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心霊龍

(Shinreiryū)

 

In some way, I suppose you could call them the Blackwings of DP; considering Psychic Dragons are capable of swarming a good amount and making their Extra Deck rather quickly.

At the moment, being used as a character's Deck in one of my offsite fan fics; actually two of them, though the playstyles are different.

 

The general playstyle is to NS/SS one of the Level 4 monsters to trigger their effects to summon another one. Out of fairness, the lower Level ones are the cards you'd be using more often, because they can fuel plays into the bosses. Indeed though, Darkness Metal is a staple for them (if not mandatory).

 

The Spell/Traps have a variety of functions, ranging from revival (as there is a lack of it), shuffling in used members, LP recovery and other things to help them flow.

 

As usual, a lot of staples can also help them flow better, including BTS, MST and everything else.

 

Considering this Archetype has a lot of members/support, it is possible to field 2-3 separate variants of it; depending on what you want to do with them.

 

Keep in mind that this was originally designed as a Synchro based Deck, though you certain can incorporate both Synchro/Xyz in here (or even F.G.D. if you have room to tech Dragon's Mirror and stuff)

 

----------

And yes, there is a mild Pokémon undertone in the way some of the monsters are named. A lot of them are either named after prominent characters using their Japanese name, or based on a quality that suits them best (in other cases)

 

Dragon Soldiers are based on the Creation Trio of Sinnoh, Heroes are on Reshi/Zekrom, Destroyer is Kyurem (which makes sense, doesn't it?).

 

[spoiler=Monster Cards]
[spoiler=Level 4 and under monsters (Main Deck)]

 

Tuners

 

Psychic Dragon Shigeru

Level 4/FIRE/Dragon/Tuner

When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Psychic Dragon" monster (from your Graveyard). That monster's effects are negated and cannot be used as a Synchro or Xyz Material monster, except for a "Psychic Dragon" monster.

 

1600/1400

 

Psychic Dragon Sakura
Level 3/WIND/Dragon/Tuner
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Psychic Dragon" monster (from your hand). Its effects are negated. You can only activate this effect of "Psychic Dragon Sakura" once per turn.

1500/1200

Psychic Dragon Kasumi
Level 3/WATER/Dragon/Tuner
This card cannot be destroyed in battle with Level 4 or higher monsters. When this card is used as a Synchro Material monster for a Dragon-Type Synchro Monster: Gain Life Points equal to that monster's Level x 100 points.

1300/400

Psychic Dragon Haruka
Level 3/FIRE/Dragon/Tuner
When this card is used as a Synchro or Xyz Material monster for a "Psychic Dragon" monster: Your opponent takes 600 damage.

1500/800

Psychic Dragon Masato
Level 2/EARTH/Dragon/Tuner
When this card is destroyed and sent to the Graveyard: Add 1 Level 4 or lower "Psychic Dragon" monster from your Deck to your hand.

1000/500

 

Non-Tuners

Psychic Dragon Mikazuki
Level 4/LIGHT/Dragon
When a "Psychic Dragon" monster destroys an opponent's monster by battle: Discard 1 card from your opponent's hand.

1700/1000

Psychic Dragon Kitana
Level 4/EARTH/Dragon
If this card is used as Synchro or Xyz Material for a "Psychic Dragon" monster: You can draw 1 card. You can only activate this effect of "Psychic Dragon Kitana" once per turn.

 

1700/0

Psychic Dragon Takeshi
Level 4/EARTH/Dragon
Your opponent cannot target other "Psychic Dragon" monsters you control for attacks. If you do not control a "Psychic Dragon" monster other than "Psychic Dragon Takeshi", this card loses 500 DEF.

 

1200/2200

 

Psychic Dragon Airisu

Level 4/DARK/Dragon

If you control a "Psychic Dragon" monster, you can Special Summon this card (from your hand). You cannot Special Summon other monsters the turn you activate this effect, except for "Psychic Dragon" monsters.

