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[Oceanbound] Pirate Archetype


Armoire

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Yu-Gi-Oh! has been creating lots of different archetypes now. And to be frank, I'm was surprised that there was still nothing that focused on pirates. So, I made one. I really wanted it to be unique and stick to the flavor, which was a tad difficult. After so much hard work, I think this is actually the best set I've ever thought of so far. This is what I came up with.  

The theme of pirates is something like this: The captain of the ship is nothing without his members. The captain's members board the enemy ship to steal their resources.

 

Therefore, the archetype focuses on using the different abilities of the crew to give the captain (The Xyz Monster) power as Xyz Materials, while dealing more damage by switching the control of the monsters (a.k.a. boarding the enemy ship) and activating their negative effects.

 

The main monster is Deep Oceanbound Despot - Zwart, who forces the boarded monsters to activate their effects and use the remaining crew's effects to deal damage and punish the opponent. The punishments make up for the lack of raw power.

 

In search of hidden treasure, these people search the Seven Seas far and wide, making the Ocean their home. Their conquest of greed attaches them to the ocean, in which they will forever be bound to. I present to you:

The Oceanbound archetype!

 

 

[spoiler='Extra Deck'][spoiler='Deep Oceanbound Despot - Zwart']7eVEiD4.jpg

 

[spoiler='Lore']2 or more (max. 5) Level 4 "Oceanbound" monsters

All monsters your opponent controls must attack this card, if able. This card gains 300 ATK for each Xyz Material attached to it. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and target 1 face-up "Oceanbound" monster you control; give control of that monster to your opponent. If you do, your opponent cannot use "Oceanbound" monsters as Synchro or Xyz Material until the end of their next turn. You can only control 1 "Deep Oceanbound Despot - Zwart".[/spoiler]

 

The whole crew revolves around Zwart, their true leader. He commands the members when to board the enemy deck, delivering punishments and robbing their supplies.

Function: Ideal Boss Monster

 

"Zwart" means Black in Dutch, alluding to "Blackbeard" and the "Flying Dutchman."[/spoiler]

 

[spoiler='Deep Oceanbound Captain - Goud']fel3GvP.jpg

 

[spoiler='Lore']3 Level 4 "Oceanbound" monsters
Once per turn: You can detach 1 Xyz Material from this card to activate 1 of these effects.
●Special Summon 1 "Oceanbound" monster from your Graveyard to either side of the field.

●Target 1 "Oceanbound" monster in your Graveyard and 1 other face-up "Oceanbound" Xyz Monster you control; attach the first target to the second target as a face-up Xyz Material.[/spoiler]

 

A retired captain who refuses to fight in battle, despite the power she wields. She sides alongside Zwart, replenishing his and the crew's morale. She absolutely loves treasure.

Function: Swarmer

 

"Goud" means Gold in Dutch, alluding to the "Flying Dutchman".[/spoiler]

 

[spoiler='Deep Oceanbound Nobleman - Blauw']OicTlKo.jpg

 

[spoiler='Lore']2 Level 4 "Oceanbound" monsters

Once per turn, you can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; halve that target's ATK and DEF until the end of this turn. If this card inflicts battle damage to your opponent involving this card you control and an opponent's monster, while it has Xyz Material: You can send 1 random card from their Extra Deck to the Graveyard. You can only control 1 "Deep Oceanbound Nobleman - Blauw".[/spoiler]

 

A sadistic Nobleman who used to live a peaceful life. His bloodlust lead his encounter with the Oceanbounds, and since then, he has helped them with their battles.

Function: Punisher

 

"Blauw" means "Blue" in Dutch. The fact that he's a Nobleman alludes to "Bluebeard".

 

I'm actually concerned about his built-in effect of damaging the Extra Deck, which is why he's the weakest Xyz.[/spoiler][/spoiler]

 

[spoiler='Monsters'][spoiler='Oceanbound Captain']30wilam.jpg

 

[spoiler='Lore']You can only Special Summon "Oceanbound" monsters. Once per turn: You can Normal Summon 1"Oceanbound" monster from your hand, except "Oceanbound Captain", as an additional Normal Summon. An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains these effects:

•When this card inflicts battle damage to your opponent: your opponent discards 1 random card.[/spoiler]

 

The ideal starter. As a "captain", he conducts who does what, calling the other monsters onto deck for efficient performances.

