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Crystal Gem Archetype


dreidel_mts

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The Crystal Gem archetype is based on character and locations from the cartoon. The focus of this deck is to get the correct fusion materials to preform a fusion summon, as all the fusion monsters, except the boss monster, do not have generic materials. This archetype also revolves around the banish zone, with many effect revolve around banishing monsters . The main deck monsters are separated by the main trio, which have effects on summon and replace themselves when they are used as fusion material. and the series of hand trap monsters that support them. Along with their fusion spell, which can recycle itself, there are three equip spells that equip only to fusion monsters, providing them with powerful effects reminiscent of other monsters, such  Masked Hero Koga, as the cost of being able to be destroyed themselves by any means.

[spoiler=Extra Deck]

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Crystal Gem Alexandrite

LV9
Light/Warrior/Fusion/Effect
3000 ATK/2100 DEF

Crystal Gem Pearl+Crystal Gem Amethyst+Crystal Gem Garnet
Must first be fusion summoned. Once per turn, you can tribute 1 monster, add 1 "Crystal Gem" equip spell card from your deck to your hand. When this card is destroyed, you can target 3 of your banished "Crystal Gem" monsters, return them to the graveyard, then destroy one card your opponent controls. you can only use this effect of" Crystal Gem Alexandrite" once per turn.

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Crystal Gem Sardonyx

LV8
Light/Spellcaster/Fusion/Effect
2800 ATK/2000 DEF

Crystal Gem Pearl+Crystal Gem Garnet

Once per turn, during either players turn, you can banish 2 "Crystal Gem" cards from your graveyard; banish 1 card from your opponents hand, field, or graveyard (The card in hand is chosen at random), but return it to its original location during your next end phase. If this card leaves the field, you can target 1 non-fusion "Crystal Gem" monster in your graveyard, banish it, and if you do, gain LP equal to its attack. You can only use  each effect of "Crystal Gem Sardonyx" once per turn. 

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Crystal Gem Sulglite

LV7
Fire/Warrior/Fusion/Effect
2700 ATK/1900 DEF

Crystal Gem Garnet+Crystal Gem Amethyst

Cannot be destroyed by battle. Must attack all monsters your opponent controls, if able. When this card destroys a monster by battle,you can destroy 1 "Crystal Gem" Spell/Trap card from your field; this card gains 500 ATK and DEF, until the end of the turn. You can only use this effect of "Crystal Gem Sugilite" one per turn.
 

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Crystal Gem Opal

LV5
Light/Warrior/Fusion/Effect
2000 ATK/1500 DEF

Crystal Gem Pearl+Crystal Gem Amethyst
Once per turn, if you control no other monsters, you can special summon 1 "Crystal Gem" fusion monster from you extra deck, by banishing its fusion materials from your hand or graveyard, but destroy it during your opponents next end phase. You can only use this effect of "Crystal Gem Opal" once per turn. While you control another "Crystal Gem" fusion monster, your opponent cannot target this card for attacks.


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Crystal Gem Cluster

LV10
Light/Rock/Fusion/Effect
3500ATK/3000DEF

3 “Crystal Gem” fusion monsters with different names.

Cannot be fusion summoned. Can only be special summoned during your main phase 1 by banishing the above materials from your field and one “Crystal Gem Fusion Dance” from your graveyard (You do not use Polymerization). Unaffected by all other card effects. Cannot be tributed. Once per turn, you can return any number of your banished "Crystal Gem" monsters to the graveyard; banished the same number of cards on the field. You can only use this effect of "Crystal Gem Cluster" once per turn.

 

 

[spoiler=Main Deck Monsters]


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Crystal Gem Garnet

LV4
Earth/Warrior/Effect
1800 ATK/1200 DEF

When this card is normal or special summoned, you can special summon 1 "Crystal Gem"  monster from your deck. When this card leaves the field because it is being used as fusion material, your opponent cannot activate cards or effects when that monster is summoned. You can only use each effect of "Crystal Gem Garnet" once per turn

 

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Crystal Gem Pearl

LV4
Light/Spellcaster/Effect
1600 ATK/1200 DEF

When this card is normal or special summoned you can add 1 “Crystal Gem Fusion Dance” from your deck to your hand. When this card leaves the field because it is being used as fusion material, you can add 1 “Crystal Gem" monster from you deck to you hand. You can only use each effect of "Crystal Gem Pearl” once per turn.

