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Dragon Quest 1 Themed Archetype: JRPG-Style Gimmick!!! (25/?? Cards Archetype)


Nede
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(https://www.youtube.com/watch?v=waH3uNlwMo4&t=53s)

DRAGON QUEST

"Dragon Quest, also known as Dragon Warrior prior to 2003, is a series of Japanese fantasy role-playing video games made by Square Enix, with character designs by Dragon Ball manga artist Akira Toriyama. The games typically follow a prophesied Hero on a quest to save the world from a powerful demon or Dragonlord; this is balanced with humour and comical-looking monsters for an overall lighthearted tone. There are recurring elements and monsters such as the Slime, Rockbomb, and Chimaera, but no direct continuity between games." (Dragon Quest Wiki)

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Hey all, I just finished a very demanding and tiring work, so I decided to reward myself by playing Dragon Quest games, starting with the first one of the series. The game was made in 1986 I believe, it was simple and short but was fun as heck because I could complete it in one sitting. The whole story was so straightforward and it inspired me to create Yugioh cards based of it. The Hero must defeat Dragonlord to bring peace to Alefgard, so he started going on his journey, defeating monsters, discovering new weapons and item, and becoming strong enough to defeat the Dragonlord. And for the cards, I tried implementing the JRPG concept by having the "Hero" (Monster Card) that keeps "leveling up" (Monster Cards) by defeating "Monsters of Alefgard" (Monster Cards) with the help of his "Items, Weapons, and support of the people of Alefgard" (Monsters, Spells, and Traps) to finally be able to defeat "Dragonlord" (Monster Cards) and "bring peace to the world" (Win the duel). I tried my best to make it as JRPG and Dragon Quest 1 as possible, but I had to compromise a bit here and there to made it more sense and hopefully competitive.

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PART 1 : HUMBLE BEGINNING

After Dragonlord took over Alefgard and placed the world under his command by instilling fear to the people of Alefgard with monster he summoned to this world, Hero, Descendant of the Legendary Savior Erdrick, decided to stop Dragonlord and his wrongdoings to finally be able to regain back the peace Alefgard once had. He also made a vow to King Lorik of Alefgard to save Princess Gwaelin that was captured by Dragonlord. And so, he finally took his first step to his grandiose adventure without knowing what lies ahead...

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  • Hero of Alefgard
    LIGHT/Link-1
    Warrior/Link/Effect
    ATK/500
    1 monster
    When this card is Special Summoned: Add 1 "World of Alefgard" from your Deck or GY to your hand. Once per turn, you can Special Summon 1 "Blue Slime of Alefgard" from your Deck or GY to your zone this card points to. You can send this card with 2 Slime Counters (Quick Effect): Special Summon 1 "Armored Hero of Alefgard" from your Extra Deck or GY. You can only use each effect of "Hero of Alefgard" once per turn.
    (The Hero starts his journey, with only Plain Clothes and Dagger, discovering the World of Alefgard to become stronger)
     
  • World of Alefgard
    Field Spell Card
    "Hero of Alefgard" monsters you control gain 100 ATK. If this card would be sent to the GY: You can return 1 "Hero of Alefgard" Link Monster from your GY to your Extra Deck; shuffle this card into your Deck. You can use each of the following effects of "Alefgard" once per turn.
    ● Add 1 "Alefgard" or "Tantegel" from your Deck to your Hand, except "World of Alegard".
    ● Add 1 "Hero's Item" or "Hero's Spell" from your Deck to your Hand.
    (The world that still full of mystery where our hero meets new people and new discoveries but also new enemies)
     
  • Blue Slime of Alefgard
    WATER/Level 1
    Aqua/Effect
    ATK/100 DEF/0
    (Quick Effect) You can send this card from your field or hand to the GY to target 1 face-up "Hero of Alefgard" monster on your side of the field: It gains 1 Slime Counter. Monsters on the field gains 1000 ATK for each Slime Counter on it.
    (One of the first enemies Hero encountered and it made him learned how to fight and became stronger)

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PART 2 : THE GRAND ADVENTURE

Hero gradually becomes stronger, as he slays more and more dangerous monsters that dared to stand on his path. Along the way, he found various Weapons, Armors, and Items that would help him on his journey. One day, he met the Stone Golem. It looked very strong, unlike opponents he faced before, is he ready to take on the Stone Golem?

