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Darkhorse


Draconus297

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This is, in all honesty, Blackwings meet Dark Scorpions . . . on various illicit substances.

What prompted the Set? Well, I do need to fill Duels for a Yu-Gi-Oh series I'm working on, and one thing led to another . . .

[spoiler= Main Deck Monsters]
Darkhorse Thoroughbred
DARK - Level 4 - Beast/Effect - 1900/1400
If you control no "Darkhorse" monsters, you can reveal 1 "Darkhorse" card in your hand, except this card, to Special Summon this monster from your hand. If this monster inflicts Battle Damage to your opponent's Life Points: Select 1 Level 4 or lower "Darkhorse" monster you control- it can attack directly this turn.

Darkhorse Charger
DARK - Level 4 - Beast/Effect - 1500/1600
If you Special Summon a "Darkhorse" monster, except "Darkhorse Charger", you can Special Summon this monster from your hand. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage to your opponent's Life Points: Send the top card of your opponent's Deck to the Graveyard.

Darkhorse Colt
DARK - Level 3 - Beast/Tuner/Effect - 800/500
If you control 2 or more "Darkhorse" monsters, you can Special Summon this monster from your hand. If this monster inflicts Battle Damage to your opponent's Life Points, you can add 1 "Darkhorse" card from your Deck to your hand.

Darkhorse Rescuer
DARK - Level 3 - Beast/Effect - 1500/0
If 1 or more "Darkhorse" monsters you control are destroyed, you can Special Summon this monster from your hand, and if you do, gain 1000 Life Points. This monster can be treated as a Tuner for the Summon of a "Darkhorse" Synchro monster. If this monster inflicts Battle Damage, you can Special Summon 1 Level 3 or lower "Darkhorse" monster from your Graveyard in Defense Position.

Darkhorse Mare
DARK - Level 4 - Beast/Tuner/Effect - 1200/1800
Once per turn, you can change this monster's Battle Position to Special Summon 1 Level 4 or lower "Darkhorse" monster from your Graveyard- its effects are negated the turn this effect was activated. If this monster inflicts Battle Damage to your opponent's Life Points, increase the ATK of all "Darkhorse" monsters you control by 300.

Darkhorse Charioteer
DARK - Level 3 - Beast/Effect - 400/1700
When this monster is Special Summoned, you can Special Summon 1 Level 4 or lower "Darkhorse" monster from your hand or Graveyard, except "Darkhorse Charioteer". If this monster inflicts Battle Damage to your opponent's Life Points, select one Level 4 or lower "Darkhorse" monster you control: it can attack twice this turn.

Darkhorse Racehorse
DARK - Level 4 - Beast/Tuner/Effect - 1600/1000
If you control 1 Level 5 or higher "Darkhorse" monster, and you have at least 1 unoccupied Monster Card Zone, you can Special Summon this monster from your hand or Graveyard. You can only activate this effect of "Darkhorse Racehorse" once per turn. If this monster inflicts Battle Damage to your opponent's Life Points, select and activate one of the following effects:
•Target 1 "Darkhorse" monster in your Graveyard: Special Summon it in Defense Position, but its Level becomes 3 until the End Phase of this turn.
•Target 1 "Darkhorse" Spell or Trap Card in your Graveyard: add it to your hand.

Darkhorse War Horse
DARK - Level 5 - Beast/Effect - 2100/1800
When a "Darkhorse" monster you control is attacked, you can Special Summon this monster from your hand. You can only Special Summon 1 "Darkhorse War Horse" per turn. If this monster inflicts Battle Damage to your opponent's Life Points in a battle involving your opponent's monster, double the amount of damage inflicted.

Darkhorse Knightmare
DARK - Level 6 - Beast-Warrior/Effect - 2400/1800
If this is the only "Darkhorse" monster in your hand, you can Special Summon it: you must control 2 or more "Darkhorse" monsters in your Graveyard to resolve this effect. Increase this monster's ATK and DEF by 200 for every card in your opponent's Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, select one card at random from your opponent's hand and send it to the Graveyard.

Darkhorse Stallion
DARK - Level 4 - Beast/Effect - 1800/1200
You can Special Summon this monster from your hand by discarding 1 "Darkhorse" card from your hand to the Graveyard. Increase this monster's ATK and DEF by 100 for every "Darkhorse" monster you control. If this monster inflicts Battle Damage, look at the top 3 cards of your opponent's Deck, and send 1 to the Graveyard (the other two cards are sent to the bottom of your opponent's Deck).

