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Some much needed support for a sadly neglected Archetype


Bringerofcake

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Recently, I;m sad to say, the various Archetypes I've tried have failed stupendously.

 

But not this one.

 

Because this is one that sorely needs support. Of course I speak of the Wicked Archetype, found here.

 

Stone Statue of Wickedness

DARK

Level: 3

[Rock/Effect]

When this card is destroyed by battle and sent to the Graveyard, add 1 Level 10 "The Wicked" monster from your Deck to your hand.

ATK/ 0

DEF/ 0

 

Corrupted Conductor (+1 rep to the first to get the reference)

DARK

Spellcaster

3/900/1200

Once per turn, you can take control of a face-up monster your opponent controls. It cannot attack, change it battle position, or leave the field, except as a Tribute for the Tribute Summon of a "Wicked" monster. If this card is removed from the field, return control of that monster to its owner.

 

Corrupted Sacrifice

DARK

Fiend

1/0/0

While in Attack Position, this card cannot be sent to the Graveyard except for the Tribute Summon of a DARK monster.

 

Corrupted Priest

DARK

Spellcaster

4/1700/500

If this card is Tributed for the Tribute Summon of a monster that requires 3 Tributes, you can have this card count for 2 of them.

 

Corrupted Spirit

DARK

Fiend

2/300/400

If this card is sent from the field to the Graveyard, you can add a "Corrupted" monster with 1500 or less ATK or a Level 10 "Wicked" monster from your Deck to your hand.

 

Corrupted Ghoul

DARK

Zombie

2/400/400

Once, if you control another "Corrupted" monster (besides "Corrupted Ghoul"), you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field.

 

Corrupt Emperor

DARK

Fiend

6/2400/1200

When this card is Normal Summoned, you can reveal a "Wicked" monster in your hand. If you do, destroy 1 card on the field.

 

Corrupted Modulator

DARK

Machine/Tuner

3/1000/0

If this card is used as Synchro Material for a "Wicked" Synchro Monster, you can send a Level 10 monster in your hand or Deck to the Graveyard to draw a card.

 

Corrupted Shale

DARK

Rock

3/500/1400

If this card is destroyed by a card effect, you can Special Summon a "Shale Token" (DARK/Level 3/Rock-type/ATK 500/DEF 1400) to your side of the field in Defense Position.

 

Corrupted Rose

DARK

Plant

4/500/1600

When this card is Normal Summoned, put 3 Rose Counters on this card. Each time this card battles, remove a Rose Counter from this card. This card cannot be destroyed by battle while there is a Rose Counter on this card.

 

Wyrda, Corrupted Fate

DARK

Fiend/Synchro

7/2500/2300

1 "Corrupted" Tuner monster + 1 or more non-Tuner DARK monsters

If this card destroys a monster, it is removed from play instead of being sent to the Graveyard. Once per turn, you can send a Level 10 or higher monster on the field or in your hand to the Graveyard to destroy a monster on the field. If this card is removed from the field, add a "Wicked" monster from your Deck or Graveyard to your hand.

 

Draumuron, Corrupted Fantasy

DARK

Fiend/Synchro

6/2400/2400

1 "Corrupted" Tuner monster + 1 DARK non-Tuner monster

When this card is Synchro Summoned, you can reveal a "Wicked" monster in your hand. If you do, until the End Phase, this card can attack twice during the Battle Phase, and it gains 500 ATK. If this card is destroyed by a card effect, you can remove 2 "Corrupted" monsters in your Graveyard from play to Special Summon it during the End Phase.

 

Lumioka, Corrupted Light

DARK

Fiend/Synchro

8/2900/2400

1 "Corrupted" Tuner monster + 1 or more "Corrupted" non-Tuner monsters

If a monster's effect that would Tribute a monster(s) on the field is activated, you can remove a "Corrupted" monster in your Graveyard to negate the activation and effect of that card and removed that card from play.

 

Curitanis, Corrupted Dragon

DARK

Dragon/Synchro

8/3000/2500

"Corrupted Conductor" + 1 or more non-tuner "Corrupted" monsters

Once per turn, you can negate the activation and effect of a Trap Card and destroy it. When this card is destroyed, add 1 Level 10 "The Wicked" Monster from the Deck to your hand.

