Crimmi Posted December 29, 2023 Report Share Posted December 29, 2023 (edited) "GET IN THE RING CHUMPS! THE WORLD OF MCW IS GONNA BRING THE PAIN! IT'S TIME TO DUEL!" - My official slogan Listen up ya jabronis, this is a archetype I cooked up a few days ago but still working as we speak! (Now complete!) if you have any suggestions or card ideas, let me know! These monsters are here to lay the smackdown on your life points and not afraid tag in one another so prepare to bring the pain brother! Edited January 15 by Crimmi Deck completed, might add some booster pack cards. Also ignore the number for the deck, I sometimes lost count, hehe. 1 Quote Link to comment Share on other sites More sharing options...
Nethersoul Posted December 30, 2023 Report Share Posted December 30, 2023 MCW Referee Mariah Magica Lv 3/LIGHT/Spellcaster/Effect If this card you control is banished or sent to the GY; you can Special Summon 1 "MCW" monster (except "MCW Referee Mariah Magica") from your hand. You can only activate this effect of this card name once per turn. (Alternative Effect) 1 Quote Link to comment Share on other sites More sharing options...
Nopenguin Posted December 30, 2023 Report Share Posted December 30, 2023 What kind of gameplay mechanic does this archetype want to show? I didn't see that. There are some mechanics that could be developed, such as if a "MCW" card is sent to the GY, you can trigger other effects. Of course, cards in this archetype may have the effect of sending cards to GY. Or you can adapt it like "Tag Team" in "WWE", for example, (At the start of Battle Phase; you can return this card you control to the hand, then, you can Special Summon 1 "MCW" monster that 1 Level higher or less than this card from your hand.) Quote Link to comment Share on other sites More sharing options...
Crimmi Posted December 30, 2023 Author Report Share Posted December 30, 2023 (edited) 9 hours ago, Nopenguin said: What kind of gameplay mechanic does this archetype want to show? I didn't see that. There are some mechanics that could be developed, such as if a "MCW" card is sent to the GY, you can trigger other effects. Of course, cards in this archetype may have the effect of sending cards to GY. Or you can adapt it like "Tag Team" in "WWE", for example, (At the start of Battle Phase; you can return this card you control to the hand, then, you can Special Summon 1 "MCW" monster that 1 Level higher or less than this card from your hand.) EXACTLY. I am currently working on it as we speak on it, I was going for more of a balance of what you said earlier and more in your face destruction of your opponent's life points. These are some Spell Cards I am working on now: Stranglehold Spell Effect: Target 1 monster your opponent controls; it loses 800 ATK, and its effects are negated until the end of the turn. Tag Team Tactics Spell Effect: Target 2 MCW monsters you control; until the end of the turn, their levels become the combined original levels of those monsters. Blazing Heart! Quick-Play Spell Effect: Target 1 MCW monster you control; it gains 1000 ATK until the end of the turn. If this card is in your GY, except the turn it was sent there, you can banish it, then target 1 MCW monster in your GY; Special Summon it. Traps: Countdown to Victory Trap Effect: When an opponent's monster declares an attack, send 1 MCW monster from your deck to the GY, then gain LP equal to its original ATK. Turnbuckle Trap Counter Trap Effect: When a Spell/Trap card, or monster effect, is activated, while you control an MCW monster: Negate the activation, and if you do, destroy it. Referee's Decision Trap Effect: When an opponent's monster declares an attack, target 1 MCW monster you control; it gains 1500 DEF until the end of the turn. If this face-up card on the field is destroyed and sent to the GY, you can add 1 MCW monster from your deck to your hand. MCW Battlefront Barrier Continuous Trap Effect: While you control an MCW monster, monsters your opponent controls lose 300 ATK. Once per turn, during your Main Phase: You can target 1 face-up MCW monster you control; it gains 500 ATK until the end of the turn. Continuous Spell: Momentum Shift Continuous Spell Effect: Once per turn, during your Main Phase, you can target 1 MCW monster you control; it gains 300 ATK for each MCW monster you control until the end of the turn. If an MCW monster is sent from the field to the GY, you can draw 1 card. You can only use each effect of "Momentum Shift" once per turn. Edited December 30, 2023 by Crimmi Additional information. Quote Link to comment Share on other sites More sharing options...