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Crystal Gem Amethyst

LV3
FIre/warrior/effect
1200 ATK/ 800 DEF

When this card is normal or special summoned, you can special summon 1 Level 4 "Crystal Gem"  monster from your hand. Once per turn, you can declare the name of one non-fusion “Crystal Gem” monster, this monster name becomes the declared monster name, until the end of the turn. When this card leaves the field because it is being used as fusion material, you can discard 1 "Crystal Gem" card to draw one card. You can only use each effect of "Crystal Gem Amethyst” once per turn.

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Steven, Pupil of the Crystal Gems

LV1
Earth/Warrior/Effect
0 ATK/2000 DEF

During either players turn, when a "Crystal Gem" card is targeted by an opponents card effect, you can discard this card, negate the activation, and if you do, destroy that card. When a "Crystal Gem" fusion monster is special summoned, you can shuffle this card into the deck. You can only use one effect of "Steven, Pupil of the Crystal Gems" per turn, and only once that turn

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Connie, Human Ally of the Crystal Gems

LV2
Earth/Warrior/Effect
1600 ATK/0 DEF
If you control a “Crystal Gem” monster, you can discard this card, add 1 “Crystal Gem” Spell/Trap card from you deck to your hand, except "Crystal Gem Fusion Dance". If a “Crystal Gem” monster is fusion summoned, you can add this card from your graveyard to your hand. You can only use one effect of “Connie, Human Ally of the Crystal Gems” per turn, and only once that turn.

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Greg, Elder of the Crystal Gems

LV3
Earth/Warrior/Effect
1000 ATK/ 0 DEF

When a "Crystal Gem" monster is summoned, you can discard this card, add 1 level 3 or lower  EARTH "Crystal Gem" monster from your graveyard to your hand, except "Greg, Elder of the Crystal Gems". You can banish this card from your graveyard, then target 3 "Crystal Gem" cards in your graveyard or that are banished, except "Greg, Elder of the Crystal Gems", shuffle those targets into the deck, then draw 1 card. You can only use one effect of "Elder of the Crystal Gems" per turn, and only one that turn.

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Peridot, Foreign Ally of the Crystal Gem

LV3
Dark/Machine/Effect
500 ATK/ 0 DEF

Once per turn, you can discard this card; reveal 1 "Crystal Gem Fusion Dance" from your hand, then activate 1 "Kindergarten" From your deck. When a monster is fusion summoned, you can banish this card to target 1 set card on the field, destroy it. You can only use each effect of "Peridot, Foreign Ally of the Crystal Gems" once per turn.

 

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Lapis Lazuli, Sprite of the Crystal Gems

Water/Fairy/Effect

LV 3

300 ATK/200 DEF

 

Once per turn, you can tribute this card, then target 1 of your banished "Crystal Gem" monsters, except "Lapis Lazuli, Sprite of the Crystal Gems", return it to the graveyard. You can target 1 level 5 or lower "Crystal Gem" monster in your Graveyard, except "Gem-Rival Lapis Lazuli" Banish this card and any number of "Crystal Gem" monsters from your Graveyard, whose total ATK is equal or grater than the ATK of the targeted monster, then special summon that monster from the graveyard in Defense position. You can only use each effect of "Lapis Lazuli, Sprite of the Crystal Gems" once per turn.

 

 

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Japer, Rival of the Crystal Gems

Light/Warrior/Effect

LV 5

2100ATK/ 900 DEF

 

When this card is normal or special summoned, you can target 1 "Crystal Gem" card in your Graveyard, add it to your hand. During either players turn, your can tribute this card and discard 1 card, then target one "Crystal Gem" fusion monster on the field. Its gain 1000 ATK and DEF until the end of the turn, but destroy it during the end phase. You can only use each effect of "Japer, Rival of the Crystal Gems" once per turn

 

 

 

[spoiler=Spell Cards]


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Kindergarten
Field spell
 

 When this card is activated, add 1 "Crystal Gem" monster from your deck to your hand. All "Crystal Gem" monsters gain 300 ATK and DEF. If your opponent controls 2 or more monsters that were special summoned, when fusion summoning a "Crystal Gem" monster, you can also banish materials from the deck. You can only use this effect once while this card is face up on the field. You can only activate 1 "Kindergarten" per turn.