 

Embodiment of Corruption

Normal Spell

Activate only when you control no monsters. Remove from play 3 different "Corrupt" monsters in your Graveyard to Special Summon 3 "Corruption Tokens (DARK/Fiend-type/Level 1/ATK 1000/DEF 1000) in face-up Defense Position. These Tokens cannot be Tributed, except for the Tribute Summon of a "The Wicked" monster.

 

Corrupted Summon

Continuous Spell

Once per turn, you can pay 500 Life Points to Normal Summon a "Wicked" or "Corrupted" monster in addition to your Normal Summon or Set.

 

Corruption Chamber

Field Spell

"Wicked" monsters cannot be targeted by your opponent's card effects, and require 1 less Tribute to Normal Summon. If this card would be removed from the field, you can remove a Spell Card in your Graveyard from play instead. If another Field Spell Card is activated, you can remove a Trap Card in your Graveyard from play to negate its activation and destroy it.

 

Corruption Cannon

Your monsters cannot declare an attack this turn. Select a Level 10 "Wicked" monster you control. Deal damage equal to half its ATK and destroy all monsters your opponent controls.

 

Corrupt Draw

Normal Spell

Send a "Wicked" monster in your hand to the Graveyard. Draw 2 cards.

 

Dark Destiny

Quick-Play Spell

You can only activate this card if you control 3 monsters. Add a "Wicked" monster from your Deck to your hand.

 

Wicked Monument

Normal Trap

Activate only when your opponent declares an attack. Send all monsters you control to the Graveyard and end the Battle Phase. Then, Special Summon 3 "Wicked Statue Tokens" (DARK/Rock-type/Level 1/ATK 0/DEF 0). Destroy them during your End Phase.

 

Corruption Arrow

Counter Trap

Tribute a "Corrupted" monster you control. Negate the Summon of a monster or the activation of a card effect and destroy it.

 

Corrupted Barrier

Select and activate 1 or the following effects:

~This card is treated as an Equip Card and is equipped to a "Wicked" or "Corrupted" monster you control. The equipped monster cannot be targeted by card effects and if it is destroyed by battle, this card is destroyed instead.

~Activate only when your opponent declares an attack while you control a "Wicked" monster. Destroy all Attack Position monsters your opponent controls.

 

Corruption of the Traveler

Continuous Trap

Once per turn, if an opponent's monster declares an attack, you can reveal a "Wicked" monster in your hand to return the attacking monster to the owner's hand.

 

Mental Corruption

Normal Trap

Pay 600 Life Points. Look at your opponent's hand, and select 1 random card. (Your opponent cannot know the card you chose.) If the selected card is a monster, and it is sent to the Graveyard, deal 400 damage to your opponent. If the selected card is a Spell or Trap card, and it is activated, deal 700 damage to your opponent.

 

Wicked Powerlessness

Counter Trap

Activate only while you control a Level 10 "Wicked" monster. Negate the activation and effect of a Spell Card, Trap Card or Effect Monster's Effect and destroy it.

 

Comment/ratings? Is this any good? Either way, there is more on the way.

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An Archetype to support an Archetype? Innovative.

 

Lemme see...

Embodiment of Corruption

Normal Spell

Activate only when you control no monsters. Remove from play 3 different "Corrupt" monsters in your Graveyard to Special Summon 3 "Corruption Tokens (DARK/Fiend-type/Level:1/ATK:1000/DEF:1000) in face-up Defence Position. These Tokens cannot be Tributed, except for the Tribute Summon of a "The Wicked" monster.

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Recently' date=' I;m sad to say, the various Archetypes I've tried have failed stupendously.

 

But not this one.

 

Because this is one that sorely needs support. Of course I speak of the Wicked Archetype, found here.

 

Corrupted Conductor (+1 rep to the first to get the reference)

DARK

Spellcaster/Tuner

3/1600/1200

Once per turn, you can take control of a face-up monster your opponent controls. It cannot attack, change it battle position, or leave the field, except as a Tribute for the Tribute Summon of a "Wicked" monster.

