Jump to content

[Written/DPR] Paperplane Archetype


Nekomata

Recommended Posts

[spoiler=Prompt]
WIND Psychic Pendulum monsters that can battle once, then they get destroyed during the End Phase. They're pretty simple, but they have different effects that will allow you to keep Pendulum Summoning each turn. Their boss monsters are rank 4 Xyz monsters that can be Summoned easily due to the swarming abilities of the Archetype.

This Archetype is used by Riko Hikouki in the Fanfiction.


 
There are different classes based of actual Paper Airplanes, each one focused on one kind of effect:
Fighter Jets (battling)
Bombers (consistency)
Delta Wings (recovery)
Stealths (various)
Air Fighters (Xyz monsters, removal)
Then there's Papercut Hand, which is basically the creator and the one who makes the Paperplanes.

 

Pics: https://imgur.com/a/VdG7p

[spoiler=Monsters]
Papercut Hand                                              ATK 800   DEF 1800              4 earth
(Psychic Pendulum)         5-5
If this card is Normal Summoned, you can add a “Paperplane” monster from your Deck to your hand. If this card is Pendulum Summoned: this turn, all “Paperplane” monsters cannot be targeted by your opponent’s card effects. During either player’s Main Phase: You can return this face-up card from your side of the field to your hand. You can only use this effect of “Papercut Hand” once per turn.
The Hand behind all the Archetype. It searches a monster, then you can add it to the hand, then Pendulum Summon it again and get some protection. During the opponent's turn, it can return safe to your hand. Basically a +0 during the first turn, then a +1. But considering those monsters like to destroy themselves, they'll likely get stuck in the Extra Deck, that's why everything has to be tested.

[spoiler=Fighter Jets]
Paperplane Fighter Jet - Antelope                ATK 2200   DEF 200              4 wind
(Psychic Pendulum)         5-5
During the End Phase of the turn this card battled: Destroy this card. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
 
Paperplane Fighter Jet - Gazelle                  ATK 2000   DEF 200              4 wind
(Psychic Pendulum)         5-5
During the End Phase of the turn this card battled: Destroy this card. This card cannot be destroyed by Spell/Trap Card effects.
Fighter Jets have only one purpose in life, attacking. Yeah, Level 4, almost no restrictions, high ATK: but they get destroyed at the end of the turn.


[spoiler=Bombers]
Paperplane Bomber - Owl                            ATK 1800   DEF 400              4 wind
(Psychic Pendulum)         3-3
During the End Phase of the turn this card battled: Destroy this card. If this card is Pendulum Summoned, you can add a “Paperplane" monster from your Deck to your hand.
Well, a weaker version of Hand, because you must Pendulum Summon it to trigger its effect; this means you already have the Scales and you have already Pendulum Summoned.

Paperplane Bomber - Falcon                        ATK 1600   DEF 400              4 wind
(Psychic Pendulum)          3-3
During the End Phase of the turn this card battled: Destroy this card. During your Main Phase, you can Tribute this card: Special Summon a “Paperplane” monster from your Deck, except "Paperplane Bomber - Falcon".
Just more consistency. Majespecters taught us that Pendulums like to be Tributed.


[spoiler=Delta Wings]
Paperplane Delta Wing - Minnow              ATK 1500   DEF 500              4 wind
(Psychic Pendulum)         3-3
Pendulum Effect: If you Pendulum Summoned at least 1 "Paperplane" monster this turn, you can Special Summon this card from your Pendulum Zone.
Monster Effect: During the End Phase of the turn this card battled: Destroy this card. If this card is Special Summoned, you can add a “Paperplane” monster from face-up in your Extra Deck or in your GY to your hand.
Delta Wings and Stealths have a Pendulum Effect that allows them to be Special Summoned if you used them as a Scale. They don't have much ATK, so you'll be using them to Xyz Summon. You may want to read the Xyz effects, which make the materials return to the hand, so they can be recycled more easily.
Minnow solves the MR4 Pendulum problem, but it's still pretty slow.

Paperplane Delta Wing - Pike                     ATK 1300   DEF 500              4 wind
(Psychic Pendulum)         3-3
Pendulum Effect: If you Pendulum Summoned at least 1 "Paperplane" monster this turn, you can Special Summon this card from your Pendulum Zone.
Monster Effect: During the End Phase of the turn this card battled: Destroy this card. If this card is Summoned, you can shuffle 3 “Paper” cards from your GY to your Deck, and if you do, you can Special Summon a “Paperplane” monster from your hand.
"Paper" cards mean you can shuffle Paperplanes, Papercut and the Spells/Traps, while also recycling the Xyz monsters.


