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FINISHED Double Structure


VoicesOfChaos

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Both Yugioh and Magic the Gathering have their own pros and cons as a card game. They both copy off each other for ideas. One such idea that I always though Yugioh should copy off Magic is the Dual Decks. A Dual Deck is a package which has fully made decks based off of ether 2 characters or 2 factions at war with one another.

 

This contest is all about making 2 structure decks of opposing archtypes that would be sold together.

 

Rules

1: All general YCM rules apply.

2: Serious card submissions.

3: Written cards preferred.

4: I prefer cards PMed to me rather than posted here. When contest ends I will post all entries.

5: 3 qualities I score based upon- creativity, balance, and playability.

 

Entry Fee = 5 points.

 

Prizes

1st: 50 points + 3 reps.

2nd: 25 point + 2 reps.

3rd: 10 points + 1 rep.

 

Deadline = Monday April 25th.

 

Task

This is a complex in-depth challenge. First you must select a theme for 2 different decks. I prefer this in the form of archtypes, they sound much better then just FIRE vs WATER or Dragons vs Machines. After each of your 2 decks have a theme lets take a look at the three main things it will be judged on: New cards, deck list, and description.

 

New cards

Each structure deck should have 5 new cards, no more and no less. Well the typical formula is 3 monsters, 1 spell, and 1 trap you are free to have them any distribution of card types as you see fit. Remember the new cards must support the theme of deck it is in. Also one card should be Ultra-rare and the cover card while 2 more should be super-rares. I prefer written cards.

 

Decklists

While normally Structure decks have no extra deck monsters, a number of archetypes heavily rely on those cards to work. So you are allowed up to 3 fusions/synchros/exceed per deck. So I require 2 40-card decks each with 0-3 cards in the extra deck. Then of course the 5 new cards mixed in there somewhere. Remember that you have a copy of a card in the deck but normally you only see 2 of 1 card in a structure deck, 3 would be pushing it. Remember to select cards that fit the overall theme of the deck. The last important thing is to think structure deck, not meta tournament winner list. Excluding the new cards, there should maybe 1-2 reprints of a ultra/secret rare, 3-5 reprints of rare/super-rare cards, and then all the rest commons per structure deck.

 

Description

For this contest you must write 3 paragraphs per deck so a total of 6 paragraphs! This might sound like a lot but it is crucial to the flavor of the decks. Each paragraph shouldn't be more then 300 words. This is what each paragraph must describe.

1st-Flavor: Explain the overall concept of the archtype in terms of just pure description not mechanics. Also explain why they are battling the opposing deck.

2nd-Mechanics: Highlight around 5-7 cards in the deck and at least 1 or 2 combos in the decklist. Explain the overall strategy behind the deck.

3rd-Expansion: Advertise about 4-5 cards from at least 2 or more different booster packs that would make a good addition to the structure deck.

 

Final Words

A 40-43 structure deck based around a theme with a full description versus another 40-43 structure deck based around a theme with full description. I wish every entry good luck. I hope to see exciting and creative products! Unlike the Retrain that Vanillia contest, this will be 2 weeks long as to give everybody enough time to make fully-flushed out entries.

 

EDIT: For an example look at this:

Example Double Structure

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Are Dark Synchros Allowed?

 

Ehh how so? As for archtypes I will be pretty light as what is and is not considered an archtype. Look at the Agent structure deck, Agents were really not an archtype until that structure came out.

 

So if you just want one deck to have the Dark Synchros that were re-made as normal synchros in the real card game that is a fun and creative idea. But if you actually wanted the black boarder Dark Synchros with negative levels that would require too much rules expansion and just new cards so I would so no to that.

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I'm in! I'm gonna try to bring back two particular archtypes: B.E.S. vs. Konami Arcade Games! LOL! Gradius FTW! Also, about the 5 cards we make, can we make 5 monsters, 5 spells, 5 traps or anything in between? Just want that to be a little clearer.

 

This is gonna be tough :/ There isn't much support for the B.E.S. monsters and Konami Arcade Games...Hee hee, a challenge :D

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Two currently existing archtype and adding 5 cards total to each archtype. I am very liberal in what you consider an archtype, just as long as it has some what of a theme.

 

Again each of the 2 decks will have 5 new cards that can be any type of cards. The standard though is 3 monsters, 1 spell, and 1 trap.

 

Remember, besides just making the 5 new cards for each archtype you must write out a list of of 35-38 (depending on if the extra deck isused or not) real existing cards to go along with each deck.

 

If you wish I could put up an example?

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Two currently existing archtype and adding 5 cards total to each archtype. I am very liberal in what you consider an archtype, just as long as it has some what of a theme.