 

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Crystal Gem Fusion Dance
Normal Spell
Fusion summon 1 "Crystal Gem" fusion monster from your extra deck, by using materials from you hand or field, or by banishing monsters from your graveyard.If a "Crystal Gem" fusion monster(s) is destroyed by battle or card effect, you can shuffle this card into the deck, special summon the fusion materials for 1 of those destroyed monster(s), that are banished or in your graveyard in defense position. You cannot special summon monsters the turn you activate this effect, except fusion monsters. You can only use this effect of "Crystal Gem Fusion Dance" once per turn.
 

 

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Crystal Gem-Regeneration

Normal Spell

Banish 1 "Crystal Gem" Monster from your hand; draw 2 cards. You can banish this card and 1 "Crystal Gem" monster from your graveyard to target 1 "Crystal Gem" Spell/Trap in your graveyard, add it to your hand, but it can only be activated by discarding 1 card. You can only use  1 "Crystal Gem Regeneration" effect per turn, and only once that turn.


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Crystal Gem Gauntlets
Equip Spell

Equip only to a “Crystal Gem” fusion monster. It gains 300 ATK and DEF for each monster your opponents controls. You can only control 1 “Crystal Gem-Gauntlets”.

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Crystal Gem-Whip
Equip Spell

Equip only to a "Crystal Gem" fusion monster. Once per turn, while this card is on the field, you can discard 1 card; take control of 1 monster your opponent controls, but it cannot attack directly, and its effects are negated, until the end of the turn. You can only control 1 "Crystal Gem-Whip".

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Crystal Gem-Spear
Equip only to a “Crystal Gem” fusion monster. It cannot be destroyed by your opponents card effects, also if it attacks a defense position monster, inflict piercing battle damage to your opponent. You can only control 1”Crystal Gem- Spear”.

 

 



[spoiler=Traps Cards]

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Crystal Gem-Preformance
Continuous Trap Card
Monsters your opponents controls lose 100 ATK for each "Crystal Gem" monster that is banished or in your graveyard. When an attack is declared while you control at least 2 "Crystal Gem" monsters, you can banish this card from your graveyard, end the battle phase.

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Crystal Gem-Fracture
Normal Trap Card

When a "Crystal Gem" card is destroyed, special summon 1 "Crystal Gem" monster from your deck. It cannot be destroyed by battle or cards effects this turn. When a "Crystal Gem" monster would be destroyed, you banish this card from your graveyard instead. You cannot activate this effect the turn this card was sent to the graveyard.



This Archetype may have a place in the meta as terror top can be splashed to make invoker, which can summon garnet. ROTA can also search many of the cards within the archetype. Sardonyx non-targeting removal can potentially power creep ABC-Dragon Buster. Opal swarming capabilities can lead to otk's, and allows for the summoning of cluster without 3 fusions. As seen with metal foes fusion, a recyclable fusion spell that contuines the plays of this archetype would be a serious contender to that archetype. The equip spells, especially spear, can posed a serious problem if you don't have the removal ready, although with the saturation of twin twister they are very fragile. The hand traps can be recycled, or be used as fodder for the various banishing effects.

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  • 3 weeks later...

Sorry for being so late in the review, school was kicking me between the legs recently. Anyway, Crystal Gems are cool, can’t wait to see what you’ve done. Just a quick note, I’ve noticed the Problem Solving Card Text and Official Card Grammar isn’t too great, maybe give this guide a read when you can: http://forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

It’s very important to do so, so you can properly word your cards, so people understand what’s an effect, a cost, or a condition.

 

 

An easy fix to most of your cards would be putting “When this card is Normal or Special Summoned: You can…” As you should always put a colon after a condition on how the monster should be summoned, and you want to capitalize “Normal Summoned” and “Special Summoned”, as they are gameplay mechanics, thought not all gameplay mechanics are capitalized, like “targeting”.

