Jump to content

[Written] Vigilizard!


Draconus297

Recommended Posts

This is part of my project to combine dead archetypes and make a more useful result . . . Digital Bugs, Dark Scorpions, and Ally of Justice went into this one, and it shows. I may add an Extra Deck, I may not, but if I do it will likely be Fusions to compensate for the Xyz and Synchro that went into the Vigilizards.

 

[spoiler= Main Deck Monsters]

Vigilizard Blade Captain

EARTH - Level 4 - Reptile/Effect - 1700/1500

If a "Vigilizard" monster is Normal or Special Summoned, switch 1 random Attack Position monster your opponent controls to Defense Position. This monster can attack all Defense Position monsters your opponent controls. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, select and activate 1 of the following effects:

●Send 1 random card in your opponent's hand to the Graveyard. If that card is a monster, you can target 1 face-up Attack Position monster your opponent controls and change it to Defense Position.

●Banish the top 2 cards of your opponent's Deck.

 

Vigilizard Specialist - Crusher

EARTH - Level 6 - Reptile/Effect - 2400/1500

If this monster is Summoned successfully, you can reduce the DEF of all monsters your opponent controls by 800, and if you do, switch all Attack Position monsters they control to Defense Position. If this monster destroys a Defense Position monster by battle, banish the destroyed monster. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, you can select and activate 1 of the following effects:

●Return 1 card your opponent controls to their hand, and reduce the DEF of all monsters your opponent controls by 800.

●Banish cards from the top of your opponent's Deck up to the number of "Vigilizard" monsters you control.

 

Vigilizard Corporal - Slasher

EARTH - Level 4 - Reptile/Effect - 1600/1800

If your opponent controls 1 or more monsters in face-up Attack Position, you can Special Summon this monster from your hand, and if you do, change 1 random Attack Position monster they control to face-up Defense Position. If this monster attacks a Defense Position monster, increase the ATK of all "Vigilizard" monsters you control by 300. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, select and activate 1 of the following effects:

●Add 1 "Vigilizard" monster from your Deck or Graveyard to your hand.

●Special Summon 1 "Vigilizard" monster from your hand.

 

Vigilizard Privateer

EARTH - Level 4 - Reptile/Effect - 1600/1200

Once per turn during either player's turn, if a card(s) is banished, you can Special Summon this monster from your hand. If this monster battles a Defense Position monster, that monster's effects are negated (including in the Graveyard). This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, you can select and activate 1 of the following effects:

●Target and banish up to 2 Spell/Trap Cards your opponent controls. The targeted card(s) cannot activate their effects in a Chain that includes this effect.

●Banish the top card of your opponent's Deck.

 

Vigilizard Private - Gouger

EARTH - Level 4 - Reptile/Effect - 1900/1600

If a card(s) is banished, you can Special Summon this monster from your hand. If this monster destroys a Defense Position monster by battle, you can draw 1 card. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, you can select and activate 1 of the following effects:

●Add 1 "Vigilizard" Spell/Trap Card from your Deck to your hand.

●Reveal 1 "Vigilizard" monster in your hand: Reduce the DEF of all monsters your opponent controls by half the ATK of the revealed monster.

 

Vigilizard Cadet - Breaker

EARTH - Level 4 - Reptile/Effect - 1400/1000

If your opponent controls 2 or more monsters, at least 1 of which is in Defense Position, you can Special Summon this monster from your hand. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, you can select and activate 1 of the following effects:

●Return 1 card on the field to its original owner's hand.

●Look at the top 3 cards of your opponent's Deck, banish 1, and return the other 2 to the top of your opponent's Deck in any order.

 

 

 

[spoiler= Spells/Traps]

Vigilizard Base

Field Spell

"Vigilizard" monsters you control gain 500 ATK and DEF. Once per turn, during either player's turn, when your opponent Summons a monster in Attack Position, you can switch that monster to Defense Position. The effects of Defense Position monsters cannot activate.

 

Vigilizard Justice

Continuous Spell

Once per turn, during either player's turn, if your opponent would Normal or Special Summon a monster in Attack Position, you can activate this effect: Change that monster to face-up Defense Position when it is Summoned. If you activate this effect, all "Vigilizard" monsters you control gain 300 ATK.

 

Cooperation of the Vigilizards

Quick-Play Spell

If you control a "Vigilizard" monster: Special Summon any number of "Vigilizard" monsters of different names from your hand. You can banish this card from your Graveyard: Add 1 "Vigilizard" card from your Deck to your hand, except "Cooperation of the Vigilizards". You can only activate each effect of "Cooperation of the Vigilizards" once per turn.

 

Vigilizard Battle Cry

Quick-Play Spell

Increase the ATK of all "Vigilizard" monsters you control by 200 for every "Vigilizard" monster you control, then switch all monsters your opponent controls to Defense Position. You can only activate 1 "Vigilizard Battle Cry" per turn.

 

Vigilizard Assault

Continuous Trap

"Vigilizard" monsters you control can attack your opponent directly, but all damage inflicted this way is halved. If you control another face-up "Vigilizard" Spell/Trap card, increase the ATK of all "Vigilizard" monsters you control by 800. If you do not control a "Vigilizard" monster, destroy this card. If this card is destroyed, except by its own effect: You can Special Summon 1 "Vigilizard" monster from your hand or Graveyard.