 

1400/1600

 

Psychic Dragon Serena

Level 4/FIRE/Dragon

You can target up to 2 "Psychic Dragon" monsters you control and declare a Level from 1 to 8; those monsters become that Level until the End Phase. You can only activate this effect of "Psychic Dragon Serena" once per turn. You cannot Special Summon other monsters the turn you activate this effect, except for "Psychic Dragon" monsters.

 

1700/1200
 

Psychic Dragon Higana

Level 4/EARTH/Dragon

When this card is Normal/Special Summoned: You can add 1 "Psychic Dragon" Spell/Trap Card OR 1 Level 4 or lower "Psychic Dragon" monster from your Deck to your hand. You must control another "Psychic Dragon" monster other than "Psychic Dragon Higana" to activate and resolve this effect. You can only activate this effect of "Psychic Dragon Higana" once per turn.

 

1600/1000

 

Psychic Dragon Arashi
Level 3/WIND/Dragon
Once per turn: You can target 1 "Psychic Dragon" monster you control: Increase or decrease its Level by 1. You can only activate 1 "Psychic Dragon Arashi" effect per turn, and only once that turn. This card cannot be used as a Synchro or Xyz Material monster, except for the Synchro or Xyz Summon of a Dragon-Type monster.

 

1400/1200

 

Psychic Dragon Hikari
Level 3/LIGHT/Dragon
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Psychic Dragon" monster (from your hand). Once per turn: You can target 1 monster on the field; increase or decrease that monster's Level by 1 until the End Phase. You can only activate 1 "Psychic Dragon Hikari" effect per turn, and only once per turn.

1500/900

 

---

Psychic Dragon Soldier Jikan (Time)
Level 4/EARTH/Dragon
An opponent's monster that battles a "Psychic Dragon" monster you control cannot declare an attack during their next turn. During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.

1900/800

Psychic Dragon Soldier Kūkan (Space)
Level 4/WATER/Dragon
An opponent's monster that battles a "Psychic Dragon" monster you control is banished until your opponent's next Standby Phase after the attack. When this attacking card destroys a monster: Target 1 card in your opponent's Graveyard; banish that target.

1800/1200

Psychic Dragon Soldier Shoku (Eclipse)
Level 4/DARK/Dragon
After damage calculation, a monster that battles this card has its ATK reduced to 0 until the End Phase of your next turn. When this attacking card destroys a monster: Discard the top card of your opponent's Deck.

1200/1800

Psychic Dragon Hero Shinri (Truth)
Level 4/FIRE/Dragon
This card gains 100 ATK/DEF for each "Psychic Dragon" monster you control, except this card. You can reveal 2 "Psychic Dragon" monsters with different names in your hand; target 1 card your opponent controls, and if you do, return it to the hand. You must control another "Psychic Dragon" to activate and resolve this effect. You can only activate this effect of "Psychic Dragon Hero Shinri" once per turn.

1700/1300

Psychic Dragon Hero Rinen (Ideals)
Level 4/LIGHT/Dragon
Your opponent's monsters lose 200 ATK/DEF for each other "Psychic Dragon" monster you control, except this card. You can reveal 2 "Psychic Dragon" monsters with different names in your hand; target 1 card your opponent controls, and if you do, destroy it. You must control another "Psychic Dragon" to activate and resolve this effect. You can only activate this effect of "Psychic Dragon Hero Rinen" once per turn.

1500/1500
[/spoiler]

[spoiler=Level 5 and over monsters (Main Deck)]

 

Psychic Dragon Emperor
Level 8/LIGHT/Dragon
If you control 3 or more "Psychic Dragon" monsters, you can Special Summon this card (from your hand). While you control 2 or more other "Psychic Dragon" monsters with different names, this card cannot be targeted for attacks. When a "Psychic Dragon" monster destroys an opponent's monster by battle: Gain Life Points equal to the Level/Rank of the destroyed monster x 200 points.