Crimmi Posted December 30, 2023 Author Report Share Posted December 30, 2023 10 hours ago, Nethersoul said: MCW Referee Mariah Magica Lv 3/LIGHT/Spellcaster/Effect If this card you control is banished or sent to the GY; you can Special Summon 1 "MCW" monster (except "MCW Referee Mariah Magica") from your hand. You can only activate this effect of this card name once per turn. (Alternative Effect) I could use that on another referee card, hmm. . . 1 Quote Link to comment Share on other sites More sharing options...
Nopenguin Posted December 30, 2023 Report Share Posted December 30, 2023 It's not about good or bad. What I said about game mechanics is about the character of a monster in the archetype that characterizes it. You can take examples from "Dark World", "Lightsworn" or "Aromage". These monsters have their own effects that characterize them. 2 Quote Link to comment Share on other sites More sharing options...
Crimmi Posted December 30, 2023 Author Report Share Posted December 30, 2023 (edited) On 12/30/2023 at 10:21 AM, Nopenguin said: It's not about good or bad. What I said about game mechanics is about the character of a monster in the archetype that characterizes it. You can take examples from "Dark World", "Lightsworn" or "Aromage". These monsters have their own effects that characterize them. Oh, yeah but the Deck is not finalized yet, I am getting suggestions from you fine people to help me fine tune then. IT IS DONE! I just need to fix the numbering as I lost track. Edited January 3 by Crimmi Quote Link to comment Share on other sites More sharing options...
Crimmi Posted January 15 Author Report Share Posted January 15 Bumping because I added some Link, Fusion and Pendulum cards to the mix. Check them out, jabronis! Quote Link to comment Share on other sites More sharing options...
Marslaven Posted January 16 Report Share Posted January 16 I agree with penguin that this archetype seems incredibly unfocused as it is right now. Even after looking through most of the cards, the main win con of the deck is vague at best. The most I could come up with is swarming the board via tagging out when sent to GY or banished which means this is heavily reminiscent of Gouki but even then, there just seems to be a bunch of random cards experimenting with every type of effect. Ritual, Link, Pendulum, Fusion, Synchro, Xyz, even Gemini monsters are here. The best way to describe this is like a Yugioh protagonist deck where they have a bunch of cards loosely related to each other and continue to get more support that gets more confusing on the playstyle over time (looking at you Performapal). That's not to say this is bad, just unfocused. Is this a Battle Phase archetype that wants big numbers to hit and pop effects? Is it a swarming based archetype that wants as many bodies as possible for the final push? Is it a burn-based archetype that wants to passively get rid of the Opp LP low enough to punch for game? I couldn't tell. Otherwise, I'd say this has potential. 1 Quote Link to comment Share on other sites More sharing options...
Crimmi Posted January 16 Author Report Share Posted January 16 (edited) Well it is more like the Gouki archetype but I could use some help restructuring the deck if it's possible. Also the cards you mentioned are just extras like booster pack cards for example. Edited January 16 by Crimmi Quote Link to comment Share on other sites More sharing options...
Marslaven Posted January 17 Report Share Posted January 17 Upon looking over everything one more time, I have come to the conclusion that this deck is indeed floater base on destruction and going to GY. One thing I would do to start off would be to replace the specificity of the ritual monsters locking them to that respective spell. There's about 3 different ritual spells and 5 different monsters that are all locked to each other and that takes a lot of unnecessary deck space. "You can Ritual Summon this card with any "MCW" Ritual Spell." makes it much easier to going into any of the rituals at any given situation instead of digging for certain pieces. You can keep the special effects of each of the Ritual spells when used with their specific monster(s),but allowing them to summon any of the monsters is a MUST if you're going to use multiple. Quote Link to comment Share on other sites More sharing options...
Crimmi Posted January 17 Author Report Share Posted January 17 Alright, thanks Quote Link to comment Share on other sites More sharing options...
Crimmi Posted July 31 Author Report Share Posted July 31 Necroing for extra stuff. Quote Link to comment Share on other sites More sharing options...
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