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Afterworld - The Psychic Archetype


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Yes, I actually made Psychic sub-archetype. These cards are... odd, to say the least. I intended for them to be an ultimate Meta-Counter... but check and see.

 

[spoiler= Spells/Traps]

 

Afterworld

[spell/Field]

When this card is activated, search your Deck for 3 Spell Cards with different names with "Afterworld Frequency"

in their names and remove them from play. Cards removed by this effect cannot be returned to your Graveyard or

Deck. All Cards on the field that would be sent to the Graveyard are instead removed from play. Whenever a card

is removed from play, place one "Frequency Counter" on this Card (Max.20). Whenever this card would be removed

from the field, you may remove 1 "Frequency Counter" from this Card to negate the Card that would remove this Card from the field and remove it from play.

 

Afterworld Command

[Trap/Counter]

Activate this Card only while there is a monster with "Afterworld" in its name removed from play on your side of the field. Negate the Special or Normal Summoning of an opponent's monster, and remove it from play. Then, your opponent must search their Deck and remove from play all Monster Cards with the same name.

 

Afterworld Storm

[Trap/Counter]

Activate this Card only while there is a monster with "Afterworld" in its name removed from play on your side of the field. Negate the effects of all Cards on the field, then remove them from play.

 

Afterworld Frequency - B Dash G

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Destroy all Tokens on the field during your Standby Phase.

 

Afterworld Frequency - B Dash W

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Your opponent can only Special Summon one monster per turn.

 

Afterworld Frequency - C Dash B

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Whenever a Monster Card on your opponent's side of the field is destroyed, negate its Effect (if it has one)

and remove it from play immediately.

 

Afterworld Frequency - F Dash E

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Your opponent cannot Flip Summon monsters.

 

Afterworld Frequency - G Dash B

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Your opponent cannot Special Summon monsters from their Deck to the field.

 

Afterworld Frequency - L Dash S

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Your opponent cannot send Cards from their Deck to the Graveyard.

 

Afterworld Frequency - S Dash D

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Destroy any face-up Spell or Trap cards that are still face-up on the field during the next Standby Phase of the player who activated the card.

 

Afterworld Frequency - S Dash T

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Increase the level of all face-up Monster Cards on the opponent's side of the field by 3.

 

Afterworld Frequency - Z Dash W

[spell/Normal]

If this card is removed from play by the effect of "Afterworld", apply the following effect until that 'Afterworld'

leaves the field:

-Your opponent may not take control of your Monster Cards.

 

 

 

[spoiler= Monsters]

Insect from Afterworld

Wind; 1 star

[insect/Effect]

if this Card is destroyed, remove it from play and search your Deck for a Card with "Afterworld" in the name, and

add it to your Hand.

Atk/100 Def/350

 

Worm from Afterworld

Earth; 1 star

[insect/Effect]

FLIP: Remove this Card from play. Then, remove from play the top 5 Cards from your Deck and draw 1 card.

Atk/350 Def/100

 

Spirit of Afterworld - Nerru

Fire; 4 star

[Psychic/Effect]

You may remove this Card in your Hand from play to search your Deck for a Card with "Avatar of Afterworld" in its name and remove it from play. You may Special Summon this card while it is removed from play by removing

two "Frequency Counters" from a face-up "Afterworld". If this Card is Special Summoned in this way, it gains the following effects:

Once per turn, you may move a "Frequency Counter" from a face-up "Afterworld" and place it on this Card. If this Card has at least 1 "Frequency Counter" on it, increase its Atk and Def by 500. If this Card has at least 2 "Frequency Counters" on it, if this card inflicts Battle Damage to the opponent, they must remove from play a Card in their hand. If this Card has at least 3 "Frequency Counters" on it, you may remove 1 "Frequency Counter" from it to search your Deck for a Card with "Psychier of Afterworld" in its name, and add it to your Hand.

Atk/1800 Def/1600

 

Spirit of Afterworld - Shiku

Wind; 4 star

[Psychic/Effect]

You may remove this Card in your Hand from play to search your Deck for a Card with "Avatar of Afterworld" in its name and remove it from play. You may Special Summon this Card while it is removed from play by removing

two "Frequency Counters" from a face-up "Afterworld". If this Card is Special Summoned in this way, it gains the following effects:

Once per turn, you may move a "Frequency Counter" from a face-up "Afterworld" and place it on this Card. If this Card has at least 1 "Frequency Counter" on it, it cannot be destroyed by opponent's Card Effects. If this Card has at least 2 "Frequency Counters" on it, this card cannot be destroyed in battle unless your opponent has at least 3 Monster Cards face-up on the field. If this Card has at least 3 "Frequency Counters" on it, you may remove 1 "Frequency Counter" from it to Special Summon 1 "Shiku Token" to the field (Psychic-Type/WIND/1 Star/? Atk/? Def). A "Shiku Token's" Atk and Def are equal to the number of Cards removed from play, x200. Destroy all "Shiku Tokens" on the field during your opponent's End Phase.