Darkhorse Sprinter
DARK - Level 3 - Beast/Tuner/Effect - 1400/900
If you control a Special Summoned "Darkhorse" monster, you can Special Summon this monster from your Graveyard (you can only activate this effect of "Darkhorse Sprinter" once per turn). During either player's turn, you can: immediately after this effect resolves, Synchro Summon 1 Synchro monster, using "Darkhorse" monsters you control as Material (this is a Quick Effect). If this monster inflicts Battle Damage, you can add 1 "Darkhorse" card from your Deck to your hand.

Darkhorse Second
DARK - Level 2 - Beast/Tuner/Effect - 900/100
If a "Darkhorse" monster battles, you can discard this card: Increase the ATK of that monster by 1800. If this monster inflicts Battle Damage, you can target 1 "Darkhorse" monster in your Graveyard or Banished Zone and add it to your hand. If this card is in the Graveyard, you can: immediately after this effect resolves, Synchro Summon 1 "Darkhorse" Synchro monster, banishing this monster and 1 or more non-Tuner "Darkhorse" monsters in your Graveyard as Synchro Material.

Darkhorse Teaser
DARK - Level 2 - Beast/Effect - 600/300
If your opponent declares an attack on a face-up "Darkhorse" monster you control, you can Special Summon this monster in Defense Position to negate the attack and destroy all Attack Position monsters your opponent controls. If this monster was Special Summoned this way, banish it when it leaves the field. If this monster inflicts Battle Damage to your opponent's Life Points, send 1 card on the field to its original owner's hand.

Darkhorse Pacer
DARK - Level 1 - Beast/Tuner/Effect - 500/0
If a monster you control is destroyed or Tributed, and this monster is in your Graveyard: You can Special Summon this monster from your Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, your opponent must send 1 Spell Card from their hand or side of the field to the Graveyard: If they cannot, you can shuffle 1 card your opponent controls into their Deck. You can only activate each effect of "Darkhorse Pacer" once per turn.

Darkhorse Pony
DARK - Level 1 - Beast/Effect - 200/300
If you control a face-up "Darkhorse" Tuner monster, you can Special Summon this monster from your hand (you can only activate this effect of "Darkhorse Pony" once per turn). Once per turn, you can target 1 "Darkhorse" monster you control: Increase or decrease the target's Level by 1. If this monster inflicts Battle Damage, you can discard 1 card to Special Summon 1 Level 3 or lower "Darkhorse" monster from your Deck.

Darkhorse Palomino
DARK - Level 3 - Beast/Tuner/Effect - 1300/900
If you Synchro Summon a "Darkhorse" Synchro monster, you can Special Summon this monster from your hand (you can only Summon 1 "Darkhorse Palomino" per turn this way). When this monster is Normal or Special Summoned, you can Special Summon 1 Level 3 or lower "Darkhorse" monster from your Graveyard, except "Darkhorse Palomino". If this monster inflicts Battle Damage to your opponent, you can, immediately after this effect resolves: Synchro Summon 1 "Darkhorse" Synchro monster, using monsters you control (including this card) as Synchro Material.

Darkhorse Nag
DARK - Level 8 - Beast/Tuner/Effect - ?/?
Cannot be Normal Summoned/Set. This monster can be treated as a non-Tuner monster for the Summon of a DARK Synchro monster. If a "Darkhorse" monster destroys your opponent's monster by battle, you can banish that destroyed monster instead of sending it to the Graveyard to Special Summon this monster from your hand, and if you do, this monster's original ATK and DEF are treated as the original ATK and DEF of the monster banished to Summon this monster. Up to twice per turn, you can decrease this monster's Level by an amount less than its current Level, and Special Summon 1 "Darkhorse Token" (DARK/Beast-Type/1200 ATK/1200 DEF) with a Level equal to the amount you reduced this monster's Level by. "Darkhorse Tokens" cannot be used as Fusion or Synchro Material, except for the Summon of a "Darkhorse" monster. If this monster inflicts Battle Damage to your opponent, except by a direct attack, you can double this monster's Level.
[/spoiler]

[spoiler= Synchro]
Darkhorse Pegasus
DARK - Level 7 - Winged Beast/Synchro/Effect - 2400/2500
1 Tuner + 1 or more non-Tuner monsters
When this monster is Synchro Summoned successfully, shuffle one card from your Graveyard into your Deck. If this card inflicts Battle Damage to your opponent's Life Points, negate and destroy 1 Spell or Trap Card on your opponent's side of the field.

Darkhorse Unicorn
DARK - Level 7 - Beast/Effect - 2600/2300
1 Tuner + 1 or more non-Tuner monsters
When this monster is Special Summoned successfully, draw 1 card. If this monster inflicts Battle Damage to your opponent's Life Points, send the bottom card of your opponent's Deck to the Graveyard.