Function: Swarmer[/spoiler]

 

[spoiler='Oceanbound Treasurer']YZ466c6.jpg

 

[spoiler='Lore']When this card is destroyed by battle and sent to the Graveyard: You can add 1 "Oceanbound" card from your Deck to your Hand. You can only use this effect of "Oceanbound Treasurer" once per turn. An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains this effect:

•Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: Draw 1 card.[/spoiler]

 

He keeps the treasures and pursues them. Functions as a draw engine.
Function: Searcher
[/spoiler]

 

[spoiler='Oceanbound Surgeon']ZMSO2V2.jpg

 

[spoiler='Lore']When this card is Normal Summoned: You can target 1 "Oceanbound" monster in your Graveyard; Special Summon it in face-up Attack Position. An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains this effect:

•If this card inflicts battle damage to your opponent: You can attach 1 "Oceanbound" monster from your hand or Graveyard to this card as a face-up Xyz Material.[/spoiler]

 

The Surgeon of the ship has a pretty obvious role: To recover injured allies and mend their wounds to give them the potential to fight.

Function: Swarmer[/spoiler]

 

[spoiler='Oceanbound Huntress']WcGNPyJ.jpg

 

[spoiler='Lore']When this card on the field is destroyed: The controller returns 1 card in their hand or field to the top the Deck. An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains this effect:

•When this card inflicts battle damage to your opponent: Your opponent banishes the top card of their Deck.[/spoiler]

She's a front-line fighter that hunts enemies back to where they came from and sets up to find where they dwell.

Function: Punisher[/spoiler]

 

[spoiler='Oceanbound Swordsman']Q24HhJq.jpg

 

[spoiler='Lore']When this card on your opponent's field is destroyed: Your opponent can only Special Summone once per turn, until the end of their next turn. An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains this effect:

•When this card destroys an opponent's monster by battle and sends it to the Graveyard and your opponent controls a monster: It can make a second attack in a row.[/spoiler]

 

He's another front-line fighter who damages enemy supplies, destroying their defenses on his way.

Function: Punisher[/spoiler]

 

[spoiler='Oceanbound Ghoul']wwbGNmW.jpg

 

[spoiler='Lore']When this card on your opponent's side of the field is destroyed: The controller can only activate 1 Spell/Trap Card each turn until their 2nd Stanby Phase after this card was destroyed. An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains this effect:

•This card cannot be destroyed by battle.[/spoiler]

 

A front-line fighter. He's an undead member of the crew that gives invulnerability to his leader. He restricts enemy options.

Function: Punisher[/spoiler]

 

[spoiler='Oceanbound Contriver']F6aTPu5.jpg

 

[spoiler='Lore']When this card on the field is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Oceanbound" monster from your Graveyard to either side of the field, except "Oceanbound Contriver". An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains this effect:

•This card cannot be targeted by monster effects.[/spoiler]

 

He plots the ambushes of his crew, giving his master more protection.

Function: Punisher[/spoiler]

 

[spoiler='Oceanbound Weapon']fpwBaB9.jpg

 

[spoiler='Lore']When this card is Summoned: You can send up to 2 "Oceanbound" monsters from your Deck to the Graveyard. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can Destroy 1 face-up card on the field. You can only use each effect of "Oceanbound Weapon" once per turn.[/spoiler]

 

Managing the ship armament from within, it dispatches certain members to attack. When given the command, he fires a cannon. No one really knows where it came from, except for the three leaders.

Function: Passive Offense[/spoiler]

 

[spoiler='Oceanbound Kraken']m5Ofg4K.jpg

 

[spoiler='Lore']When this card on your opponent's field is destroyed: Your opponent banishes 2 cards from their Graveyard. An "Oceanbound" Xyz Monster that was Summoned using this card as Xyz Material gains this effect:

• Once per turn: You can target 1 "Oceanbound" monster you control; This turn, that monster can attack all monsters your opponent controls once each. Monsters other than the targeted monster cannot attack during the turn you activate this effect.