 

Vigilizard Training

Continuous Trap

If a "Vigilizard" monster you control battles, increase the ATK of all monsters you control by 200. Once per turn, if a "Vigilizard" monster destroys your opponent's monster by battle, you can banish 1 random card from your opponent's hand. During either player's turn, if a "Vigilizard" card(s) you control would be targeted by your opponent's card or effect: You can destroy this face-up card, negate that effect, and if you do, destroy that card.

 

Vigilizard Return

Normal Trap

Special Summon 2 "Vigilizard" monsters from your Graveyard, and increase the ATK of the monsters Summoned this way by 800. During the End Phase, banish the monsters Special Summoned by this effect. You can only activate 1 "Vigilizard Return" per turn. If this card is destroyed by your opponent's card or effect, switch all monsters your opponent controls to Defense Position: Until your next End Phase, Defense Position monsters cannot be Tributed or used as Fusion, Synchro, or Xyz Material.

 

Vigilizard Heroism

Counter Trap

If your opponent Summons a monster(s) with higher ATK than its DEF, switch that monster to Defense Position and Special Summon 1 "Vigilizard" monster from your Deck: A monster Summoned by this effect gains ATK equal to the difference between that monster's ATK and its DEF. If your opponent controlled a Defense Position monster when this card was activated, this card cannot be negated. Monster effects cannot be activated this turn, except the effects of "Vigilizard" monsters. You cannot Summon monsters for the rest of the Duel, except Reptile-Type monsters.

 

 

 

[spoiler=Extra Deck]

Vigilizard Lieutenant - Eviscerator

EARTH - Level 8 - Reptile/Fusion/Effect - 3200/1800

"Vigilizard Specialist - Crusher" + 1 "Vigilizard" monster

You can also Fusion Summon this monster by Tributing the above Materials you control. When this monster is Fusion Summoned successfully, Set all face-up monsters your opponent controls, and if you do, increase this monster's ATK by 800 for each monster Set this way. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, select and activate 1 of the following effects:

●Increase the ATK of all "Vigilizard" monsters you control by 700, and if you do, your opponent cannot Summon monsters in Attack Position until your next Standby Phase.

●Banish the top 3 cards of your opponent's Deck, and if you do, you can Special Summon 1 "Vigilizard" monster from your Graveyard.

 

Vigilizard Major - Disintegrator

EARTH - Level 7 - Reptile/Fusion/Effect - 2600/2200

"Vigilizard Blade Captain" + 1 "Vigilizard" monster

You can also Fusion Summon this monster by Tributing the above Materials you control. When this monster is Summoned successfully, you can switch all monsters your opponent controls to Defense Position, and if you do: Halve the DEF of all monsters your opponent controls. This monster inflicts piercing Battle Damage. If this monster inflicts Battle Damage, select and activate 1 of the following effects:

●Draw 1 card, and if that card is a "Vigilizard" monster, you can Special Summon it.

●Banish the top 3 cards of your opponent's Deck, and if you do, increase the ATK of all "Vigilizard" monsters you control by 200 for every card in your opponent's Banished Zone until the end of the turn.

 

Vigilizard Colonel - Annihilator

EARTH - Level 8 - Reptile/Fusion/Effect - 3000/2600

3 "Vigilizard" monsters of different names

You can Fusion Summon this monster by Ttributing the above Materials you control. Face-up Defense Position monsters your opponent controls cannot change their battle position, also their effects are negated. This monster inflicts doubled piercing Battle Damage. If this monster inflicts Battle Damage, select and activate 1 of the following effects:

●Up to twice this turn, if a "Vigilizard" monster you control attacks, you can decrease the DEF of all Defense Position monsters your opponent controls by 700, and if you do; increase the attacking monster's ATK by 100 for every card in the Banished Zone.

●Banish the top 4 cards of your opponent's Deck, face-down.

 

 

Link to comment
Share on other sites

Ok, first thing: I dont really see the similarities between Vigilizards and Allies of Justice, are there any?

Well, I guess thats a good thing, because Allies of Justice do not really have a distinct playstyle aside from vaguely hating LIGHT and facedowns and sucking....

 

Blade Captain: I like that he triggers his own effect when he is summoned (also: its non-targeting, thats awesome!)

Its also cool, that his discarding-effect may grant him an additional attack, though i feel that his 1700 atk (or 2000 atk with the field spell) are to low to really capitalize on his  attack-every-defense-position-eff.

Good card, but it could use more atk

 

Crusher: It sucks that his summoning effect will not drop the defense of monsters that are already in defense position, since most of the opponents monsters will already be in defense position when he is summoned. His Battle-Damage-inflicting-effs ( i am just going to write BDIE for those effs from now on) are both kinda lackluster (the 800 def drop will rarely mean anything when you already inflicted battle damage and his milling eff is worse than blade captains!!!) especially considering that he is a level 6

Crusher is in desperate need for a buff or an inherent Special-Summoning-eff

 

Slasher: YES! its easy to special summon (also, the position switching does not target, yeyy!) and the fact that it permanently increases the attack of all your monsters upon attack declaration makes it so gooood.

