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[Written] Undertale Archetype (70 Cards)


leafbladie

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So I've finally finished this giant project, 70 cards for the game Undertale. I had a lot of fun making this Archetype, translating their abilities in the video game into effects that make sense in the current card game and finding examples of wording in cards to make them have decent PSCT were difficult, but ultimately really fun. Right now I don't have the card art posted as I'm still in the process of editting the card effects. That along with generating and manually uploading them to Imgur takes a lot of time. If you could help me improve the PSCT and alter the effects to make them more relevant in today's meta, or make them less strong if they would be broken, it would be very much appreciated. Just a quick note, I'm aware that there is a lot of searching in this Archetype, but I thought it was balanced by the fact that it has basically no Graveyard support unless you use the secondary engine, "Frisk". If this needs to be fixed, please tell me.

 

The basic aim of this archetype is akin to that of a Pendulum deck. Add cards to your hand, then mass Special Summon. Unlike Pendulums they don't go to the Extra Deck when destroyed, so they need to keep searching to refill the board for the next turn as they're kind of weak. Also it's limited by the strength of your opponent's field, which ties into the RPG elements of Undertale, stronger monsters can only appear when your opponent has strengthened their field. Beyond that I've included the "Dogs", "Undyne", "Mettaton", and "Dreemurr" sub-archetypes that you build the basic monster cards around. The "Skeletons" can be used in any of the decks honestly, they're just a small thing that I thought'd be fun to do. The "Humans" aren't really inclusive to the Archetype, it just helps promote it as a secondary engine to do some of the things the Archetype can't, or even use the "Undertale" archetype as a stepping stone to summon "Chara". 

 

[spoiler=Monster Cards (34 Cards Total)]

[spoiler=Basic Monster Cards (9 Cards)]

 

Undertale - Whimsun

Fairy-Type/WIND/Level 1/ATK 400/DEF 0

If this card is Normal or Special Summoned: You can target 1 face-up monster on the field; while this card is face-up on the field, it cannot attack. If this card is attacked by "Frisk": Place 2 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Froggit

Reptile-Type/WATER/Level 2/ATK 400/DEF 0

If this card is Normal or Special Summoned: You can add 1 Level 3 or lower "Undertale" monster from your Deck to your hand. You can only use this effect of "Undertale - Froggit" once per turn. If this card is attacked by "Frisk": Place 2 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Loox

Fiend-Type/DARK/Level 3/ATK 600/DEF 0

If this card is Normal or Special Summoned: Look at the top 3 cards of your Deck, then you can reveal 1 “Undertale” monster among them and add it to your hand, also place the remaining cards on top of your Deck in any order. You can only use this effect of "Undertale - Loox" once per turn. If this card is attacked by "Frisk": Place 2 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Madjick

Spellcaster-Type/DARK/Level 5/ATK 2000/DEF 500

If this card is Normal or Special Summoned: You can add 1 "Undertale" monster with a Level between 5 and 8 from your Deck to your hand. If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Knight Knight

Warrior-Type/EARTH/Level 6/ATK 2400/DEF 500

If this monster is Normal or Special Summoned: You can add 1 Equip Spell card from your deck to your hand. If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Muffet

Insect-Type/DARK/Level 6/ATK 2500/DEF 500

You can pay 1000 LP; Special Summon this card (from your hand), but its DEF becomes 0, and you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Undertale" monsters. You can only Special Summon "Undertale - Muffet" once per turn this way. If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead. If this card is attacked by "Frisk": Place 5 LV Counters on that "Frisk" before damage calculation. Once per turn: You can pay 500 LP; activate 1 of these effects:

•Target 1 face-up Attack Position monster on the field; change it to face-up Defense Position, also its battle position cannot be changed until the End Phase of the next turn.

•Special Summon 1 "Spider Pet" Token (Insect-Type/DARK/Level 8/ATK 3000/Def 0). It cannot attack directly, and it is destroyed during the End Phase.

•Target 1 monster you control whose DEF is different from its original DEF; its DEF becomes equal to its original DEF.

 

Undertale - Whimsalot

Fairy-Type/WIND/Rank 1/ATK 2300/DEF 500

2 Level 1 “Undertale” monsters

If this card is Xyz Summoned: You can target up to 2 face-up monster on the field; while this card is face-up on the field, negate the effects of those face-up monsters, also those face-up monsters cannot attack. If this face-up card on the field would be destroyed by battle or card effect, you can detach 2 Xyz Materials from this card instead. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Final Froggit

Reptile-Type/WATER/Rank 2/ATK 2000/DEF 500

2 Level 2 “Undertale” monsters

If this card is Xyz Summoned: You can add 1 "Undertale" monster or 1 Spell/Trap Card that lists an “Undertale” monster in its text from your Deck to your hand. You can only use this effect of "Undertale - Final Froggit" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 2 Xyz Materials from this card instead. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Astigmatism

Fiend-Type/DARK/Rank 3/ATK 2200/DEF 500

2 Level 3 “Undertale” monsters

If this card is Xyz Summoned: Look at the top 3 cards of your Deck, then you can reveal up to 2 “Undertale” monster(s) and/or Spell/Trap Card(s) that lists an “Undertale” monster in its text among them and add them to your hand, also place the remaining cards on top of your Deck in any order. You can only use this effect of "Undertale - Astigmatism" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 2 Xyz Materials from this card instead. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

[spoiler=Dog Monster Cards (8 Cards)]

 

Undertale - Annoying Dog

Beast-Type/EARTH/Level 1/ATK 0/DEF 0

You can send this card from your hand to the Graveyard; add 1 “Mt. Ebott” or 1 “Undertale” monster from your Deck to your hand, except “Undertale - Annoying Dog”. You can only use this effect of "Undertale - Annoying Dog" once per turn.

 

Undertale - Temmie

Beast-Type/EARTH/Level 1/ATK 0/DEF 0

Each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. If you control another "Undertale" monster, your opponent cannot target this card for attacks or by card effects. You can only control 1 “Undertale - Temmie”.

 

Undertale - Lesser Dog

Beast-Type/EARTH/Level 5/ATK 2100/DEF 0

If this card is Normal or Special Summoned: You can add 1 “Undertale - Dog” monster from your Deck to your hand. You can only use this effect of "Undertale - Lesser Dog" once per turn. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Doggo

Beast-Type/EARTH/Level 5/ATK 2100/DEF 0

If this card is Normal or Special Summoned: You can Special Summon 1 “Undertale - Lesser Dog” or 1 “Undertale - Dog” monster from your hand. You can only use this effect of "Undertale - Doggo" once per turn. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Dogamy

Beast-Type/EARTH/Level 6/ATK 2300/DEF 0

If this card is Normal or Special Summoned: You can discard 1 Spell Card; Special Summon 1 “Undertale Canine - Dogaressa” from your hand or Deck, but its effects are negated. You can only use this effect of "Undertale - Dogamy" once per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Undertale" monsters. If this card is attacked by "Frisk": Place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Dogaressa

Beast-Type/EARTH/Level 6/ATK 2300/DEF 0

If this card is Normal or Special Summoned: You can discard 1 Spell Card; Special Summon 1 “Undertale Canine - Dogamy” from your hand or Deck, but its effect are negated. You can only use this effect of "Undertale - Dogaressa" once per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except "Undertale" monsters. If this card is attacked by "Frisk", place 4 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Dogamy and Dogaressa

Beast-Type/EARTH/Level 7/ATK 2700/DEF 0

“Undertale - Dogamy” + “Undertale - Dogaressa”

Must be either Fusion Summoned, or Special Summoned by sending the above monsters you control to the Graveyard (in which case you do not use “Polymerization”), and cannot be Special Summoned by other ways. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish 1 “Undertale - Dogamy” from your Graveyard; Special Summon 1 “Undertale - Dogaressa” from your Graveyard, but its effect are negated and it gains 1000 ATK. If this card is attacked by "Frisk": Place 5 LV Counters on that "Frisk" before damage calculation.

