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Seaside Siren Archetype first Three cards (Written)


Phantasm12778

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Seaside Shipwreck Yard

Field Spell

If this card is activated: You can add to your hand OR Set 1 "Seaside" Spell/Trap from your Deck, except "Seaside Shipwreck Yard", but it cannot be activated this turn. While this card remains face-up on the field, "Seaside Siren" monsters you control cannot be destroyed by battle, also your opponent takes any battle damage from battles involving them.If a "Seaside Siren" Monster is attacked (Except during the Damage Step); Destroy the attacking monster after damage calculation. All face-up monsters your opponent controls are changed to Attack Position and their battle positions cannot be changed. You can only activate 1 "Seaside Shipwreck Yard" per turn

Seaside Siren Scout

Level 2

WATER

Sea Serpent/Tuner/Effect

0/1000

Once per turn(Quick Effect) you can target 1 monster your opponent controls; that monster must attack this card, If able. After Damage Calculation, if this card is attacked by the opponents monster targeted by the previous effect and is not destroyed; You can add 1 "Seaside Siren" monster from your Deck to your hand. You can only use each effect of "Seaside Siren Scout" once per turn

Seaside Siren Anchor Empress

Level 12

WATER

Sea Serpent/Synchro/Effect

0/4000

1 "Seaside Siren" Tuner Monster + 1+ Non Tuner Monsters

Cannot be destroyed by battle, and your opponent takes all battles involving this card. During your opponent's Battle Phase, each monster they control must attack this card, if able. After Damage Calculation, if this card is attacked by an opponents monster and is not destroyed; You can destroy 1 card your opponent controls(If any). If this card would leave the field, return it to the Extra Deck, then Special Summon its Synchro Materials to your side of the field in Attack Position. You can only Synchro Summon "Seaside Siren Anchor Empress" once per turn. You can only control 1 "Seaside Siren Anchor Empress"

 

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The idea is very neat, perhaps reminiscent of Marincess.

The field spell is a powerhouse.  It does just about everything a good field spell should do; searches out an important card and helps the deck accomplish its main goal, which is forcing the opponent to crash into the SIrens.  This is a card you'll need to have other cards to protect, as it has no inherent protection and its presence on the field is vital for the strategy to work.  With the three cards here, the whole strategy loses to MST and then Dark Ruler No More. That's something to keep in mind for future cards in the series.

Scout is rather...underwhelming for a Tuner that seems to be intended to function as a combo starter.  Scout is 2* and Empress is 12*, so clearly there will be some sort of Synchro climbing going on in the deck.  This card needs to be able to get its search off before the Battle Phase - otherwise, the strategy is just too slow to keep up with virtually any competent deck.  It might work in a Speed Duel/Duel Links format, but in standard Duel format this card would end up like Mirror Force, Magic Cylinders, etc; powerful if it goes off, but avoidable if your opponent has any form of removal that isn't tied to battle. 

The same logic applies to Empress, except in her case being battle-phase reliant is even weaker.  She's a 12* boss monster that took a lot of resources to make, but she does nothing until the opponent's turn.  Unless you Fuse or Link her away to access her effect when removed from the field; that's one option, but from the way she seems to be designed, I'm guesing the intention is for Empress to stay on the field and be the main problem your opponent has to worry about.

With that said, here are some suggestions for ways to improve the mechanics of these cards.  Scout's current effect reads thus:
"Once per turn(Quick Effect) you can target 1 monster your opponent controls; that monster must attack this card, If able. After Damage Calculation, if this card is attacked by the opponents monster targeted by the previous effect and is not destroyed; You can add 1 "Seaside Siren" monster from your Deck to your hand. You can only use each effect of "Seaside Siren Scout" once per turn."

Possible alternate effect:
"You can discard this card; Special Summon 1 other "Seaside Siren" monster from your hand.  While this card is in the GY and you control a "Seaside Siren" monster(s), monsters your opponent controls gain 200 ATK/DEF, also they must attack if able. At the start of the Battle Phase, you can Special Summon this card (from your GY), then you can, immediately after this effect resolves: Synchro Summon 1 "Seaside Siren" Synchro Monster using Synchro Materials including this card. If this card is sent to the GY as Synchro Material for a "Seaside Siren" Synchro Monster: You can add 1 "Seaside Siren" monster from your Deck to your hand. You can only use each effect of "Seaside Siren Scout" once per turn."

Again, this is a suggestion only and no more. If Scout is a main Combo Starter for the deck, she needs to be able to start combos on the first turn of the Duel. The suggested effects are chosen for the following reasons: First, by discarding Scout (diving into the ocean), she brings another SS monster into play (warning the Sirens of an approaching ship).  While she's in the GY (ocean), she makes the opponent feel more powerful (ATK boost) and drives them into a craze to approach the Sirens. Plus, having her effect active in the GY makes this attack-forcing effect harder for an opponent to stop. Next, once the target vessel is close enough, she helps reveal the Siren's true strategy by Summoning a powerful Synchro monster that the unfortunate ship now cannot escape. Once she has summoned the boss, she calls for more reinforcements by searching out another Siren from the Deck.

