Jump to content

A guide to making custom archetypes


Surge77754

Recommended Posts

For ANY archetype most of the time you want 3 copies of whatever you have in your hand to make your plays for your custom archetype.  These include searchers and things that put stuff on the board, and let's not forget the Special summon from deck, which is incredibly powerful. 

You also want to take recycling into consideration which is getting back the resource(s) that were used up.  These include adding from the GY to the hand and Special summoning from the GY.  

Now here's the thing - people say that having a plan to play 1st and 2nd on a custom archetype is nothing to be ashamed of. Why do people play Kaijus - so they have a chance if they are forced to go 2nd.  And having BOTH going 1st and 2nd plays does NOT make an archetype broken.  

And that's a wrap folks - nothing new here, just a final conclusion to this lesson.  Happy designing custom cards.

Edited by Surge77754
Link to comment
Share on other sites

Quote

For ANY archetype most of the time you want 3 copies of whatever you have in your hand to make your plays for your custom archetype.  These include searchers and things that put stuff on the board, and let's not forget the Special summon from deck, which is incredibly powerful. 

You also want to take recycling into consideration which is getting back the resource(s) that were used up.  These include adding from the GY to the hand and Special summoning from the GY.  

Now here's the thing - people say that having a plan to play 1st and 2nd on a custom archetype is nothing to be ashamed of. Why do people play Kaijus - so they have a chance if they are forced to go 2nd.  And having BOTH going 1st and 2nd plays does NOT make an archetype broken. 

While I agree that every deck should have some degree of recovery, search, etc. Each deck should focus mainly on one aspect - that's how different playstyles are developed. Control strategies primarily consist of interruption and removal, combo strategies are primarily searching and summoning, grind (for lack of a better term) strategies focus on recovering resources.

You can also have combinations of these, but it shouldn't do anything as effectively as a deck that focuses entirely on one thing. For example, midrange is a combination of combo and control, but it doesn't search and summon as much as combo strategies, and it doesn't have as much removal and interruption as control strategies.

The problem arises when a deck can do more than one these things without sacrificing power. For example, a combo deck that puts out as much interruption as a control deck and has as much recovery as a grind deck, is broken beyond belief. Meta decks tend to do exactly this, and it's the reason they become so dominant.

Of course, the 3 classes I described aren't the only playstyles. There's milling strategies, burn strategies, alternate win conditions, so on and so forth, but the same applies to these. A deck should either do one thing really well, or multiple things but not as good. A deck should never do more than one thing, and still do it as effectively as a deck that focuses on that one thing.

Edit: I thought I should give some examples of decks that do this and why they're problematic.

First, Kashtira can search and summon as much as any other combo deck, and it can also mill better than Runick (which is primarily a mill deck), and it has as much control as Subterrors, and Shangri-la also has protection, and Ariseheart is a GY floodgate and has high ATK. The fact Kashtira can do so many things without sacrificing power in any of them is what makes it so oppressive.

Tearlaments are also guilty of this: it's a combo deck, where you shuffle back the materials so they can be used again, Rulkallos and Kaleidoheart both revive for no cost, and on top of all that, Rulkallos and Kaleidoheart are both forms of disruption with high ATK. Tearlaments can do combo, control, AND recovery without sacrificing in any of those.

This one was never meta, but it's hated for the same reasons as the other 2. Runick is a mill strategy, with some control elements. If that was it, it would actually be fine. The problem is that they threw in the Runick Fountain, which makes it so Runick never runs out of resources, in addition to fusion monsters that are extremely easy to summon and protect the field spell. You see, Runick is toxic because Konami crossed the line and give it one too many things, just like Tearlaments and Kashtira.

Edited by KH911
  • Like 1
Link to comment
Share on other sites

19 hours ago, KH911 said:

While I agree that every deck should have some degree of recovery, search, etc. Each deck should focus mainly on one aspect - that's how different playstyles are developed. Control strategies primarily consist of interruption and removal, combo strategies are primarily searching and summoning, grind (for lack of a better term) strategies focus on recovering resources.

You can also have combinations of these, but it shouldn't do anything as effectively as a deck that focuses entirely on one thing. For example, midrange is a combination of combo and control, but it doesn't search and summon as much as combo strategies, and it doesn't have as much removal and interruption as control strategies.

The problem arises when a deck can do more than one these things without sacrificing power. For example, a combo deck that puts out as much interruption as a control deck and has as much recovery as a grind deck, is broken beyond belief. Meta decks tend to do exactly this, and it's the reason they become so dominant.