Atk/1200 Def/1600

 

Spirit of Afterworld - Daiensu

Earth; 4 star

[Psychic/Effect]

You may remove this Card in your Hand from play to search your Deck for a Card with "Avatar of Afterworld" in its name and remove it from play. You may Special Summon this card while it is removed from play by removing

two "Frequency Counters" from a face-up "Afterworld". If this card is Special Summoned in this way, it gains the following effects:

Once per turn, you may move a "Frequency Counter" from a face-up "Afterworld" and place it on this Card. If this Card has at least 1 "Frequency Counter" on it, increase its Atk by 1000. If this Card has at least 2 "Frequency Counters" on it, this card is not affected by the opponent's Trap and Monster Card effects. If this Card has at least 3 "Frequency Counters" on it, you may remove 1 "Frequency Counter" from it to search your deck for a card with "Psychier of Afterworld" in its name, and add it to your Hand.

Atk/1600 Def/1900

 

Avatar of Afterworld - Zanetta

Dark; 7 star

[Psychic/Effect]

You may shuffle this card from your Hand into your Deck to place 2 "Frequency Counters" on a face-up "Afterworld". You may Special Summon this card while it is removed from play by removing a total of 5

"Frequency Counters" from any of your face-up monsters with "Spirit of Afterworld" in their names. If this card is Special Summoned in this way, it gains the following effects:

During your Standby Phase, you may place a "Frequency Counter" (Max.6) on this face-up Card. Once per turn, you may move 1 "Frequency Counter" from this Card to any face-up Card on your side of the field with

"Afterworld" in the name. You may remove 3 "Frequency Counters" from this Card to negate the activation and effect of one of your opponent's Spell or Trap cards, and remove that Card from play. You may offer this

face-up Card with 6 "Frequency Counters" as a Tribute to Special Summon 1 of your removed from play "God of Afterworld - Yishura" to the field.

Atk/2800 Def/2200

 

Avatar of Afterworld - Shizaka

Water; 7 star

[Psychic/Effect]

You may shuffle this card from your Hand into your Deck to place 2 "Frequency Counters" on a face-up "Afterworld". You may Special Summon this card while it is removed from play by removing a total of 5

"Frequency Counters" from any of your face-up monsters with "Spirit of Afterworld" in their names. If this card is Special Summoned in this way, it gains the following effects:

During your Standby Phase, you may place a "Frequency Counter" (Max.6) on this face-up Card. Once per turn,

you may move 1 "Frequency Counter" from this Card to any face-up Card on your side of the field with "Afterworld" in the name. You may remove 3 "Frequency Counters" from this Card to remove one Card on the field from play, You may offer this face-up Card with 6 "Frequency Counters" as a Tribute to Special Summon 1 of your removed from play "God of Afterworld - Yishura" to the field.

Atk/2200 Def/3900

 

Avatar of Afterworld - Kizanchi

Light; 7 star

[Psychic/Effect]

You may shuffle this card from your Hand into your Deck to place 2 "Frequency Counters" on a face-up "Afterworld". You may Special Summon this card while it is removed from play by removing a total of 5

"Frequency Counters" from any of your face-up monsters with "Spirit of Afterworld" in their names. If this card is Special Summoned in this way, it gains the following effects:

During your Standby Phase, you may place a "Frequency Counter" (Max.6) on this face-up Card. Once per turn, you may move 1 "Frequency Counter" from this Card to any face-up Card on your side of the field with "Afterworld" in the name. You may remove 3 "Frequency Counters" from this Card to change the Atk and Def of 1 face-up Card on the field to 0. You may offer this face-up Card with 6 "Frequency Counters" as a Tribute to Special Summon 1 of your removed from play "God of Afterworld - Yishura" to the field.

Atk/2800 Def/2200

 

God of Afterworld - Yishura

Light; 10 star

[Psychic/Effect]

You may remove this Card in your Hand from play to search your Deck for a Card with "Afterworld" in its name not named "God of Afterworld - Yishura" and add it to your Hand. This Card cannot be Normal Summoned or Set. This Card cannot be Special Summoned, except by the effect of a Card with "Avatar of Afterworld" in their name while there is a face-up "Afterworld" on the field. When this card is Special Summoned to the field, move all "Frequency Counters" (Max.20) from a face-up "Afterworld" to this Card. If a face up "Afterworld" is removed from the field while this Card is face-up on the field, remove your entire Deck from play. This card gains the following effects depending on the Monster Card's effect used to Special Summon it to the field-

-Avatar of Afterworld - Zanetta: This Card's Atk and Def is equal to 500x the number of Cards removed from play.