 

Undertale - Greater Dog

Beast-Type/EARTH/Rank 5/ATK 2600/DEF 500

2 Level 5 “Undertale” monsters

If this card is Xyz Summoned: You can Special Summon 1 "Undertale - Lesser Dog" or 1 “Undertale - Dog” monster from your hand or Deck. You can only use this effect of "Undertale - Greater Dog" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 2 Xyz Materials from this card instead. If this card is attacked by "Frisk": Place 5 LV Counters on that "Frisk" before damage calculation.

 

[spoiler=Mettaton Monster Cards (4 Cards)]

 

Undertale - Alphys

Reptile-Type/FIRE/Level 1/ATK 0/DEF 2000

When this card is Normal or Flip Summoned: You can add 1 "Undertale" monster from your Deck to your hand, then if it that monster was a "Mettaton" monster, you can add 1 more "Undertale" monster from your Deck to your hand. You cannot Special Summon the turn you activate this effect. Once per turn: You can change this card to face-down Defense Position.

 

Undertale - Mettaton

Machine-Type/LIGHT/Level 5/ATK 1000/DEF 2500

If 3 or more monsters are on the field, you can Special Summon this monster (from your hand), but you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Undertale" monsters. You can only Special Summon "Undertale - Mettaton" once per turn this way. Cannot be destroyed by card effects. Once per turn, during your opponent's End Phase: You can halve the ATK of a monster your opponent controls. If your opponent controls no face-up monsters, halve their LP. You can only control 1 "Undertale - Mettaton".

 

Undertale - Mettaton EX

Machine-Type/LIGHT/Level 7/ATK 2500/DEF 1000

During either player's turn: You can return 1 "Undertale - Mettaton" you control to your hand; Special Summon this card (from your hand). If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead. If this card is attacked by "Frisk": Place 6 LV counters on that "Frisk" before damage calculation. This card gains effects based on the number of monsters on the field:

2 or more: This card gains 200 ATK for each monster on the field.

4 or more: Your opponent cannot target monsters for attacks or by card effects, except "Undertale - Mettaton EX".

6 or more: Unaffected by other cards' effects.

 

Undertale - Mettaton Neo

Machine-Type/LIGHT/Level 10/ATK 5000/DEF 0

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 "Mettaton" monster you control. Unaffected by other cards' effects. If this card is attacked by "Frisk": Place 10 LV counters on that "Frisk" before damage calculation. If this card battles: Destroy it after damage calculation. 

 

[spoiler=Undyne Monster Cards (3 Cards)]

 

Undertale - Monster Kid

Reptile-Type/EARTH/Level 1/ATK 200/DEF 200

If you control a “Frisk”, you can Special Summon this card (from your hand), and if you do, you can add 1 “Undertale - Undyne” from you Deck to your hand. You can only Special Summon "Undertale - Monster Kid" once per turn this way.

 

Undertale - Undyne

Fish-Type/WATER/Level 7/ATK 2800/DEF 1000

If an "Undertale" monster you control (other than "Undertale - Undyne") is targeted for an attack: You can shuffle that monster into your Deck; then Special Summon this card (from your hand) in Defense Position, but its DEF becomes 0. If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead. If this card is attacked by "Frisk": Place 6 LV counters on that "Frisk" before damage calculation.

 

Undertale - Undyne the Undying

Fish-Type/WATER/Level 10/ATK 3000/DEF 2000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand, Deck, or Graveyard) when an "Undertale - Undyne" is destroyed by battle during the same turn it was Special Summoned by its own effect. If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can increase its ATK by 1000 and decrease its DEF by 1000 instead. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card is attacked by "Frisk": Place 8 LV counters on that "Frisk" before damage calculation. You can only control 1 "Undertale - Undyne the Undying".

 

[spoiler=Skeleton Monster Cards (2 Cards)]

 

Undertale - Papyrus

Zombie-Type/EARTH/Level 4/ATK 1900/DEF 0

When this card is Normal Summoned: You can add up to 2 "Undertale - Papyrus" from your Deck to your hand. This card cannot destroy monsters by battle. If this card is attacked by "Frisk": Place 6 LV counters on that "Frisk" before damage calculation.

 

Undertale-Sans

Zombie-Type/LIGHT/Rank 4/ATK 100/DEF 100

3 Level 4 Zombie-Type “Undertale” monsters

If this card is Xyz Summoned: You can add 1 "Gaster Blaster" from your Deck to your hand. Cannot be destroyed by card effects while it has Xyz Material. When this card is targeted for an attack: You can detach 1 Xyz Material from this card; negate that attack. When this card attacks an opponent's monster: That monster's ATK becomes half its current ATK, and if it does, this card gains that lost ATK. If this card is attacked by "Frisk": Place 12 LV counters on that "Frisk" before damage calculation.

 

[spoiler=Dreemurr Monster Cards (4 Cards)]

 

Undertale - Asgore Dreemurr

Beast-Type/EARTH/Level 8/ATK 3000/DEF 1000

You can shuffle 1 "Undertale" monster with 2000 or more ATK into your Deck; Special Summon this card (from your hand). You can only Special Summon "Undertale - Asgore Dreemurr" once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Undertale - Toriel Dreemurr" from your Deck to your hand. Your opponent cannot target "Undertale" monsters with card effects, except "Undertale - Asgore Dreemurr". If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead. If this card is attacked by "Frisk": Place 8 LV counters on that "Frisk" before the damage calculation.

 

Undertale - Toriel Dreemurr

Beast-Type/EARTH/Level 8/ATK 3000/DEF 1000

You can shuffle 1 "Undertale" monster with 2000 or more ATK into your Deck; Special Summon this card (from your hand). You can only Special Summon "Undertale - Toriel Dreemurr" once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Undertale - Asgore Dreemurr" from your Deck to your hand. Your opponent cannot target "Undertale" monsters with card effects, except "Undertale - Toriel Dreemurr".If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead. If this card is attacked by "Frisk": Place 8 LV counters on that "Frisk" before the damage calculation.

 

Undertale - Asriel Dreemurr

Beast-Type/LIGHT/Rank 8/ATK 3500/DEF 3000

2 Level 8 "Undertale" monsters

Cannot be targeted or destroyed by card effects. You can detach 2 Xyz Material from this card; shuffle all monsters from your Graveyard into the Deck, and if you do, shuffle 1 card from your opponent's hand (at random), Graveyard, or their side of the field into the Deck.