Of course, the 3 classes I described aren't the only playstyles. There's milling strategies, burn strategies, alternate win conditions, so on and so forth, but the same applies to these. A deck should either do one thing really well, or multiple things but not as good. A deck should never do more than one thing, and still do it as effectively as a deck that focuses on that one thing.

Edit: I thought I should give some examples of decks that do this and why they're problematic.

First, Kashtira can search and summon as much as any other combo deck, and it can also mill better than Runick (which is primarily a mill deck), and it has as much control as Subterrors, and Shangri-la also has protection, and Ariseheart is a GY floodgate and has high ATK. The fact Kashtira can do so many things without sacrificing power in any of them is what makes it so oppressive.

Tearlaments are also guilty of this: it's a combo deck, where you shuffle back the materials so they can be used again, Rulkallos and Kaleidoheart both revive for no cost, and on top of all that, Rulkallos and Kaleidoheart are both forms of disruption with high ATK. Tearlaments can do combo, control, AND recovery without sacrificing in any of those.

This one was never meta, but it's hated for the same reasons as the other 2. Runick is a mill strategy, with some control elements. If that was it, it would actually be fine. The problem is that they threw in the Runick Fountain, which makes it so Runick never runs out of resources, in addition to fusion monsters that are extremely easy to summon and protect the field spell. You see, Runick is toxic because Konami crossed the line and give it one too many things, just like Tearlaments and Kashtira.

For burn based strategies, you do NOT want to make an FTK.  Look at Trickstar - it is the very first burn based archetype in the TCG.  Every card in the archetype focuses on slowly using Sparks (inflict 200 dmg) on the opponent.  If we were to look at the game as a whole - that would require 40 turns to cause an FTK which is very impossible to do.  Hence, one can say Trickstar is very reasonable in card design.  

When making customs, you do NOT want to copy the meta due to the aforementioned reasons that you said.  Copying the meta makes you no better than a toxic player who only designs cards to win.  

 

 

 

Edited by Surge77754
Link to comment
Share on other sites

On 5/2/2023 at 9:16 PM, KH911 said:

While I agree that every deck should have some degree of recovery, search, etc. Each deck should focus mainly on one aspect - that's how different playstyles are developed. Control strategies primarily consist of interruption and removal, combo strategies are primarily searching and summoning, grind (for lack of a better term) strategies focus on recovering resources.

You can also have combinations of these, but it shouldn't do anything as effectively as a deck that focuses entirely on one thing. For example, midrange is a combination of combo and control, but it doesn't search and summon as much as combo strategies, and it doesn't have as much removal and interruption as control strategies.

The problem arises when a deck can do more than one these things without sacrificing power. For example, a combo deck that puts out as much interruption as a control deck and has as much recovery as a grind deck, is broken beyond belief. Meta decks tend to do exactly this, and it's the reason they become so dominant.

Of course, the 3 classes I described aren't the only playstyles. There's milling strategies, burn strategies, alternate win conditions, so on and so forth, but the same applies to these. A deck should either do one thing really well, or multiple things but not as good. A deck should never do more than one thing, and still do it as effectively as a deck that focuses on that one thing.

Edit: I thought I should give some examples of decks that do this and why they're problematic.

First, Kashtira can search and summon as much as any other combo deck, and it can also mill better than Runick (which is primarily a mill deck), and it has as much control as Subterrors, and Shangri-la also has protection, and Ariseheart is a GY floodgate and has high ATK. The fact Kashtira can do so many things without sacrificing power in any of them is what makes it so oppressive.

Tearlaments are also guilty of this: it's a combo deck, where you shuffle back the materials so they can be used again, Rulkallos and Kaleidoheart both revive for no cost, and on top of all that, Rulkallos and Kaleidoheart are both forms of disruption with high ATK. Tearlaments can do combo, control, AND recovery without sacrificing in any of those.

This one was never meta, but it's hated for the same reasons as the other 2. Runick is a mill strategy, with some control elements. If that was it, it would actually be fine. The problem is that they threw in the Runick Fountain, which makes it so Runick never runs out of resources, in addition to fusion monsters that are extremely easy to summon and protect the field spell. You see, Runick is toxic because Konami crossed the line and give it one too many things, just like Tearlaments and Kashtira.

The main point of this post is to make an archetype that does one thing and one thing only otherwise you aren't any better than one who wants to show their toxicity to yugioh custom cards as a whole.

