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[WIP] Alphe-Terra Set, OCG corrections and card idea suggestions highly appreciated


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I'm doing a major rehash of all of my previous archetypes, which'll include renaming (though some of the rehashed ones won't appear in this set). This preview topic is for all the archetypes which will be included in the "Alphe-Terra" set I've decided to make, which contains stuff that is in my stories which I never seem to get written down...OCG correction is highly appreciated because I'm still trying to get used to the new OCG (regarding when to write a phrase using the <condition>:<effect> syntax), some probably could be worded better, and my OCG's probably rusty from not playing the game for a long time. And I think some of these cards in the new archetypes are underpowered due to my paranoia of making too powerful cards...

Aeons:
Status: Haven't performed much revisions yet, will get to soon. There will probably be some reposts. Also probably need to make the cards less splashable.
Basis Archetype: itself
[spoiler="Archetype Summary"]
The Aeon are a group of entities that are time. Hence, most of their effects frequently involve turn counts as either costs or bonuses for their effects. When I look back at them, I see that while some are balanced, the majority of them need reworking (including making "Aeon, Dawn of Time" not simply a monster version of Final Countdown). Also, I need to add some Synchros to this archetype since the exactness of Synchro Summons fits perfectly with the Aeon. This archetype is also intended to play nicely when its cards are removed from play. I'll get about to changing the types on these monsters while keeping "Aeon" in their name, but it will take some time.
[spoiler="Spells"]
Aeon - Era Molder
Continuous Spell Card
Once per turn, during your End Phase, you can select 1 Phase to skip on your next turn. If you do, increase the turn count by 1. You cannot select the End Phase or the Standby Phase to skip using this effect.

Temple of Aeon
Field Spell Card
All face-up "Aeon" monsters gain ATK and DEF equal to the turn count x 200.

Aeon - Scarring Era
Continuous Spell Card
When you activate this card, pick a Phase. During each of that selected Phase, your opponent loses 200 Life Points x the turn count.

Gift of Aeon
Continuous Spell Card
When you activate this card, select a Phase. During that Phase, increase your Life Points by the turn count x 200.
[/spoiler]
[spoiler="Monsters"]
Aeon Assassin
Aeon/Effect/Light/4 Stars
Once per turn, during your Main Phase: Select a face-up monster. Reduce the turn count by the number of Stars the monster has to remove it from play.
ATK/1900 DEF/0

