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Solitairre Royal


NumberCruncher

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Solitairre Royal Black Jack

[DARK/1/Spellcaster/Effect]

This monster loses 500 ATK while you control another monster. Return this monster from your Field to Hand; Special Summon 1 DARK "Solitairre Royal" monster from your Graveyard.

1300/100


Solitairre Royal Ultimate Red Jack

[FIRE/5/Spellcaster/Fusion/Effect]

This card can't be Special Summoned, except by the effect of "Wearing a New Suit". This monster loses 1000 ATK while you control another Monster. You may return this card to your Extra Deck to Special Summon 1 "Sollitairre Royal Ultimate" from your graveyard, ignoring Summoning Conditions.

2300/1300


Solitairre Royal Red Queen

[FIRE/2/Spellcaster/Effect]

This monster loses 500 ATK while you control another monster. Discard this card from your Hand; 1 "Solitairre Royal" monsters you control gain 1000 ATK, then lose 500 ATK for every monster on the field, until the End Phase.

1500/100


Solitairre Royal Ultimate Black Queen

[DARK/6/Spellcaster/Fusion/Effect]

This card can't be Special Summoned, except by the effect of "Wearing a New Suit". This monster loses 1000 ATK while you control another Monster. You may discard 1 FIRE "Solitairre Royal" monster from your hand to have this card gain 1500 ATK, then lose 500 ATK for every other monster on the field, until the End Phase.

2500/1500


Solitairre Royal Black King

[DARK/3/Spellcaster/Effect]

This monster loses 500 ATK while you control another monster. When this card is selected as an attack target: You may discard 1 "Solitairre Royal" to negate the attack.

1800/100


Solitairre Royal Ultimate Red King

[FIRE/7/Spellcaster/Effect]

This card can't be Special Summoned, except by the effect of "Wearing a New Suit". This monster loses 1000 ATK while you control another Monster. When this card is selected as an attack target: You may discard 1 DARK "Solitairre Royal" monster to destroy all other face-up Attack Position monsters on the field.

2800/1800


Solitairre Royal Red Ace

[FIRE/4/Spellcaster/Effect]

This monster loses 500 ATK while you control another monster. When a FIRE "Solitairre Royal" monster attacks or is attacked, you may discard this card to have your monster gain ATK equal to that monster's original ATK.

2000/100


Solitairre Royal Ultimate Black Ace

[DARK/8/Spellcaster/Effect]

This card can't be Special Summoned, except by the effect of "Wearing a New Suit". This monster loses 1000 ATK while you control another Monster. When this card is attacked by an opponent's monster, you may discard 2 "Solitairre Royal" monsters to have this card gain ATK equal to the ATK of one monster your opponent controls until the end of the Battle Phase.

3000/2000


NEW: Solitairre Joker, Imposter from the Black Court

[DARK/8/Spellcaster/Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Removing from play 1 DARK "Solitairre Royal" Monster and 1 FIRE "Solitairre Royal" monster from your grave. This monster may not declare an attack. Once per turn, you may select 1 card on the Field. If it was a monster, remove it from play. If it was a Spell or Trap, you may destroy it, and then destroy one more Spell or Trap card on the field.

3000/2500


NEW: Solitairre Joker, Schemer from the Red Court

[FIRE/8/Spellcaster/Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Removing from play 1 DARK "Solitairre Royal" Monster and 1 FIRE "Solitairre Royal" monster from your grave. You may pay 1000 LP and banish this card on the field to destroy all cards on the field. Inflict damage to your opponent equal to 300 x the number of monstered destroyed by this effect.

3000/2500


Solitailor

[Dark/4/Spellcaster/Effect]

If this card is face-up on the field, destroy it. If this card is destroyed by a card effect while you control a "Solitairre Royal" monster, add 1 "Wearing a New Suit" from your Graveyard to your hand.

100/100


Solitairre Stack Guard

Continuous Spell Card

While you control 2 or more monsters, negate this cards effect. While you control a "Solitairre Royal" monster this card gains an effect based on that cards Attribute:
-DARK: Once per turn, when a "Solitairre Royal" monster you control would be destroyed by battle, it is not destroyed.
-FIRE: Once per turn, when a "Solitairre Royal" monster you control would be destroyed by a card's effect, it is not destroyed.


Solitairre Hand Guard

Quickplay Spell Card

Activate only when you Normal Summon a "Solitairre Royal" monster, this card's gains the following effects based on the Attribute of the Summoned Monster:
-DARK: Add 1 FIRE "Solitairre Royal" monster from your Grave to your hand
-FIRE: Add 1 DARK "Solitairre Royal" monster from your Grave to your hand


Wearing a New Suit

Normal Spell Card

Select 1 "Solitairre Royal" from your hand and return it to the Deck. Special Summon 1 "Solitairre Royal Ultimate" from your deck with a Level equal to the selected monster's level + 4. Then, return 1 "Solitairre Royal" monster from your field to your hand.


Hazardous Solitairre Return

Trap Card

You can not Special Summon the turn you activate this effect. Select 1 "Solitairre Royal" monster on the field with less ATK than it's original ATK. Return it to your hand to destroy 2 cards your opponent controls. Then, if the monster you returned was a "Solitairre Royal Ultimate" monster, select up to 2 cards in your opponent hand and discard them.


Solitairre Unity

Trap Card

Select 1 face-up "Solitairre Royal" monster you control. It gains 300 ATK for each card in your hand until your next End Phase.