 

The Absolute GOD of Hyperdeath

Beast-Type/LIGHT/Rank 9/ATK 4000/DEF 4000

3 Level 9 "Undertale" monsters

While you control "Frisk", you can also Xyz Summon this card by using an "Undertale - Asriel Dreemurr" you control as the Xyz Material. (Xyz Material attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. Unaffected by other card's effects. Once per turn, during the End Phase: Shuffle this card into the Extra Deck. If this card has "Undertale - Asriel Dreemurr" as an Xyz Material, it gains this effect:

•You can detach all Xyz Material from this card; each player shuffles all cards from their field and Graveyard into the Deck, except this card.

(This card is always treated as an “Undertale” card.)

 

[spoiler=Human Cards (4 Cards)]

 

Frisk

Warrior-Type/EARTH/Level 1/ATK 0/DEF 2000

During your Standby Phase, if this card is in your Graveyard: You can Special Summon this card. You can only use this effect of "Frisk" once per turn. Unaffected by your opponent's monster effects. While this card is face-up on the field, it cannot be Tributed, or be used as Fusion, Synchro, or Xyz Material for a Summon. This card can target your monsters for attacks. If this card destroys a monster by battle: Place LV Counters on this card equal to the Level/Rank of the destroyed monster (Max. 19). This card gains 200 ATK for each LV Counter on it. You can send this card with 19 LV Counters on it to the Graveyard: Special Summon 1 “Chara” from your Graveyard. During your End Phase, change this card to Defense Position.

 

Chara

Fiend-Type/DARK/Level 12/ATK 3800/DEF 400

Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Frisk". During either player's turn, if this card is in your Graveyard: Banish 1 monster from your hand; Special Summon this card. If this card is Special Summoned: Destroy all other monsters you control. You can discard this card; add 1 "Chara" Spell Card from your Deck to your hand. Cannot be targeted by your opponent's card effects. You cannot Normal or Special Summon monsters (but you can Normal Set). During your Standby Phase, change this monster to Attack Position. This card must attack if able. During your End Phase, change this card to Defense Position.

 

Aibou

Zombie-Type/DARK/Level 1/ATK 0/DEF 0 (Tuner)

When a "Frisk" you control gains LV counters by its own effect: You can reveal this card from your hand; place an equal number of LV Counters on that "Frisk". During the End Phase, if this card was banished from your hand: You can add this card to your hand. You can only use each effect of "Aibou" once per turn.

 

Undertale - Pacifrisk

Warrior-Type/LIGHT/Level 0/ATK ?/DEF 0 (Synchro)

Cannot be Synchro Summoned. Must be Special Summoned (from your Extra Deck) by shuffling 1 “Frisk” with no LV Counters on it and 1 Level 1 Zombie-Type Tuner monster you control into your Deck, and cannot be Special Summoned by other ways. Unaffected by your opponent's monster effects. Monsters your opponent control cannot be destroyed by battle. This card gains 1000 ATK for each “Undertale” monster you control. Once per turn, during your Standby Phase: You can Special Summon 1 “Undertale” monster from your Graveyard to the field in Defense Position, but its effect are negated. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. If this card is destroyed by battle or card effect: You can Special Summon 1 “Frisk” from your hand, Deck, or Graveyard.

 

 

[spoiler=Spell Cards (36 Cards Total)]

[spoiler=Normal Spell Cards (3 Cards)]

 

LOAD

Pay 1000 LP; Special Summon 1 "Frisk" from your hand, Deck, or Graveyard. You can only activate 1 "LOAD" per turn.

 

RESET

Remove all LV Counters from 1 "Frisk" you control; shuffle all "Undertale" monsters you control and in your Graveyard into the Deck, and if you do, you can Special Summon any number of Level 3 or lower "Undertale" monsters from your Deck, up to the number of "Undertale" monsters shuffled into the Deck by this effect, but their effects are negated, also add up to 2 Equip Spell Cards from your Graveyard to your hand. You can only activate 1 "RESET" per turn.

 

Frisk’s Cell Phone

If you control "Frisk", activate 1 of these effects:

•Add 1 "Undertale" monster from your Deck to your hand.

•Special Summon 1 "Undertale" monster from your hand.

•Add 1 Equip Spell card from your Deck to your hand.

You can only activate 1 "Frisk's Cell Phone" per turn.

 

[spoiler=Quick-Play Spell Cards (8 Cards)]

 

Savestate

You can only activate this card while you control "Frisk". During the End Phase of the turn this card was activated: Special Summon all "Undertale" monsters that were destroyed by your opponent and sent to the Graveyard this turn. You can only activate 1 "Savestate" per turn.

 

Determination Injection

Target 1 "Undertale" monster on your side of the field; it gains 1000 ATK, it cannot be destroyed by battle or card effects, also your opponent cannot attack any monsters except for it. Banish it during the End Phase of the next turn. You can only activate 1 "Determination Injection" per turn.

 

Amalgamation

During the End Phase of the turn this card was activated: Special Summon all "Undertale" monsters that were destroyed by your opponent and sent to the Graveyard this turn, but their effects are negated, and their ATK and DEF become 0.

 

Snowdin Canine Unit

Apply these effects in sequence, based on the number of “Undertale - Lesser Dog” “Undertale - Greater Dog” and/or “Undertale - Dog” monsters with different names you control:

1+: “Undertale - Lesser Dog”, “Undertale - Greater Dog”, and "Undertale - Dog" monsters you control gain 1000 ATK until the End Phase.

2+: “Undertale” monsters you control cannot be targeted or destroyed by card effects this turn.

3+: Shuffle 1 card from your opponent’s hand, field, or Graveyard into their Deck.

 

Monsters’ Hope

If an opponent's monster declares an attack while you control an "Undertale" monster: Draw 1 card and reveal it, and if it is "Frisk" or an "Undertale" monster, Special Summon it, then end the Battle Phase.

 

Monsters’ Compassion

If you control an "Undertale" monster: Your opponent draws 1 card, also neither player can destroy monsters by battle or card effects until the end of the next turn.

 

Chara’s Hate

During your Battle Phase, when a “Frisk” you control attacks: You can send 1 “Chara” from your hand or Deck to the Graveyard; that “Frisk” gains ATK equal to the ATK of the monster it is battling until the end of this turn, also double the amount of LV Counters that were placed on that "Frisk" by its own effect this turn. You can only activate 1 “Chara’s Hate” per turn.

 

Frisk's DETERMINATION

Target 1 "Frisk" you control; it gains DEF equal to the combined original DEF of all face-up "Undertale" monsters you control until the end of this turn, and if it does, change all monsters your opponent controls to face-up Attack Position, also all monsters your opponent currently controls must attack that "Frisk" this turn, if able.

 

[spoiler=Continuous Spell Cards (5 Cards)]

 

Monsters’ Love

If an "Undertale" monster(s) is detached from an Xyz monster you control, return those monsters to your hand, instead of sending them to the Graveyard.