If this card destroys an opponent's Monster Card in battle, remove from play all Cards on the field except this Card.

-Avatar of Afterworld - Shizaka: Remove from play half of your remaining Deck when this card is Special Summoned to the field. This Card's base is equal to 200x every card removed from play on your side of the field. Once per turn, you may remove 2 "Frequency Counters" from this face-up Card to Special Summon one Monster either player removed from play to your side of the field, in face-up Atk position.

-Avatar of Afterworld - Kizanchi: This Card's base Atk and Def is equal to 250x the number of "Frequency Counters" placed on this card. Once per turn, you may shuffle one Card removed from play on your side of the field into your deck to place 2 "Frequncy Counters" on this Card. If this card attacks the opponent directly, your opponent must remove from play all Cards Set on their side of the field, or in their Hand.

Atk/? Def/?

 

 

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If you can explain to me what a "Jeroid", "Newdoria", or half the names of any given card is, you might have a point.

 

It's fairly obvious to anyone who can pronounce english words. Ier= E-Air. Eir = E-Eer. If it's annoying you that much it overrides all other comments I'll change it, but I really don't care that much.

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Daaaaamn son! Those Afterworld Frequency spells could f*ck someone up, seriously!! A few of them are rather overpowered is what I'm getting at... But, yeah, rather powerful set. And those monsters have some complex effects, but overall a bit TOO useful... But at least not bad.

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The trick of the dash Spells is each to counter a specific type of Meta Deck. In fact, it's even hinted by their names. Take "Afterworld Frequency - L Dash S", for example.

 

L dash S.

L - S.

L. S.

Light - Sworn

Lightsworn

 

And the effect?

"-Your opponent cannot discard Cards from their own Deck."

 

...Completely screws up Lightsworns.

 

The idea is that any given player will pack 1 copy of three different Dash-spells, and keep 1 copy of the rest in their side decks.

 

The point of the entire set is to shift up the meta from it's current state, and get different types of decks played.

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The trick of the dash Spells is each to counter a specific type of Meta Deck. In fact' date=' it's even hinted by their names. Take "Afterworld Frequency - L Dash S", for example.

 

L dash S.

L - S.

L. S.

Light - Sworn

Lightsworn

 

And the effect?

"-Your opponent cannot discard Cards from their own Deck."

 

...Completely screws up Lightsworns.

 

The idea is that any given player will pack 1 copy of three different Dash-spells, and keep 1 copy of the rest in their side decks.

 

The point of the entire set is to shift up the meta from it's current state, and get different types of decks played.

[/quote']

 

...Like G.B. Hunter. Fine, but kinda dumb.

 

The issue I see is that Psychics don't really care about these cards; they'd rather Synchro and control than go to all the trouble here.

 

And the other thing; text is WAAAAAAAAAAAAAAAAAAAY too long! Shorten these effects so the text could fit actual cards.

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The trick of the dash Spells is each to counter a specific type of Meta Deck. In fact' date=' it's even hinted by their names. Take "Afterworld Frequency - L Dash S", for example.

 

L dash S.

L - S.

L. S.

Light - Sworn

Lightsworn

 

And the effect?

"-Your opponent cannot discard Cards from their own Deck."

 

...Completely screws up Lightsworns.

 

The idea is that any given player will pack 1 copy of three different Dash-spells, and keep 1 copy of the rest in their side decks.

 

The point of the entire set is to shift up the meta from it's current state, and get different types of decks played.

[/quote']

 

...Like G.B. Hunter. Fine, but kinda dumb.

 

The issue I see is that Psychics don't really care about these cards; they'd rather Synchro and control than go to all the trouble here.

 

And the other thing; text is WAAAAAAAAAAAAAAAAAAAY too long! Shorten these effects so the text could fit actual cards.

 

Yeah, like G.B. Hunter, but without having it in inconvenient Monster form. In fact, since it activates while removed from play, it's almost impossible to negate. Why dumb?

 

Psychics are a type, not an Archetype. I'd like to see them become more of an actual full-fledged type than just a glorified exclusive Archetype; Therefor, having specific cards that don't really work with the rest of the types. Do Gravekeepers work with Spell Counter Magicians? Not really.