2700/1900

Psychic Dragon Mangetsu
Level 8/LIGHT/Dragon
You can Special Summon this card (from your hand) by banishing 2 "Psychic Dragon" monsters from your Graveyard. When a "Psychic Dragon" monster deals battle damage, increase that damage by 400 points.

2800/2100

Psychic Dragon Destroyer Wuji (Nothingness)
Level 7/WIND/Dragon
Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 2 "Psychic Dragon" monsters you control. When this card is Special Summoned: Target 1 Level 4 or lower "Psychic Dragon" monster in your Graveyard; attach that target to this card as an Equip Card. This card gains the equipped monster's effects. If this card would be destroyed: You can destroy the equipped monster instead. During your next Main Phase after you activate this effect: Target 1 Level 4 or lower "Psychic Dragon" monster you control; attach it to this card as an Equip Card.

2500/1800

 

Psychic Dragon Tamer Wataru

Level 6/WIND/Dragon

You can Special Summon this card from your hand by banishing 1 "Psychic Dragon" monster you control. "Psychic Dragon" monsters gain 500 ATK/DEF. You can only control 1 "Psychic Dragon Tamer Wataru".

 

2300/1600

 

Psychic Dragon Hangetsu
Level 6/DARK/Dragon
Once per turn: You can discard 2 "Psychic Dragon" monsters; halve the ATK/DEF of all monsters your opponent controls until the End Phase.

2400/1800

Psychic Dragon Satoshi
Level 5/LIGHT/Dragon
When this card is Normal or Special Summoned: Special Summon 1 Level 4 or lower "Psychic Dragon" monster (from your hand or Deck). While you control a Level 7 or higher "Psychic Dragon" monster, this card's original ATK is treated as 2400. Other "Psychic Dragon" monsters you control cannot be destroyed by card effects.

2000/1200

 

Psychic Dragon Tamer Ibuki

Level 5/EARTH/Dragon

When another "Psychic Dragon" monster attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.

 

2100/1700

[/spoiler]
[/spoiler]

 

[spoiler=Extra Deck]

Synchro

 

Psychic Dragon World Deity Arkeios
Level 10/DARK/Dragon/Synchro
1 "Psychic Dragon" Tuner + 2 or more non-Tuner "Psychic Dragon" monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. While you control 3 or more other "Psychic Dragon" monsters with different names: Negate the effects of your opponent's cards that activate while on the field. You can Special Summon 1 "Psychic Dragon" monster (from your hand or Graveyard). You cannot declare an attack the turn you activate this effect. You can only activate this effect once per turn. When a "Psychic Dragon" monster you control destroys a monster by battle: Your opponent takes 800 damage.

4000/3000

 

Psychic Dragon Prince Latios

Level 8/LIGHT/Dragon/Synchro

1 Tuner + 1 or more non-Tuner "Psychic Dragon" monsters
This card is also treated as a Psychic-Type monster. If this card destroys an opponent's monster by battle: You can target 1 monster they control; inflict damage to your opponent equal to half its ATK. When this card is destroyed and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. That card's effects cannot be activated in response to this card's activation.

 

3000/2000

 

Psychic Dragon Princess Latias

Level 7/WIND/Dragon/Synchro

1 Tuner + 1 or more non-Tuner "Psychic Dragon" monsters
This card is also treated as a Psychic-Type monster. If this card destroys an opponent's monster by battle: You can target 1 monster your opponent controls; halve its ATK until the End Phase of your next turn. During either player's turn, if you control another Dragon-Type monster: You can discard 1 "Psychic Dragon" monster; negate the activation and effect of a card your opponent controls. You can only activate this effect of "Psychic Dragon Princess Latias" once per turn.