[spoiler=Stealths]
Paperplane Stealth - Leopard                      ATK 1200   DEF 300              4 wind
(Psychic Pendulum)         5-5
Pendulum Effect: If you Pendulum Summoned at least 1 "Paperplane" monster this turn, you can Special Summon this card from your Pendulum Zone.
Monster Effect: During the End Phase of the turn this card battled: Destroy this card. This card can attack your opponent directly.
Strategy advice: direct attack, then use it as Xyz material.
Maybe direct attacking could've been something for the whole Archetype, or at least for the low ATK monsters, but that kinda ruins the "stealth" class.
 
Paperplane Stealth - Puma                          ATK 2000   DEF 300              4 wind
(Psychic Pendulum)         5-5
Pendulum Effect: If you Pendulum Summoned at least 1 "Paperplane" monster this turn, you can Special Summon this card from your Pendulum Zone.
Monster Effect: During the End Phase of the turn this card battled: Destroy this card. If this card deals damage to your opponent, you can target 1 card your opponent controls: destroy it.
This is actually the only removal if you can't Xyz Summon - maybe you're dueling against Monarchs.




[spoiler=Extra Deck]
Paperplane Air Fighter - Wildebeest            ATK 2700   DEF 100        rank 4, wind
(Psychic XYZ)                3 level 4 WIND Pendulum monsters
If this card declares an attack, destroy it at the end of the Damage Step. If this card battles, your opponent cannot activate card effects until the end of the Damage Step. Once per turn, you can detach one Xyz Material from this card: this card gains 300 ATK until the end of the turn, and if it does, target one card on the field, banish it. If this card is destroyed by a card effect, the Xyz Materials attached to this card return to your hand.
Aggressive 3k beater and removal. Also, the Xyz monsters get destroyed immediately, so you get the materials back before Main Phase 2. Maybe you still have to Pendulum Summon. Not sure how to write the last part, though.
 
Paperplane Air Fighter - Eagle                    ATK 2500   DEF 100       rank 4, wind
(Psychic XYZ)                2 level 4 WIND Pendulum monsters
If this card declares an attack, destroy it at the end of the Damage Step. If this card battles, your opponent cannot activate card effects until the end of the Damage Step. If this card attacks an opponent’s monster, banish it before the Damage Step. If this card is destroyed by a card effect, the Xyz Materials attached to this card return to your hand.
The low cost version of Wildebeest. It provides less removal options, but it deals with Chaos Max, for example.
 
 
Paperplane Prototype                                 ATK 2000   LINK-3         wind
(Psychic Link)                 3 Pendulum monsters
Link Arrows: Up, Bottom-Left, Bottom-Right
There can be only one “Paperplane Prototype” face-up on the field. If this card declares an attack, destroy it at the end of the Damage Step. As long as this card remains face-up on the field, “Paperplane” monsters Pendulum Summoned from the Extra Deck can be Summoned to Main Monster Zones. As long as you control another “Paperplane” monster, this card cannot be targeted by attacks or by card effects.
Yeah, not sure if this breaks the game or is just waste of resources. It brings back MR3 but for Paperplanes only. (It's supposed to be the original classic Paperplane.)


 


[spoiler=Spells and Traps]

SPELLS

 

Paperplanet   FIELD SPELL

When a "Paperplane" monster declares an attack, it gains 500 ATK until the end of the Damage Step. Once per turn, you can add a "Paperplane" monster from face-up in your Extra Deck to your hand. If this card is destroyed by an opponent's card effect, you can add a "Papercut Hand" from your Deck or GY to your hand.

Paperplanet is what you need if you can't get Prototype or Minnow. It gives the Archetype a little boost, and recovery.

 

Paper Sheet                                               NORMAL SPELL

You can only activate this card if you control a "Papercut Hand" in Attack Position. Special Summon 1 "Paperplane" monster from your Deck, then change the battle position of "Papercut Hand". You can only activate 1 "Paper Sheet" per turn.

Special Summoning Spell with conditions. The position stuff is just for flavor - the Hand gets a little rest after creating a new Plane.

 

Paper Tape                                                 EQUIP SPELL

This card can only be equipped to a "Paperplane" monster. The equipped monster cannot attack, it loses 2000 ATK, but it cannot be destroyed by battle or by card effects, also you take no battle damage from battles involving that monster. At the start of your Standby Phase: You can send this card to your GY, that monster gains 1000 ATK and is unaffected by Trap Cards. You can banish this card from your GY (Quick Effect): target 1 "Paperplane" monster on the field, that monster is unaffected by your opponent's Spell Cards effects until the end of the turn.

Take a turn to tape your Plane, then it will be ready to battle. The protection card of the Archetype.

 

Dismantled Paperplane                              QUICK-PLAY SPELL

Target 1 face-up "Paperplane" monster on the field: add it to your hand. For the rest of the turn, you take no battle damage. At the end of the turn in which you activated this card: Special Summon a "Paperplane" monster from your hand.