[/spoiler]

 

A beast deep within the ocean. The crew captured it and tamed its strength to be of use in offensive maneuvers.

Function: Punisher[/spoiler]

 

[Note: I kind of did purposely give some crappy effects for when they're destroyed and really good effects for when they're used as a material (vice-versa) to promote using all the monsters of the archetype in one deck. Because it's a pirate crew. And that means no mate gets left behind. Obviously, though, some are going to be ran at more than 1 and some are going to be run at 1.]

[/spoiler]

 

[spoiler='Spells'][spoiler='Oceanboundty']dzUfv8Q.jpg

 

[spoiler='Lore']Special Summon 1 "Oceanbound" monster from your Graveyard to your opponent's side of the field in face-up Attack Position, then draw 1 card and reveal it. If the revealed card was an "Oceanbound" monster, draw 1 more card. You can only activate 1 "Oceanboundty of Dreams" per turn.[/spoiler]

 

Treasure that only exists in old tales. If one finds it, they should be careful, for even their allies will fight for it.

(Name pun; Oceanbound + Bounty)

Function: Swarmer/Draw Engine[/spoiler]

 

[spoiler='Oceanbounds' Duty']cRp6FF0.jpg

 

[spoiler='Lore']If your opponent controls a monster and you control no monsters: You can Special Summon up to 3 "Oceanbound" monsters from your Graveyard. If you activated this effect, you cannot Special Summon monsters for the rest of this turn, except "Oceanbound" monsters and you cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Oceanbound Duty" per turn.[/spoiler]

 

When the leader is in a dire situation, the crew assembles to prepare their counterattack.

Function: Swarmer[/spoiler]

 

[spoiler='Oceanbound Crew Hideout']5zlaBTy.jpg

 

[spoiler='Lore']During your Main Phase 1: You can Xyz Summon 1 face-up "Oceanbound" monster you control using all materials attached to that monster as Xyz Materials. If this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Oceanbound" monster to your opponent's side of the field. You can only use each effect of "Oceanbound Crew Hideout" once per turn. [/spoiler]

 

(This introduces something new. It's supposed to be able to re-Xyz Summon the monster to let it gain its materials' effects. Kind of like how you can Normal Summon a Gemini Monster, where it can be Bottomless Trap Holed/Torrential Tribute.)

The mobile meeting place of the Oceanbounds, where leaders gain new powers and where the members are dispatched in secret.

Function: Swarmer[/spoiler]

 

[spoiler='Vessel of the Oceanbound']iR5OcXU.jpg

 

[spoiler='Lore']When this card is activated: Change all monsters on the field to face-up Attack Position. "Oceanbound" monsters on the field gain 200 ATK. Neither player can Set monsters or change their battle position. If this card is sent from the field to the Graveyard: You can add 1 "Oceanbound" monster in your Graveyard to your hand. You can only use this effect of "Vessel of the Oceanbound" once per turn.[/spoiler]

 

The core of the Oceanbounds. They depart, battle, and laugh on this beloved ship in search for the treasures that dwell in the Oceans. They force enemies to battle against their will, usually gathering resources with this vessel.

Function: Field[/spoiler]

[/spoiler]

 

[spoiler='Traps'][spoiler='Oceanbound Maelstrom Barrier']ectx7jy.jpg

 

[spoiler='Lore']Once per turn: If an "Oceanbound" monster(s) you control would be destroyed by a card effect, you can pay 800 life points; Special Summon 1 "Oceanbound" monster from your Graveyard to your opponent's side of the field in face-up Attack Position instead.[/spoiler]

 

The captain protects the whole ship from disasters using hidden powers gathered from his treasures to repel them with his sword.

Function: Protection[/spoiler]

 

[spoiler='Pseudoceanboundty Trigger']4ijmBH6.jpg

 

[spoiler='Lore']When your opponent activates a Spell/Trap Card, or monster effect, while they control an "Oceanbound" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Pseudoceanboundty Trigger" per turn.[/spoiler]

 

When the seas are in a fit of rage, the Oceanbounds harness it power to topple their enemies and invade their ships.

(More puns; Pseudo + Oceanbound + Bounty. It's a trap, too. 'cause it's a fake monster treasure chest.)