Darkhorse Centaur
DARK - Level 7 - Beast-Warrior/Synchro/Effect - 2450/2450
1 Tuner + 1 or more non-Tuner "Darkhorse" monsters
When this monster is Synchro Summoned successfully, send the top card of your opponent's Deck to the Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, destroy 1 card on your opponent's side of the field.

Darkhorse Alpha Centaur
DARK - Level 8 - Beast-Warrior/Synchro/Effect - 2600/2600
1 "Darkhorse" Tuner + 1 or more non-Tuner monsters
This monster must first be Synchro Summoned from your Extra Deck using the above Synchro Materials. The Synchro Summon of this monster cannot be negated. When this monster is Special Summoned successfully, send the top 2 cards of your opponent's Deck to the Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, negate and destroy 1 card on your opponent's side of the field.

Darkhorse Sagittarius
DARK - Level 8 - Beast-Warrior/Synchro/Effect - 2800/2400
1 "Darkhorse" Tuner + 1 or more non-Tuner "Darkhorse" monsters
This monster must be Synchro Summoned using the above Synchro Materials, and cannot be Summoned by other ways. The Synchro Summon of this monster cannot be negated. You take no damage from battles involving this monster. If this monster battles a monster with 0 ATK, negate that monster's effect and banish it without calculating Battle Damage. Once per turn, you can discard 1 "Darkhorse" card from your hand to reduce the ATK and DEF of 1 monster your opponent controls to 0. If this monster inflicts Battle Damage to your opponent's Life Points, select 1 card in your opponent's Deck and send it to the Graveyard. Your opponent then shuffles their Deck afterward.

Darkhorse Workhorse
DARK - Level 6 - Beast/Synchro/Effect - 2300/2000
1 "Darkhorse" Tuner + 1 or more non-Tuner monsters
If a "Darkhorse" monster is Special Summoned, you can decrease this monster's Level (min. 1) by 1 to increase the ATK of all "Darkhorse" monsters you control by the Summoned monster's Level x100. If this monster inflicts Battle Damage, you can Special Summon 1 "Darkhorse" monster of a lower Level than this monster from your Graveyard in Defense Position.

Darkhorse Red Hare
DARK - Level 9 - Beast/Synchro/Effect - 1000/3000
1 Tuner + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, you can add 1 "Darkhorse" card from your Deck to your hand. This monster gains ATK equal to the combined original ATK of all non-Tuner "Darkhorse" monsters used as Material for its Synchro Summon. If this monster inflicts Battle Damage, increase this monster's ATK by the amount of damage inflicted.

Darkhorse Trojan
DARK - Level 10 - Beast/Synchro/Effect - 3500/2300
1 "Darkhorse" Tuner + 1 or more non-Tuner "Darkhorse" monsters
Once per turn, you can Special Summon 1 "Darkhorse" monster from your hand or Graveyard. If this monster inflicts Battle Damage, you can draw 1 card, and if that card is a "Darkhorse" monster, you can Special Summon it. If this monster would be destroyed or targeted by your opponent's card effect, you can shuffle 1 "Darkhorse" monster from your Graveyard or side of the field into your Deck: Negate that effect, and if you do, destroy that card.
[/spoiler]

[spoiler=Fusion]
Darkhorse Sleipnir
DARK - Level 7 - Beast/Fusion/Effect - 2000/2000
You can Fusion Summon this monster by sending any 2 "Darkhorse" monsters you control to the Graveyard (You do not use "Polymerization"). Increase this monster's ATK and DEF by half the combined ATK and DEF of the Fusion Material monsters used to Fusion Summon this monster. If this monster inflicts Battle Damage to your opponent's Life Points, draw 1 card.

Darkhorse Cavalry
DARK - Level 8 - Beast-Warrior/Fusion/Effect - 2800/2100
"Darkhorse Knightmare" + 1 "Darkhorse" monster
You can Fusion Summon this monster (from your Graveyard or Extra Deck) by sending the above Fusion Material monsters to the Graveyard, and cannot be Special Summoned by other ways. Increase this monster's ATK and DEF by 300 for every card in your opponent's Graveyard. If this monster inflicts Battle Damage to your opponent's Life Points, your opponent must discard their hand to the Graveyard, then draw an equal number of cards from their Deck to the number of cards they discarded.