 

OP'd, it's a level 3 monster which removes a monster your opponent controls from the field every turn for no cost, makes blockers and tribute fodder and is a 1600 ATK Tuner on top of it.

 

Corrupted Sacrifice

DARK

Fiend

1/0/0

This card cannot be destroyed by battle while in Attack Position. This card cannot be sent to the Graveyard except for the Tribute Summon of a DARK monster.

 

If you put that it Defence, it can't be sent to the Graveyard, so is still untouchable with battle, and makes an ultimate wall, fix it so that you need it in Attack Position to get the battle-immune.

 

Corrupted Priest

DARK

Spellcaster

2/400/500

This card cannot be destroyed in battle. If this card is Tributed for the Tribute Summon of a monster that requires 3 Tributes, you can have this card count for 2 of them.

 

I don't like battle-immune monsters without a drawback, think of the way that Spirit Reaper could die from any form of target, or that The Fool couldn't change back to Defence Position if he was changed, or that Gellundo died with burn or other battle damage. Even if those aren't much of a drawback, it's probably a good idea on this sort of monster.

 

Corrupted Spirit

DARK

Fiend

2/300/400

If this card is destroyed by the effect of a DARK monster you control, you can add a "Corrupted" or a Level 10 "Wicked" monster to your hand.

 

That works

 

Corrupted Ghoul

DARK

Zombie

2/400/400

Once, if you control a "Corrupted" monster (besides "Corrupted Ghoul"), you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field.

 

OCG fix, seems to work as their own Quillbolt, no problems.

 

Wyrda, Corrupted Fate

DARK

Fiend/Synchro

7/2500/2300

1 "Corrupted" Tuner monster + 1 or more non-Tuner DARK monsters

If this card destroys a monster, it is removed from play instead of being sent to the Graveyard. Once per turn, you can send a Level 10 or higher monster on the field or in your hand to the Graveyard to destroy a monster on the field. If this card is removed from the field, add a "Wicked" monster from your Deck or Graveyard to your hand.

 

Entirely reasonable support. No complaints.

 

Jinbotsu, Wicked Darkness Incarnate

DARK

Fiend

12/4000/4000

This card cannot be Normal Summoned or Set. This card can be Special Summoned by removing "The Wicked Dreadroot", "The Wicked Eraser", and "The Wicked Avatar" in your Graveyard from play. Your opponent cannot activate Spell Cards, and this card cannot be targeted by the effect(s) of Trap Cards. Negate the activation and effect of your opponent's Effect Monster(s) and destroy them.

 

Let me paraphrase that effect:

"If you can dump the three Wicked Gods, who are DARK so Armageddon Knight and Dark Grepher make dumping them like pie, then you win unless your opponent has Mirror Force or Torrential Tribute."

You really think that's fair? Really?... Are you bloody crazy? Oh, and one more thing, you technically left it as Summonable by Call of the Haunted, The Creator, or any other form of revival/ect, it's not even semi-nomi.

 

Embodiment of Corruption

Normal Spell

Activate only when you control no monsters. Remove from play 3 different "Corrupt" monsters in your Graveyard to Special Summon 3 "Corruption Tokens (DARK/Fiend-type/Level 1/ATK 1000/DEF 1000) in face-up Defense Position. These Tokens cannot be Tributed, except for the Tribute Summon of a "The Wicked" monster.

 

Great support and the condition stops it being too crazy to swarm, I like.

 

Corrupted Summon

Normal Spell

During the turn you activate this card, you can Summon a "Wicked" monster in addition to your Normal Summon or Set.

 

Why would I run this over Double Summon? Add - "If you Summon 2 or more "Wicked" monsters this turn, draw 1 card during the End Phase." or something to give it a boost.

 

Corruption Chamber

Field Spell

"Wicked" monsters cannot be destroyed by your opponent's card effects, and require 1 less Tribute to Normal Summon. If this card would be removed from the field, you can remove a Spell Card in your Graveyard from play instead. If another Field Spell Card is activated, you can remove a Trap Card in your Graveyard from play to negate its activation and destroy it.