Sure one can brainstorm many ideas for an archetype, but you have to keep in mind your opponent has to play as well. 

Edited by Surge77754
Link to comment
Share on other sites

Here's another idea - putting counters on the field.  Then you can look at Spellbooks, Venom, Alien as examples.  But the important thing you should ask yourself is what the significance of the counters is.  

If you are putting counters on the opponent's monsters, ask yourself what you are trying to accomplish by putting counters on the opponent's monsters. Keep in mind that this is a going 2nd strategy because you need to work with a set board to do so.  Once you have answered this, make the mechanic and have every card in the archetype utilize said mechanic.  

Regardless of idea, all archetypes should do one thing and one thing only.  

 

Link to comment
Share on other sites

On 5/2/2023 at 9:16 PM, KH911 said:

While I agree that every deck should have some degree of recovery, search, etc. Each deck should focus mainly on one aspect - that's how different playstyles are developed. Control strategies primarily consist of interruption and removal, combo strategies are primarily searching and summoning, grind (for lack of a better term) strategies focus on recovering resources.

You can also have combinations of these, but it shouldn't do anything as effectively as a deck that focuses entirely on one thing. For example, midrange is a combination of combo and control, but it doesn't search and summon as much as combo strategies, and it doesn't have as much removal and interruption as control strategies.

The problem arises when a deck can do more than one these things without sacrificing power. For example, a combo deck that puts out as much interruption as a control deck and has as much recovery as a grind deck, is broken beyond belief. Meta decks tend to do exactly this, and it's the reason they become so dominant.

Of course, the 3 classes I described aren't the only playstyles. There's milling strategies, burn strategies, alternate win conditions, so on and so forth, but the same applies to these. A deck should either do one thing really well, or multiple things but not as good. A deck should never do more than one thing, and still do it as effectively as a deck that focuses on that one thing.

Edit: I thought I should give some examples of decks that do this and why they're problematic.

First, Kashtira can search and summon as much as any other combo deck, and it can also mill better than Runick (which is primarily a mill deck), and it has as much control as Subterrors, and Shangri-la also has protection, and Ariseheart is a GY floodgate and has high ATK. The fact Kashtira can do so many things without sacrificing power in any of them is what makes it so oppressive.

Tearlaments are also guilty of this: it's a combo deck, where you shuffle back the materials so they can be used again, Rulkallos and Kaleidoheart both revive for no cost, and on top of all that, Rulkallos and Kaleidoheart are both forms of disruption with high ATK. Tearlaments can do combo, control, AND recovery without sacrificing in any of those.

This one was never meta, but it's hated for the same reasons as the other 2. Runick is a mill strategy, with some control elements. If that was it, it would actually be fine. The problem is that they threw in the Runick Fountain, which makes it so Runick never runs out of resources, in addition to fusion monsters that are extremely easy to summon and protect the field spell. You see, Runick is toxic because Konami crossed the line and give it one too many things, just like Tearlaments and Kashtira.

Exactly as you said, Kashtira's end board is very oppressive to the point where playing against it feels like a sucker punch.  

Link to comment
Share on other sites

The bottom line is that you want to avoid the TCG meta when making custom cards.  And also, archetypes should focus on one mechanic and stick with that mechanic (e.g. Union monsters with Level Manipulation that have Synchro Union monsters).  In the Synchro Union monster archetype, the main deck Unions work together with the Synchro Union to create something truly spectacular. 

 

 

 

Edited by Surge77754
Link to comment
Share on other sites

  • 2 months later...
  • 7 months later...
8 hours ago, Tanner Crumley said:

This is meta so many cards have the negative effect of having cards be banished and it can grab a solem or anything else you needs 

Agreed ... but executing this card's effect requires timing.
Imperial Iron Wall and Artifact Lance are perfect counters to this card's effect!!

Link to comment
Share on other sites

So one other thing I have noticed in many custom card design is that people want to copy the yugioh TCG meta into their custom card design.  The is problematic because if you do this, you aren't showing originality, and people would rather play the original rather than your custom cards, and second of all , sometimes trying to beat the meta makes you as bad as the toxic TCG Meta.

 

Link to comment
Share on other sites

21 hours ago, Tanner Crumley said:

I thought since flooanges were good other banish decks could to since there’s not that many I thought it would be cool

Indeed ... making a banish based deck would be cool.  You can base it on flooanges but do not exactly copy it.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...