Darkhorse War Charger
DARK - Level 8 - Beast/Fusion/Effect - 2800/2400
"Darkhorse War Horse" + 1 or more "Darkhorse" monsters
You can also Fusion Summon this monster by Tributing appropriate Materials on the field. When this monster is Fusion Summoned, you can target a number of cards on the field up to the number of Fusion Materials used for this monster's Summon, and destroy them. If a card(s) is destroyed, increase this monster's ATK by 400 for each. If this monster inflicts Battle Damage, you can Special Summon 1 "Darkhorse" monster from your Graveyard, and if you do, you can, immediately after this effect resolves: Fusion or Synchro Summon, using "Darkhorse" monsters you control as Material.

Darkhorse Vanguard
DARK - Level 8 - Beast-Warrior/Fusion/Effect - 3000/2400
1 "Darkhorse" Synchro monster + 1 Level 6 or higher DARK monster
Must be Fusion Summoned, and cannot be Summoned by other ways. You can also Fusion Summon this monster by sending the above Materials you control from the field to the Graveyard. If this monster is Fusion Summoned, all other "Darkhorse" monsters you control gain 1000 ATK until the End Phase of this turn. If this monster inflicts Battle Damage, your opponent cannot activate cards or effects until the end of the Battle Phase.

Darkhorse Victory
DARK - Level 9 - Winged Beast/Fusion/Effect - 3500/3400
"Darkhorse Pegasus" + "Darkhorse Unicorn"
Must first be Fusion Summoned by destroying the above Fusion Material monsters you control (You do not use "Polymerization"). When this monster is Summoned successfully, flip all Set cards on your opponent's side of the field face-up: Negate all effects this activates, destroy all Spell/Trap Cards on your opponent's side of the field, and if you do, banish all Trap Cards destroyed by this effect. If this monster inflicts Battle Damage to your opponent's Life Points, send the bottom card of your opponent's Deck to the Graveyard.
[/spoiler]

[spoiler= Spells/Traps]
Darkhorse Stables
Field Spell
Increase the ATK and DEF of all "Darkhorse" monsters by 500. If a "Darkhorse" monster is Normal Summoned, you can Set 1 "Darkhorse" Spell or Trap Card from your Deck (you can only activate this effect of "Darkhorse Stables" once per turn). If 2 or more "Darkhorse" monsters are destroyed and sent to the Graveyard in the same turn, you can Special Summon 1 "Darkhorse" monster from your Graveyard during the End Phase of this turn.

Darkhorse Stampede
Normal Trap
Send 2 "Darkhorse" monsters you control to the Graveyard: Destroy up to 3 cards your opponent controls. If you control 3 or more "Darkhorse" monsters, you can activate this card from your hand.

Darkhorse Corral
Continuous Spell
When this card is activated, you can add 1 DARK Beast-Type monster from your Deck to your hand. Once per turn, if a "Darkhorse" monster is destroyed, you can add 1 "Darkhorse" card from your Deck to your hand. If a "Darkhorse" monster destroys your opponent's monster by battle, place 1 Grass Counter on "Darkhorse Range". Once per turn, during your opponent's turn, you can: immediately after this effect resolves, Synchro Summon using "Darkhorse" monsters you control.

Herding Darkhorse
Quick-Play Spell
Reveal 1 "Darkhorse" card in your hand to add 1 "Darkhorse" monster from your Deck or Graveyard to your hand. If you that monster is still in your hand during the End Phase of this turn, you can draw 1 card: You must control at least 2 "Darkhorse" monsters to resolve this effect. You can only activate 1 "Herding Darkhorse" per turn.

Darkhorse Strike
Normal Trap
Target 1 "Darkhorse" card in your Graveyard: Add that target to your hand, and if you do, you can Special Summon 1 "Darkhorse" monster from your hand. If your opponent declares a direct attack while this card and at least 5 "Darkhorse" monsters of different names are in your Graveyard, you can banish this card: Negate the attack and banish the attacking monster, then Special Summon 1 "Darkhorse" monster from your Graveyard.

Darkhorse Rush
Trap Card
All "Darkhorse" monsters you control can attack directly this turn. If you activate this effect, all damage inflicted by "Darkhorse" monsters this turn becomes 500.

Tragic Darkhorse
Counter Trap
Only activate this card when a "Darkhorse" monster you control is destroyed or banished by your opponent's card effect. Inflict 800 points of damage to your opponent's Life Points and destroy up to 3 Spell and/or Trap Cards your opponent controls.

Ensemble Darkhorse
Continuous Spell
Once per turn, select 1 "Darkhorse" monster you control- it is unaffected by your opponent's card effects until the End Phase of your opponent's turn.

