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Roid Fusion Chain Beat Rehash [WRITTEN] [LINK FORMAT]


Eshai

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<The descriptions are meant to be read from top to bottom. If you’re going to read random cards at a time there might be some confusion in the descriptions, as they are a bit continuous in their meaning.>

 

So originally this was going to be “Pendulum Roid Chain Beat” but then I realized how hard that is to actually balance and work with. Double the monster effects with a side of being rather dumb or broken, so I’m going to be a little less click baity and just go with Regular Roid Chain Beat.

 

Chain Beat if you’re unfamiliar with the term (I wouldn’t blame you), is a deck revolving around 2 monsters: Wind-Up Rabbit and Evilswarm Thunderbird. The idea is that you can banish them until the next Standby Phase after any card or effect is activated. This is meant to synergize with cards like Compulsory Escape Device and Needle Ceiling, which revolve around you having cards to activate but not to resolve, which leads to some awesome levels of advantage in some scenarios. (Links take you to the Yugioh Wiki to see the cards since many of the Chain Beat and Roid cards don't come up often.

 

ModulaRoid

LIGHT - 4 - Machine/Effect - 1100/1600

When this card is Normal Summoned: You can add 1 “Roid” monster from your deck to your hand.

If a card or effect is activated: You can banish this card.

At the end of the turn that this card was banished, you can return banished “Roid” monsters listed as Fusion Materials of a Machine Fusion Monster to your deck, and Special Summon it.

 

This is the Playmaker of the Deck. It can search your “Roid” monster(s), and Fusion Summon your “Roid” monsters simply by returning banished materials to your Deck, which you’ll see synergizes very well with the rest of the non-Fusion “Roid” monsters I created. I said I was making chain beat, but I wanted to put a spin on it rather than just making 4 of the same card that Chain Beat is deemed degenerate for using.

 

RocketRoid

LIGHT - 4 - Machine/Effect - 1800/0

During the Battle Step, or when another “Roid” card or effect is activated: You can banish this card and a monster your opponent controls. During your next Standby Phase: Return this card to the field, and if you do, return your opponent’s banished monster to the field. You can only activate the effect of this card’s name once per turn.

 

This card is a bit of a beater, but not in the way you’d typically see an 1800 ATK monster do. It has essentially a buffed version of Galaxy Eyes Photon Dragon’s effect, not caring for who is battling or what monster is attacking when it’s banishing monsters. Not only that, if you activate another “Roid” monster’s effect, you can chain this card to it to preemptively banish 1 of your opponent’s monsters if you use the effect of another “Roid” card.

 

StealthRoid

DARK - 4 - Machine/Effect - 1600/1200

If a Spell/Trap card or effect is activated, or when another “Roid” card or effect is activated: You can banish this card and a Spell/Trap your opponent controls. During your next Standby Phase: Return this card to the field, and if you do, return your opponent’s banished Spell/Trap to the field. You can only activate the effect of this card’s name once per turn.

 

Essentially “RocketRoid” for Spell/Traps. I believe it can negate the effects of Continuous cards with Ignition Effects but I’m not sure so tell me in the comments. Things that you might have noticed is that I capitalized “roid” to deviate from “Speedroids” and other non-Machine “roids”. There’s also the “and if you do” clause, which means if you return these monster(s) to the deck with ModulaRoid, your opponent doesn’t get back their card. This may make the Deck a bit broken, but to fix this I would have to test this in Duel Portal, which I can’t even get to work.

 

ArmorRoid

EARTH - 4 - Machine/Effect - 800/2000

If a Monster is Summoned or Monster effect is activated: You can banish this card and 1 “Roid” card in your deck. During your next Standby Phase: Return this card to the field, and if you do, add the banished “Roid” monster to your hand. You can only activate the effect of this card’s name once per turn.

 

Alternate Searcher and a way to get out one of the “ModulaRoid” Fusions that you’re anxious to hear about. It does this by banishing “ModulaRoid” from your deck, then returning itself and this card back to your deck to trigger its effect of Special Summoning a Fusion Monster. Pretty fun.

 

 

MegaRoid Space Station inversion of the new Megaroid City Field Spell

Field Spell

You cannot Special Summon monsters from your Extra Deck, except “Roid” monsters. You can only use each effect of this card's name once per turn.

① You can target 1 Machine monster in your hand or on the field (Quick Effect): Banish it.

② If a “Roid” monster you control is banished: You can Special Summon 1 “Roid” monster from your deck, but banish it at the end of the turn.

 

It’s a Field Spell. It’s a card meant to start up your chains much like what Black Garden was meant to do. I don’t really want to render Black Garden useless, but with how I made the Fusions work I didn’t really help along the idea. You can Special Summon “Roids” from your deck, but in order to keep them, you’re going to have to use their ability(s). The restrictions should make it fair.