 

Again each of the 2 decks will have 5 new cards that can be any type of cards. The standard though is 3 monsters, 1 spell, and 1 trap.

 

Remember, besides just making the 5 new cards for each archtype you must write out a list of of 35-38 (depending on if the extra deck isused or not) real existing cards to go along with each deck.

 

If you wish I could put up an example?

 

An example would be greatly appreciated so that I can make sure I completely understand the rules to this. :)

 

P.S. Do we HAVE to make them only written?

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An example would be greatly appreciated so that I can make sure I completely understand the rules to this. :)

 

P.S. Do we HAVE to make them only written?

 

You can have pictures for the new cards if you wish but that is completely optional.

 

I didn't want to do an example as to not take away from but I will do the most straight-forward basic idea. Besides for some reason I cannot seem to make good versions of these 2 decks so I'm sure somebody could do it better then me.

 

Allies of Justice VS Worms Double Structure

 

New Ally of Justice cards

[spoiler=New Ally of Justice]

Ally of Justice Decisive Destroyer (Ultra-Rare)

DARK/Machine/10

3000/3000

This card cannot be special summoned. Negate the effects of all flip-effect monsters. When this card is destroyed by an opponent (ether by battle or card effect), select 1 LIGHT monster on their field and remove it from play.

 

DNA Blast

Trap

Declare 1 attribute. All monsters your opponent controls and summons become that attribute until the end of turn.

 

Attribute Penalty

Spell/Continuous

Declare 1 Attribute. When a monster with the declared attribute is put into a graveyard, its owner takes 400 damage.

 

Light-Piercing Darkness (Super-Rare)

Spell

Select a face-down monster on your opponent's field. Flip it face-up and negate its effect. Inflict damage to its controller equal to half its original DEF.

 

Ally Repairs (Super-Rare)

Trap

Special summon 1 level 5 or lower DARK machine-type from your graveyard, its effect is negated. During the end phase remove from play the monster summoned by this card.

 

 

Ally of Justice Deck List

[spoiler=Ally of Justice Deck]

1 Ally of Justice Decisive Destroyer

1 Ally of Justice Cosmic Gateway

1 Ally of Justice Clausolas

1 Ally of Justice Omni-Weapon

1 Ally of Justice Rudra

1 Ally Mind

1 Ally of Justice Enemy Catcher

1 Ally of Justice Quarantine

1 Ally of Justice Thousand Arms

1 Ally of Justice Garadholg

1 Ally of Justice Nullifier

1 Ally of Justice Cyclone Creator

1 Ally of Justice Searcher

1 Flamvell Magician

1 Ally of Justice Core Destroyer

1 Ally of Justice Reverse Break

1 Ally of Justice Unknown Crusher

2 Ally of Justice Cycle Reader

1 Ally of Justice Unlimiter

1 Ally Salvo

1 Genex Ally Changer

 

1 Attribute Penalty

1 Light-Piercing Darkness

1 Book of the Moon

1 Fires of Doomsday

1 Limiter Removal

1 Mystic Space Typhoon

1 Scroll of Bewitchment

1 Star Blast

1 Sword of Revealing Light

1 Nobleman of Crossout

 

1 DNA Blast

1 Ally Repairs

1 DNA Transplant

1 Tyrant's temper

1 Chaos Trap Hole

1 Light of Intervention

1 Final Attack Orders

1 Acid Trap Hole

 

Extra Deck:

1 Ally of Justice Light Gazer

1 Ally of Justice Field Marshal

1 Ally of Justice Decisive Armor

 

 

Ally of Justice Description

[spoiler=Ally of Justice description]

The Allies of Justice are flawless machines built with one purpose: To combat the Light of Destruction and its minions. These monsters use any means necessary to punish the monsters of Light for their crime. They can ever synch-up with each other to form some of the biggest and scariest synchro monsters around. The deceiving and nasty tricks of the invading Worm army does not stand a chance against the united Allies of Justice.

 

Use cards such as Scroll of Bewitchement, DNA Transplant, and the new DNA Blast to change your opponent's monsters to LIGHT attribute. Then use the effects cards like Ally of Justice Thousand Arms to attack all monsters or Ally of Justice Core Destroyer to destroy them no matter how powerful. Once your opponent is on the run and playing defense don't let them escape with cards like Acid Trap Hole, Nobleman of Crossout, or the new Light-Piercing Darkness! For the toughest opponents you can use your tuner monsters like Ally of Justice Cycle Reader, Ally of Justice Cyclone Creator, Flamvell Magician, or Ally Mind to synchro summon powerful monsters like Ally of Justice Light Gazer, Ally of Justice Field Marshal, or even the massive Ally of Justice Decisive Armor! As a last resort you can use the new Ally of Justice Decisive Destroyer to finish your opponent off.