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  • Armored Hero of Alefgard
    LIGHT/Level 4
    Warrior/Fuson/Effect
    ATK/2000 DEF/2000
    Must be Special Summoned with the effect of "Hero of Alefgard". When this card is Special Summoned: Add 1 "Stone Golem of Alefgard" and 1 "Hero's Item" card from your Deck or GY to your hand. You can send this card with 1 Golem Counter (Quick Effect): Special Summon 1 "Magical Hero of Alefgard" from your Extra Deck or GY. You can only use each effect of "Armored Hero of Alefgard" once per turn.
    (Discovered new armors, weapons, and items, Hero has became stronger)
     
  • Stone Golem of Alefgard
    WATER/Level 6
    Rock/Effect
    ATK/2200 DEF/2400
    (Quick Effect) You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by battle: Place 1 Golem Counter on the monster that destroyed it. Monsters on the field gains 1000 ATK for each Golem Counter on it. You can only use each effect of "Stone Golem of Alefgard" once per turn.
    (Strong and sturdy, the Stone Golem blocked Hero's path on his journey but it must be defeated for Hero to be able to move forward)
     

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  • Hero's Item - Fire Blade
    Equip Spell Card
    Increase the ATK of the equipped monster by 1000 points. If the equipped monster destroys a monster by battle, inflict 1000 damage to your opponent. If the equipped monster would be destroyed, you can destroy this card instead.
    (A blade that burns the enemy upon defeating them)
     
  • Hero's Item - Faerie Flute
    Trap Card
    Target 1 face-up monster your opponent controls; negate the effects of that face-up monster while it is on the field, also that face-up monster cannot attack. If you control a "Hero of Alefgard" monster, you can activate this card from your hand.
    (The flute that put enemies to sleep)
     
  • Hero's item - Rainbow Drop
    Quick-Play Spell Card
    You can only activate this card if you control a "Hero of Alefgard" monster: Special Summon 1 "Blue Slime of Alefgard" or "Stone Golem of Alefgard" or "Green Dragon of Alefgard" from your hand, Deck, or GY to your side of the field, but destroy it during the End Phase.
    (An item that bridges the human world and the world of monsters)

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PART 3 : ROAD TO WORLD'S PEACE

Having gone this far on this adventure, he already mastered magic spells he learned throughout his journey. In addition to his powerful Armor and Weapons, his Magic Spells has made him a very formidable warrior in Alefgard. The day has come, is he strong enough to take down the Green Dragon that guards the Dragonlord's Castle?

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  • Magical Hero of Alefgard
    LIGHT/Level 6
    Warrior/Fusion/Effect
    ATK/2400 DEF/1600
    Must be Special Summoned with the effect of "Armored Hero of Alefgard". When this card is Special Summoned: Add 1 "Green Dragon of Alefgard" and 1 "Hero's Spell" card from your Deck or GY to your hand. You can send this card with 1 Dragon Counter (Quick Effect): Special Summon 1 "Legendary Hero of Alefgard" from your Extra Deck or GY. You can only use each effect of "Magical Hero of Alefgard" once per turn.
    (With magic spells up on his sleeves, he has became a formidable warrior in Alefgard)
     
  • Green Dragon of Alefgard
    FIRE/Level 8
    Dragon/Effect
    ATK/3000 DEF/2500
    (Quick Effect) You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 2 monster they control. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by battle: Place 1 Dragon Counter on the monster that destroyed it. Monsters on the field gains 1000 ATK for each Dragon Counter on it. You can only use each effect of "Green Dragon of Alefgard" once per turn.
    (Dragon that guarded the Dragonlord's castle and is ordered by Dragonlord himself to exterminate anyone that dared to step into his castle)

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  • Hero's Spell - Sizzle
    Trap Card
    If you control a "Hero of Alefgard" monster: Destroy all monsters your opponent controls. If you control only 1 face-up monster, you can activate this card from your hand.
    (A spell that burns all enemies that stands on Hero's path)
     
  • Hero's Spel - Snooze
    Trap Card
    If you control a "Hero of Alefgard" monster: Change all face-up monsters your opponent controls to face-down Defense Position. If you control only 1 face-up monster, you can activate this card from your hand.
    (A spell that sends afflicted monsters into magical slumber)

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  • Hero's Spell - Glow
    Trap Card
    If you control only 1 face-up monster, you can activate this card from your hand. If you control a "Hero of Alefgard" monster: Look at your opponent's hand, an if you do, target 1 card in your opponent hand, then activate 1 of these effects depending on the targeted card type.
    ● Monster: It cannot be Summoned and it's effect is negated for the rest of this turn.
    ● Spell/Trap: It cannot be activated for the rest of this turn.
    (A spell that made Hero able to see what was hidden and unseen)
     