This way, her effects are usable during either turn. She still needs more help in the form of other combo starters and extenders.  If the deck is going to try to Synchro climb, it's going to need more ways to put smaller Sirens on the field outside of the Battle Phase.

As far as Empress goes, boss monsters need either built-in protection effects or else strong archetype protection.  Empress herself has the following effect as-is:
"Cannot be destroyed by battle, and your opponent takes all battles involving this card. During your opponent's Battle Phase, each monster they control must attack this card, if able. After Damage Calculation, if this card is attacked by an opponents monster and is not destroyed; You can destroy 1 card your opponent controls(If any). If this card would leave the field, return it to the Extra Deck, then Special Summon its Synchro Materials to your side of the field in Attack Position. You can only Synchro Summon "Seaside Siren Anchor Empress" once per turn. You can only control 1 "Seaside Siren Anchor Empress."

She does nothing at all until the opponent's turn, which is just too big a downside for an expensive boss monster.  She needs to be worthwhile during your own turn, or without your opponent doing something.  Cards that are reliant on an opponent's action to go off have to be ridiculously strong (Nibiru, Triple Tactics Talent), or they just aren't worth it. Empress has some interesting interactions, but by and large, she just doesn't do enough on her own to warrant Summoning her.

"Cannot be destroyed by battle. Your opponent takes all Battle Damage from battles involving this card. This card can attack all monsters your opponent controls, once each. This card gains 2000 ATK during your turn only. At Attack Declaration, if this card battles an opponent's monster: You can make that opponent's monster gain 200 ATK/DEF, and if it does, its effects are negated until the end of the Battle Phase. (Quick Effect:) You can make 1 monster your opponent controls gain 1000 ATK, and if you do, negate the effects of 1 face-up card your opponent controls. You can only use this effect of "Seaside Siren Empress" once per turn. You can only control 1 "Seaside Siren Empress."

Again: A suggested way to make Empress less reliant on your opponent's turn, but no more than a suggestion. I'm trying to give you ideas on how to improve your cards, and that's it. To explain why this version has each effect: The Battle Phase effects are the core mechanic of the archetype, and Empress keeps them on herself so she isn't reliant on another card in order for that effect to work. Next, she gains 2000 ATK during your own turn and also gains the ability to attack all monsters facing her; she's the Empress, so she can actively go out and attack if the enemy is close enough. But because she's a Siren and deceptive, she boosts the power of her foes even further...but then makes them powerless to stop her. Her own ATK gain is so she isn't able to just nuke your opponent in three attacks. Finally, as the Siren Empress, her own song is so powerful that it can negate even magic (spells and traps) by empowering a foe even further. Even she has her limits and so once per turn is the most she can manage this ability, but she does so without targeting a foe and without them knowing they're becoming her prey.  Because if they do attack with their new power, Empress will still turn it against them.

She's already very wordy this way, so the effect to revive all her materials was left off.  There are plenty of other cards to do that with, and no single card needs to be able to do everything. The effect to revive Synchro materials could be attached to a continuous Spell, Trap, or even another Synchro monster that could revive another Synchro's materials if it was in the GY when that Synchro left the field. 

Your mechanic to force opposing monsters to bash themselves on the rocks is a neat idea, really. It's somewhat similar to Marincess, but Marincess ended up proving too battle-reliant to ever really be a relevant strategy.  I think there's definitely a way to make this deck work and even be able to compete with meta decks, but for that to happen the deck has to be able to play outside of the Battle Phase.

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Here's the requested artwork for Scout.  Anyone is free to use it so long as credit is given to the artist.

I tried to give her an ethereal appearance.  Took me two tries to get it looking the way I figured it should - first attempt I tried making her blonde, but due to that and a few other things it just didn't look quite right.  This is the final version, and if I do say so I'm very happy with it.

  SeasideSirenartwork.thumb.jpg.64e7e7093be36981b8c86819c131bf27.jpg

SeasideSiren-Scout.thumb.jpeg.b6f518dbb2777b78c2f90f82ef729cd2.jpeg

 

Edited by Rongaulius
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29 minutes ago, Phantasm12778 said:

OMG I love the art for Scout! She's so adorable! also suggestions heard, I just wanted to make an archetype that forced your opponent to OTK themselves but I get your suggestions

The idea is cool, don't get me wrong.  My sole point is that it's way too easy for most decks to clear your board before entering the Battle Phase.  Without some form of protection during other phases, your monsters won't be on the field when the Battle Phase rolls around.  

That's why Battle traps aren't very popular any more; if the only thing they do is punish attacks, your opponent has all the free time in the world to build a board that can negate your own effects, destroy your board and then crash for game. 

Designing an archetype that forces the opponent to crash as its win condition is very doable, but its going to need to be able to build its own board on turn 1, survive opposing board-wipes, and recover if it does get nuked.   

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