 

You can buy Hidden Arsenal booster packs for a chance to get the infamous Ally of Justice Catastor or extra copies of your favorite Allies of Justice. Also buy the Black-Winged Dragon tin for Chimeratech Fortress Dragon, a deadly fusion of all your machine type monsters. As well for the Absolute Powerforce booster pack that has great support cards for all machine type monsters such as Oilman, Break! Draw!, and Machine Assembly Line.

 

 

Worm New Cards

[spoiler=New Worms]

Worm AEther (Ultra-rare)

LIGHT/Reptile/9/Fusion

2400/3300

2 face-down Reptile-Type "Worm" monsters.

This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) Once per turn you can flip 1 face-down monster you control to face-up attack or defense position. When this card is destroyed by your opponent (ether by battle or card effect) you can special summon 1 Reptile-Type "Worm" monster from your graveyard except "Worm AEther".

 

Flip Oppression

Spell/Continuous

Monsters flipped face-up gain 300 ATK and DEF as long as they are face-up on the field.

 

Worm Space (Super-Rare)

Spell/Field

While you control a face-up Reptile-type "Worm" monster, face-down monsters you control cannot be attacked. If a Reptile-type Worm monster is destroyed by an opponent's card effect you may add 1 Reptile-type "Worm" monster from your deck to your hand.

 

Worm Hole (Super-Rare)

Trap

You cannot normal summon or special summon this turn. Remove from play all monsters on the field face-down. During the end phase each player returns their cards removed by this effect to the field in face-down defense position.

 

Hidden Resilience

Trap

Until the end phase, all face-down monsters you control are unaffected other Spell/Trap cards.

 

 

Worm Decklist

[spoiler=Worm Deck]

1 Worm Apocalypse

1 Worm Barses

1 Worm Cartaros

1 Worm Erokin

1 Worm Falco

1 Worm Gulse

1 Worm Illidan

1 Worm Jetelikpse

1 Worm King

1 Worm Linx

1 Worm Millidith

1 Worm Noble

1 Worm Prince

1 Worm Opera

1 Worm Queen

1 Worm Solid

1 Worm Tentacles

1 Worm Ugly

1 Worm Victory

1 Worm Warlord

 

1 Worm Space

1 Flip Oppression

1 Book of Eclipse

1 Book Taiyou

1 Future Fusion

1 Mystic Space Typhoon

1 Worm Call

1 Cost Down

1 Soul Reversal

1 Nobleman of Extermination

1 Swords of Concealing Light

1 The Shallow Grave

 

1 Worm Hole

1 Hidden Resilience

1 W Nebula Meteor

1 Desert Sunlight

1 Offering to the Snake Deity

1 Snake Whistle

1 Ultimate Offering

1 A Feint Plan

 

Extra Deck:

1 Worm AEther

1 Worm Zero

 

 

Worm Description

[spoiler=Worm Description]

The Worms are galactic invaders made up of a organic tissue. They serve the Light of Destruction and spread the glory of their masters to all corners of the universe. They use sneaky tactics to attack their enemies such as hiding right in front of them and attacking once they get too close. Worms are ruthless and numerous. The single-minded Allies of Justice could not possibly have the artificial intelligence to predict the movements of the chaotic Worms.

 

Use cards such as Book of Eclipse, Book of Taiyou, and Desert Sunlight to manipulate the battle positions of your Worms. Use cards like Swords of Concealing Light, A Feint Plan, and the new Hidden Resilience to protect your Worms. With only 1 Worm tribute you have access to the powerful Worm King or Worm Queen. You could also use Cost Down for faster access to Worm Illidan, Worm Noble, and Worm Warlord. By using Future Fusion you can summon the strongest Worm, Worm Zero. Or for faster results you can contact-fuse the new Worm AEther.

 

Buy Hidden Arsenal boster packs for the rest of the Worms such as Worm Prince and Worm Rakuyeh. Buy The Shinning Darkness booster pack for LIGHT attribute support cards such as Fairy Archer that damages your opponent for each face-up LIGHT monster you control and Fountain in Sky which allows you to gain life each time a Worm is destroyed by battle. A/D Changer is a LIGHT monster that from your graveyard can help you control the battle positions of monsters on the field.

 

 

 

------------------------------------------------------

 

ok hopefully this can serve as a helpful example to get people started. I rushed it a bit so some of the new cards or deck lists might not be too balanced but it gives you an idea of the format I am looking for.

 

Let me know if you have any other questions.