 

Chara’s DETERMINATION

All "Frisk" and "Chara" you control gain 1000 ATK and DEF. If a "Frisk" leaves the field: Place LV Counters on this card equal to the number of LV Counters that were on that "Frisk" (max. 19). If "Frisk" is Normal or Special Summoned to your side of the field: Move all LV Counters from this card to that "Frisk". You can only control 1 "Chara's DETERMINATION". If this card would be destroyed by a card effect: You can send 1 "Chara" from your hand or Deck to the Graveyard instead.

 

SAVE

If LV Counters are placed on a "Frisk" you control: Destroy this card. Once per turn, if you control "Frisk": You can Special Summon 1 "Undertale" monster from your Graveyard. You can only control 1 "SAVE".

 

Dust Spreading

Once per turn, if an “Undertale” monster you control is destroyed by battle or card effect: You can add 1 “Undertale” monster from your Deck to your hand.

 

KARMA

Once per turn, during the End Phase: Your opponent's monsters lose 200 ATK for each "Undertale" monster in your Graveyard. If you control "Undertale - Sans": They lose 400 ATK for each "Undertale" monster in your Graveyard instead. You can only control 1 "KARMA".

 

[spoiler=Equip Spell Cards (19 Cards)]

 

Weapon - Stick

Equip only to "Frisk". Once per turn: You can Special Summon 1 "Undertale - Dog" monster or "Undertale - Lesser Dog" from your hand. During your opponent’s Battle Phase: You can destroy this card; add 1 "Weapon" card from your Deck to your hand, then end the Battle Phase. While equipped, if you equip another "Weapon" card to it: Destroy this card.

 

Armor - Bandage

Equip only to "Frisk". During your opponent’s turn: You can destroy this card; add 1 "Armor" card from your Deck to your hand, and increase the DEF of the equipped "Frisk" by 1000 until the end of this turn. While equipped, if you equip another “Armor” card to it: Destroy this card. If a monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead.

 

Weapon - Toy Knife

Equip only to "Frisk". It gains 300 ATK, also it cannot destroy monsters by battle. While equipped, if you equip another "Weapon" card to it: Destroy this card.

 

Armor - Cute Ribbon

Equip only to "Frisk". It gains 500 DEF. When it is attacked: Halve the ATK of the attacking monster until the end of the Damage Step. While equipped, if you equip another “Armor” card to it: Destroy this card.

 

Weapon - Tough Glove

Equip only to "Frisk". If gains 500 ATK, also it can make 2 attacks during each Battle Phase. While equipped, if you equip another "Weapon" card to it: Destroy this card.

 

Armor - Manly Bandana

Equip only to "Frisk". It gains 700 DEF, also each turn, the first time it would be destroyed by battle or card effect, it is not destroyed. While equipped, if you equip another “Armor” card to it: Destroy this card.

 

Weapon - Ballet Shoes

Equip only to "Frisk". It gains 700 ATK. Once per turn, when it declares an attack: You can target 1 card your opponent controls; shuffle it into the Deck. While equipped, if you equip another "Weapon" card to it: Destroy this card.

 

Armor - Old Tutu

Equip only to "Frisk". It gains 1000 DEF. When it declares an attack: You can return all Spell and Trap cards your opponent controls to their hand. Your opponent cannot activate Spell/Trap Cards in response to this effect's activation. While equipped, if you equip another “Armor” card to it: Destroy this card.

 

Weapon - Torn Notebook

Equip only to "Frisk". It gains 200 ATK, also it cannot be targeted or destroyed by your opponent’s card effects. While equipped, if you equip another "Weapon" card to it: Destroy this card.

 

Armor - Cloudy Glasses

Equip only to "Frisk". It gains 500 DEF, also it cannot be targeted or destroyed by your opponent’s card effects. While equipped, if you equip another “Armor” card to it: Destroy this card.

 

Weapon - Burnt Pan

Equip only to "Frisk". It gains 1000 ATK. If it destroys a monster by battle: Gain LP equal to the destroyed monster’s ATK. While equipped, if you equip another "Weapon" card to it: Destroy this card.

 

Armor - Stained Apron

Equip only to "Frisk". It gains 1100 DEF. During your Standby Phase: Gain 1000 LP. While equipped, if you equip another “Armor” card to it: Destroy this card.

 

Weapon - Empty Gun

Equip only to "Frisk". It gains 1200 ATK. Once per turn: You can toss a coin 3 times and destroy as many cards your opponent controls as possible, but not more than the number of Heads. While equipped, if you equip another "Weapon" card to it: Destroy this card.

 

Armor - Cowboy Hat

Equip only to "Frisk". It gains 500 ATK and 1200 DEF, also your opponent cannot target monsters for attacks or by card effects, except for it. While equipped, if you equip another “Armor” card to it: Destroy this card.

 

Weapon - Real Knife

Equip only to "Frisk" or "Chara". It gains 1500 ATK. While equipped, if you equip another "Weapon" card to it: Destroy this card. If "Chara" is Special Summoned to the field while this card is in your Graveyard: You can add this card to your hand. You can only use this effect of "Weapon - Real Knife" once per turn. Apply the appropriate effect, depending on the name of the equipped monster:

• "Frisk": If it destroys a monster by battle: Place 2 LV counters on the equipped monster.

• "Chara": If it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If it destroys an opponent's monster by battle, after damage calculation: Banish that opponent's monster, and then inflict damage to your opponent equal to the ATK of the banished monster.

 

Armor - The Locket

Equip only to "Frisk" or "Chara". It gains 1500 DEF. While equipped, if you equip another “Armor” card to it: Destroy this card. If "Chara" is Special Summoned to the field while this card is in your Graveyard: You can add this card to your hand. You can only use this effect of "Armor - The Locket" once per turn. Apply the appropriate effect, depending on the name of the equipped monster:

• "Frisk": If it destroys a monster by battle: Place 2 LV counters on the equipped monster.

• "Chara": It cannot leave the field (except if sent to the Graveyard) or change its battle position, except by its own effect.

 

Armor - Temmie Armor

You can only equip this to a "Frisk" you control, and only by shuffling an "Undertale - Temmie" you control into the Deck and paying half your LP. It gains 1000 ATK and 2000 DEF, it cannot be targeted or destroyed by your opponent's card effects, also you cannot equip other "Armor" cards to it. During the Standby Phase: Gain 1000 LP. IF this card leaves the field: You can equip 1 "Armor" Equip Spell card from your hand, Deck, or Graveyard to a "Frisk" you control.

 

Undyne's Spear

Equip only to an "Undyne" monster. If it would leave the field, destroy this card instead, also when it attacks a Defense Position monster, inflict double piercing battle damage to your opponent. Once per turn: You can change the battle position of 1 monster your opponent controls. If the equipped monster is "Undertale - Undyne the Undyning", you can activate this effect during either player's turn. If an "Undyne" monster is Special Summoned while this card is in the Graveyard: You can add this card to your hand. You can only use this effect of "Undyne's Spear" once per turn. You can only control 1 "Undyne's Spear".

 

Gaster Blaster

Equip only to "Undertale - Sans". It cannot be targeted by your opponent's card effects, also it can attack all monster your opponent controls, once each.