 

2500/2500

 

(Yes, these two are designed after the Eon siblings of Hoenn from Pokémon to an extent; for all intents and purposes, these are the main cards. Because of their nature, source thread is inside Pop Culture; but the rest of the Archetype is designed on regular RC principles, so they remain here)

 

Xyz

 

Number 26: Psychic Dragon Supreme Emperor Ryukyu

Rank 8/FIRE/Dragon/Xyz

2 Level 8 "Psychic Dragon" monsters

Must be Xyz Summoned and cannot be Special Summoned by other ways. Once per turn, you can detach 1 Xyz Material from this card: Target 1 monster your opponent controls; they take damage equal to that monster's Level/Rank x 200 points, and if you do, other "Psychic Dragon" monsters you control gain ATK equal to the inflicted damage until the End Phase. When this card is destroyed: Special Summon 1 "Psychic Dragon" monster from your Graveyard, then target 1 card your opponent controls or in their Graveyard; banish that target.

 

3000/2500

 

Number 110: Psychic Dragon Scarlet Shocker
Rank 4/FIRE/Dragon/Xyz
3 Level 4 Dragon-Type monsters
Other Dragon-Type monsters you control cannot be destroyed by Spell/Trap Cards. Once per turn: You can detach 1 Xyz Material from this card; target 1 monster your opponent controls, and if you do, halve its ATK. When this card is destroyed: Target 1 Level 4 or lower Dragon-Type monster in your Graveyard; Special Summon that target.

 

2500/2500

 

(Note this card already has a picture, see here)

Number C110: Psychic Dragon Crimson Glory
Rank 5/FIRE/Dragon/Xyz
4 Level 5 Dragon-Type monsters
Other Dragon-Type monsters you control cannot be destroyed by card effects. If this card has "Number 110: Psychic Dragon Scarlet Shocker" as an Xyz Material, it gains these effects.
● Once per turn: You can detach 1 Xyz Material from this card; target up to 2 monsters your opponent controls, and if you do, halve the ATK of those targets.

● When this card is destroyed: Target 1 Level 7 or lower Dragon-Type monster in your Graveyard; Special Summon that target.

2900/2900

 

Number 45: Psychic Dragon Shinshoryu

Rank 4/DARK/Dragon/Xyz

3 Level 4 "Psychic Dragon" monsters

You can detach 1 Xyz Material from this card, activate 1 of these effects.

  • Special Summon 1 "Psychic Dragon" monster with 2300 or less ATK from your Graveyard.
  • Add 1 "Psychic Dragon" monster from your Deck to your hand.

You can only activate 1 "Number 45: Psychic Dragon Shinshoryu" effect per turn, and only once that turn.

 

2400/2200

 

Psychic Dragon Hakuryu
Rank 4/WATER/Dragon/Xyz
2 Level 4 "Psychic Dragon" monsters
Once per turn, you can detach 1 Xyz Material from this card: Target 1 other "Psychic Dragon" monster you control; until the End Phase, it gains 300 ATK and this effect:

● When this card attacks a Defense Position monster: Inflict piercing damage to your opponent.

2100/1200

 

(Exists with picture here)

[/spoiler]

[spoiler=Spell Cards]
Psychic Earth
Spell/Field
"Psychic Dragon" monsters gain 300 ATK/DEF. Once per turn: If a "Psychic Dragon" monster you control would be destroyed, it is not destroyed. When this card is destroyed: Shuffle it to the Deck. You can only activate 1 "Psychic Earth" per turn.

Psychic Aura
Spell/Normal
Activate when you control 2 or more "Psychic Dragon" monsters with different names. Target 1 monster your opponent controls: Change its battle position, then it loses ATK/DEF equal to its Level/Rank x 100 points. You can only activate 1 "Psychic Aura" per turn.

Spirit Jewel of the Psychic Dragon
Spell/Equip
Equip only to a "Psychic Dragon" monster: It gains 700 ATK/DEF. When the equipped monster destroys an opponent's monster by battle: Gain Life Points equal to half of the destroyed monster's ATK; then draw 1 card. If the equipped monster would be destroyed: You can destroy this card instead. You can only control 1 "Spirit Jewel of the Psychic Dragon".