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I'll join using Djinns and Koa'ki Meiru points sent. (I think it makes sense, Koa'Ki are anti light and Dark monsters that negate Special Summoning and effects. and Djinns are a pure Dark Archetype that revolve around Special Summoning and effects)

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You can have pictures for the new cards if you wish but that is completely optional.

 

I didn't want to do an example as to not take away from but I will do the most straight-forward basic idea. Besides for some reason I cannot seem to make good versions of these 2 decks so I'm sure somebody could do it better then me.

 

Allies of Justice VS Worms Double Structure

 

New Ally of Justice cards

[spoiler=New Ally of Justice]

Ally of Justice Decisive Destroyer (Ultra-Rare)

DARK/Machine/10

3000/3000

This card cannot be special summoned. Negate the effects of all flip-effect monsters. When this card is destroyed by an opponent (ether by battle or card effect), select 1 LIGHT monster on their field and remove it from play.

 

DNA Blast

Trap

Declare 1 attribute. All monsters your opponent controls and summons become that attribute until the end of turn.

 

Attribute Penalty

Spell/Continuous

Declare 1 Attribute. When a monster with the declared attribute is put into a graveyard, its owner takes 400 damage.

 

Light-Piercing Darkness (Super-Rare)

Spell

Select a face-down monster on your opponent's field. Flip it face-up and negate its effect. Inflict damage to its controller equal to half its original DEF.

 

Ally Repairs (Super-Rare)

Trap

Special summon 1 level 5 or lower DARK machine-type from your graveyard, its effect is negated. During the end phase remove from play the monster summoned by this card.

 

 

Ally of Justice Deck List

[spoiler=Ally of Justice Deck]

1 Ally of Justice Decisive Destroyer

1 Ally of Justice Cosmic Gateway

1 Ally of Justice Clausolas

1 Ally of Justice Omni-Weapon

1 Ally of Justice Rudra

1 Ally Mind

1 Ally of Justice Enemy Catcher

1 Ally of Justice Quarantine

1 Ally of Justice Thousand Arms

1 Ally of Justice Garadholg

1 Ally of Justice Nullifier

1 Ally of Justice Cyclone Creator

1 Ally of Justice Searcher

1 Flamvell Magician

1 Ally of Justice Core Destroyer

1 Ally of Justice Reverse Break

1 Ally of Justice Unknown Crusher

2 Ally of Justice Cycle Reader

1 Ally of Justice Unlimiter

1 Ally Salvo

1 Genex Ally Changer

 

1 Attribute Penalty

1 Light-Piercing Darkness

1 Book of the Moon

1 Fires of Doomsday

1 Limiter Removal

1 Mystic Space Typhoon

1 Scroll of Bewitchment

1 Star Blast

1 Sword of Revealing Light

1 Nobleman of Crossout

 

1 DNA Blast

1 Ally Repairs

1 DNA Transplant

1 Tyrant's temper

1 Chaos Trap Hole

1 Light of Intervention

1 Final Attack Orders

1 Acid Trap Hole

 

Extra Deck:

1 Ally of Justice Light Gazer

1 Ally of Justice Field Marshal

1 Ally of Justice Decisive Armor

 

 

Ally of Justice Description

[spoiler=Ally of Justice description]

The Allies of Justice are flawless machines built with one purpose: To combat the Light of Destruction and its minions. These monsters use any means necessary to punish the monsters of Light for their crime. They can ever synch-up with each other to form some of the biggest and scariest synchro monsters around. The deceiving and nasty tricks of the invading Worm army does not stand a chance against the united Allies of Justice.

 

Use cards such as Scroll of Bewitchement, DNA Transplant, and the new DNA Blast to change your opponent's monsters to LIGHT attribute. Then use the effects cards like Ally of Justice Thousand Arms to attack all monsters or Ally of Justice Core Destroyer to destroy them no matter how powerful. Once your opponent is on the run and playing defense don't let them escape with cards like Acid Trap Hole, Nobleman of Crossout, or the new Light-Piercing Darkness! For the toughest opponents you can use your tuner monsters like Ally of Justice Cycle Reader, Ally of Justice Cyclone Creator, Flamvell Magician, or Ally Mind to synchro summon powerful monsters like Ally of Justice Light Gazer, Ally of Justice Field Marshal, or even the massive Ally of Justice Decisive Armor! As a last resort you can use the new Ally of Justice Decisive Destroyer to finish your opponent off.

 

You can buy Hidden Arsenal booster packs for a chance to get the infamous Ally of Justice Catastor or extra copies of your favorite Allies of Justice. Also buy the Black-Winged Dragon tin for Chimeratech Fortress Dragon, a deadly fusion of all your machine type monsters. As well for the Absolute Powerforce booster pack that has great support cards for all machine type monsters such as Oilman, Break! Draw!, and Machine Assembly Line.

