. You can only activate 1 "Wolfmoon Battle Howl" per turn.

 

Fortunate Wolfmoon - Ritual Spell

image.png.da871e92ac8eaafc09b48025080225ff.png

This card is used to Ritual Summon any "Wolfmoon" Ritual monster. You must also tribute monsters from your field or hand whose Levels exceed the Level of the "Wolfmoon" monster you wish to summon. Then, if all the monsters tributed by this card were Normal Monsters; add them to your hand during your End Phase.

 

Hunter's Wolfmoon - Ritual Spell

image.png.e8df4e9370bd4d4cb535d1a198eb2d44.png

This card is used to Ritual Summon any "Wolfmoon" Ritual monster. You must also tribute monsters from your field or hand whose Levels exceed the Level of the "Wolfmoon" monster you wish to summon. You may activate this card from your hand during your opponent's turn after they take battle or effect damage from a "Wolfmoon" monster.

 

Shifting Wolfmoon Warwolf - EARTH Beast-Warrior ****** 2500/2500

image.png.b455a67614096663b5d8e4fbc8e3df5a.png

You can Ritual Summon this card with any “Wolfmoon” Ritual Spell. Once per turn: you can target 1 level 3 or lower Beast monster on the field; double its ATK but destroy it during the next End Phase. If this card is destroyed by an opponent’s card (in battle or by card effect); add 1 Ritual monster or Ritual Spell from your deck to your hand.

 

Black Wolfmoon Warwolf – DARK Beast-Warrior ****** 2600/2400

image.png.02f02cd0a73f7b2bb4d65d3bffecd480.png

You can Ritual Summon this card with any “Wolfmoon” Ritual Spell. Decrease the ATK of monsters your opponent controls by 100 for every Normal Monster in your GY. All monsters your opponent controls must attack this card if possible. This card inflicts double battle damage during your opponent’s turn.

 

Shining Wolfmoon Warwolf – LIGHT Beast-Warrior ****** 2400/2600

image.png.05718052652b86e23fc299d51cc991be.png

You can Ritual Summon this card with any “Wolfmoon” Ritual Spell. All Wolfmoon monsters you control are treated as Effect monsters. The first time you inflict damage each turn: Special summon 1 “Wolfmoon” monster from your GY. Level 3 or lower beast monsters you control cannot be targeted by card effects.

 

 

Edited by MickeyDee
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56 minutes ago, MickeyDee said:

Thanks to @ITSUKOSOADO for helping talk out ideas for this archetype. These guys mechanics are based on the idea that they are human during your turn, but turn into werewolves during your opponents. The odd pseudo-spirit consequence of them will be tempered with Pendulum monsters and support but I just wanted to get the footsoldiers out so we can discuss mechanics to balance them and make sure they work the way they are supposed to. I'm very uncertain about what having so many monsters with the "your opponent must attack this monster if able" line. It is supposed to represent the werewolf ferocity so they can effectively attack on your opponent's turn but I'm not sure if it would work that way with OCG grammar.

 

Wolfmoon Ranger - EARTH Beast-Warrior ** 1000/400

image.png.4704ec09234c887ad41ebcbd8c7eb615.png

During your turn while this card is face up on the field or when this card is in your hand, deck or GY: treat this card as a Normal Monster. During your opponent's turn, treat this card as an effect monster with the following effect:

•Your opponent must attack this card if possible. Lower the ATK of one monster your opponent controls by 1000 and negate its effect until the end of this turn. When that monster is destroyed in battle: draw 1 card. Return this card to your hand during your opponent's End Phase.

 

Wolfmoon Huntsman - EARTH Beast-Warrior ** 1100/600

image.png.f7abe1852ba9594bf7047a7e10a2e304.png

During your turn while this card is face up on the field or when this card is in your hand, deck or GY: treat this card as a Normal Monster. During your opponent's turn, treat this card as an effect monster with the following effect:

·      Your opponent must attack this card if possible. Destroy any monster that battles this card at the start of the damage step. Then inflict damage to your opponent equal to that monster’s Level/ Rank x 100. Return this card to your hand during your opponent's End Phase.

 

Wolfmoon Tracker - EARTH Beast-Warrior ** 900/700

image.png.851f1ce77b1afd7a723f80bbdca22848.png

During your turn while this card is face up on the field or when this card is in your hand, deck or GY: treat this card as a Normal Monster. During your opponent's turn, treat this card as an effect monster with the following effect:

• Your opponent must attack this card if possible. Your opponent must Set Spell Cards before activating them and cannot activate them until after their End Phase. When this card inflicts battle damage: destroy 1 Spell/Trap your opponent controls. Return this card to your hand during your opponent's End Phase.

 

Wolfmoon Packmaster - EARTH Beast-Warrior *** 1200/1000

image.png.2b170ea44653aca385c50f9385d7deec.png

During your turn while this card is face up on the field or when this card is in your hand, deck or GY: treat this card as a Normal Monster. During your opponent's turn, treat this card as an effect monster with the following effect:

•           Your opponent must attack this card if possible. Once per turn; when your opponent attacks a “Wolfmoon” monster you control: send 1 “Wolfmoon” monster from your deck to your GY; increase this card’s ATK by that monster’s. Return this card to your hand during your opponent's End Phase.