Having high Atk is really important to an archetype thats all about inflicting battle damage.

The BDIEs are both good and i love that the second one extends the battle phase, this card offers a lot of OTK-Potential.

Awesome card!

 

Privateer: The only card in the archetype that capitlizes on banishing cards and I like the synergy it has with Blade Captain. Captains banishing eff will trigger Privateer which can grant Captain an additional attack in which it uses its first, usually more useful BDIE.

The first BDIE is ok. I feel that the most relevant Spells and Traps (namely the different solemns, trapholes and mirrorforces) may have already been activated when it inflicts battle damage, but it can still pop pendulum scales, field spells, unused twin twisters etc...

its ok, but the atk is again to low.

 

Cadet: Well, its very easy to summon, also the first BDIE has awesome OTK-potential since Cadet can bounce itself (or another vigilizard) which can be special summoned by Slasher for an additional attack.

But why has it to be only 1400 atk and only level 3?

it makes Rank4 xyz-plays unnecessarilly difficult.

please change its name, level and attack, it would be so much better!

 

 

Base: The attack-boost is too low imo and the def-boost is (outside of mirrormatches, lol) useless! why would you ever put any of these in defense position? Vigilizards are all about attacking and comboing during their battle phase, its their thing! The other two effects of this card are really good though and give this archetype a little more longevity, since this is the only card that can change battle positions during your opponents turn.

Well designed field spell, but giving it a little inherent protection would make it perfect!

 

Cooperation: Man, i wish this card was searchable, because its really only useful during your first or maybe second turn. Also: Why not making this a quick-play spell? Crusher and Blade Captain would love to sheet on the opponents turn by switching everything to defense and negating their effs with Base.

 

Assault: The only card in this archetype that I would call completly pointless and bad. Every monster does piercing battle damage, so why would i want to attack directly if I could just run over the opponents stuff? maybe to deal a few points of extra damage? Maybe for the rare instances i cant get over something? Its really not worth setting this card, waiting a whole turn.

If it was a searchable Permanent Spell I would run one of it, but the way it is..... Nope.

 

 

All in all: I adore the unique concept, how compact the archetype is and that it entirely focuses on maindeck -monsters, i really do.

But in this state Vigilizards would get rekt by ABCs, Blue-Eyes, DDDs, any competitive deck really.

 

-They have NO way of making use of going first, while the other decks will go for Cyber Dragon Infinity, ABC-Buster dragon, Treattoad etc to establish a hard-to-crack-board.

-They have only 1 searcher that only searches after inflicting battle damage.

what do you do, if you dont have a slasher in your starting hand? make a king of feral imps? how? the only two monsters that will special summon themselfes are Slasher itself and Cadet WHICH IS LEVEL 3!!!

-Cooperation and Assault arent searchable AT ALL

-They have no floating-effs at all and only protection from monster effects from their field spell (which sadly has no protection itself) if Vigilizards get Raigekied or run into an mirrorforce, its GG.

 

Please, please overhaul these cards, I wouldnt have made the effort to write all this down and thinking of the possible combos this deck has, if i wouldnt love the sheet out of your concept.

I want your Vigilizards to be viable.

And please, please dont add too many new cards to the archetype! Quality over Quantity, the small size of the archetype is part of its charme.

 

 

 

 

 

Link to comment
Share on other sites

The thing with the Vigilizards and AoJ is that each of them has one effect stolen from an Ally, updated and made more relevant to anti-Defense:

●Blade Captain has Thousand Blades' multi-attack without its asinine limitation

●Crusher has Unknown Crusher's banish effect buffed to anything it kills instead of just LIGHT monsters

●Slasher just has Garadholg's effect upgraded in every possible way (300 instead of 200, everyone instead of itself, permanent instead of just during the Damage Step)

●Privateer has Nullifier's nullification buffed to affect grave effects

●Breaker has Gate's lovely Summoning effect, buffed to only requiring 1 monster be in Defense instead of 2 LIGHTs

 

Each one also has more ATK than its Dark Scorpion counterpart (and Privateer has more DEF than Cliff), to reflect the AoJ that upgraded it- Crusher has Gorg's ATK increased by half of Unknown Crusher's, and Breaker has half of Gate's ATK.

 

I'll change Breaker's Level, but what's wrong with its name?

 

Base is now a 500 boost- It had originally aped Bug Matrix, which was also a 300.

 

But beyond that, I'm not trying to be the most relevant thing in the world: Just considerably more usable.

Link to comment
Share on other sites

Oh, ok. Well, I thought you may want to change its name when you adjust the Level, since the lower level is a metaphor for the lower rank of a Cadet. ^^

I wasnt aware that you follow the effects of specific monsters, more like "generally do the thing the other archetype do", I see that you got little room for improvements then.

I just wanted to grade your cards under the conditions of the current metagame since I thought that this is the point of the "Advanced"-Section, I am pretty new, so I try to follow the rules to the best degree possible :D

 

I still am a fan of your archetype

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...