  • Hero's Spell - Evac
    Trap Card
    Banish 1 "Hero of Alefgard" monser you control. During either player's turn, you can banish this card form your GY; Special Summon 1 banished "Hero of Alefgard" that was banished by this card. If you control only 1 face-up monster, you can activate this card from your hand.
    (A spell that instantly teleport Hero to safety when he is in danger)
     
  • Hero's Spell - Zoom
    Trap Card
    If you control a "Hero of Alefgard" monster: Shuffle any number of cards from your hand into the Deck, then draw that same number of cards, and if you do, draw 2 cards. If you only control 1 face-up monster, you can activate this card from your hand.
    (A spell that made Hero able to fly to another place in an instant and meeting new people, enemies, and items along the way)

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PART 4 : THE FINAL FIGHT

This is it, the moment he has been waiting for all his life. He carried the world upon his shoulder as he about to face the Dragonlord, rescue the Princess, and bring peace back to Alefgard. He didn't know the fullest extent of the Dragonlord's power or how strong the Dragonlord is, but he believed the will of the People of Alefgard and his unwavering determination is stronger.

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  • Legendary Hero of Alefgard
    LIGHT/Level 8
    Warrior/Fusion/Effect
    ATK/3000 DEF/2500
    Must be Special Summoned with the effect of "Magical Hero of Alefgard". When this card is Special Summoned: Add 1 "Sword of Erdrick" from your Deck or GY to your hand and Special Summon 1 "Princess Gwaelin of Alfgard" from your Extra Deck. Once per turn (Quick Effect), you can add 1 "Hero's Item" or "Hero's Spell" card from your Deck or GY to your hand. There can only be 1 face-up "Legendary Hero of Alefgard" on the field.
    (Supposedly as strong as the Legendary Erdrick, Hero is prepared to take on the Dragonlord with the help of everyone and everything he experienced throughout his journey)
     
  • Sword of Erdrick
    Equip Spell Card
    You can only activate this card to a "Hero of Alefgard" monster. Increase the ATK of the equipped monster by 1000 points. Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card. If the equipped monster would be destroyed, you can destroy this card instead. There can only be 1 face-up "Sword of Erdrick" on the field.
    (The legendary sword that Erdrick himself used to save the world a hundred years ago)

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  • Princess Gwaelin of Tantegel
    EARTH/Level 4
    ATK/1000 DEF/0
    Must be Special Summoned with the effect of "Legendary Hero of Alefgard" or "King Lorik of Tantegel". When this card is Special Summoned: Add 1 "The Princess' Capture" from your Deck to your hand. You can banish this card from the GY (Quick Effect): Target up to 5 "Alefgard" or "Tantegel" cards in your GY, shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Princess Gwaelin of Tantegel" once per turn.
    (A cheerful princess of Alefgard and son of King Lorik who cheers up people if Alefgard and deeply in love with Hero)
     
  • The Princess' Capture
    Trap Card
    Tribute 1 "Princess Gwaelin of Tantegel" from your field; Special Summon 1 "Dragonlord of Alefgard" to your opponent's field in Attack Position. If you control a face-up "Hero of Alefgard" monster: You can activate this card from your hand.
    (Dragonlord's evil plan to kidnap the Princess and marry her against her own will)

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  • Dragonlord of Alefgard
    DARK/Level 10
    Spellcaster/Fusion/Effect
    ATK/4000 DEF/4000
    Must be Special Summoned with "The Princess' Capture". Unaffected by other card effects. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by "Legendary Hero of Alefgard" as a result of battle, reveal 1 "True Dragonlord of Alefgard" from your opponent's Extra Deck; Special Summon it to your field. There can only be 1 face-up "Dragonlord of Alefgard" on the field.
    (The overlord that wanted the world just for himsel by instilling fear on people and placing them under his command)
     
  • True Dragonlord of Alefgard
    DARK/Level 12
    Dragon/Fusion/Effect
    ATK/5000 DEF/5000
    Must be Special Summoned with the effect of "Dragonlord of Alefgard". Unaffected by other card effects. If there is a face-up "Hero of Alefgard" on your opponent side of the field, this card must attack it if able. When this card is destroyed by "Legendary Hero of Alefgard" as a result of battle, your opponent wins the duel. There can only be 1 face-up "True Dragonlord of Alefgard" on the field.
    (True form of the Dragonlord, only appears if he is angry or cornered and ready to bring wrath to anyone that dares to see his true form)

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HERO'S SUPPORT

People that supported Hero throughout his journey. And few random Spell and Trap Cards lol.