 

Wolfmoon Berserker - EARTH Beast-Warrior *** 1500/100

image.png.32f39deaa53f38632c12c575b1381dbf.png

During your turn while this card is face up on the field or when this card is in your hand, deck or GY: treat this card as a Normal Monster. During your opponent's turn, treat this card as an effect monster with the following effect:

•           Your opponent must attack this card if possible. If this card destroys an opponent’s monster in battle: inflict damage to your opponent equal to that monster’s ATK. Return this card to your hand during your opponent's End Phase.

Glad to see the finished draft!

All: During your turn treat this card as a Normal Monster. During your opponent's turn, treat this card as an effect monster with the following effect:

Type Beast (I think they need to be beast for the support we talked about)

Ranger: Your opponent must attack this card if possible. Lower the ATK of all monster your opponent controls by 1000 and negate their effect until the end of this turn. Once per turn, If this card destroys a monster in battle: draw 1 card. Return this card to your hand during your opponent's End Phase.

Huntsman: perfect

Tracker: Anti-spell fragrance on a monster nice

Packmaster:  Your opponent must attack this card if possible. Once per turn when your opponent attacks a “Wolfmoon” monster you control: send 1 level 3 or lower Beast monster from your deck to your GY; increase the ATK and DEF of all "Wolfmoon" monsters you control by the sent monster’s level x 400. Return this card to your hand during your opponent's End Phase.

Field spell idea:

Full Moon

If you have 3 or more cards in your hand at the start of your turn you cannot add cards from you deck to your hand. At the start of each battle phase you can special summon any number of level 3 or lower beast from your hand. All battle damage your opponent takes becomes 200. Your opponent cannot set cards or change monsters to Defense. All monsters your opponent controls must attack each level 3 or lower beast you control once each. 

Other ideas

cannot activate monster effects during battle phase if you controlled it at any point during their battle phase (extra deck monster)

add beast from GY to hand (boss monster)

one that allows you to do extra deck plays/ ritual summon after dealing damage.

omni negate during their main phase 1 at cost of tributing a beast

revives a level 3 or lower beast after dealing damage (OPT)

at the cost of a discard after dealing damage a monster special summons a level 3 or lower beast from deck (your main searcher and power card you want)

BIIIIG BOSSS lets them have their effects on your turn

 

 

 

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technically speaking you dont need the clause "During your opponent's turn, treat this card as an effect monster with the following effect:" in conjuction with normal treating effect since it already effect monster to begin with and its not exactly work like Gemini monster. the rest of the effect either already only apply on opponent turn or only require extra wording to clarifiy that it only activate on opponent turn (also it saves the need for text space for further upgrade)

though the other solution for this that it uses Noble Knight's slightly modified clause:

"This card is treated as Normal monster in your possession. While on your opponent turn this card is treated as Effect monster with the following effect"

ah yes thank you konami for possession wording, its a beautiful thing to have you. speaking of it possession is a powerful wording since not only it shorten your text it enable normal monster related effect from anywhere making the deck surprisingly accessible 

however i want to point out that 2 monster with "Your opponent must attack this card if possible." can create attack lockdown as now your opponent forced to attack 1 of them but the other force them to attack it.if you want to force opponent to actually (and able too) attack the correct wording its "All monsters your opponent controls must attack if able"

i do need explanation though, why spirit monster like effect?

Ranger: thats quite powerful quick effect, 1000 cut, negate, and a bonus draw on top of it but what worries me its the lack of opt without it whats stopping you to make all monster atk 0 and negated with potential 5-7 draw?

"Once per turn, During your opponent turn (Quick effect): Target 1 Monster your opponent control; negate its effects and it lose 1000 ATK. also if that monster would be destroyed by battle this turn, Draw 1 card

Huntsman: just straight up blow anything that attack it with a bit of damage, niche to the deck but not bad

Tracker: that spell fragrance effect pretty evil, the pop intended only on feedback-battle damage-only kinda tricky to pull of  but at least the gimmick helps

Packmaster: deceptively strong, as long you dont sent tracker it has quite big stat at the end of resolution. also there quite number of GY related noraml support that can be activated on GY so this card in a way its also a setup card

Berserker: it require ranger and the archetype gimmick but damn that damage potential

 

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Posted (edited)

Thanks everyone. The "only on opponent's turn" makes phrasing their effects very awkward but the errata'd cards should be here tomorrow along with some new ones. Right now, I want to confirm that Ranger was supposed to be "once per turn" but I some how forgot to mention it.

 

Edit: New cards. Also simplified card effects and dropped pseudo spirit aspect. It was supposed to represent them disappearing at daybreak with the Pendulums allowing them to maintain field presence but decided I liked it better with shorter effects and them just transforming on your Standby Phase. Ritual Bosses and support next time then I might end it or add a Link boss eventually.

Edited by MickeyDee
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  • MickeyDee changed the title to Hungry Like the Wolf - New Archetpe [16/16] Complete!

Bumpdated.

 

I've decided that I'm done with these guys for now. Too many projects I want to start to keep adding more and more cards to a single set. Eventually, I'll probably make some kind of booster that will include extra cards for several of my archetypes.

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