 

 

Worm New Cards

[spoiler=New Worms]

Worm AEther (Ultra-rare)

LIGHT/Reptile/9/Fusion

2400/3300

2 face-down Reptile-Type "Worm" monsters.

This card can only be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) Once per turn you can flip 1 face-down monster you control to face-up attack or defense position. When this card is destroyed by your opponent (ether by battle or card effect) you can special summon 1 Reptile-Type "Worm" monster from your graveyard except "Worm AEther".

 

Flip Oppression

Spell/Continuous

Monsters flipped face-up gain 300 ATK and DEF as long as they are face-up on the field.

 

Worm Space (Super-Rare)

Spell/Field

While you control a face-up Reptile-type "Worm" monster, face-down monsters you control cannot be attacked. If a Reptile-type Worm monster is destroyed by an opponent's card effect you may add 1 Reptile-type "Worm" monster from your deck to your hand.

 

Worm Hole (Super-Rare)

Trap

You cannot normal summon or special summon this turn. Remove from play all monsters on the field face-down. During the end phase each player returns their cards removed by this effect to the field in face-down defense position.

 

Hidden Resilience

Trap

Until the end phase, all face-down monsters you control are unaffected other Spell/Trap cards.

 

 

Worm Decklist

[spoiler=Worm Deck]

1 Worm Apocalypse

1 Worm Barses

1 Worm Cartaros

1 Worm Erokin

1 Worm Falco

1 Worm Gulse

1 Worm Illidan

1 Worm Jetelikpse

1 Worm King

1 Worm Linx

1 Worm Millidith

1 Worm Noble

1 Worm Prince

1 Worm Opera

1 Worm Queen

1 Worm Solid

1 Worm Tentacles

1 Worm Ugly

1 Worm Victory

1 Worm Warlord

 

1 Worm Space

1 Flip Oppression

1 Book of Eclipse

1 Book Taiyou

1 Future Fusion

1 Mystic Space Typhoon

1 Worm Call

1 Cost Down

1 Soul Reversal

1 Nobleman of Extermination

1 Swords of Concealing Light

1 The Shallow Grave

 

1 Worm Hole

1 Hidden Resilience

1 W Nebula Meteor

1 Desert Sunlight

1 Offering to the Snake Deity

1 Snake Whistle

1 Ultimate Offering

1 A Feint Plan

 

Extra Deck:

1 Worm AEther

1 Worm Zero

 

 

Worm Description

[spoiler=Worm Description]

The Worms are galactic invaders made up of a organic tissue. They serve the Light of Destruction and spread the glory of their masters to all corners of the universe. They use sneaky tactics to attack their enemies such as hiding right in front of them and attacking once they get too close. Worms are ruthless and numerous. The single-minded Allies of Justice could not possibly have the artificial intelligence to predict the movements of the chaotic Worms.

 

Use cards such as Book of Eclipse, Book of Taiyou, and Desert Sunlight to manipulate the battle positions of your Worms. Use cards like Swords of Concealing Light, A Feint Plan, and the new Hidden Resilience to protect your Worms. With only 1 Worm tribute you have access to the powerful Worm King or Worm Queen. You could also use Cost Down for faster access to Worm Illidan, Worm Noble, and Worm Warlord. By using Future Fusion you can summon the strongest Worm, Worm Zero. Or for faster results you can contact-fuse the new Worm AEther.

 

Buy Hidden Arsenal boster packs for the rest of the Worms such as Worm Prince and Worm Rakuyeh. Buy The Shinning Darkness booster pack for LIGHT attribute support cards such as Fairy Archer that damages your opponent for each face-up LIGHT monster you control and Fountain in Sky which allows you to gain life each time a Worm is destroyed by battle. A/D Changer is a LIGHT monster that from your graveyard can help you control the battle positions of monsters on the field.

 

 

 

------------------------------------------------------

 

ok hopefully this can serve as a helpful example to get people started. I rushed it a bit so some of the new cards or deck lists might not be too balanced but it gives you an idea of the format I am looking for.

 

Let me know if you have any other questions.

 

Ah! I understand now! We are ADDING on to an ALREADY existing archtype! Makes perfect sense now. :3

 

I'll have to start doing some research. By the way, do the two decks have to be EXACTLY opposite?

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I'm in. I will send the points and my entries. However, I must tell you that the archetypes I chose are not actually antagonists, but they are related as they are Machine-Type monsters. I hope you don't have a problem with that.

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