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Zane Truesdale ran the cyber archetype which received multiple new additions and much needed love over the years 

Currently the archetype falls a little short so, with that said Virtruessal is the upgraded version.

The main goal is still there, summon one or 2 of the boss monsters to otk opponents in one flashy go!

 

Virtruessal Realm

field spell

When this card is activated: add 1 "Virtruessal" card except "Virtruessal Realm" from your Deck or Gy to your hand. Once per turn, if a "Virtruessal" monster you control would be destroyed by battle, its not destroyed by battle instead. Once per turn you can discard 1 card to Special Summon 1 "Virtruessal Sechszane" from your Deck. While this card is in your GY except the turn was sent to the GY, you can shuffle 3 other "Virtruessal" cards with different names except "Virtruessal Realm" in your GY into your Deck to add this card from your GY to your hand. You can only activate "Virtruessal Realm" once per turn.

 

Virtruessal Eins

level 3 effect LIGHT machine-type Tuner monster

While this card is on the field or in the GY, this card's name is treated as "Virtruessal Sechszane". If this monster is Normal Summoned or Special Summoned by the effect of a "Virtruessal" card: set directly from your deck or GY 1 "Virtruessal" spell card, you can only activate this effect once per turn.

1400/800

 

Virtruessal Zwei

level 3 effect LIGHT machine-type monster

While this card is on the field or in the GY, this card's name is treated as "Virtruessal Sechszane". If this monster is Normal Summoned or Special Summoned by the effect of a "Virtruessal" card: set directly from your deck or GY 1 "Virtruessal" trap card, you can only activate this effect once per turn.

1800/1000

 

Virtruessal Drei

level 3 effect LIGHT machine-type monster

While this card is on the field or in the GY, this card's name is treated as "Virtruessal Sechszane". If this monster is Normal Summoned or Special Summoned by the effect of a "Virtruessal" card: add 1 level 6 or higher "Virtruessal" monster from your deck or GY to your hand, you can only activate this effect once per turn.

600/1800

 

Virtruessal Sechszane

level 6 effect LIGHT machine-type monster

If your opponent controls more monster(s) than you, you can special summon this card from your hand. While this card is in your GY except the turn it was sent to the GY, you can discard 1 card to Special Summon this card from your GY but shuffle it into the deck if it leaves the field.

2100/1600

 

Vitrruessal Exchange

Quick-Spell

Discard 1 card: Special Summon up to 2 Level 3 or lower "Virtruessal" monsters with different names from your Deck and/or GY.  While this card is in your GY except the turn this card was sent to GY, you can send 1 card in your hand to bottom of your deck: add this card from your GY to your hand. You can only activate 1 "Virtruessal Exchange" once per turn. 

 

Virtruessal Surge

Normal Spell

Add 1 "Virtruessal" monster from your GY to your hand. You can Normal Summon or Set an additional time this turn, you can only summon "Virtruessal" monsters for the rest of the turn. You can only activate "Virtruessal Surge" once per turn.

 

Virtruessal Null Burst

counter trap card

When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Shuffle 1 "Virtruessal" card in your GY into your Deck and tribute 1 "Virtruessal" monster you control; negate the Summon or activation, and if you do, destroy that card.

 

Virtruessal Synchsechdale

LIGHT level 6 Machine-Type effect Synchro monster

1 "Virtruessal Eins" + 1 level 3 LIGHT machine-type effect non-Tuner monster

When this card is Synchro Summoned: you can Special Summon 1 "Virtruessal Sechszane" from your hand, Deck or GY. Once per turn you can discard 1 card; send 1 "Virtruessal" card from your Deck to the GY. If another "Virtruessal" card you control would be targeted or destroy by your opponent's cards or effects, you can tribute this card instead.

2600/2100

 

Virtruessal Minizehnni

LIGHT Rank 3 Xyz Effect Machine-type monster 

2+ level 3 LIGHT machine-type monsters with the same name

You can detach 1 Xyz material from this card and discard 1 card: draw 2 cards.

