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Sentoki Archtype [Written]


pivotmasterDM1

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UPDATE - 8/25: Fixed Kathegura, Mischarge's and Wild Beast's effects as well as making overtime a bit stronger and changed all milling effects to banishing. Also added Sentoki Double Beam Strike.

 

Archtype description:

An annoying set of cards that will mill your opponents deck as well as punish your opponent for making any power plays

On to the cards

 

Sword Holder of the Sentoki

Earth ****

Beast-Warrior/Effect

1900/1200

When this card is normal summoned, Banish the top card of your opponents deck. Once per turn, during either players turn, you can tribute this monster; Add one "Sentoki" card from your deck to your hand except "Sword Holder of the Sentoki".

 

Wild Beast of the Sentoki

Earth *****

Beast-Warrior/Effect

2500/1800

If your opponent controls a monster and you don't, you can normal summon this card from your hand without tribute. Once per turn, you can tribute monsters up to the number of cards in your opponents hand; For every monster tributed by this effect, Banish the top 3 cards of your opponents deck.. If your opponent banishes a monster with the same level as a tributed monster, they cannot activate trap cards until the End Phase of this turn.

 

Kahegura, Sentoki Shieldsman

Earth **

Beast-Warrior/Effect

0/0

If your opponent activates a card/effect in the battle phase while you control a face-up "Sentoki" monster, you can discard this card; negate that card and Banish the top card of your opponents deck.

 

Sentoki Power Trap

Trap/Continuous

If a card is banished from your opponents deck because of a "Sentoki" card's effect, except "Sentoki Power Trap", you can Banish the top 2 cards of your opponents deck. 

 

Sentoki Power Blast

Spell/Quick-play

If a card is Banished from your opponents deck because of a "Sentoki" card's effect, except "Sentoki Power Blast", double the amount of cards.

 

Carrier of the Sentoki

Earth ***

Beast-Warrior/Effect

1200/800

When this card is summoned, you can add one "Sentoki" card from your deck to your hand, except "Carrier of the Sentoki". If this card is tributed for a Sentoki card's effect, Banish the top 3 cards of your opponents deck.

 

Sentoki Mischarge

Trap/Counter

When your opponent declares an attack or activates a card/effect that would reduce your life points to 0 while you have a "Sentoki" card on your field and/or in your graveyard, negate that attack or card/effect and destroy all cards your opponent controls, then Banish cards from the top of your opponents deck equal to the number of cards destroyed by this card's effect.

 

Sentoki Sudden Blast

Trap/Normal

When your opponent would summon a third time this turn, Banish the top 3 cards of your opponents deck. It's now the end phase.

 

Sentoki Overtime

Spell/Normal

Tribute one face-up "Sentoki" monster you control; Banish the top 4 cards of your opponents deck.

 

Sentoki Double Beam Strike

Trap/Counter

When your opponent would activate a continuous trap card, tribute one "Sentoki" monster you control; negate that cards activation and banish the top 3 cards of your opponents deck.

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Milling is an incredibly weak game mechanic nowadays, so I would advise changing all of the milling effects to Banish your opponent's cards face down, rather than merely send them to the Graveyard as many decks actually benefit from this (Burning Abyss, Infernoids and Lightsworn for example) and you would just be helping set those up.

Also, I wouldn't claim to be an expert on card grammer, but a lot of these sound like they need fixes, in general keep in mind that contractions (ex. Don't) are generally not used, and that words like Deck, Graveyard and End Phase are capitalized.

 

Now onto the specific cards:

 

Swords Holder:

A beater, Level 4, and quick effect searcher. Looks like an excellent foundation for an archetype without doing too much on its own.

 

Wild Beast:

Its tributeless summoning is good, but its effect is very very weak. Sacrificing field presence to indirectly damage your opponent through miniscule deck Milling is not going to be worth it. At least increase the milled cards per monster tributes, maybe to 3 per, and maybe allow yourself to tribute monsters from your hand as well.

 

Kahegura:

An excellent hand trap to help your attacks go through, maybe limit it to the archetype somehow, as its current splashability into any Deck could be a bit broken.

 

Power Trap:

Not very useful. Should do something else besides mill even more. The Deck needs something to help create hand/field advantage, and this would be a good place to put something like that based on how much you've been Milling.

 

Power Blast:

Helps mill faster/more, not much to be said about it. Quickplay is good.

 

Carrier:

More searching is nice, but let's remember the Deck benefits from Tenki too, being beast-warriors. Nice that it combos with Wild Beast and Overtime.

 

Mischarge:

No, just no. Completely broken. Might be salvageable if it was somehow limited to a dedicated Sentoki deck, but in its current splashable state it'd become an instant staple and ban. It punishes your opponent for winning the game, by wiping their, and then some mill thrown on top of that, simply absurd.

 

Sudden Blast:

Very powerful anti-meta card with all the special summoning nowadays. Splashability will make it a staple, and kind of a broken one at that, it needs to be limited to the archetype somehow, or just nerfed.

 

Overtime:

Almost useless. Needs to at least be a Quick-Spell, and needs a stronger and more interesting effect too: very bland in its current state.

 

It's interesting to see a mill-based deck as they haven't been relevant in a long time, but this one's going to need some work.

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Milling is an incredibly weak game mechanic nowadays, so I would advise changing all of the milling effects to Banish your opponent's cards face down, rather than merely send them to the Graveyard as many decks actually benefit from this (Burning Abyss, Infernoids and Lightsworn for example) and you would just be helping set those up.

Also, I wouldn't claim to be an expert on card grammer, but a lot of these sound like they need fixes, in general keep in mind that contractions (ex. Don't) are generally not used, and that words like Deck, Graveyard and End Phase are capitalized.

 

Now onto the specific cards:

 

Swords Holder:

A beater, Level 4, and quick effect searcher. Looks like an excellent foundation for an archetype without doing too much on its own.

 

Wild Beast:

Its tributeless summoning is good, but its effect is very very weak. Sacrificing field presence to indirectly damage your opponent through miniscule deck Milling is not going to be worth it. At least increase the milled cards per monster tributes, maybe to 3 per, and maybe allow yourself to tribute monsters from your hand as well.

 

Kahegura:

An excellent hand trap to help your attacks go through, maybe limit it to the archetype somehow, as its current splashability into any Deck could be a bit broken.

 

Power Trap:

Not very useful. Should do something else besides mill even more. The Deck needs something to help create hand/field advantage, and this would be a good place to put something like that based on how much you've been Milling.

 

Power Blast:

Helps mill faster/more, not much to be said about it. Quickplay is good.

 

Carrier:

More searching is nice, but let's remember the Deck benefits from Tenki too, being beast-warriors. Nice that it combos with Wild Beast and Overtime.

 

Mischarge:

No, just no. Completely broken. Might be salvageable if it was somehow limited to a dedicated Sentoki deck, but in its current splashable state it'd become an instant staple and ban. It punishes your opponent for winning the game, by wiping their, and then some mill thrown on top of that, simply absurd.

 

Sudden Blast:

Very powerful anti-meta card with all the special summoning nowadays. Splashability will make it a staple, and kind of a broken one at that, it needs to be limited to the archetype somehow, or just nerfed.

 

Overtime:

Almost useless. Needs to at least be a Quick-Spell, and needs a stronger and more interesting effect too: very bland in its current state.

 

It's interesting to see a mill-based deck as they haven't been relevant in a long time, but this one's going to need some work.

Thank you for the feedback :) I fixed some of the cards being too broken that I somehow overlooked when writing the effects and made Mischarge Archetype-specific.

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