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  • King Lorik of Tantegel
    EARTH/Level 4
    Warrior/Effect
    ATK/1000 DEF/2000
    You can Tribute this card (Quick Effect): Special Summon 1 "Hero of Alefgard" from your GY that was sent there last turn, ignoring its Summoning conditions. You can banish this card and 1 "Tentagel" or "Hero of Alefgard" monster from your GY to Special Summon 1 banished "Princess Gwaelin of Tantegel" or from your Extra Deck. You can only use each effect of "King Lorik of Tantegel' once per turn.
    (A wise king of Tantegel that wholeheartedly supports people of Alefgard and ready to help Hero in every ways he can)
     
  • Guards of Tantegel
    EARTH/Level 3
    Warrior/Effect
    ATK/1000 DEF/1000
    If a face-up Warrior-Type monster you control would be removed from the field, you can send this card to the GY instead. You can banish this card from the GY; add 1 "Guards of Tantegel' from your Deck to your hand. You can only use each effect of "Guards of Tantegel' once per turn.
    (Guards of Tantegel that are ready to risk their life for the safety of the people of Alefgard)
     
  • Villagers of Alefgard
    Continuous Spell Card
    All Warrior-Type monster you control gain 500 ATK. You can send this card from your field to your GY: Add 1 "Alefgard", "Tentagel", "Hero's Item" or "Hero's Spell" card from your Deck or GY to your hand, except "Villagers of Alefgard". You can only use this effect of "Villagers of Alefgard" once per turn.
    (People that Hero met along his journey, helping him and supporting him bring peace to Alefgard)

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  • Venture Forth
    Spell Card
    You can only activate this card if there is a "Hero of Alefgard" in your GY and have 1000 LP or less: Return all banished cards, cards you control, in your hand, and GY to your Deck, then draw 5 cards. You can only use the effect of "Venture Forth" once per turn.
    (You're losing, it looked hopeless. Let's just restart the game)
     
  • Journey of The Hero
    Trap Card
    If you control a face-up "Hero of Alefgard" monster: You can activate this card from your hand. Discard 1 card, then destroy 1 monster your opponent controls, and if you do, you can target 1 monster you control, then activate 1 of the following effects;
    ● Place 1 Slime Counter on it.
    ● Place 1 Golem Counter on it.
    ● Place 1 Dragon Counter on it.
    (The battle that Hero fought throughout his journey made him stronger)

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HELP, IDK WHAT TO DO WITH THIS CARD...

The artwork looks cool, but I don't know what to do with it, help please

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Well that's it... There were so many cards so I don't know how each card compares to one another competitively, I just remembered having fun designing the cards. I hope you guys enjoyed the cards as much as I designed it and I can't wait to hear your thoughts on it. Cheers.

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Edited by Nede
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  • Nede changed the title to Dragon Quest 1 Themed Archetype: JRPG-Style Gimmick!!! (25/?? Cards Archetype)

Going here just because you put a lot of efforts on making such a huge pool of cards, even goes as far as foretell the stories + art edit by yourself.

Reminder, i don't know D-Quest, like at all.

As usual, Realistic sections, means you really need to look up into the general YGO card pool + their powerlevel. What i do mostly here probably just balancing issue, and how your cards (maybe?) potentially break the said pool.

Hero of Alefgard

Upon seeing the first card, already saw an issue. The Agent of Creation - Venus MK-II. This card is a Link-1, that search a Field Spell, AND SS a monster, without a cost, condition, or drawbacks. This card is straight 3 to go on any Link Laddering Deck, for a 1) free discard fodder (Field Spell) 2) Free mat into Link-2.

Take an example of Salamngreat Balelynx as your comparison, albeit i am no fan of Link-1 searcher, at least its done good on how Link-1 should be as their effects. (Link-1 searcher makes an archetype too consistent on searching key cards without even trying, kinda lazy strategy)

You either make it do 1 effect only instead of each effect as OPT, or if you still want the each effect, should limit your Extra Deck SS into Hero of Alefgard monster only.

 

World of Alefgard

Im not sure the reason of 100 ATK buff, idk lorewise but, its just not enough to be of use as if it were like, nothing at all. Self spin is okay i guess? The search effect . . . not a fan of free search each turn without even cost/condition or something. But at least okay right now? Let's see the other cards.

