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Them Vampires...


Umbra

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...they be back. After years of neglect, a new breed of vampires will now see the light of day. Figuratively speaking, of course. Armed with the deadly Vampire Fangs, these new beasts of the dark have come to seize control of the night. Beware, weary traveler, for that shadow may not be as harmless as it looks.

Vampire Fangs
Equip Spell
This card cannot be activated, except by a ”Vampire” card. The equipped monster is treated as Zombie-type. The equipped monster loses 1000 ATK/DEF.

Hunting Vampire
DARK
Zombie
4 / 1700 / 900
If this card battles, activate 1 ”Vampire Fangs” from your hand, Deck or Graveyard and equip it to the other battling monster before damage calculation. You can send 1 ”Vampire Fangs” you control to the Graveyard: destroy the monster it was equipped to.

Dominating Vampire
DARK
Zombie
4 / 1900 / 100
When this card is Summoned, activate 1 ”Vampire Fangs” from your hand, Deck or Graveyard and equip it to a monster your opponent controls. Once per turn; take control of 1 monster equipped with ”Vampire Fangs” and send 1 ”Vampire Fangs” you control to the Graveyard.

Vampire in the Shadows
Counter Trap
Activate only when your opponent Summons a monster, and if you control 2 or more "Vampire" monsters. Negate the Summon and banish the monster. Then, add 1 "Vampire" monster in your Graveyard to your hand.

Feral Vampire
DARK
Zombie
5 / 2200 / 1800
If you control a face-up ”Vampire Fangs”, you can Special Summon this card from your hand. If this card destroys a monster equipped with ”Vampire Fangs” by battle, you can equip that card to another monster your opponent controls.

Vampiric Dragon
DARK
Dragon
8 / 2800 / 2400
If you control 2 or more ”Vampire” monsters, you can Special Summon this card from your hand. If your opponent controls a monster equipped with ”Vampire Fangs”, they must attack this card with that monster during each of their turns. If this card destroys a monster equipped with ”Vampire Fangs” by battle, inflict damage to your opponent equal to the destroyed monster's original ATK.

Cunning Vampire
DARK
Zombie
6 / 2500 / 2200
While you control 2 or more face-up ”Vampire Fangs”, your opponent can only activate 1 Spell or Trap Card per turn.

Vampire Bats
DARK
Zombie
3 / 800 / 700
When this card is Summoned: select 1 monster your opponent controls. Until the End Phase, the selected monster loses 500 ATK/DEF, and is also treated as Zombie-type. You can return this card you control to your hand during either player's turn, except the turn this card was Summoned: Special Summon 1 ”Vampire” monster from your hand, except ”Vampire Bats”.

Bat Form
Trap Card
Return 1 ”Vampire” monster you control to your hand: Special Summon 1 ”Vampire Bats” from your hand. After this card resolves: Set it on the field.

Forsaken Allies
Spell Card
Add 1 ”Vampire” monster in your Deck to your hand.

Roslynn Hailfire, Vampire Sorceress
WIND
Zombie
7 / 2700 / 2300
You can discard 1 ”Vampire Fangs”: banish 1 card on the field. The discarded card cannot be activated this turn. When this card battles a monster, activate 1 of the following effects:
• Inflict 1000 damage to your opponent. Activate 1 ”Vampire Fangs” from your hand, Deck or Graveyard and equip it to the other battling monster before damage calculation.
• Return the battling monster to the top of its owner's Deck before damage calculation.

Vampire Minions
Quick-Play Spell
Special Summon a number of ”Undying Thrall Tokens” (DARK/Zombie-type/Level 2/800 ATK/600 DEF) equal to the number of ”Vampire” monsters you control, with the following effect:
• This Token does not occupy a Monster Card Zone. When this card inflicts Battle Damage to your opponent, increase your Life Points by the same amount.

Ascended Vampire – Ralak the Ferocious
DARK
Zombie / Fusion
8 / 2800 / 2700
1 ”Vampire” monster + 2 Zombie-type monsters
You can Fusion Summon this card from your Extra Deck by sending the above monsters you control to the Graveyard. When this card is Fusion Summoned, or when it destroys a monster by battle: activate any number of ”Vampire Fangs” from your hand, Deck or Graveyard and equip them to a monster(s) your opponent controls. During your End Phase, if you did not destroy a monster by battle: return this card to your Extra Deck, then Special Summon 1 non-Fusion ”Vampire” monster from your Graveyard.

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Hunting Vampire
a 2700 beatstick (7900+1000 decrease of opponent's monster's ATK from vampire fangs)
Dominating Vampire
a 2900 beatstick (1900+1000 decrease of opponent's monster's ATK from vampire fangs)

You might want to remove the effect of vampire fangs that reduces the opponent's monsters ATK or decrease the ATK of both hunting and dominating vampire by 1000 because 2700 and 2900 is WAY TOO strong for a level 4

Vampire bat; equip 1 vampire fangs, which this deck is based on and special summon any vampire from your hand, also, with the SS effect, it can dodge cards that target him, which is also OP. Also it's a level 3 1800 ATK without drawback, that is OP

Vampire minions; make it possible to control 10 monsters and they increase your LP. OP!

Vampire in the shadows; a black horn of heaven which banishes the opponent's monster, has no cost/drawback and also activates vampire fangs: OP!!


Bat form; makes it possible to have one of your vampires dodge a card that targets it, activate 1 vampire fangs and SS vampire bat which can dodge another card. Also, you can use this card unlimited in a duel; OP!!

And I can go on like this; so the conclusion is: make the effects weaker and give them a drawback.

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Vampire Fangs doesn't work like that at all: decreasing the other monster's ATK doesn't equal increasing your monster's ATK. It means that the ordinary Vampires can take down stronger monsters without turning them into beatsticks. I consider it a more situational Burden of the Mighty.

The minions still have to inflict damage to trigger their life-drain, so they're directly stopped by any monster with more than 800 ATK.

Vampire in the Shadows will be adjusted, though. So will Bats. I don't see a problem with Bat Form: it's just something that has to be played around.

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with the increasing ATK I meant that a 1900 monster can take down a 2850 monster, which makes it a sort of 2900 beatstick and making it able for any single 1900 vampire to take down a 2850 monster is OP.

The increase life points of the minions is just something extra, the monst OP part is the fact that with 5 tokens, you can have a total of 10 monsters on the field. And then you summon again some tokens, then you have 20 monsters and a third time and you have 40 MONSTERS!!!

The problem with bat form is that you can use it once every turn and so activate 1 vampire fang every turn, which really empowers the deck. and it helps you dodging the targetting effects of opponent's monsters. But the most OP is that you can activate it once per turn instead of just sending it to the grave.


The most important thing for you to do is add costs and drawbacks and sometimes make effects weaker.

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That's a one-time application though, unless Vampire Fangs is recycled. I admit there's a lot of opportunities for that, but I consider that an important aspect of the archetype rather than some sort of overpoweredness. It's simply how they play. Not to mention that Burden and similar cards already let you decrease your opponent's monsters' ATK, and that ATK isn't the most important aspect of a card today anyhow.

I hadn't considered multiple copies of Vampire Minions, so that's fixed now.

Again, that's a tool of the archetype, and adding a drawback to it would cripple everything else. This incarnation of Vampires are very controlling, and Bat Form is simply a way to make the opponent expend more cards trying to play around it. Every card spent trying to get rid of Bat Form is a card that could've gotten rid of something else, like a well-placed Vampire Minions.

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