 

[spoiler=Field Spell Card (1 Card)]

 

Mt. Ebott

You cannot Special Summon monsters from your Extra Deck, except "Undertale" monsters. During your Draw Phase, if your opponent has more total cards in their hand and their side of the field than you do, instead of conducting your normal draw: You can pay half your LP; add 1 "Undertale" monster from your Deck to your hand. Once per turn: You can Special Summon as many "Undertale" monsters as possible from your hand so that the total Level/Rank of monsters you control does not exceed the total Level/Rank of monsters your opponent controls, and if you do, you lose LP equal to the combined Level of those Special Summoned monsters x 100. If this card in the Field Zone is destroyed by a card effect: You can shuffle up to 5 “Undertale” monsters from your Graveyard into the Deck; add 1 “Undertale” monster from your Deck to your hand.

 

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Editted Muffet so she can't be used for Rank 6 spam, buffed Chara a bit, and weakened Undyne by making her unable to attack if she's summoned by her very easy alternate summoning condition.

Edited Dogamy and Dogaressa to also prevent Rank 6 spam, whoops.

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Something I'm considering, changing Undertale Alphys effect to be more like Monster Kids, you special summon it while you control "Frisk", and if you do you can add a "Mettaton" monster to your hand, and Alphys is bounced to the hand or deck, I'd make it a hard once per turn if I did this.

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One other thing I've been considering, Undertale-Mettaton can be special summoned by bouncing an Alphys to your hand, Mettaton EX can be special summoned by spinning Alphys to deck, or boucing Mettaton to the hand. Mettaton Neo shuffles Mettaton's to the deck no matter what.

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Considering changing "Undertale - Asgore" and "Undertale - Toriel" so that your opponent cannot target monsters other than "Undertale - Asgore" and "Undertale-Toriel" respectively, so you can't have an attack lockdown unless you get both to the field, rather than two copies of the same card.

 

Also, I realized because of the PSCT that the basic monsters, except for the last one summoned, would all miss timing. Not sure if this is a good or bad thing, as it might be overpowered ur underpowered without it.

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Okay, been considering Asriel Dreemurr and Chara.

 

First off, Asriel Dreemurr's shuffle effect I think should stay, Rainbow Neos does the exact same thing, and I'd actually consider that monster to be a lot easier to summon if you run Rainbow Neos Turbo. However, the unaffected by card effects while it has material might be too overpowered, considering it has 4,000 ATK, even if it is only tied to this archetype, and is non-generic.

 

Second, as for Chara, I originally had it as unaffected by other monsters' effects, but changed it to all card effects, and seeing as it has a revival effect, that might be too OP. I think I probably should change it back to just monster effects. Also, this might be too strong, but thought of it having a discard effect, so it can get itself in the Graveyard to add a "Chara" Spell Card to the hand, and maybe adding protection for Chara's Determination by having it send "Chara" from the deck to the Graveyard if it would be destroyed by card effect.

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Added a description of how I’d imagine this archetype would play.

 

Editted “Armor - The Locket” to recover Undertale monsters from the Graveyard you might’ve destroyed instead of being banishment protection, as it’s no longer necessary. The only thing Chara isn’t safe from is being tributed by the opponent in all homesty.

 

Considering Mettaton Neo, I wanted it to basically be a Utopia the Lightning, an out to a lot of bothersome things that’s just good for decks to have. You can really only use it once because of its destruction upon battle, I basically made it so your opponent has to either force a battle with it, and sack their own monster, or let you use it to attack any monster you want. That unaffected by card effects was just so you couldn’t tie it to skill drain, or other cards to negate its effect.

 

I think Undyne the Undying might be a bit unfair, although it’d be basically impossible to pull out unless you were running a Deck with Frisk, as your opponent would just end their battle phase, and destroy it next turn.

 

Sans might be a bit strong, the only way I envisioned you being able to summon him was if you’re in a losing situation. You have no cards on the field except for Mt. Ebott, and the total Rank/Level of monsters on your opponent’s side of the field is 12 or higher. Not sure if that makes him entirely fair though.

 

Edit: Just remember that Imperial Iron Wall could be great tech for this deck. The only thing this deck hates more than cards in the graveyard is cards in the banished zone. So it helps protect from threats like Dark Law, and is great against Kozmos.

 

Edit 2: One of the weird problems I had with this archetype was just realizing what cards would be entirely pointless to make. One of which was "Frisk's Determination" which was supposed to represent the force in the final battle against Asriel that prevents Frisk's soul from shattering. However, I realized there wasn't much I could honestly do for this, as Frisk auto-revives already, so I'd basically just have to make it, "Frisk cannot be destroyed by battle or card effect" or something. Honestly in the end I decided to take this idea and make "Pacifrisk", showing that sometimes the better solutions to ideas is to think outside the box,

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Just gonna talk about the monsters for now. I would do an OCG fix if it was only a few cards, but...yeah. There's a really good guide in the Advanced Section, give it a read. It's a long read, true, but it really helps. Must've been blind when I rewrote this, it's actually not that bad. A few errors here and there, especially in the first fefw, but hey, I do that too. Still, give the guide a read in case there's anything you're unsure about. Since there's so many, I'm not gonna comment on every single one, but point out ones I find interesting, powerful, or weak. 
 
The first group of monsters are fine, with perhaps Froggit requiring some HOPT in its main effect, as a searcher that activates when ever could be a large threat. Loox could also do with some HOPT, as it basically does the same thing as froggit, if a little weaker.  Final froggit would also need HOPT as R2s can be easily spammed. Muffet is somewhat annoying, as it basically protects itself once. I don't see you Normal Summoning Astigmatism soon, as its an Xyz, but perhaps give it OPT anyway, as it is a strong searcher. Just something to add before I move on: I love this idea of LV counters on Frisk, but I really hope it pays off with an interesting/strong effect. Would recommend if instead of when, if you are adding OPT.

 

Now, onto dogs. Annoying dog's effect...why? A searcher for everything in the deck with no HOPT? I would run it at 3 no matter what version of the deck I would be running, perhaps even as an engine. It's basically a more powerful upstart, as it creates a basically empty slot in the deck which does nothing other than turn into other cards. Temmie is asking for use in a Level 1 deck, as it is incredibly generic in both its main effect and its protection. Perhaps limit it to an Undertale monster? The control only 1 brings it down a little, however. The rest of the monsters have fun effects that help with the archetype, and I must say you did connect it flavour wise very well, but all of these on Summon effects are just asking for abuse and need HOPT, except perhaps Greater Dog.

Alphys' effect is almost fabulous. I mean, limiting SSing, the main source of abuse, and only activating on Normal Summon? Perfect, apart from the fact that it is a +1. I mean, combine this card with Lesser Dog, and splash in your generic Mettaton, and bam, you have about 7 cards in a deck that basically fill it up, potentially adding to it at the same time (See Fluffal Dog, Bear, Wings, and Toy Vendor) . Mettaton is missing an instead on the last effect. Of course, this is completely glossing over the fact that you can run 2 of this card in any deck to have not only a Cydrafinity engine, but a pretty strong card on its own to boot. Perhaps make it Nomi, but also give it the control only 1 clause? EX's effect...while underwhelming compared to the normal Mettaton, it is brilliantly connected lore wise, and its effect works. Don't think Neo should be during either player's turn, as if your opponent tries to get rid or do anything to your field, you can just tribute this card, and bam, 5k unaffected beater that dies if it battles, but still inflicts heavy damage.