Function: Protection[/spoiler][/spoiler]

 

I hope you guys enjoyed. Constructive and thorough reviews are appreciated.

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So many cards.... you want me to spend the afternoon on this?

 

You really don't have to if you don't want to. However, it would be really nice if instead of commenting an irrelevant question, you could point out something about the archetype as a whole; or perhaps something that could be better or just too powerful.

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I love the idea of a pirate themed deck/archetype, and the effects are great. But to be completely honest, you know you are using card art from cardfight vanguard in most of this set. Idk if that is allowed on this sight without giving credit to it. But all in all, I love the idea and effects. Makes me want to finish my pirate theme and see which one is best, lol.

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I like it. I can tell you took your time with this and it paid off. I would like to play with this Archetype in real life. "Oceanbound Crew Hideout" was a little confusing at first, but reading what you had under helped. Not sure on how it could be worded better on the card though.

Yeah, I thought the same thing, too. But I wanted it to have a unique effect, and the concept like Geminis. But it just sounded so weird, saying:
"...using its current Xyz Materials as Xyz Materials." The struggle is real.

 

 

I love the idea of a pirate themed deck/archetype, and the effects are great. But to be completely honest, you know you are using card art from cardfight vanguard in most of this set. Idk if that is allowed on this sight without giving credit to it. But all in all, I love the idea and effects. Makes me want to finish my pirate theme and see which one is best, lol.

I actually didn't know what Cardfight Vanguard is until you mentioned it (and in response, I googled it), but I think that since people use art from several different anime all the time on this site, it's okay  to do. I'm glad you liked it. I'd like you to elaborate more on what you like, and what stood out to you, though. I'd honestly rather have constructive criticism as to how my cards work together rather than praise (although praise is nice, too).

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I like how the crew all act like crew, with each having a unique effect that help their superiors the xyz monsters, and the flavour of some 'boarding' the opponent's side of the field.

However, from your description I thought the boarding cards would literally steal resources rather than provide negative effects, which is slightly less good and leads onto another problem for me. That problem is that some of the crew aren't good enough to be used; for example I doubt anyone would really run Swordsman or Huntress (at least not in the main deck) due to their risk or usage being reduced to being on the opponents side only, as their Material effects just aren't great (piercing is ok, but sending the top card of the deck is all but useless). On the other hand, cards like Captain, Surgeon and Weapon are very strong, with the best combo really being captain > surgeon > weapon > Blauw/Goud, with Goud summoning ghoul to your opponent's side (ghoul in gy due to weapon). Considering your description says Goud refuses to battle, why does she have both more ATK and a better effect than Zwart? I can't see a reason why you'd use him over the others(even though he's 'the boss'), as his effect is just less reliable with only 2300 ATK. I understand it forces the boarder's to ram and have negative consequences, but its more likely that your opponent will use them for a Rank 4 Xyz themselves and gain the positive effect before attacking, or if his effect is used in the bp, they are likely to have summoned something with over 2300 to kill it first with their deck. An ATK-boosting effect dependant on how many materials he has is needed.

The spells/traps all seem fine and work well with the theme.

Overall, I like them a lot, the pirate theme and images are great and the effects and combos are well thought out. The only problems I can really see are some of the crew not having great effects, the slight over-reliance on forced battle while they're all under 2500, and Zwart being too weak.

 

As for reviews, I know you've worked hard on these, but so has everyone on RC - Multiples, and if you're going to demand better reviews from people who are saying they like your work, at least offer reps as an incentive rather than demanding only worthy comments. Just my opinion.

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Great Job;I can tell you worked hard on these. OCG is nearly perfect, But the word Deck needs to be caitalized. The archetype as as a whole is well done, but I don't really get how they sabotage the opponent. Is it the destroyed effects? Also, the destroyed effects apply to you too so you have to board the enemy ship/switch control fast so that you don't get sabotaged. I just thought this was a little bit confusing and funky, can you elaborate?

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I like how the crew all act like crew, with each having a unique effect that help their superiors the xyz monsters, and the flavour of some 'boarding' the opponent's side of the field.