 

 

Garnet: Okay, that first effect is the textbook definition of overpowered. Summon this, summon a Level 4 Crystal Gem from your deck, and you got an instant Rank 4, you could splash two Garnets in a deck, and unless you draw both of them first turn, you’d be able to make an emergency “Utopia the Lightning”. You should probably limit it to the hand or Graveyard like “tellarknights”, otherwise you’ve already power creeped Elder Entity Norden. At the very least you’d have to put a “You cannot Special Summon monsters for the rest of this turn, except “Crystal Gem” monsters” clause.” Also, you honestly probably don’t need that second clause, because it’s really only going to be useful for “Hole” Trap cards, and those aren’t run too much nowadays (You can’t solemn strike a fusion summon unless it’s a contact Fusion), but it’s appreciated.

 

 

Pearl: I’m a bit disappointed that they seem to rely in Fusion cards, I was hoping for contact Fusion, but it’s fine as is. Anyway, pretty decent, acting as an “Elemental Hero Blazeman”, by searching your archetypal Polymerization. That second clause should probably say something like “If this card is sent to the Graveyard as Fusion Material for a Fusion Summon: You can add 1 “Crystal Gem” monster from your Deck to your hand.” Speaking of, that’s actually a pretty good effect to help make up for the minus incurred by Fusion Summoning, so good on you.

 

 

Amethyst: Oh Amethyst is not looking good, it can only Special Summon Level 4 Crystal Gems from the hand makes it a bit annoying, especially seeing as you only have 2 Level 4 “Crystal Gem” monsters. That second effect needs to be something “Once per turn: You can reveal 1 “Crystal Gem” Fusion Monster from your Extra Deck, then send 1 of the Fusion Materials listed on that card from your Main Deck to the Graveyard; this card's name becomes the sent monster's until the End Phase.” Fits in pretty well lore wise since she like to shapeshift, so good on you for it. That effect on being used for a Fusion Summon to draw 1, probably doesn’t need you to discard a “Crystal Gem” card, because it has to leave the field to do so.

 

 

Steven: First effect is pretty nice, especially with all the strong targeted effects going around, like ABC Dragon Buster. That recycle effect is pretty decent too, as getting hand traps back in the deck can be nice if you can search them out again.

 

 

Connie: That discard effect is pretty strong, searching out archetypal Spell/Traps works wonders for Dark Magician. Being able to retrieve it again to use for another go is a bit strong, but since you say “You can only use 1 effect” of it per turn, it balances it well enough.

 

 

Greg: I mean it’s fine, but it might as well say you can add 1 Steven or Connie to your hand, because that’s all you’re going to be able to fetch really. I understand why you did it. Anyway, second effect is also decent, but could honestly say something like draw 2 cards, since you’re shuffling 3 into the deck.

 

 

Peridot: That first effect is honestly too weak. I mean take a look at “Neo-Space Pathfinder”, all you need to do is discard it from your hand, and you can add 1 “Neo Space” from your Deck or Graveyard to your hand, boom, that’s all you need to do for an archetypal field searcher. I wish that second effect allowed you to destroy Spell/Trap cards instead of set cards, as that’d help against decks that use Field Spells.

 

 

Lapis Lazuli: The first effect is pretty decent for recovering resources, but it could honestly just be activated by discarding rather than tributing. Second effect is nice though, allowing you to summon a Garnet, then Special Summon a Pearl, and get a Fusion Dance from your Deck to the hand.

 

 

Jasper: Nice on summon effect, allows you to get back your hand trap Steven, or any other monster you might need for the situation. I wish it had a Special Summon condition similar to “Cyber Dragon”, as I think it’d really fit with her combative nature, and her want to look for a fight. That second effect though is pretty useless though, sorry to say. Stat gains really aren’t that useful anymore, and ones that make you minus this much are pretty annoying. You have to tribute a strong monster, discard a card, and the the monster you gave a stat boost dies at the end phase. If you want to see a good example of a stat boosting monster, look at “Elemental Hero Honesty Neos”.

 

 

Kindergarten: Nice activation effect, it’s a bit standard, but it helps get necessary key pieces to the hand. That stat gain should be at least 500 though. That second effect though, honestly just too restrictive. I mean look at “Shadoll Fusion”, it allows you to send monsters from your Deck to the Graveyard if your opponent controls only 1 Special Summoned monster, this one requires 2, and banishes them from the Deck instead.