 

Monster Kid is also a deck filler, ALL THE HOPT. I like Undyne, just wish it instantly conducted battle, as it did in the actual game. That little buff wouldn't hurt either.

 

You called Papyrus Papyrus instead of Undertale - Papyrus :3 Effect is fun, but...oh, Sans. With those restrictive requirements I was expecting something a lot more powerful, and yes, it does fit in the flavour, but all it does it protect itself from attacks 3 times only, and if it attacks a monster, something that would happen once per turn, it can beat over it? I guess? And only if that monster can be affected by card effects? My suggestion is to make it more generic in terms of requirements and also buff it, with perhaps some protection, and just an honest-esque effect instead of DRXD.

 

Asgore and Toriel complement eachother well and have great effects, its just the fact that you can endlessly loop itself...if your opponent activates Maxx C, they are dead :P Hyperdeath is a great idea in practice, but with cards like Soul Shave and the like, I might add a SS restriction to Xyz Summon only?

 

Well, time for a rant on Frisk. Look, the idea is great, and the working with the rest of the monsters in the archetype was fabulous in their effects, but now? I mean, the only way it can get level counters is through destroy a monster by battle, if the effect goes through, not to mention the fact that it is slow. Second off, Frisk's low attack. Yes, I get the pacifism vibe, and I would like it, if it weren't for the fact that you are then almost completely relying on the equips. Perhaps a base at 500 or something? At least to get started over your little monsters. And here's another idea; What if instead of putting LV counters from the monsters themselves, why not have Frisk get LV counters equal to the Level of the monster she destroys? Going quickly to Pacifrisk, you forgot the mention that it is a Synchro in the stats, but why does Pacifist Frisk somewhat support violence towards your opponent? Why not have the archetype have two different win conditions, the one revolving around you battling your opponent and yourself and the second revolving around you taking hits and protecting monsters, perhaps rewarding you with a different win condition effect? Pacifrisk does work currently, but the above is just a suggestion. As for the Nochoco...I have no idea what it is, I'm sorry XD it works with the archetype, but can't comment when it comes to flavour. Chara is exactly what I would've wanted, but how exactly does the last effect work? I mean, the during either player's turn seems to imply you have freedom, but then you have to activate it?

 

Loving it so far, just gonna post this so I don't lose it, and gonna move onto the Spells/Traps!

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Nice critiques.

 

I'll make sure to change them to "if" and add HOPT or OPT's to them. Sorry about screwing up Astigmitism, that's what I get for constantly copying and pasting effects, lol.

 

Annoying Dog was supposed to represent Toby, the creator of Undertale, so I wanted it to be able to get Mt. Ebott or whatever "Undertale" monster, but you're right, it really is powerful. I'll make sure to add a HOPT, it can be somewhat hard to remember doing that. Definitely going to fix Temmie so it is only other Undertale monsters that can protect it.

 

I'll definitely change Mettaton's effect so that you can only control 1, I guess I somehow forgot Cyber Dragon Infinity was a card, even though it's ruined my fair share of duels, lol. Also, I modeled the effect text after Raidraptor - Ultimate Falcon, so I'm actually not sure how you want me to add that "instead".

 

Would Mettaton EX be fine just bouncing regular Mettaton to the hand, on the condition that you can't summon other Mettaton monsters this turn? Mettaton Neo's effect I'll make sure to change to your turn, it is very powerful as you said.

 

I consulted with someone on Reddit who looked at my cards, and they said the fact that Undyne works as a hand trap that your opponent has to waste resources in their Main Phase 2, or risk giving you a 2800 beatstick that you got for free was a bit too much. They said with this restriction it'd honestly be better, but if you think it'd be fine, I'd definitely change it. Also, I should probably put a HOPT on it, now that I think about it.

 

I'll make sure to make it so that Asgore and Toriel can't loop themselves, and make it so Asriel cannot be ranked up into (somehow).

 

As for Sans, I guess a change to an honest-esque effect, along with targeting protection to go along with its destruction protection would be a good idea. I had planned on making a Gaster Blaster Equip Spell card that would allow Sans to attack each of your opponent's monsters once each, but thought it might be too hard to pull off effectively, would that make its DRXD effect better or worse?

 

Also, I accidentally screwed up Frisk's effect, it was supposed to say, "place LV counters on this card equal to the Level/Rank of the destroyed monster", I don't even know how you'd place LV counters on a destroyed monster (well I do, you just wouldn't place LV counters on that monster, lol). That 0 ATK I felt was absolutely necessary, Frisk has some stupidly strong equip spells, so it's a lot better if they have low ATK to compensate for this.

 

I was trying to make it seems as if Pacifrisk was hitting through the monsters to appeal to the opponent player emotionally (decrease their LP so they can no longer fight), kind of like how they fake hit Undyne when at her house. One other idea I had was to make it so that its DEF was what increased, and your opponent was forced to attack it with all the monsters they control, so with 5000 DEF it'd make your opponent kill themselves without destroying monsters. The only other idea I had was that it'd make your opponent's monster their friends, taking control over them by being attacked by those monsters, but your opponent would just never attack it, lol.

 

NoChoco (short for NoChocolate) is supposed to represent the Player, they can either aid Frisk in their 'fight' for pacifism, or corrupt them until they eventually turn into Chara. Chara is supposed to have an effect similar to Guardian Dreadscythe, it forces you to banish cards to revive itself endlessly, you have no choice, you must banish cards for its selfish desires.

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More things under consideration of changing:

RESET: A card that's meant to help recycle resources, however it requires you to return "Undertale" monsters from the field, while it fits lore wise, that cost may be too high. Should it only return the "Undertale" monsters in the Graveyard?

Chara's Determination: Might make it able to save itself once per turn by sending a "Chara" from the Deck to the Garveyard.

Toy Knife: It's effect to not destroy your monsters when attacking could be useful, so you don't have to get rid of your field advantage when using Frisk, but it honestly might just be too weak.

Dogaressa, Dogamy, & Greater Dog: Do they need that cost of an Equip Spell Card.

Possible new cards I was considering:

Gaster Blaster: Equip Spell card I mentioned before to allow Sans to attack all the monsters for its DRXD effect.