Aeon Assaulter
Aeon/Effect/Water/4 Stars
Once per turn, during your Main Phase: You can reduce the turn count to Special Summon 1 "Aeon" monster from your hand or Deck whose level is equal to or lower than the number of turns you reduced. Return the Special Summoned monster to the Deck at the End Phase.
ATK/1700 DEF/500
[/spoiler]
[spoiler="Traps"]
TBA. On a related note, the Aeon archetype never had that many trap cards. They need more.
[/spoiler]
[/spoiler]
Deigins:
Status: Haven't performed any revisions yet, will get to soon. This archetype needs major revisioning, as the Deigins used to be a type and too many Spells and Traps turned into monsters after activation. There will be some reposts of the cards, but don't comment on the ones that require a Deigin monster since I still need to pluck out the balanced ones. Also probably need to make the cards less splashable.
Basis Archetype: itself
[spoiler="Archetype Summary"]
The Deigin are matter incarnate. For the first time I made them, they were just a type with no real rhyme or rhythm...just swarming the field and occupying slots they shouldn't be. Now, with some rethinking, they will utilize other monster's Levels (and sometimes their own) for some costs for their spells, as well as...swarming. There will still be instances of Deigin cards occupying slots they shouldn't, like Spells turning into monsters once they've been activated. This archetype will also get access to the Xyz monsters, since they kind of fit with the Deigin flavor.
[spoiler="Spells"]
Deigin's Matter Warping
Normal Spell Card
Only activate if you control a Deigin-type monster (discluding "Deigin" Spells and Traps). Select and activate 1 of the following:
*Select up to 2 Spells and Traps to treat as Monsters (Deigin-Type/NONE/1 Star/ 0 ATK/0 DEF).
*Select up to 2 Monsters to treat as Continuous Spell cards.
[/spoiler]
[spoiler="Monsters"]
TBA
[/spoiler]
[spoiler="Traps"]
Deigin State Switch
Normal Trap Card
Activate only when your opponent's monster declares an attack. Change the attacking monster into a Continuous Spell.
[/spoiler]
[/spoiler]
Gulper Demons:
Status: In progress, need feedback. I'm also wondering if it's best to specify the "Gulper" part as a subtype, since doing so'd allow me to get more creative with names for the more common ones.
Archetype Basis: None, although "Sapphira, the Ravenous Condemner" did exist before this (she was basically an odd version of Destiny Hero Plasma that could go into battle more easily, but with a weaker negation ability). I had to rework her to make her the "flagship" monster of the archetype, as well as to make adjustments for some other cards that will be entering the set.
[spoiler="Archetype Summary"]
These savage beings literally live off battles. As such, every monster in this archetype comes with Vitality Counters depending on its level. The higher the monster's level, the lower the Vitality Counters as the stronger demons can plow through most threats in battle. If they would be destroyed in battle, a Vitality Counter is instead removed to prevent that. Usually, whenever a monster in this archetype wins a battle, a Vitality Counter is placed on that monster and (optionally) something beneficial might happen.
Their removal methods are quite unusual, as some effects might say "treat it as if these monsters were destroyed by the selected monster in battle (Damage calculation is not applied)" instead of the usual simpler "destroy this monster". This was done for two reasons:
1. To make these monsters less fragile in situations where they cannot attack.
2. To circumvent some of the usual counters to destroying monsters, as their methods are quite unusual.
To make sure that nothing odd happens, the unusual monster removal cards are limited to this archetype and require the presence of at least 1 of these monsters on the field.
Good support for this archetype includes putting monsters on the opponent's side of the field, replenishing their Vitality Counters, and cards that allow these monsters to battle multiple times (Staunch Defender, Twin Swords of Flashing Light, etc.). Or you could go with the Skill Drain route to take advantage of the oddly high stats these cards have due to their fragileness, though you shouldn't expect them to live once Skill Drain leaves the field.
Also, here are the starting amount of counters for the monsters in this archetype, based on level:
Lv 1-4: 4 Counters
Lv 5-8: 3 Counters
Lv 9-12: 2 Counters
[spoiler="Spells"]
Prepare for the Slaughter
Normal Spell Card
Activate only if you control only 2 or more "Gulper" monsters or "Sapphira, the Ravenous Condemner" and 1 or more "Gulper" monsters. Select 1 "Gulper" monster or "Sapphira, the Ravenous Condemner" you control. Destroy all monsters on your opponent's side of the field and treat it as if these monsters were destroyed by the selected monster in battle (Damage calculation is not applied). You cannot conduct your Battle Phase this turn.
[/spoiler]
[spoiler="Monsters"]
Sapphira, the Ravenous Condemner
Fiend/Effect/Dark/10 Stars
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 monsters. When this card is Summoned, place 2 Vitality Counters on this card. During your Standby Phase or when this card would be destroyed by battle: Remove 1 Vitality Counter from this card (instead). If there are no Vitality Counters on this card, destroy it. When this monster battles an opponent's monster, if the opponent's monster is not destroyed by battle: destroy the monster (treat it as if it was destroyed by battle). When this card destroys a monster by battle: Increase this card's ATK and DEF by half of the destroyed monster's ATK and DEF. Place 1 Vitality Counter on this card.
ATK/2500 DEF/1900

Gulper Brute
Fiend/Effect/Dark/4 Stars
When this card is Summoned, place 4 Vitality Counters on this card. During your Standby Phase or when this monster would be destroyed by battle: Remove 1 Vitality Counter from this card (instead). If there are no Vitality Counters on this card, destroy it. Whenever this card destroys a monster: Place 1 Vitality Counter on this card.
ATK/2200 DEF/800

