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Fleshing out an archetype


Dr. Zozoma

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Warshell Anti-Tank

level:4

Attribute:Earth

Type:Machine

Effect:You can only use 1 effect of your "Warshell" monsters per chain and turn (this effect cannot be negated). You can discard this card to add 3 "Warshell" cards from your deck to your hand. If this card would be discarded by another card effect banish this card then add 1 "Raigeki" or "Dark Hole" from your deck to your hand. 

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Warshell Anti-Aircraft

level:4

Attribute:Earth

Type:Machine

Effect:You can only use 1 effect of your "Warshell" monsters per chain and turn (this effect cannot be negated). When this card is normal summoned negate the effects of all monsters your opponent controls, cards and effects cannot be activated in response to this effect. If this card is discarded by another cards effect, banish this card instead then add 2 "Warshell" cards from your deck to your hand.

Warshell Anti-Seacraft

level:4

Attribute:Earth

Type:Machine

Effect:You can only use 1 effect of your "Warshell" monsters per chain and turn (this effect cannot be negated). This card cannot be targeted or destroyed by card effects or by battle. During the damage step if another "Warshell" monster battles negate the battle gamage that you would have taken from that battle then destroy your opponent's monster. If this card would be discarded by a card effect banish this card then target a "Warshell" monster you control and if you do that monster cannot be destroyed by battle for the rest of the duel.

Warshell Sneak Attack

Spell card

Effect:When this card is activated xyz summon 1 "Warshell" xyz monster from your extra deck ignoring its summoning conditions, and if you control 2 or more "Warshell" monsters you may use monsters your opponent controls as material instead.

Warshell Repair

Trap card

Effect:If this card is destroyed by your opponent's card take one "Warshell" monster from your deck, then special summon it or send that monster to the grave.

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I really like this archetype. These cards work really well at bringing each other onto the field. However, they're ridiculously overpowered when it comes to their monster effects. I'd say being able to discard one card to get three cards of the same Archetype into your hand (Anti-Tank) is not something that should be done without more of a tribute; maybe they pay LP too? I thought Warshell Repair was a really neat card, the trap being destroying the trap itself. It is slightly situational, though. Also, unless it has heavy restrictions, a Level 4 monster should not be able to resist destruction by card effects AND battle with no tribute for such an effect. OP, but great ideas over all!

Also, the Anti-Seacraft's last effect seems rather useless - if it can't be targeted by your opponent's cards in the first place, it would very rarely be destroyed by them, unless the opponent's card ignores effects or can't be negated. PLEASE change the invincibility from once per duel to something else. That's way too strong, and rather inconvenient for the player themselves in some situations.

I'd love to see this Archetype fleshed out more - really cool!

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1 hour ago, Booloomer said:

Maybe add an example of what a stronger XYZ Monster in the Warshell Archetype might look like? Seems really cool.

Warshell Almighty Kou

Rank:4

Attribute:Earth

Type:Machine

Effect:2 level 4 "Warshell" monsters
You can only use each effect of "Warshell Almighty Kou" once per turn. You can detach 1 material to be able to activate as many "Warshell" effects as possible this turn. (Quick Effect): If a "Warshell" monster would be discarded to activate an effect resolve the effect by discarding a "Warshell" from your hand with a different name instead.

Warshell Captain Ballistic

Rank:5

Attribute:Earth

Type:Machine

Effect:3 level 5 "Warshell" monsters
You can also xyz summon this card by using one rank 4 "Warshell" monster you control, you can only summon "Warshell Captain Ballistic" once per turn this way. Once per turn you can detach 1 material to target up to 6 cards and if you do destroy 3 cards then return the others to the hand.

 

Also all Warshell cards have the restriction that one Warshell effect can be activated meaning one Warshell monster effect per turn. and the protection from sea-craft has been changed to for the rest of the turn instead of the rest of the duel.

 

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- On "Warshell Almighty Kou", does "all effects" include any effects in the graveyard, banished zone, deck, and extra deck as well? (If possible, of course.)

- "Warshell Captain Ballistic" is a brutal card. Truly brutal. Not much else to say here.

- On a general note, I think you should require the player to pay LP to activate the effects, on top of the once-per-turn gimmick. These effects are just so powerful, and it's a little too easy to activate them right now.

I like the new cards!

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1 hour ago, Booloomer said:

- On "Warshell Almighty Kou", does "all effects" include any effects in the graveyard, banished zone, deck, and extra deck as well? (If possible, of course.)

- "Warshell Captain Ballistic" is a brutal card. Truly brutal. Not much else to say here.

- On a general note, I think you should require the player to pay LP to activate the effects, on top of the once-per-turn gimmick. These effects are just so powerful, and it's a little too easy to activate them right now.

I like the new cards!

Thanks! All effects refers to all effects that can be feasible activated, but even with Warshell Almighty Kou's all of the Warshells have hard once per turns so you can't activate more than one per turn Almighty Kou just makes it so you can activate each monsters effect instead of choosing one effect for your turn.

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Maybe specify them to be special summoned in face-up or face-down (your design choice) defense position?

This isn't a fix, just an addition I think would make more sense for a "Defense." This card is kind of similar to the first one, but I like how it's a trap with defensive capabilities.

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