 

Blue Slime of Alefgard

Blue Slime of Honest, put a counter for Hero to rise up into stronger version of Hero, yeah nothing much to say here.

 

Armored Hero of Alefgard

"You can send this card with 1 Golem Counter (Quick Effect): Special Summon 1 "Magical Hero of Alefgard" from your Extra Deck or GY."

Better worded as:

"(Quick Effect): You can send this card you control with 1 Golem Counter to the GY; Special Summon 1 "Magical Hero of Alefgard" from your Extra Deck or GY."

Rest of the effects were fine.

 

Stone Golem of Alefgard

You know that when Kaiju were introduced, it creates an issue where boss monster no longer a force to be reckoned with, just Tribute it and poof, no matter how unaffected or how high the stat, it dies, somehow you made something, with Quick Effect, well done there. Nibiru MK-II.

Just like slime, put a counter to buff our beloved heroes upon defeat.

Remove the Quick Effect, its basically strong handtrap that can take out anything, even unaffected/hexproof/destroy proof whatever it is.

 

Hero's Item - Fire Blade

You don't use "increase" but "gains" when we talk about buff stat modifier. e.g "Monster equipped with this card gains 1000 ATK."

Burn and destroy protection, okay.

 

Hero's Item - Faerie Flute

Strong card. Yeah not that broken strong, but adding cannot attack adds more value than the other Trap that does similar things (Imperma and Breakthrough). Able to activate from hand also nice.

 

Hero's item - Rainbow Drop

"You can only activate this card if you control a "Hero of Alefgard" monster:"

Better worded as:

"If you control a "Hero of Alefgard" monster:"

Able to SS your enemy and aid yourself in battle, yeah sounds good.

 

Magical Hero of Alefgard

Nothing much to say. Upgraded version of our beloved hero.

 

Green Dragon of Alefgard

Yeah Kaiju doubled, Nibiru MK-III. Take out the Quick Effect. Same effect as Golem. I am wondering if Golem has protection effect to mitigate the nasty Tribute removal effect. Then Dragon has removal effect as additional effect too. Then Rainbow Drop will be much more useful too (Summon Dragon to oppress the opponent, or summon the Golem to protect the Hero), because atm, Dragon And Golem is just basically "Eyo wazzup, imma green lizard, i am you rocky head but stronga yo". Bit of boring imo, but anyway.

 

Hero's Spell - Sizzle

This is just nasty. Albeit Trap. You dont nuke Raigeki during opponent's turn, especially as cheap as Trap, its unfair. "But but, Evenly Match exist" it exist because how the current speed and powerlevel, turn 1 can basically combo infinitely reaching into solid board that is hard to answer, so going first always has a higher chance to win games, as such Evenly Match released, makes everyone "You spam first turn you die, bye bye solid board" kind of stuff to balance. "But but Torrential Tribute exist" it hits both player + condition when a monster is Summoned, so the timing window to activate Torrential Tribute is heavy and makes the user think twice before activating, making it a huge mindgames "Did he/she just ended the combo with this monster? Or are they going to summon again? Should i activate now? Or never?"

My suggestion is making it Normal Spell.

 

Hero's Spell - Snooze

What is happening here, both Sizzle and Snooze are busted. Making everything face-down, means locking them from ED summon, except Fusion, and also a chance to stop their combo (face-down = card with no names by mechanics). This is hard as making it only change 1 it basically Book of Moon, snooze also fitting of bounce effect imo, so probably make it bounce to hand effect, bounce only 1.

 

Hero's Spell - Glow

Again, gaining a knowledge over opponent's hand is a huge advantage. There is a reason The Forceful Sentry is banned for like, eternity. Make it reveal 1 random card from your opponent's hand, and good.

 

Hero's Spell - Evac

"During either player's turn, you can banish this card form your GY;"

You dont specify quick activation on a Trap that has GY effect, they are automatically SS2 even in the GY.

Overall this card is okay, basically evade the Hero from the opponent effects or opponent's stronger boss, much better if it has additional effects after banishing the Hero as: "For the rest of this turn, any battle or effect damage you take is halved" that way, you are not completely defenseless by opening yourself to OTK strategy.

 

Hero's Spell - Zoom

Magical Mallet met Pot of Greed, they married. At first its okay as a Trap, but hand activation kills it, makes it broken. Hand refresh and +1 advantage is just strong effects altogether, either remove the hand activation, or make it the way it is, but draw 1 instead of 2.