However, from your description I thought the boarding cards would literally steal resources rather than provide negative effects, which is slightly less good and leads onto another problem for me. That problem is that some of the crew aren't good enough to be used; for example I doubt anyone would really run Swordsman or Huntress (at least not in the main deck) due to their risk or usage being reduced to being on the opponents side only, as their Material effects just aren't great (piercing is ok, but sending the top card of the deck is all but useless). On the other hand, cards like Captain, Surgeon and Weapon are very strong, with the best combo really being captain > surgeon > weapon > Blauw/Goud, with Goud summoning ghoul to your opponent's side (ghoul in gy due to weapon). Considering your description says Goud refuses to battle, why does she have both more ATK and a better effect than Zwart? I can't see a reason why you'd use him over the others(even though he's 'the boss'), as his effect is just less reliable with only 2300 ATK. I understand it forces the boarder's to ram and have negative consequences, but its more likely that your opponent will use them for a Rank 4 Xyz themselves and gain the positive effect before attacking, or if his effect is used in the bp, they are likely to have summoned something with over 2300 to kill it first with their deck. An ATK-boosting effect dependant on how many materials he has is needed.

The spells/traps all seem fine and work well with the theme.

Overall, I like them a lot, the pirate theme and images are great and the effects and combos are well thought out. The only problems I can really see are some of the crew not having great effects, the slight over-reliance on forced battle while they're all under 2500, and Zwart being too weak.

 

As for reviews, I know you've worked hard on these, but so has everyone on RC - Multiples, and if you're going to demand better reviews from people who are saying they like your work, at least offer reps as an incentive rather than demanding only worthy comments. Just my opinion.

 

Points understood and taken. First of all, I'm glad you like them. And since you pointed it out, Zwart really did have a pretty "meh" effect for a boss, compared to Goud, so I took your suggestion and even gave him the ability to not let the opponent use them as Synchro or Xyz Materials (His effect is intended to be used on the opponent's turn). Also, with Goud, I made her have the lowest ATK and Blauw being in the middle. Because you said Swordsman and Huntress's effects were too soft on punishment, I went ahead and changed them (Huntress banished and Swordsman restrics to 1 Special Summon). I'm considering changing Ghoul's effect to banishing from the Graveyard. 

 

 

Great Job;I can tell you worked hard on these. OCG is nearly perfect, But the word Deck needs to be caitalized. The archetype as as a whole is well done, but I don't really get how they sabotage the opponent. Is it the destroyed effects? Also, the destroyed effects apply to you too so you have to board the enemy ship/switch control fast so that you don't get sabotaged. I just thought this was a little bit confusing and funky, can you elaborate?

 

Capitalized Deck. Also, they sabotage the opponent by, yes, the destroyed effects (although it didn't seem like it before). The destroyed effect applying to me was more of a balancing attempt, since if a crew doesn't work fast enough, they get the disadvantage. I changed it, however, to where only the opponent is affected. 

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Okay, my biggest problem with this deck (and actually I really love the idea and how it's pulled off) is just how quickly the effects stack. It forms a little bit of a problem, seeing as one monster can be much to powerful on it's own because everything gives an additional effect, and some of them are too strong for something with no cost. I really only say this because they would get a bit too powerful too quickly. Still love the archtype though.

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Okay, my biggest problem with this deck (and actually I really love the idea and how it's pulled off) is just how quickly the effects stack. It forms a little bit of a problem, seeing as one monster can be much to powerful on it's own because everything gives an additional effect, and some of them are too strong for something with no cost. I really only say this because they would get a bit too powerful too quickly. Still love the archtype though.

 

Glad you like it. The effects were meant to stack, but I think the fact they're vulnerable to literally any effect and by battle (unless it's the unlikely event you somehow get one of the Materials that protect it) kind of balances that out. That concern was also my reason for giving them a lower ATK than most, but apparently that wasn't an issue.

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This archetype is very well thought out, and i love the theme and the artwork even though im not a fan of pirates. I think focusing a bit more on stealing resources like Empoledom said, with clauses built into the monsters themselves that will not allow the op to synchro, xyz, or tribute (maybe just for a tribute summon) with them. Perhaps something like stealing a card from the opponents hand when its destroyed on their side of the field. or taking an extra deck monster from them, or a main deck card. It would be very powerful doing so though, as it can totally interrupt some strategies

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