Thank you all for your comments. Going with AggroDrago's idea, I've added the "Solitairre Royal Ultimate" monsters and "Wearing a New Suit". I also gave Black Queen a much better version of Red Queen's effect, since as Evolution pointed out, the Black Queen is sub-par. Comment at leisure.

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Neat concept.

However, for an archetype that relies on having only 1 monster out all the time, they really don't have the tools to deal with Big Boss monsters or field wipers. You may want to either give them a Synchro, XYZ, or regular monster to help secure the win OR give them some major negation tools.

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[quote name='evawin' timestamp='1314950420' post='5486068']Neat concept. However, for an archetype that relies on having only 1 monster out all the time, they really don't have the tools to deal with Big Boss monsters or field wipers. You may want to either give them a Synchro, XYZ, or regular monster to help secure the win OR give them some major negation tools.[/quote]

What he said, its a cool concept, but you definitely need some good support to even the field. Actually Kaiser Colosseum would be a good card for this archetype. But its cool so far, and I cant wait to see what you come out with next ;)

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Favorite part about this is that the archetype's only trap card is an opposite to the rest of them.

Since the deck relies heavily on only having one monster on the field, it should focus on having that one monster AND supporting it too extremes. Also, I advise against using Synchros or Xyz because that wouldn't make any sense. What I would do is use fusions or rituals, since those do not require putting two monsters on the field.

Fusions would work better because you could do something like the Masked Heroes, where you really only need 1 monster and a Spell/Trap to bring out the monster. Other thing you could do is just give them a big NOMI monster that can only be summoned under certain conditions pertaining to the archetype.

Other than getting some big gun, I like the idea. It's fresh, it's good, [s]and it reminds me of why I used to play Infernal Incinerator.[/s]

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[quote name='AggroDrago' timestamp='1315018692' post='5488021']
Wearing a new suit is a -3 isn't it?

You lose a monster on the field, then you discard a card, then you lose a card on the field, which is, based on the Archetype's effects, most likely the card you just summoned.

That might need some work.
[/quote]

If you use it while you control exactly 1 "Solitairre Royal"(which you should), this is only a - 1. And it's effect returns a monster from the hand to the deck, not discards or returns a monster twice.

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You lose a monster in your hand: -1
You Special Summon a Monster: +1
You discard a card: -1
You lose a monster on the field: -0.5
Total: -1.5 (rounded: -2)

You shouldn't need to lose 2 cards from your hand. I think 1 is balanced enough.

Did you get rid of some cards?

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[quote name='AggroDrago' timestamp='1315020911' post='5488114']You lose a monster in your hand: -1 You Special Summon a Monster: +1 You discard a card: -1 You lose a monster on the field: -0.5 Total: -1.5 (rounded: -2) You shouldn't need to lose 2 cards from your hand. I think 1 is balanced enough. Did you get rid of some cards?[/quote]

I'd still say -1 since most of the Solitairres are more useful in the hand than field. And I didn't get rid of any cards, though I think I did change Black King to say "discard" instead of "send to grave from hand". Why do you ask?

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[quote name='NumberCruncher' timestamp='1315021240' post='5488136']And I didn't get rid of any cards, though I think I did change Black King to say "discard" instead of "send to grave from hand". Why do you ask?
[/quote]
Did you change the name? Because I cannot see them.

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Love this archetype, looks pretty original in concepts.

regular red queen seems to go against the rest of the theme...perhaps change it to 'select 1 solitairre royal you control, and increase its attack by X, then decrease it by Y for each other monster you control' basically, a little more kalut-esque, since ideally you only want one monster out at once. Although then it becomes similar to red ace...

Speaking of which, regular red ace is a little vague, you could clarify which monster;s original atk it gains.

Might want to make Wearing a new Suit searchable or recyclable since it is the only way to get the strong mons out. Also, the monsters all say 'special summon with wearing INTO a new suit' so that needs fixing.

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[quote name='bilaterus' timestamp='1315069188' post='5489090']Love this archetype, looks pretty original in concepts. regular red queen seems to go against the rest of the theme...perhaps change it to 'select 1 solitairre royal you control, and increase its attack by X, then decrease it by Y for each other monster you control' basically, a little more kalut-esque, since ideally you only want one monster out at once. Although then it becomes similar to red ace... Speaking of which, regular red ace is a little vague, you could clarify which monster;s original atk it gains. Might want to make Wearing a new Suit searchable or recyclable since it is the only way to get the strong mons out. Also, the monsters all say 'special summon with wearing INTO a new suit' so that needs fixing.[/quote]

Thanks for the input. Made the changes suggested and added Solitailor for Suit recyclability

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What's your win condition?

Follow up: how does Imposter help you reach it while staying within the playstyle?

Wait, you seriously put the eff damage on the other joker?! *snaps* forgot the /sarcasm. I was trying to get you to make me a CED, thank you for doing so.

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[quote name='AggroDrago' timestamp='1315198741' post='5493144']What's your win condition? Follow up: how does Imposter help you reach it while staying within the playstyle? Wait, you seriously put the eff damage on the other joker?! *snaps* forgot the /sarcasm. I was trying to get you to make me a CED, thank you for doing so.[/quote]

Depends on the build. It can either be Ultimate Red King OTK, or Joker Burn, depending on which cards you run.

Obviously, Imposter works with the latter

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[quote name='bilaterus' timestamp='1315206212' post='5493346']They both look a bit broken at the moment, on par with the envoys, which looks like what you were going for. You really helped with that Aggro lol If you do decide to nerf them though one idea is, make it so that YOU take half the ATK of the monster your impostor destroys, as a sort of cost?[/quote]

Changed Imposter a little again.

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