Worst part i didnt notice, all o the Hero's Spell doesn't have OPT, if you stack Zoom into another Zoom, thats $$$ without even trying.

 

Legendary Hero of Alefgard

Strong boss. What to expect? It's our beloved hero in his final form. i have no issues atm, but given the current Hero's Spell being quick Raigeki, quick Book of Eclipse, and etc, this makes this card a victim of broken effects.

 

Sword of Erdrick

Cheap omni-negation, yeah i dont have issue with this card atm. It has protection, and ATK gains, fine i guess.

 

Princess Gwaelin of Tantegel

Is there any reason why the recover effects is a Quick Effect? Other than "haha quick effects everywhere because i can, and because its better that way!" Mostly quick effects are put into effect that immediately can alter the gamestate (e.g negation, removal, stat change, etc), but why this?

 

The Princess' Capture

Nothing much to say. You go -1 and give opponent a free godlike body. probably better if the user draw 1 card to mitigate the -1/

 

Dragonlord of Alefgard

Funny thing is that, opponent can just use this as a material for Link/Xyz/Synchro/Fusion, if you did not defeat it on your turn.

"When this card is destroyed by "Legendary Hero of Alefgard" as a result of battle, reveal 1 "True Dragonlord of Alefgard" from your opponent's Extra Deck; Special Summon it to your field. There can only be 1 face-up "Dragonlord of Alefgard" on the field."

From my understanding, if Dragonlord summoned from your ED to the enemy field got destroyed, it is sent to your GY, as such, "from your opponent's Deck" is literal opponent (enemy you are dueling with.) And so, there is no way it will become Dragon form, unless opponent also uses the same Deck.

So yeah, add an additional effect of "Cannot be Tributed or used as a material to Special Summon a monster from the Extra Deck", and change the SS to "When this card owned by your opponent is destroyed by "Legendary Hero of Alefgard" as a result of battle: Reveal 1 "True Dragonlord of Alefgard" from your Extra Deck; Special Summon it to your opponent's field. There can only be 1 face-up "Dragonlord of Alefgard" on the field."

 

True Dragonlord of Alefgard

Yeah same issue above, and now you just trolled yourself and give the opponent a free win.

I wish Dragonlord and their true form has unique effects aside of unaffected, because it does feels lazy as a design.

 

King Lorik of Tantegel

Can bring back the Hero and can bring the Princess, okay.

 

Guards of Tantegel

You need to specify where this card is sent to the GY from, is it field? hand? banished? Deck?

Protection that keeps adding their twins, mhm okay.

 

Villagers of Alefgard

Either help the Hero and become stronger, or search for key cards. Yeah basic good stuff.

 

Venture Forth

Basically your continue button upon game over, sadly does nothing, hindered by the card type being a Normal Spell.

By normal means, if your LP becomes 1000, it happens during the opponent's turn, and such, mostly, they already have a way to defeat you right away. The only suggestion maybe make it as Quick-Play Spell, then also add "Then, your LP becomes 4000", because resetting everything and leaving the board empty + low LP doesnt do anything. If you do this suggestion, add this "After this card is activated, banish it face-down", so that you cant recycle this card, and you only have 3 chances of Venture Forth during a single duel, and if those 3 were used, no more continue button, thats it.

 

Journey of The Hero

Just awkward wording.

"Discard 1 card, then destroy 1 monster your opponent controls, and if you do, you can target 1 monster you control, then activate 1 of the following effects;"

Discard and destroy part of effect? Sure. And if you do, you can target? No, target doesn't happen upon resolution, it happens after conditions: Same time as cost; before effects.

Probably better worded as:

"Discard 1 card, then destroy 1 monster your opponent controls, and if you do, activate 1 of the following effects;
● Place 1 Slime Counter on a monster you control

● Same as above wording, copy and paste here."

 

Overall, is such nice archetype for a casual play, looks good on paper, until you realize its hard to play the strategy. Zoom plays a bigger role here to make sure you didn't brick. What if you open Golem and Dragon at the same time at the start of the duel and you go first? Good luck with only 3 cards playable.

Maybe you can add Golem and Dragon additional effect as "You can reveal this card and "X" card from your hand; place this card to the bottom of the Deck, and if you do, draw 1 card" that way, you sure no longer scared of dead cards + less reliant to Zoom.

Competitively speaking, is nowhere close imo. The powerlevel of each cards were, some beyond the idea of balance, some underwhelming and simply hard to come by. This probably has something to do because you put the game lore literally into effects, some ended up on a weird spot, and some just too strong.

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