 

Roid Raid

Quick-Play Spell

Activate only as Chain Link 2 or higher; Special Summon 1 “Roid” monster that is banished or from your hand. If this card is activated in a Chain Link 4 or higher; you can return this card to your hand. You can only activate “Roid Raid” once per turn.

 

I wanted a Chain Link card in the deck, so here it is. The Chain Link 4 or higher effect is supposed to REALLY enforce you to go for some crazy Chain Beating since I don’t think I enforced it enough already. It was originally Summoning from the deck, but then I realized how stupid and redundant that would be with the Field Spell.

 

Stealth ModulaRoid

2400/2000 DARK/6/Machine//Fusion/Effect:

ModulaRoid + 1 DARK Machine monster

You can only control 1 “ModulaRoid” Fusion monsters. You can only Special Summon, and use the ① and ③ effect of this card's name once per turn.

①  If this card is Special Summoned by the effect of a “Roid” card: You can add 1 “Roid” Spell/Trap from your deck to your hand.

② This card cannot be destroyed by card effects

③ When a card or effect is activated: You can banish this card and Special 1 “ModulaRoid” Fusion monster with a different name from your Extra Deck.

 

Your first Fusion, which before I finished this archetype was going to be an Instant Fusion target when the intent was to make it easier to Summon with Mixerroid. Too much stupidity for a single sentence. You might notice the “DARK Machine” requirement rather than “Roid”, which is there because with “ModulaRoid” you already have to use Roids for its requirements. This can search the “Roid” Spell/Traps, including “Red Roid Call”, which I was requested to make good. It is now. The ③ effect will be explained in the next card’s description.

 

Armor ModulaRoid

1200/2700 EARTH/7/Machine/Fusion/Effect:

ModulaRoid + 1 EARTH Machine monster

You can only control 1 “ModulaRoid” Fusion monsters. You can only Special Summon, and use the ③ effect of this card's name once per turn.

① This card cannot be destroyed by battle

② Other “Roid” monsters you control cannot be targeted as an attack target or by card effects.

③ When a card or effect is activated: You can banish this card and Special 1 “ModulaRoid” Fusion monster with a different name from your Extra Deck.

 

So this is some protection for the archetype. Figured something like this would be helpful, but it’s probably the worst of the 3 ModulaRoid Fusions. Now to explain the ③ effect: This is supposed to be a modernization of Super Robolady and Roboyarou, which effects would be to switch each other out when 1 would be preferred for that moment. Now, I’m making it so you can’t only run 1 of each if you want to do this with the banishing, and I’m making it a Quick Effect to get some target avoidance similar to the other Chain Beat monsters. Each of these Fusions has a different form of protection in which they change themselves around to fit that particular need, but if your opponent is good they can get around it.

 

Rocket ModulaRoid

2700/1200 LIGHT/8/Machine/Fusion/Effect:

ModulaRoid + 1 LIGHT Machine monster

You can only control 1 “ModulaRoid” Fusion monsters. You can only Special Summon, and use the ② and ③ effect of this card's name once per turn.

① This card is unaffected by Trap Cards.

② You can banish 1 “Roid” monster from your hand to target 1 monster your opponent controls (Quick Effect): This card gains ATK equal to the ATK of the discarded monster until the end of the turn.

③ When a card or effect is activated: You can banish this card and Special 1 “ModulaRoid” Fusion monster with a different name from your Extra Deck.

 

It’s a semi-protected beater that turns every “Roid” monster in your hand into a Kalut. Originally it was a full on Honest effect, but I figured that would be a bit broken. Synergizes a bit with ModulaRoid, but other than that this card is a bit too simple for an explanation.

 

I like what I ended up doing for this archetype. This took a LONG time since I had to take quite a few considerations with what I could actually do with Chain Beat. I’m not quite sure how all of the interactions with Chain Beat’s current cards would go down, but I think this deck would just play as a faster version with a bit more versatility. In my head that doesn’t sound too bad, but when that turns into banishing your opponent’s cards and avoiding several forms of destruction with their effects, that may be a bit too good. I'm still also working on ideas for an updated "Neos" archetype since theirs barely anything going on there despite the several cards they have access to.

 

I welcome any critiquing you have, as I may have made a couple design flaws that I would rather hear and fix than be in blissful, arrogant ignorance.

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Bump (please comment I'd really like to know whether or not I'm doing this all right, considering Chain Beat + roids isn't quite a simple concept to implement into an assortment of cards. I'd love some feedback.)

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The Extra deck monsters having the ability to swap from each other is an interesting concept. Stealthroid is pretty good, I think it can stop cards like Tenki from searching. If all the main deck monsters were light then Ties of the Brethren would be a good option. That may be too op though xD

 

I always liked Chain beat. I remember trying to make a chain beat with Strike Ninja but failed lol. I also tried using ShuttleRoid for fun but it wasn't too good for chain beat either. Me and my silly tech cards.