Darkhorse Range
Continuous Spell
All "Darkhorse" monsters gain 200 ATK and DEF. If a "Darkhorse" monster is Special Summoned, place 1 Grass Counter on this card. Once per turn, you can select and activate 1 of the following effects:
●Remove 1 Grass Counter from this card to increase the ATK of one "Darkhorse" monster you control by 600.
●Remove 2 Grass Counters from this card to add 1 "Darkhorse" card from your Deck to your hand.
●Remove 3 Grass Counters from this card to Special Summon 1 "Darkhorse" monster from your Graveyard in Defense Position.
●Remove 4 Grass Counters from this card: "Darkhorse" cards you control cannot be targeted by your opponent's card effects until the end of the turn.

Second Lap
Continuous Spell
As long as this card is face-up on the field, if a "Darkhorse" monster you control destroys a monster in battle, your opponent must discard 1 card from their hand. Both players draw 1 card every time a "Darkhorse" monster is Special Summoned.

Darkhorse Publicity
Continuous Trap
You can only activate this card if there are at least 3 face-up "Darkhorse" monsters on the field. If, during your Standby Phase, there are no face-up "Darkhorse" monsters, destroy this card. As long as this card is face-up on the field, your opponent cannot activate Trap Cards during the Battle Phase. Once per turn, if your opponent uses a card effect that negates an attack, you can negate that effect.
[/spoiler]

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  • 2 weeks later...

This has a ton of problems that need to be fixed. Some aren't very big of a deal (but I'd still like to see something done about them), while others are absurd beyond reason.

 

Problem 1: Thoroughbred. By the way that this card's Special Summon works, this is a free SS in any Deck that isn't your own, and its Level makes it a scarily good asset to the typical Rank 4 Decks that need help getting access to the Extra Deck. Of course, there are several other monsters that do this, like Kagetokage, Noden, and Assault Halberd. Kageto cannot be Normal Summoned (or used as a Synchro Material, but this rarely comes up). Assault Halberd is, IMO, pretty absurd too, since it's searchable by RotA (which is @3 in TCGland, but IIRC Assault Halberd is still an OCG-only card) and it can even search more copies of itself. At least it can't toss itself on the field if you already have established frontrow presence. And then there's Noden, whose interaction with Instant Fusion is something that never should have happened. This, I feel, is a little less absurd than Assault Halberd, but I don't like the idea of there being yet another generic card to speed up Rank 4 plays, as redundant as it may become.

 

Problem 2: Mare. This is a 1-card Rank 4 play, as in, you can play any Rank 4 without incurring the natural -1 that these Extra Deck plays tend to have since you get a +1 from the Deck. Like in Thoroughbred's case, other 1-card-Rank-4s exist, but I think we're still at the stage where you need to, at the very least, have some sort of Graveyard setup before they go live (Wolfbark, Constellar Sombre). And to top it off, it's a Tuner, so you also get to instantly Synchro Summon Level 8 monsters (or even [acronym='Most notably, Black Rose Dragon.']Level 7 ones[/acronym]) as well. To top it off, Beasts have access to Ayers Rock Sunrise, which is a Monster Reborn for this card that doesn't even stop it from becoming yet another instant ED play. Oh, and CotH is a thing too, and it doubles as Scrap Dragon fuel if you decide to go into that.

 

Problem 3: War Horse. By attacking directly, it single-handedly deals 4200 damage to your opponent. I'm not very sure on how often you're going to be able to attack directly with this, but you do have Thoroughbred's effect to offer a direct attack to this... Basically, the damage done by one card is just way too much. Rank 4s like Blade Armor Ninja and Gagaga Samurai are pretty good even though dishing out tons of damage very fast is pretty much the only thing they do. Being able to cause this much damage encourages OTKs and is generally not a good thing to have.

 

Knightmare being able to toss itself onto the field for free (esp. in other Decks) and severing as a Spirit Reaper probably shouldn't happen either.

 

Stallion has the same problem that Thoroughbred has, the only difference being it's only usable in certain Rank 4 Decks instead of all of them.

 

Problem 6: Sleipnir. It completely outshines Cyber Twin Dragon, which only isn't used because of how wonky it is to get out. Being a Contact Fusion means you don't need Polymerization, and given this archetype's swarming nature, needing to be on the field is hardly an issue. This has less ATK than Cyber Twin, but chances are that the ATK-boosting effect will make this swing for over 3k per attack. This also means that it is very likely to win any battle it takes part it, so you're more than likely to turn this into a Pot of Greed every turn until it's dealt with (and then you can play another very easily). It deals so much damage that it can end the duel quickly, and even if it doesn't, you replenish, and then start gaining, advantage at a fast rate. Maybe if it only attacked once.