Frisk's Determination: A card that either double's Frisk's DEF or add DEF to it depending on the number of Undertale monsters you control, and forces your opponent's monster to attack and target it this turn, after that you can bounce one of your opponent's monsters (can only be activated while you control 2 or more Undertale monsters)

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Why does LOAD have no HOPT? I mean, I love it, you need that one Frisk, but it's asking for abuse, especially with no restrictions on the location or on the Summoned monster. RESET is a great idea, again, and I think it should return monsters from your field into your Deck, but should Summon monsters with a lower level back, and possibly restrict them by negating effects this turn or something. Also HOPT. Cell Phone is again, a great card, especially with Lore, but place that HOPT on it ASAP :P
 
Savestate is a great card, as while filling your field is powerful, destroying is not used that often, so great there. Again, HOPT please, as the effects can stack. Determination is a little off when it comes to OCG, as you target for attacks, and you banish during a phase, not at. But, again, like it, helps for OTKs. HOPT might be nice, but doesn't stack wonderfully. Amalgamation comes off as a weaker version of Savestate, but then again you dont need Frisk, so that's something. Man, how are you fitting these together so well Lore wise? All the other ones I've seen either focus too much on flavour and become convoluted or focus around the gameplay too much they forget about lore. Beautiful. Back to the matter at hand, Canine Unit's first two effects work out nicely, but the last effect is a really big jump in power. Since it doesn't target, an OR would be nice. Hope this doesn't come off as too mean or something (GET IT??????) but Hope's OCG is really messed up. You want something like "When an opponent's monster declares an attack while you control an "Undertale" monster: Draw 1 card and reveal it, and, if it is an "Undertale" monster or "Frisk" Special Summon it, then end the Battle Phase." Much more concise ^^. Same with Compassion, but both effects are lovely. I was gonna give you a decklist at the end, as I thought some monsters would be easily not playable, but there are so many different things you can do with these cards, its almost several decks on its own, which was the intention. Hate is fine, nothing much to say there that I haven't said.

 

Love is perhaps a little meh when taken in consideration with the rest of the archetype, as the main deck has enough power on its own. Perhaps just have it that Undertale monster detached as Materials from any monster are returned, to open it up again? DETERMINATION works well for the genocide playstyle, and SAVE does the exact opposite. Well done! I really am loving how there are so many sub playstyles, even if the idea is hard to pull off. Dust Spreading is a good searcher, and KARMA is almost good, but with cards like RESET it really doesn't work out the best way. Perhaps buff the base ATK loss to 200 ATK and the Sans one to 400?

 

Gonna skip to the Field and leave the equips to later. I would prefer if you lose LP rather than pay, as I dunno when you would pay after an effect resolves, and Soul Charge makes you lose LP. Its second last effect is extremely powerful, allowing you to topdeck almost whatever you need to turn the game around. Add some sort of cost and/or restriction to it. The last effect does nothing to help KARMA or the Graveyard play, but it does do a Kozmotown (sort of). Your OCG kinda has been going down since the Quick-Plays, perhaps have another look at them? The first activating effect is weird. How does it work? Does the level check apply before or after the monsters are Summoned?

 

Finally, onto the equips. Stick works well AGAIN in terms of lore and actually working as a card. No HOPT required. Bandage gives a nice boost if you are playing defensively, and searches, but I do hope not all of the equips search (which I later find out they don't). Question about the last effect, does it protect only 1 monster at a time? If so, you have to specify exactly 1, and if not, add a (s). Knife is one of those cards I was talking about that works well flavour wise but doesn't transition well. I mean, it gives 300 ATK, and thats something...but the equipped monster cant destroy by battle? What's the point of it, then? It does nothing else, and I see no reason to run it. Ribbon, on the other hand, supports both playstyles really well, with the halving ATK both helping offensively and defensively. Tough Glove also gives a small ATK boost, but the double attack combined with the numerous ATK boosts the archetype can give makes it fine at 1. Ballet Shoes is...wow. WOW. Shuffle a card without targeting into the deck? Make it target, at least. I guess it doesn't do anything that amazingly, at again, 700 ATK boost, but its basically an OTK enabler in this deck if your opponent is trying to create a wall. Now Old Tutu, on the other hand has a semi strong effect that also provides a neat boost. I don't see the DEF boosting increasing though, is that intentional? Notebook is the protection you needed, and Glasses....well Glasses works, but wish it wasn't a carbon copy. Pan's LP gain is fitting, and the Apron works with it nicely. Glad to see these are finally going up! Empty gun doesn't need to target, as again, destruction, and has a pretty neat effect, and hat fits in the lore so well I don't think it even needed such an excellent effect to look good. Real Knife shows you went all out in making these effects fun, as again, supports both playstyles (kinda) if mostly genocide, and both effects are balanced. Locket...almost does the same thing. I mean the Chara effect is cool, but why the LV gain on Frisk? I mean, I equipped it on my Pacifist run >.> Branch is...wow. It's so generic it almost hurts. OTKs, much? Guess it kinda works, but I still want some sort of restriction, even if I don't know what it is. What can I say about Temmie? Perfect.

 

Wow. That was a journey and a lot of effort. Sorry for the time taken, but I'm really glad you did this. The archetype is great, your work is great, and I look forward to seeing what else you do in the future. I mean, yes, there are quite a few tweaks, but with such a large bulk it would be impossible not to have them.

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Why does LOAD have no HOPT? I mean, I love it, you need that one Frisk, but it's asking for abuse, especially with no restrictions on the location or on the Summoned monster. RESET is a great idea, again, and I think it should return monsters from your field into your Deck, but should Summon monsters with a lower level back, and possibly restrict them by negating effects this turn or something. Also HOPT. Cell Phone is again, a great card, especially with Lore, but place that HOPT on it ASAP :P

 

Savestate is a great card, as while filling your field is powerful, destroying is not used that often, so great there. Again, HOPT please, as the effects can stack. Determination is a little off when it comes to OCG, as you target for attacks, and you banish during a phase, not at. But, again, like it, helps for OTKs. HOPT might be nice, but doesn't stack wonderfully. Amalgamation comes off as a weaker version of Savestate, but then again you dont need Frisk, so that's something. Man, how are you fitting these together so well Lore wise? All the other ones I've seen either focus too much on flavour and become convoluted or focus around the gameplay too much they forget about lore. Beautiful. Back to the matter at hand, Canine Unit's first two effects work out nicely, but the last effect is a really big jump in power. Since it doesn't target, an OR would be nice. Hope this doesn't come off as too mean or something (GET IT??????) but Hope's OCG is really messed up. You want something like "When an opponent's monster declares an attack while you control an "Undertale" monster: Draw 1 card and reveal it, and, if it is an "Undertale" monster or "Frisk" Special Summon it, then end the Battle Phase." Much more concise ^^. Same with Compassion, but both effects are lovely. I was gonna give you a decklist at the end, as I thought some monsters would be easily not playable, but there are so many different things you can do with these cards, its almost several decks on its own, which was the intention. Hate is fine, nothing much to say there that I haven't said.

 

Love is perhaps a little meh when taken in consideration with the rest of the archetype, as the main deck has enough power on its own. Perhaps just have it that Undertale monster detached as Materials from any monster are returned, to open it up again? DETERMINATION works well for the genocide playstyle, and SAVE does the exact opposite. Well done! I really am loving how there are so many sub playstyles, even if the idea is hard to pull off. Dust Spreading is a good searcher, and KARMA is almost good, but with cards like RESET it really doesn't work out the best way. Perhaps buff the base ATK loss to 200 ATK and the Sans one to 400?

 

Gonna skip to the Field and leave the equips to later. I would prefer if you lose LP rather than pay, as I dunno when you would pay after an effect resolves, and Soul Charge makes you lose LP. Its second last effect is extremely powerful, allowing you to topdeck almost whatever you need to turn the game around. Add some sort of cost and/or restriction to it. The last effect does nothing to help KARMA or the Graveyard play, but it does do a Kozmotown (sort of). Your OCG kinda has been going down since the Quick-Plays, perhaps have another look at them? The first activating effect is weird. How does it work? Does the level check apply before or after the monsters are Summoned?