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Yeah Ties might be a little OP, but honestly with Magibullets working well with Ties I can see something like that working well with the archetype.

 

Shuttleroid was actually the inspiration for this idea. I thought with how interesting Chain Beat was I wanted to make as few main deck cards as possible so that you could be creative with the outside support the deck could have.

 

The whole "switching out your fusion" gimmick was inspired by Super Robolady and Roboyarou. The cards had an advanced effect for the time, but Konami didn't really do anything with it. So I made it a Quick Effect.

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Ok let's see.

 

1) Seems a fine, although the first card doesn't state from where it returns materials.

 

2) This card's wording is confusing, during the Battle Step, when who battles? at which time? 

 

3) http://yugioh.wikia.com/wiki/Stealthroid it exists already. I think I get where you're coming with here, but something bothers me, if you return backrow this way, can they reapply/reactivate effects? I think this may lead to a handful of ruling headaches if it was a thing. Perhaps negating the Spell/Trap eff while this card is banished would be a better and less confusing way of achieving the same result, me thinks.

 

4) http://yugioh.wikia.com/wiki/Armoroid Also a thing '-' I guess this seems fine otherwise.

 

5) Ok here we have some conflicts. The way you worded your Roids like, makes it so that they will only return if banished by their own effects. If banished by Field Spell they will remain banished ad eternum. Xenophobia in a Deck that struggles so much in getting stuff is also bad business. I mean they could very well make use of Gear Gigant or Iron Wolf or whatever that Train was called again. Furthermore the Field Spell isn't nearly as powerful to warrant xenophobia. In fact I'd encourage not only removing the xenophobia but also making the Field stronger overall.

 

6) Interesting card, but there is a wording problem. Banished Zone is not a official term, I'm afraid (you can look it up, and no card will ever have this written), so you must state something like "Special Summon 1 of your "Roid" monsters that is banished or from your hand".

 

7) Fine I guess, tho I'm no specialist in OCG wording to tell if it is off or not.

 

8) Immortal by battle when it has huge DEF seems redundant. That they replace each other is fine, but these monsters are starting to look very very dull, like no point in summoning them since they won't win me duels.

 

9) This is a bit more worthwhile to summon, that being said, same problem, unless you state that banishing from any source does the trick, the banished Roids will remain exiled. Also (Quick Effect) goes before the colon. Like "You can banish 1 “Roid” monster from your hand (Quick Effect):......".

 

Main Deck monsters are overall fine, tho I think they do a bit more. The backrow could also be fixed to be better and to be text-wise more accurate (same the monsters). The Bosses are largely subpar and give me little motivation to summon them. To be fair given their banish-return gimmick I'd rather attempt to Power Bond Barbaroid for the win than summon most of these Bosses. Rocket Modula I guess could fit the bill too in a sense, but that's it really.

 

I rate this 6/10 since it can be improved in many ways.

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1. Intentional. It doesn't come back. It's instead used to Fusion Summon. That might change though, considering you might not always have 2 monsters banished.

 

2.Any Battle Step. It was supposed to be a buffed version of Galaxy-Eye's Photon Dragon's effect. You can banish it when any monster battles, and banish any monster your opponent controls.

 

3.Returning to the field isn't activation, so no. It's supposed to negate Continuous Spell/Trap's ignition effects, like Tenki searching a Beast Warrior.

 

4. I know Armorroid and Stealthroid are already cards. They were kinda flight/space themed so I wanted to add them in. It also would add some familiarity to the archetype since I was changing a lot.

 

5.The Roid's effects can chain to the field spell. It's meant to start chains so their abilities can go off, which is similar in concept to why Chain Beat runs Black Garden and Compulsory Escape Device. It can continuously start chains and it doesn't require the target to start tag on the field to resolve it's effect. The "Xenophobia" is meant to make you do something with the card that turn, rather than do nothing with it. I am planning on making it better, but the banish effect I'm going to keep just to motivate the player to play chain beat rather than just beating.

 

6. WHOOPS

 

7. Fair

 

8. Blue Eyes Chaos Max and others that do piercing. It's redundant but it was intentionally so that your opponent couldn't screw with you. It was necessary to have Battle Protection, so this was what I made. My least favorite of them all but I don't know how to improve on it.

 

9. You're right about the colon Quick Effect (WHOOPS): The permanence is intentional, but you can use ModulaRoid to return your banished materials even if the card was banished by other means.

 

Finally, the Roid Fusions arent supposed to be all that threatening. They're supposed to give you some protection after banishing all of your monsters, and that protection comes in the form of being able to switch from one kind of protection to another whenever it's relevant.

 

WOW you are harsh with your grades. What's a 10/10 for you?

 

I'll fix the problems that were objective for now, but anything subjective I'll have to think about.

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