 

Problem 7: Stampede. There is no cost to this. There are no restrictions to this, not even one that forces you to run this only in this Deck. There are no requirements, except for a bonus one. It is free and you can kill three of your opponent's cards. This punishes them for playing the game, and will never be worse than a +0 in advantage, and goes up to a +2. It offers disruption by being a Trap, it doesn't even care what cards it destroys. Compare this to, say, Compulsory Evacuation Device. CED is really good for being a free disrupting removal card (it also bypasses destruction immunity and floating), and this is a monster version of that on steroids. Other disruption cards are Raigeki Break, Phoenix Wing Wind Blast, and Karma Cut, all of which require a discard to work.

 

Problem 8: Herding Darkhorse. This searches two of your monsters when other RotA-like cards can only search one. If you draw multiples of this, it matters little because it's a Quick-play and you can just play it in your opponent's turn. This makes it susceptible to EP-MSTs, but it also lets you start next turn with 4 Darkhorse monsters (it also can bait destruction), and don't forget that Mare is still absurdly good. The least you can do to fix this is make it a Normal Spell and only search one Darkhorse with it, and even then it'll suffer from the same design problems other RotA-like cards do (for example, it's a joker card for the archetype), but that's acceptable for now.

 

 

Since you're intending on this being someone's dueling Deck for a story, I can see why these are as crazy as they are, but it is definitely not a valid excuse when you're putting these in Advanced. :/

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1. And what possible fix is there for Thoroughbred?

2. Mare is designed as a way to revive most of the smaller Darkhorse monsters, but not Level 5 War Horse, Level 6 Knightmare, or anything in the Extra Deck. The set is designed for rapid synergy, and having been designed as Dark Scorpions meet Blackwings . . .

3. One of the problems you addressed with War Horse . . . isn't. Thoroughbred can't give War Horse a free direct attack, seeing as its effect only boosts Level 4 or lower Darkhorse monsters, and War Horse is Level 5. Regarding everything else, War Horse is meant as one of the primary aggressors, to keep your opponent on their toes.

4. Again, not specifying any fixes.

5. Now I just think that you have a specific grudge against Rank 4 plays, because Stallion had very little to do with them, besides SSing itself to possibly be Material.

6. First fix you've offered, which I could easily implement. Sleipnir is entirely meant for a quick heavy hitter, and I thought that, with most of the Deck being based around the weaker monsters, it would swing between 2400 and 3800 ATK. If it's that big an issue, I could remove the double-attacking.

7. This was a bit of a guilty pleasure for me to write, seeing as it's a ripoff of a similarly frustrating Blackwing card. It was meant almost entirely as a joke, and I suppose that I should implement the clause where you needed a Beast-Type to activate it at all.

8. A double searcher is something that's very hard to balance, but the card it's ripping off (Mustering of the Dark Scorpions) was something I always felt did too little. So, I removed the Graveyard retrieval capability and added an optional second selection from the Deck. Maybe a straighter ripoff would have been more balanced.

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1. And what possible fix is there for Thoroughbred?

If you want to keep it as a "NS Rank 4" card, you could have it work like Kagetokage, but on Darkhorse NSes. It'd be a worse Kageto, except for the searching and possible non-generic options and being NS-able.

2. Mare is designed as a way to revive most of the smaller Darkhorse monsters, but not Level 5 War Horse, Level 6 Knightmare, or anything in the Extra Deck. The set is designed for rapid synergy, and having been designed as Dark Scorpions meet Blackwings . . .

And yet, the effect to instantly set up a Rank 4 on a Normal Summon is still immensely powerful. It's still a +1, requires no setup at all, and just does what you want it to too well. The two Blackwing cards that can Summon an Extra Deck monster just by being Normal Summoned are Shura the Flame (requires a kill in battle) and Blizzard (is Level 2, requires Grave Setup); they have other ways but they all revolve around Whirlwind. Meanwhile, this does better than cards like Stellarknight Altair or Wolfbark since they both require Grave setup (also, Altair prevents non-Stellar attacks for the turn while the monster rezzed by Wolfbark can't let its effects go off) because it's a Level 4 Tour Guide and a Tuner. You can keep its seriously fast-paced Normal Summon-ED effect if it were more like one of them.

3. One of the problems you addressed with War Horse . . . isn't. Thoroughbred can't give War Horse a free direct attack, seeing as its effect only boosts Level 4 or lower Darkhorse monsters, and War Horse is Level 5. Regarding everything else, War Horse is meant as one of the primary aggressors, to keep your opponent on their toes.