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they do seem a bit overpowerd

but i see what you going for

 

make cards with names that stops arch-types

like

Afterworld Frequency -D dash W

effect neither your or your opponent can discard cards duing your turn unlees it is the end phase

 

or

 

Afterworld Frequency -ANTI dash D

 

Dark monsters must be sent to the bottom of deck when distroyed or discarded

 

you have quite the idea for a arch-type

i support your idea

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If you can explain to me what a "Jeroid"' date=' "Newdoria", or half the names of any given card is, you might have a point.

 

It's fairly obvious to anyone who can pronounce english words. Ier= E-Air. Eir = E-Eer. If it's annoying you that much it overrides all other comments I'll change it, but I really don't care that much.

[/quote']

 

1) It's not as much the name itself as the fact that is is unpronounceable that bothers me.

 

2) I can only think of one English word that use the -eir combination right now, being "heir", in which it is pronounced "air".

 

3) Replying to a later post: Discarding is always, and I repeat always, done from the hand. There's no such thing as discarding from the deck, or from the field.

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1-2) I really don't see what's so unpronounceable about "Psycheir'. Technically, if you divide up the words, it should be "Psyche", as in Scy-Ki, and the "Ir" as 'ear' or similar sound. Once again, I'll change it if it's that big a deal. I just need some sort of word to replace it with that isn't redundant as all hell. Hm... if I'm going with the ? - Avatar - God scheme, maybe it should be 'Spirit' or 'Angel' or something...

 

3) Very well, simple OCG error.

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Oh wow. That's a really interesting idea, but unless I'm missing something, there's a simple combo to screw with the so-called weakness of this archetype: Field Barrier. Field spells can't be destroyed and a new one can't be played. So long as S-D isn't used, it can neutralize most other strategies.

 

As far as unpronounceable, someone explain how "Psycheir" is harder than "Maharaghi" (the spirit monster)

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I tried to figure that out too.

 

S-D I have no clue on.

S-T seems like Stall, but it could also have something to do with Synchros. Both strategies get screwed by increasing opposing levels by such a vast amount.

Z-W was actually pretty simple to me. Zombie World. A lot of the effects involve controlling opponent's monsters after Zombifying them (Red Eyes Zombie Dragon, Marionette Mite, and Paladin of Cursed Dragon). Sort of pointless if I'm right, since Zombie World decks revolve around the field spell and Afterworld...yeah, is a field spell.

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The trick of the dash Spells is each to counter a specific type of Meta Deck. In fact' date=' it's even hinted by their names. Take "Afterworld Frequency - L Dash S", for example.

 

L dash S.

L - S.

L. S.

Light - Sworn

Lightsworn

 

And the effect?

"-Your opponent cannot discard Cards from their own Deck."

 

...Completely screws up Lightsworns.

 

The idea is that any given player will pack 1 copy of three different Dash-spells, and keep 1 copy of the rest in their side decks.

 

The point of the entire set is to shift up the meta from it's current state, and get different types of decks played.

[/quote']

 

...Like G.B. Hunter. Fine, but kinda dumb.

 

The issue I see is that Psychics don't really care about these cards; they'd rather Synchro and control than go to all the trouble here.

 

And the other thing; text is WAAAAAAAAAAAAAAAAAAAY too long! Shorten these effects so the text could fit actual cards.

 

Yeah, like G.B. Hunter, but without having it in inconvenient Monster form. In fact, since it activates while removed from play, it's almost impossible to negate. Why dumb?

 

Psychics are a type, not an Archetype. I'd like to see them become more of an actual full-fledged type than just a glorified exclusive Archetype; Therefor, having specific cards that don't really work with the rest of the types. Do Gravekeepers work with Spell Counter Magicians? Not really.

 

Not the effect, the name.

 

Psychics are a type AND an Archetype. They invented the type to make it easier than just putting "Psychic" monsters, since there are others of those, but also for diversity. And with a type OR an Archetype, cards that defy each other don't work. Just sayin'.

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The name? Yeah, that's pretty much where I got the name from.

 

These psychics don't particularly support eachother, but I don't think they defy eachother either. Couldn't say for sure though, I've only run a Psychic deck once or twice. In any case, the main reason I chose Psychic was mainly because these guys didn't feel much like any other Type while I was writing them up.

 

S-D is Skill. Drain. The effect is mainly there to take out, well, Skill Drain; it was the easiest thing I could think of. But effectively, it can take out all Continuous Spells/Traps, which takes out Imperial Iron Wall too.

 

S-T isn't a straight acronym, it stands for Synchro & Tuner. Yeah, you guessed right; it's main purpose is to screw up Synchro cards.

 

Z-W is indeed Zombie World. I figured it was a little pointless too, but I kept it in as it messes up some Alien Decks too. (though Aliens are hardly meta).

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