 

Whoa Whoa Whoa, you know that 2/3 Wickeds are pretty much battle invincible anyway? I'd mention that new "boss" but that's just OP'd anyway. Apart from that first line, this card is fine, maybe discard to negate destruction by card effects or something? I know HAD can do this already, but that forces you to try and get him +2 others on the field, instead of just using more spamable-summon monsters.

 

Corruption Arrow

Counter Trap

Tribute a "Corrupted" monster you control. Negate the Summon of a monster or the activation of a card effect and destroy it.

 

Loads of Archtypes have this in one form or another - fine card but doesn't seem original to the theme.

 

Corrupted Barrier

Select and activate 1 or the following effects:

~This card is treated as an Equip Card and is equipped to a "Wicked" or "Corrupted" monster you control. The equipped monster cannot be targeted by card effects and if it is destroyed by battle, this card is destroyed instead.

~Activate only when your opponent declares an attack while you control a "Wicked" monster. Destroy all Attack Position monsters your opponent controls.

 

I'm not sure about making the Wickeds untargetable... not with HAD or the field running around, but I suppose there are more unbalanced things in this game, reasonable card.

 

Comment/ratings? Is this any good? Either way, there is more on the way.

 

There seems to be a few "derp derp OP card" moments when reading this, but overall, it's a good and interesting set.

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Hmmm...I'll fix the "derp derp OP" cards.

EDIT: Specifically, I have:

~Nerfed the Conductor (dropped ATK and its Tuner status)

~Fixed Sacrifice so that it needs to be in Attack Position to get its benefits.

~Eliminated the Priest's immunity effect and beefed it up.

~Made the Spirit a little better.

~Drew up a new Tuner monster.

~Did away with the Boss Monster.

~Buffed up Corrupted Summon.

~Finally, I have nerfed the Chamber.

 

~Added another couple of monsters and a Spell Card.

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Glad to see you like my card.

 

You know, now that ABPF is making the Inca cards, I figured this would work nicely:

 

Stone Statue of Wickedness

DARK

Level: 3

[Rock/Effect]

When this card is destroyed by battle and sent to the Graveyard, add 1 Level 10 "The Wicked" monster to your hand.

ATK/ 0

DEF/ 0

 

Wicked Monument

Normal Trap

Activate only when your opponent declares an attack. Send all monsters you control to the Graveyard and end the Battle Phase. Then, Special Summon 3 "Wicked Statue Tokens" (DARK/Rock-type/Level 1/ATK 0/DEF 0). Destroy them during your End Phase.

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Added.

 

And ABPF?

Only the most awesome set EVER.

 

Let's try:

 

Corrupted Dragon

DARK

Level: 8

[Dragon/Synchro/Effect]

"Corrupted Conductor" + 1 or more non-tuner "Corrupted" monsters

Once per turn, you can negate the activation and effect of a Trap Card and destroy it. When this card is destroyed, add 1 Level 10 "The Wicked" Monster from the Deck to your hand.

ATK/ 3000

DEF/ 2500

 

Gee, I wonder what this is based off?

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"Stone Statue of Wickedness

DARK

Level: 3

[Rock/Effect]

When this card is destroyed by battle and sent to the Graveyard, add 1 Level 10 "The Wicked" monster to your hand.

ATK/ 0

DEF/ 0"

 

From where?

 

Is there a distinction between "Wicked" monsters and "The Wicked" monsters? Because if there is, there's no need to say "Level 10 "The Wicked" monster", since all three of them are Level 10. If there isn't, you should just use "Wicked" as the Archetype.

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"Stone Statue of Wickedness

DARK

Level: 3

[Rock/Effect]

When this card is destroyed by battle and sent to the Graveyard' date=' [b']add 1 Level 10 "The Wicked" monster to your hand[/b].

ATK/ 0

DEF/ 0"

 

From where?

 

Is there a distinction between "Wicked" monsters and "The Wicked" monsters? Because if there is, there's no need to say "Level 10 "The Wicked" monster", since all three of them are Level 10. If there isn't, you should just use "Wicked" as the Archetype.

 

I thought I'd said from the Deck to your hand. That's what I meant. And it's so it can't search The Wicked Worm Beast or something.

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