2100/1600

 

Virtruessal Zehndragon

LIGHT Rank 6 Xyz Effect Machine-type monster 

2 level 6 LIGHT machine-type monsters

Once per turn, you can also Xyz Summon "Virtruessal Zehndragon" by using 1 Rank 3 Machine-Type Xyz monster or using 1 rank 4 Machine-type Xyz Monster you control. (It becomes Xyz material and transfer its materials to this card.) You can detach 1 Xyz material from this card: target 1 "Virtruessal" monster you control can attack an additional time this turn and place 1 "Virtruessal" counter on this card. This card can gain 300 ATK and DEF for each "Virtruessal" counters on this card. If this card would be targeted or destroyed by your opponent's cards or effects, you can remove 1 "Virtruessal" counter form this card instead.

2300/1800

 

Virtruessal Ultzwolfra

Level 12 LIGHT Machine-type effect fusion monster

3 level 6 LIGHT machine-type monsters

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. This monster can not be targeted by your opponent's cards or effects. This card can inflict piercing damage. When this monster attack before the damage step: shuffle your opponent's GY into your opponent's deck then banish the top 10 cards of your opponent's deck, then your opponent loses 800 life points.

4000/2800

 

fusions and etc plus much etc are to come later

Edited by Godbrand
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Hey there,

Honestly I have difficulties with understanding your premise. Are you saying that Cyber Dragons don't have enough support or are not capable of fulfilling their identity of OTKing with a huge Fusion Monster punching the opponent in the face? Because I think even tho the last support wave has been some time ago, the support cards Cyber Dragons received are absolutely amazing for the deck. Cyber Dragon Rampage is the perfect OTK machine and even helps with setting up Cyber Dragon Herz and -Nachster, aswell as being compatible with Overload Fusion. Cyber Emergency and Repair Plant give the deck all the consistency it needs (alongside Cyber Dragon Core) and the deck even got a new fusion route with the Cyberdark Horizon and Chimera package.

Looking at the Main Deck monsters, they seem like pretty generic in-archetype payoffs. Everything searches and plusses. I can see some similarity to Cyber Dragons as they all copy the name of Sechszane, which obviously is a Cyber Dragon retrain. Even though Sechszane is inheritly a bit stronger than Cyber Dragon, I feel like these monsters rather belong in a control deck. None of them really start a Fusion play or set up your OTK in any way. I'd expect these in a deck like Altergeist, where it's all about getting more traps and card advantage slowly, rather than an OTK deck.

Regarding the Spell Cards, I think you went a bit overboard with these. Both the Field Spell and the Quick Spell Special Summon from Deck, which is always a very very strong ability, especially if the card itself plusses you in card advantage by staying on the field (like the Field Spell) or adding on activation (like the Field Spell) or summoning 2 monsters (like the Quick Spell). I do like that your Field Spell has built in protection, even though I don't understand why you would want to protect yourself from battle if you are the one piloting the OTK deck. What's also weird about both of these cards is the ability to add itself back, which cannot be used during the turn they were sent. Usually an OTK deck wants to use its cards as fast as possible. Waiting a turn for a card to be reused is good in control decks, but really sucks in OTK decks. Those rather tend to spend all their resources at once and break through the opponent's board. I would recommend to remove the "except the turn this card was sent to the GY" condition from these. I think these two cards are extremely overpowered, but since they are everything the archetype has to offer to start a play, it's still not enough to match the strength of a deck like Cyber Dragons.
The Monster Reincarnation spell is very unsuitable. Since all the monsters trigger when summoned by a "Virtuessal" card, an extra Normal Summon seems oddly specific. I would understand this is they all only triggered on Normal Summon, but you could literally just make this a Monster Reborn instead. This would also have the bonus of being able to recycle Extra Deck monsters.
I will not go over the Trap Card in perticular, as it is just a very generic Counter Trap, but overall I wonder why you didn't lean more into the Fusion theme, like Cyberdark Chimera searching Power Bond or the Predaplant cards getting Fusion cards from your deck. There's also the Cyberload Fusion for the Cyber Dragon archetype, which can fetch OTKs out of nowhere.