Dealing 4200 damage by itself though isn't the way to do that. For a single card, as I said, it's already way too much. You deal that damage, plus the damage from whatever else attack you had. You can even have two of these in your hand and OTK (and that's not even hard to pull off since you have a double-RotA and probably Colt). Either your opponent will have monsters in the way to not die, or they will just lose.

4. Again, not specifying any fixes.

Fix the SS. In any other Deck, it's a 100% free 24 body that can ditch a card by dealing damage. Cards that SS themselves like this can easily become notoriously annoying. For example, 6Sams could flood the field without as much as a second thought back when they had Gateway, resulting in several boss monsters appearing in one turn. Make it only workable in your own archetype and give it an actual cost since 2400 is quite a bit of damage and the discard is particularly nasty.

5. Now I just think that you have a specific grudge against Rank 4 plays, because Stallion had very little to do with them, besides SSing itself to possibly be Material.

It's more that Stallion lets itself be played from the hand for free. It doesn't eat up your Normal Summon, have a cost, and the requirement is very easily fulfilled in the right Decks. It's not as bad an offense as some of the other Special Summons here, but it can very easily get out of hand since it's splashable in any Deck that runs Continuous Spells as a way to speed up their R4 plays even more.

7. This was a bit of a guilty pleasure for me to write, seeing as it's a ripoff of a similarly frustrating Blackwing card. It was meant almost entirely as a joke, and I suppose that I should implement the clause where you needed a Beast-Type to activate it at all.

The difference between this and Delta Reverse is that Delta Reverse specifically hits facedown backrow. It does have the potential to hit multiple cards, but this hits anything. Maybe you could make this like Fire Lake of the Burning Abyss.

8. A double searcher is something that's very hard to balance, but the card it's ripping off (Mustering of the Dark Scorpions) was something I always felt did too little. So, I removed the Graveyard retrieval capability and added an optional second selection from the Deck. Maybe a straighter ripoff would have been more balanced.

Honestly, Mustering has the potential to be a major power card, it's just that Dark Scorps never really could get that to happen unless they somehow had Meanae deal damage several times in a short period of time. Also, other double-search cards have drawbacks, requirements, or other things going on for them. Thunder Seahorse restricts SSes and the adds must be the same, for example. Salvage-like cards do exist, and yes they are stupid.

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1. I still rather like Thoroughbred, especially considering that it's meant as part of a triple-Summon combo with Charger and Colt.
2. Oops. I had meant to make it Graveyard. I'm so used to writing searchers that I typed Deck on autopilot. Fixing . . .
3. Maybe I could add a clause where only 1 War Horse could be SSed per turn by its own effect.
4. Maybe a JD-like requirement: I'm thinking 2 "Darkhorse" cards in the Graveyard to use its effect.
5. You still didn't suggest a specific fix.
7. What of the what?
8. Alright, a straighter Mustering, then.

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Hmmmm.... A few suggestions:

- Generally, to prevent things from getting out of hand, you could have the Spirit Beast clause at the end of each (You can only Special Summon 1 "" per turn) as an easy solution. Also the usual "You can only activate this effect of "" once per turn" helps
- Thouroughbred: Could make it so you have to reveal 1 "Darkhorse" monster in your hand to make it work. Ghostrick cards do this a lot to prevent other archetypes from abusing their support
- Charger: the wording for the "(besides....)" is actually ", except "Darkhorse Charger","
- Charioteer: I think maybe "Special Summoned by the effect of a "Darkhorse" monster" would make it more fair, but then again, Satellarknights have End Phase CotH as well
- Mare: Just in case, I would also have it so the monster is destroyed at the end of the turn, but maybe I'm thinking it through too much
- Knightmare: "You must control 2 or more "Darkhorse" monsters in your Graveyard to activate and resolve this effect" would be the proper wording
- Stables: Maybe "by your opponent's card. (By battle or by card effect)" would make it fair, if only because the Fusions have some abuse with this, and this seems more or less a recovery card, which is much needed
- Stampede: Should require 2 so it's a 3-for-3. Otherwise the Fire Lake rip is real. In fact, with the way it is now, you would go +2 with Stables on board, just like Fire Lake when you send Dante and Cir, one half of the reason why Burning Abyss last format was halfway to Tier 0. However, with this, it's an easy fix. Just make it send 2 and use the Stable fix as mentioned above
Herding: Making you control a Darkhorse and reveal a Darkhorse would make this at least fair, and we already have enough generic search cards anyway, so adding some sort of trait to make it unique would be nice
- Ensemble: OCG Fix: "It is unaffected by your opponent's card effects until the end of your opponent's turn."