 

 

Fusion Dance: Decent archetypal Fusion, allowing you to use pieces from the Graveyard too. However, it should probably just say “If a “Crystal Gem” Fusion monster(s) leaves the field” so you can cover threats like “Castel”. Also, that restriction on not Special Summoning monsters except for Fusion Monsters means you wouldn’t be able to use its effect to SS a non-Fusion Monster Fusion Material, so it should probably be changed to “except “Crystal Gem monsters” and as I stated earlier, I think this clause would be better on “Garnet”.

 

 

Regeneration: Few things, one you could probably just have it discard, rather than banish from the hand, and since you say you can only activate 1 effect of it per turn, you don’t need that discard cost in all honesty to activate the Spell you recovered.

 

 

Gauntlets: I said it with Jasper, and it remains true here, the stat boost is pretty irrelevant. Not to mention the fact that it can only be equipped to Fusion monsters, meaning it will likely brick you if you run it at anymore than one. Give it an effect if it’s destroyed, like maybe it can add a Garnet from your Deck to your hand or something. Most equip spells are honestly pretty bad if they don’t give you something upon their destruction. Look at equip spells like Saqlifice to get a good idea of what an Equip Spell should do (that being promoting your win condition).

 

 

Whip: Honestly pretty good, but that effect should probably target since it’s pretty powerful. Also, “take control of it until the End Phase, but while this effect is applied, it has its effects negated” is probably how it should be worded (if you go with what I said about it targeting.

 

 

Spear: Again, a bit too weak, if it gave targeting and destruction protection it might be worth it, but with cards like “Castel” and “ABC Dragon Buster”, pure destruction protection has become a relic of the past.

 

 

Performance: Probably should have that stat drain be 200, as this won’t be doing too much damage with only 100. That Graveyard effect is pretty good though, nice requirement, and a strong effect.

 

 

Fracture: Make this card a continuous trap and it's good, seriously, that’s all you need to do, and you’ve got an amazing card. Well that and removing the clause about you not being able to activate this effect the turn it was sent to the Graveyard, as that’s actually not an effect. An instead clause is not an effect, it’s just an alternate condition.

 

 

Alexandrite: Honestly that effect should probably be, “When this card is Fusion Summoned: You can add 1 “Crystal Gem” Equip Spell Card from your Deck to your hand.” Otherwise you’ll go into too much minus trying to use it. The destruction effect is pretty good, but wish it actually did something else while it was on the field, and well, since it’s a Fusion of 3 monsters, it could stand to be beefed up a bit in ATK.

 

 

Sardonyx: Honestly, pretty strong effect, love it, non targeting, non destruction removal is great, and since it’s only temporary, it’s justified. Kind of wish it was a quickie effect, that you could use during either player’s turn though. The effect upon it leaving the field isn’t that great, as LP gain really doesn’t matter that much, but it’s appreciated.

 

 

Sugulite: Battle protection is nice, but adding destruction protection would be appreciated so that it works similar to Beelze. The Ultimate Tyranno effect is pretty nice too, and fits with her rage style. However, the idea of it destroying a Crystal Gem Spell or Trap to gain 500 ATK is pretty meaningless, it should probably just be something like, “Send 1 Crystal Gen Spell/Trap from your Deck to the Graveyard, this card gains 1000 ATK.” Also, since it has to destroy monsters to use the effect, you could probably have it activate multiple times per turn.

 

 

Crystal Gem Opal: Decentish effect I guess, wish it did a bit more on its own, but hey, it can also be used to make a “Constellar Pleiades” if you use it to summon itself.

 

 

Cluster: The very definition of OP honestly. First off, remove that “cannot be tributed clause” I know your monsters getting Kaiju’d sucks, but there’s no precedence for Kaiju protection, so if you want to protect it from that, run Mask of Restrict. Most people don’t even run Kaijus in the meta anyways. Also, if you turbo this thing out, at minimum, you’ll have 4 banished Crystal Gems, you’ll be able to banish 4 monsters from your opponent’s field without targeting, which is disgusting. Nerf this substantially.

 

 

Overall: You have some good ideas here, and I definitely see some work put in here to give them some versatility. Give them some more consistency, increase their power output (except for Cluster), and improve the PSCT, and I think you have a decent set of cards here.

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