Let's address the Extra Deck monsters. Synchsechdale looks like a pretty strong extender in my opinion. It obviously tries to set up 2 Sechszanes by using 2 discards. The protection effect seems a bit weird to me tho, as you will most likely use it as material for the big guy alongside the 2 Sechszanes. I'd consider changing the protection to something like "If this card is sent to the GY as material for a Fusion Summon: You can target 1 machine monster you control; it cannot be destroyed by battle or card effects until the end of this turn." (I know your special Contact Fusion shuffles into the deck, but just as a guideline).
Minizehni is way to generic to have such a strong draw effect. many machine decks can abuse this to draw 4 cards. It should either do something related to the archetype or be more restrictive with its material. Even then drawing 4 and discarding 2 is very strong.
Zehndragon is a bit weird as I imagine it's supposed to be a retrain of Cyber Dragon Infinity, but it doesn't do the same job. On paper it looks like a fine OTK card, able to pump out up to 5200 damage, but putting all your resources into this to miss lethal by a long shot and not having any additional form of removal, doesn't seem to great. I know that it can also target a different monster but I honestly doubt that you'll ever be able to make this in addition to the Fusion Monster going second. Further the "if this card would be targeted" effect doesn't really work, as you can't really replace bing targeted by an opponent's effect. You could either remove that part and just keep the destruction replacement with removing a counter, or add an activated effect that negates effects that target it by removing a counter. I do see that it could be used in OG Cyber Dragons though.
Ultzwolfra is a pretty chonky beast. It's Summoning condition is a bit weird and reminds me of the old Gladiator Beast Fusion Monsters. I think it would benefit you if you sent the cards to the GY instead, as that would reenable Sechszane. I also don't really get the mill effect, as again - this is supposed to be an OTK deck, which has no business of slowly grinding the opponent's deck down.

Some thoughts I had while reading these are the theme of the archetype. Obviously you kinda dig the idea of copying the name of another card and you tried to make something similar to Cyber Dragons. But apart from that I'm not sure if I understand the identity of the deck.
Some of the questions that I have:
- What is Virtruessal? What does it mean?
- Why do many of the cards include german numbers? And why are there 1, 2, 3, 0, multiple 10s, 12 and the main one 6? (I'm german native speaker, so I can help you with those if you want me to)
- Why are there so many weird word amalgamations with Zane Truesdale's name
- What the heck do I do going first?

Regarding PSCT, there's alot to say, but since this is already a wall of text and I'm sure a 1-to-1 PSCT fix for your cards wont really help you with fixing the archetype, as there is alot that has to be adjusted, I'll just leave some hints for you.
Problem Solving Card Text was designed to make cards easier to read. Changes include clear separation of condition, cost and effect, aswell as specific wordings for certain actions, timings or places. Some examples:
- There are some terms that are always capitalized. Those include Deck, Summon, Level, Tribute, GY...
- Cards used to be written like "Discard a card to do X. This effect can only be activated once per turn", which was replaced by "Once per turn: Discard a card; do X", to clearly separate condition, cost and effect.
- Everything concernong battle needs to have a clear timing indicator (looking at Ultzwolfra in particular). It can be "When an attack is declared...", "At the start of the Damage Step" or a bunch of other specific timings. These two are the most common and there is a big difference. If an effect triggers on attack declaration, either player can chain normally to it and if it changes the amount of monsters on the field, you can replay the attack. If an effect triggers during the damage step, only effects that change ATK/DEF, specifically negate the activation, triggered effects and Counter Traps that meet their requirements can be activated. Also there is no replay if the battle is stopped because the defending monster or any other monster was removed.
- There is alot more. You can find a detailed guide here (but honestly, most of the time you can just look at Konami cards with similar effects and get your PSCT from those. It might also help you understanding the specific timings and conditions better): 

In conclusion, one can say the archetype slightly missed the mark on its premise, by failing to be a functional OTK deck, but it offers a cool new Cyber Dragon and a pretty crazy Spell lineup, aswell as some beefy hitters in the Extra Deck. I hope you don't think I'm just trying to put down your archetype, but that you understand this review as constructive criticism. I understand that PSCT and certain game mechanics can often be somewhat of an obstacle to creativity, but most of the time playtesting your cards will bring up most of the problems with your cards and show you where your archetype needs work.

Best regards,
Messoras

Edited by Messoras
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