 

Finally, onto the equips. Stick works well AGAIN in terms of lore and actually working as a card. No HOPT required. Bandage gives a nice boost if you are playing defensively, and searches, but I do hope not all of the equips search (which I later find out they don't). Question about the last effect, does it protect only 1 monster at a time? If so, you have to specify exactly 1, and if not, add a (s). Knife is one of those cards I was talking about that works well flavour wise but doesn't transition well. I mean, it gives 300 ATK, and thats something...but the equipped monster cant destroy by battle? What's the point of it, then? It does nothing else, and I see no reason to run it. Ribbon, on the other hand, supports both playstyles really well, with the halving ATK both helping offensively and defensively. Tough Glove also gives a small ATK boost, but the double attack combined with the numerous ATK boosts the archetype can give makes it fine at 1. Ballet Shoes is...wow. WOW. Shuffle a card without targeting into the deck? Make it target, at least. I guess it doesn't do anything that amazingly, at again, 700 ATK boost, but its basically an OTK enabler in this deck if your opponent is trying to create a wall. Now Old Tutu, on the other hand has a semi strong effect that also provides a neat boost. I don't see the DEF boosting increasing though, is that intentional? Notebook is the protection you needed, and Glasses....well Glasses works, but wish it wasn't a carbon copy. Pan's LP gain is fitting, and the Apron works with it nicely. Glad to see these are finally going up! Empty gun doesn't need to target, as again, destruction, and has a pretty neat effect, and hat fits in the lore so well I don't think it even needed such an excellent effect to look good. Real Knife shows you went all out in making these effects fun, as again, supports both playstyles (kinda) if mostly genocide, and both effects are balanced. Locket...almost does the same thing. I mean the Chara effect is cool, but why the LV gain on Frisk? I mean, I equipped it on my Pacifist run >.> Branch is...wow. It's so generic it almost hurts. OTKs, much? Guess it kinda works, but I still want some sort of restriction, even if I don't know what it is. What can I say about Temmie? Perfect.

 

Wow. That was a journey and a lot of effort. Sorry for the time taken, but I'm really glad you did this. The archetype is great, your work is great, and I look forward to seeing what else you do in the future. I mean, yes, there are quite a few tweaks, but with such a large bulk it would be impossible not to have them.

Yeah, sorry about that, forgetting to add HOPT's will be the death of me. I'll add those stat. As for RESET, I think it'd be very hard to word that, but how about it allows you to summon LV 3 or lower monsters up to the number of monsters returned to the deck, with their effects negated?

 

Yeah, I basically made Amalgamation such that it was a weaker Savestate to be used if you wanted to run a "Frisk"-less deck. Again to emphasize it having so many options. I'll make sure to buff Karma, and fix some of the OCG.

 

Yeah, Toy Knife wasn't my finest creation, it was hard to think of a good effect for it. The only thing I could do to justify its existence was that it allows you to build up to "Chara" without destroying your field presence, I felt like Ballet Shoes would basically have to be non-targeting with all the Kozmos floating around, but you're right, it's a bit too much, seeing as we have non-targeting destruction with Empty Gun. Old Tutu boosts defense by 1000, maybe you accidentally missed it while reading it? Unfortunately I couldn't seeing Glasses and Notebook as being anything but carbon copies of each other as that's what they were in the game. They allow you to choose whether you want to sacrifice your Armor or Weapon equip for "Frisk" to make it immune to targeting and destruction.

 

As for Branch, it was basically meant to be an "Axe of Fools" variant, but not sure what to do with it honestly. I might just scrap it, it seemed like a fun idea, but it's a bit hard to think of how it'd work, and fit in lore wise.

 

I loved your critiques, I'll get on fixing these cards immediately, it was really a great thing of you to review these cards.

 

Edit: Scrapped "Tough Branch" put in "Gaster Blaster". Still considering "Frisk's Determination" as a card. I thought it might be possible that Asriel is too easily summoned for its awesome effect, so I was wondering if I should have a step inbetween with Asriel's first form, and have the second only accessed by rank up magic.

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Just something for that DEF lowering effect: It doesn't activate. Or at least it shouldn't, as it would apply after a card's resolution or during the cost stage. Replace that colon with a comma, as that applies a continuous effect. "If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead." Also, use "1" over "one" in all possible cases, but leave "a" as is. Nothing particularly big noticed, just, why does Alphys flip itself face-down? Something interesting to add would allow Alphys to activate upon being Flip Summoned as well. As for Mettaton, the LP halving really is a bit powerful, as if you summon it turn one, your opponent already loses 4k LP, of course ignoring the fact that you could inferno reckless Summon it and get your opponent down to 1k turn 1 as well. Seems fine otherwise.

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Just something for that DEF lowering effect: It doesn't activate. Or at least it shouldn't, as it would apply after a card's resolution or during the cost stage. Replace that colon with a comma, as that applies a continuous effect. "If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead." Also, use "1" over "one" in all possible cases, but leave "a" as is. Nothing particularly big noticed, just, why does Alphys flip itself face-down? Something interesting to add would allow Alphys to activate upon being Flip Summoned as well. As for Mettaton, the LP halving really is a bit powerful, as if you summon it turn one, your opponent already loses 4k LP, of course ignoring the fact that you could inferno reckless Summon it and get your opponent down to 1k turn 1 as well. Seems fine otherwise.

Whoops, I forgot to put down the "You can only control 1" clause for Mettaton you suggested, sorry about that. Though it's only during the opponent's End Phase, so you actually can't do it first turn, as your opponent can just set a monster (going to remove that face-up clause), and it won't be able to halve their LP. I added the Flip face-down so it can provide a small wall after it's shut down your SS for the turn, also to represent how Alphys shuts herself up in her lab to lock herself away from everyone, but I could consider the addition of a Flip Summon effect. Also, I thought the colon was necessary because it's similar to the detach effect to prevent destruction for Xyz monsters.

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Also, I thought the colon was necessary because it's similar to the detach effect to prevent destruction for Xyz monsters.

 

If you look at a card like Silent Honor Ark, you'll see that, while they are similar, no colon is in it. Which is what I'm basing the effect off. F0 too.

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Just something for that DEF lowering effect: It doesn't activate. Or at least it shouldn't, as it would apply after a card's resolution or during the cost stage. Replace that colon with a comma, as that applies a continuous effect. "If this face-up card on the field would be destroyed by battle or card effect, if its DEF is greater than 0, you can decrease its DEF by 500 instead." Also, use "1" over "one" in all possible cases, but leave "a" as is. Nothing particularly big noticed, just, why does Alphys flip itself face-down? Something interesting to add would allow Alphys to activate upon being Flip Summoned as well. As for Mettaton, the LP halving really is a bit powerful, as if you summon it turn one, your opponent already loses 4k LP, of course ignoring the fact that you could inferno reckless Summon it and get your opponent down to 1k turn 1 as well. Seems fine otherwise.

Okay, made it so Alphys can activate upon being flip summoned, you can only control 1 "Undertale - Mettaton", changed the DEf lowering part to make it a continuous effect, and did the same for the Xyz monsters.

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