Other than that, it's pretty straightforward like you mentioned. I like the aggro aspect, and it seems much more fair now. I might have to test it, but it seems like it would take a lot of hand advantage to get a big field (Which is good), and just like Blackwings, Torrential and Mirror Force hurt. Ensemble definitely helps, giving that edge that Kris the Crack of Dawn in Blackwings gave to the Deck. Once I get a good build going (Which is paining me currently), I'll report how it does. As for suggestions, maybe a Black Sonic or a Nothung, but that may be pushing it. If the Black Sonic would be an option though, it would be cool to see it do something unique. Black Sonic itself is a poorly designed card, but something not so extreme as banishing all face up monsters is a ok.

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Most fixes implemented. I don't think I'll touch Stables yet, if only because I think there might be a nicer fix than that.

I basically took your Black Sonic suggestion, made it into a vaguely Jack Frost like monster, and made it basically a Mirror Force instead of multi-banish. Also, if it isn't used that way, it acts like Chick the Yellow.

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Most fixes implemented. I don't think I'll touch Stables yet, if only because I think there might be a nicer fix than that.

I basically took your Black Sonic suggestion, made it into a vaguely Jack Frost like monster, and made it basically a Mirror Force instead of multi-banish. Also, if it isn't used that way, it acts like Chick the Yellow.


You just need to word it so it you aren't going plus for just doing what the Deck normally does (Stampede and Synchro/Fusion shenanigans). Also, Teaser looks hilarious! Not bad, not bad at all.
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I know. Hmm . . .

Teaser is actually based on a real concept in racehorse breeding- to attempt to breed ideally, they often use the same few females repeatedly, which often means they don't go into heat. As such, the females are highly aggressive and won't let themselves be mounted. So, breeders often send in a "teaser" male for the female to beat up and tire herself out on, then send in the male horse that they actually intend to breed. Messed up? Yep. Does it work? Most of the time.

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Quick question:
In the near-impossible event wherein the Darkhorse cards become a real thing, which ones do you think would be banned, limited, and semi-limited?

I don't think anything here is bad enough to warrant being banned, but then again I don't see much of a purpose for the ban list anyway.

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Quick question:
In the near-impossible event wherein the Darkhorse cards become a real thing, which ones do you think would be banned, limited, and semi-limited?

I don't think anything here is bad enough to warrant being banned, but then again I don't see much of a purpose for the ban list anyway.


Stables would to go to 1 or 0. From playtesting the Deck, I could see I was clearly right about what it can do. You basically get rewarded for playing the Deck, which is exactly why Gateway of the Six Samurai got banned. While Stables is not quite as extreme, it does still promote End Phase-Spam-Flip Vanity's Emptiness during opponent's turn-What Now? situations, which I never have liked. In fact, making Victory wins you the game with Stables on board. It's hard to pull off at times, but a decent start turns it into......
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Alright, now it's specifically triggers on destruction, so Synchro and Fusion plays don't set it off.

That's closer to balanced.

By the by, how are your attempts with play testing going? You said you'd show me some of your Duels.


I was gonna wait to get a more consistent build, cause that seems to be a struggle right now. While when you do the right things it can certainly be a threat, the problem is that the Traps are very lackluster on the effect of the duel in this day and age, (Keep in mind I mainly test against Shaddolls and Star Seraph Satellarknights, which makes both of our results different) and trying to balance the ratios of the Spells can be painful. Having to run cards outside of the archetype also hurts it, which really saddens me when there are so many potent cards, and there is a ton of good Beast Support that just doesn't synergize because of the Level or Type. However, the fun in being able to have a great amount of insurance against the late game and being able to run cards like Storm (Not to be mistaken for the banned card) and Hamon, Lord of Striking Thunder without worrying too much about them being live when you need them in addition to being able to make big plays out of nowhere (Similar to the new Deskbots, where having Machine Duplication is the difference between a brick and an OTK), and Teaser is comparably as surprising as Volcanic Scattershot during the opponent's turn. It's definitely enjoyable, but I wouldn't put it at Tier 1. Perhaps a solid Tier 2 Contender, alongside Blackwings once they get their new support in March
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I'm sure you'll hit the magic medium.

Hamon? The Sacred Beast card that uses Spell Tributes?
Not what I expected for synergy, but I suppose it makes a certain degree of sense.


You usually have 2 or 3 Spell or Traps out at a time. Hamon and Storm help prevent that from clogging, and Hamon technically gives you an out against Apoqliphort Towers, which would be important if the Deck ever came out in real life
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