Gulper Medic
Fiend/Effect/Dark/3 Stars
When this card is Summoned, place 4 Vitality Counters on this card. During your Standby Phase or when this monster would be destroyed by battle: Remove 1 Vitality Counter from this card (instead). If there are no Vitality Counters on this card, destroy it. Whenever this card destroys a monster: Place 1 Vitality Counter on this card. Whenever you inflict battle damage: You may place 1 Vitality Counter for each 800 points of battle damage inflicted on one "Gulper" monster you control.
ATK/1600 DEF/800
[/spoiler]
[spoiler="Traps"]
TBA, See overlapping support
[/spoiler]
[/spoiler]
Viltals:
Status: Haven't written down complete basic card ideas, will get to soon. For now, evaluate the monster in this archetype on an individual basis. I'm also wondering if it's best to specify the "Viltal" part as a subtype, since doing so'd allow me to get more creative with names for the more common ones.
Basis Archetype: none, although Gulper Demons could be considered as its basis
[spoiler="Archetype Summary"]
Unlike their more ferocious brethren, the viltal don't need to kill to live. Instead, they just need a little bit of life force to live. They also share a resistance to spells, which fall under the three classes:
A: Remove 1 Vitality Counter from this card to negate a Spell that targets the monster
B: Remove 1 Vitality Counter from this card to negate a Spell that targets the monster, and then something beneficial happens
C: Remove 1 Vitality Counter from this card to negate a Spell that would affect the monster and destroy the Spell
All three of these resistances are optional (except for Eterna, who doesn't necessarily fall under this archetype). Existing Fairy support should overlap nicely with the Viltals, along with some overlapping support that the Gulper Demons also get, and things that allow battle damage to go through (Like Fairy Meteor Crush). The number of Vitality Counters monsters in this Archetype start off with is the same for Gulpers. If you haven't looked, here are the level counter startoffs:
Lv 1-4: 4 Counters
Lv 5-8: 3 Counters
Lv 9-12: 2 Counters
[spoiler="Spells"]
TBA, see overlapping support
[/spoiler]
[spoiler="Monsters"]
Viltal Medic
Fairy/Effect/Light/3 Stars
When this card is Summoned, place 4 Vitality Counters on this card. During your Standby Phase: Remove 1 Vitality Counter from this card. If there are no Vitality Counters on this card, destroy it. Whenever this card inflicts Battle Damage: Place 1 Vitality Counter on this card. Whenever you gain Life Points: You may place 1 Vitality Counter for each 800 Life Points you gained on one "Viltal" monster you control. When this card is targeted by a Spell Card: You may remove 1 Vitality Counter from this card to negate the Spell. If there are no Vitality Counters on this card, destroy it.
ATK/800 DEF/1600
[/spoiler]
[spoiler="Traps"]
TBA, see overlapping support
[/spoiler]
[/spoiler]
Golems:
Haven't written down complete basic card ideas, will get to soon. Also, needs more fancy name.
[spoiler="Archetype Summary"]
The golems of Alphe-Terra greatly despise other creatures for using magic willy-nilly. As such, the monsters and traps in this archetype reward you for not activating spells, unless the spells are specifically for this archetype. The spells in this archetype will also require the presence of a monster or trap of this archetype for this to be activated. Other than that, I'm still brainstorming.
[spoiler="Spells"]
TBA
[/spoiler]
[spoiler="Monsters"]
TBA
[/spoiler]
[spoiler="Traps"]
TBA
[/spoiler]
[/spoiler]
Divine Order:
Status: Haven't written down complete basic card ideas, will get to soon. If you see any cards here, evaluate them on an individual basis and how they interact with overlapping support. Also, OCG corrections are severely needed for Eterna.
Basis Archetype: Blasphemous
[spoiler="Archetype Summary"]
The Divine Order is extremely hateful of anything that isn't done their way. Their effects mainly center around jamming the opponent's effects or simply reacting to them.
[spoiler="Spells"]
TBA
[/spoiler]
[spoiler="Monsters"]
Eterna (Placeholder for fancy title)
Fairy/Effect/Light/8 Stars
This card can be Special Summoned to your opponent's side of the field by Tributing 2 monsters they control. You cannot Normal Summon or Set the turn you Special Summon this card. When this card is Summoned, place 3 Vitality Counters on this card. Monsters in the Zones next to this card have their effects negated and Spells in the Zone behind this card are destroyed. During your Standby Phase: Remove 1 Vitality Counter from this card. If there are no Vitality Counters on this card, destroy it. During your End Phase: Place 1 Vitality Counter on this card for each Monster whose effects are negated by this card. Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. When this card is targeted by a Spell Card: Remove 1 Vitality Counter from this card to negate the Spell. If there are no Vitality Counters on this card, destroy it.
ATK/2500 DEF/2000
[/spoiler]
[spoiler="Traps"]
TBA
[/spoiler]
[/spoiler]
Deities (series):
Status: Still fleshing out cards. If you see any here, they need to be evaluated on an individual basis (and with any interactions with cards in overlapping support).
[spoiler="Archetype Summary"]
There is no specific theme for any of the deities, but they will focus on (somewhat-)neglected aspects of the game.
[spoiler="Spells"]
TBA
[/spoiler]
[spoiler="Monsters"]
TBA
[/spoiler]
[spoiler="Traps"]
TBA
[/spoiler]
[/spoiler]
Overlapping support:
Status: Working on. I feel that the last effect of "Generous Sacrifice" and the first effect of "Sacred Lightning" need to be beefed a bit. "Sapphira, the Ravenous Condemner"'s jamming effect was moved over to "Sacred Lightning" since the character Sapphira (in the context of my imagination) shares the same deity blessing as Fretner (who I haven't fleshed out yet).
[spoiler="Spells"]
Generous Sacrifice
Normal Spell Card
Tribute 1 Monster you control. Select 1 "Viltal" monster, "Gulper" monster, or "Sapphira, the Ravenous Condemner" you control. Activate one of the following, depending on the Tributed Monster's Level:
*Level 1-4: Place 1 Vitality Counter on the selected monster.
*Level 5-8: Place 2 Vitality Counters on the selected monster. You do not have to remove Vitality Counters from that monster for the next turn.
*Level 9-12: Place 3 Vitality Counters on the selected monster. You do not have to remove Vitality Counters from that monster for the next 2 turns. The selected Monster is unaffected by card(s) that target it for 1 turn.