If you think about it, all Paperplanes get destroyed at the end of the turn, so this card can save you from a Battle Phase, then prepare the field for a counterattack.

 

Paperplane Launching Pad                       CONTINUOUS SPELL

As long as this card remains face-up on the field, if a "Paperplane" monster is Summoned, it gains 400 ATK until the end of the turn. "Paperplane" Pendulum monsters destroyed by battle or by a card effect return to your hand instead of going face-up in your Extra Deck. If an opponent's monster declares a direct attack: you can destroy this card, negate that attack.

After a few tests, I realized Paperplanes struggle with surviving the opponent's turn, so this card should help your attack and your defense too. It works as a base for your Paperplanes, helping them to fly when they're Summoned, but it can also be a desperate last try to save your Life Points.

 

TRAPS

 

Paperplan                                                 NORMAL TRAP

You can only activate this card when a "Paperplane" Pendulum monster is destroyed and sent face-up to your Extra Deck. Send a "Paperplane" monster from your hand or Deck to your GY: send the destroyed monster to your GY, then Special Summon it.

Does the "when" make this card useless?

Anyway, it sets the GY for Pike, and allows you to bring back a Paperplane. The wording is because this way the Summoned monster doesn't get Summoned in the Extra Monster Zone.

 

Furious Throw                                            NORMAL TRAP

You can only activate this card if a "Paperplane" monster you control battles. That monster gains 1200 ATK until the end of the Battle Phase. This turn, if that monster destroys an opponent's monster by battle, you can add a "Paper" Spell/Trap card from your Deck to your hand.

The worst searcher in the world, it used to be just a Battle Trap, but then the bonus effect makes this card worth to run. It can change the outcome of a Battle, increase the damage, but if you use it on Leopard, you won't get the Extra card.

 

 

Link to comment
Share on other sites

Considering Antelope and Gazelle are both Pendulum monsters each have buffs AND are Pendulum monsters, I think you should lower their ATK by 200 each, just to be safe, especially as they don't have to kill themselves. Consistency provided by the Bombers is helpful, and the fact that Falcon goes the ED means that the lack of OPT on its Tributing is alright. Oh, are there supposed to be no Pendulum Effects on these first two pairs? I mean, it's implied, and it makes sense, but I want to be sure. The rest are fine, perhaps a bit too reliant on the hand, but when we get onto the ED, things start getting interesting. Both Xyzs provide Armades clauses, but really only serve as beaters. They don't add to the consistency, which again ties into the reliance on the hand for quite a few of the MD monsters. Last effect seems to be worded okay on both of them, but this archetype isn't going to be doing much during the MP2. The two Xyz barely have any staying power, and the only saving grace is the Link monsters, but you can't really do much with that either, as you definitely do not want to lose such a vital card in the archetype.

 

As for the S/T, again, they don't really help during your opponent's turn. I see a lot of support in the form of the Field and even sheet, but not quite the speed and consistency required in OTK.dek. Only a few cards swarm, and most rely on your consistency, and your consistent cards mostly rely on your swarming/monsters on the field, which again, relies on itself. It can lead to plays that are too risky, and in the end you have a archetype that, intentionally, focus on battle, but doesn't have much else to go with. It's functional, and could win a few rogue games, but it's not strong by any means. Also, you're going to be looking at the fact that, although they can be attacked during your opponent's turn, they're not going to unless they're much better in the ATK department, and unfortunately, despite you design some support for that scenario, you only have Furious Throw to actually counter an opponent's ATK, and it's not even searchable. You just need to have a look at what they're going to be doing past turn 1.

 

As for some flavour notes, love what you've done with making the archetype as a whole. I think you pulled of the concept excellently, and most of the cards are very thematically sound. However, Prototype sticks out like a sore thumb for two reasons: Firstly, which is more subjective, I feel that simply avoiding MR4 is a cop out, especially as it already provides you with 3 Linked Zones. Design around it, not over it. Secondly, I don't think the name Primordial Prototype fits the thematically simple design of the archetype that you had going for it, or even the wild animal theme you had for the MD and the Xyzs. Prototype might even do by itself.

Link to comment
Share on other sites

Yes, the first two pairs don't have a Pendulum effect because, well, Paper Airplanes are supposed to be simple. The added effect on the other two is just to balance, because you've seen it's completely focused on battling and having low ATK doesn't help.

Fixed the ATK of Jets, and Prototype's name.

Maybe I'll consider adding a Trap, or an Xyz monster, which will help the monsters survive the opponent's turn, because you're right, it does nothing after your End Phase.

 

It's a DPR Deck, and I don't know yet what will be the consistency/speed of the games, so it's a little underpowered right now.

Just like all Archetypes here, it must be tested before changing effects/parts of the cards.

 

Thanks for the review!

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...