Sacred Lightning
Quick-play Spell Card (probably should be a Normal Spell Card...)
Activate only while you control a face-up "Sapphira, the Ravenous Condemner" or "Fretner (Placeholder)". Activate 1 of the following effects:
*Place a Paralysis Counter on a face-up monster (monsters with Paralysis Counters cannot attack or activate their effects).
*Select 1 monster on your opponent's side of the field. Take control of the selected monster until the End Phase of this turn.

Venecifium Caverns
Field Spell Card
During each player's Standby Phase, that player places 1 Vitality Counter on all "Gulper" monsters, "Viltal" monsters, and/or "Sapphira, the Ravenous Condemner"(s) s/he controls. Also, if a "Gulper" monsters, "Viltal" monsters, and/or "Sapphira, the Ravenous Condemner"(s) was sent to the Graveyard and had any Vitality Counters on it, the controller of that monster may place that many Vitality Counters on a "Viltal" monster, "Gulper" monster, or "Sapphira, the Ravenous Condemner" s/he controls.

Lifeless Expanse
Field Spell Card
If a monster is Summoned, and the player who Summoned the monster does not have Life Points equal to or greater than 800 x the monster's Level and if the monster does not have any Vitality Counters, place 3 Vitality Counters on it and it gains the following effect: "During your Standby Phase: Remove 1 Vitality Counter from this card. If there are no Vitality Counters on this card, destroy it. Whenever this card inflicts Battle Damage: Place 1 Vitality Counter on this card."
[/spoiler]
[spoiler="Monsters"]
TBA
[/spoiler]
[spoiler="Traps"]
Bind and Disarm
Normal Trap Card
Activate only when your opponent's monster declares an attack. The attacking monster's ATK and DEF are 0. You may place a Vitality Counter on a "Viltal" monster, "Gulper" monster, or "Sapphira, the Ravenous Condemner" you control.
[/spoiler]
Other:
[spoiler="Spells"]
TBA
[/spoiler]
[spoiler="Monsters"]
TBA
[/spoiler]
[spoiler="Traps"]
TBA
[/spoiler]

If you want to suggest a card idea for the archetypes listed (along with overlapping support, but not for the Aeon and Deigin archetypes for now since I'm in the process of revising them), please feel free to do so. Just be sure to take a look at the archetype summary before posting.

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