Psychic Dragon Reflection
Spell/Normal
Target 2 Level 4 or lower "Psychic Dragon" monsters you control; both monsters' Levels become the combined Level of those 2 monsters until the End Phase of this turn.

 

Psychic Dragon Suppression

Spell/Continuous

Activate only if you control a "Psychic Dragon" monster with 2300 or more ATK. Once per turn, during either player's turn: You can discard 2 "Psychic Dragon" monsters from your hand; negate the activation and effect of an opponent's Spell/Trap Card. If you do not control a "Psychic Dragon" monster: Destroy this card. You can only control 1 "Psychic Dragon Suppression".

 

Psychic Dragon Restoration

Spell/Normal

Target 1 "Psychic Dragon" monster in your Graveyard; add it to your hand. You can only activate 1 "Psychic Dragon Restoration" once per turn.

 

Psychic Dragon Regeneration

Spell/Normal

Gain 500 Life Points for every "Psychic Dragon" monster you control. You cannot declare an attack the turn you activate this card. You can only activate 1 "Psychic Dragon Regeneration" once per turn.
[/spoiler]

[spoiler=Trap Cards]
Shinreiryū Gate (Psychic Dragon Gate)
Trap/Normal

(This card is always treated as a "Psychic Dragon" card)
Activate by paying 1000 Life Points. Special Summon 1 Level 4 or lower "Psychic Dragon" monster (from your hand or Deck). You can only activate 1 "Shinreiryū Gate" per turn.

 

First part needs to be there, because the kanji for its name is indeed the same as that for Psychic Dragon in Japanese.

 

Shinreiryū Magic Deflection

Trap/Continuous

(This card is always treated as a "Psychic Dragon" card)

Once per turn, if a "Psychic Dragon" monster you control is targeted by an opponent's card effect: You can discard 1 card; negate the activation of that effect.

 

Shinreiryū Healing Wish

Trap/Normal

(This card is always treated as a "Psychic Dragon" card)

Tribute 1 "Psychic Dragon" monster you control; Special Summon 1 "Psychic Dragon" monster in your Graveyard with a lower ATK than that monster, and if you do, that monster cannot be affected by your opponent's card effects this turn. You can only activate 1 "Shinreiryū Healing Wish" per turn.

 

Shinreiryū Final Dance

Trap/Normal

(This card is always treated as a "Psychic Dragon" card)

Tribute 1 "Psychic Dragon" monster you control; your opponent takes damage equal to its Level/Rank x 300 points. You can only activate 1 "Shinreiryū Final Dance" per turn.

[/spoiler]

Before anyone points this out, some of the monster cards do use the Japanese names of certain anime characters (I think you can figure out the pattern). They are not meant to reference said characters in any way.

 

With that said and done, please CnC/fix OCG/love/hate, etc.

 

As usual, reps will be given to those who contribute good reviews AND abide by Advanced Clause.

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BUMP.

(Thinking of new updates for this; especially because lack of Traps is a bit depressing)

 

 

Update Log:

 

[spoiler=11/10/2014]

  • Added Shigeru, Tamer Wataru, Supreme Emperor Ryukyu
  • Added Psychic Dragon Magic Deflection

[/spoiler]

 

[spoiler=1/6/2015]

  • Added 45, Ibuki and several of the Spell/Trap card supports; noted in navy.
  • Toned down a few of the cards with hard OPTs, because by nature, they are capable of Special Summoning and making their Extra Deck bosses.

[/spoiler]

 

[spoiler=2/27/2015]

  • Nerfed the SSing capacities to only SS from the hand (Main Deck).
  • 45 has two options now; either SS from Graveyard or search; but hard OPT.

[/spoiler]

 

[spoiler=3/3/2015]

  • SS abilities limited to Normal Summons only.
  • 26 has its negation effect stripped.
  • 45 now requires 3 mats, but that should not be an issue with the summoning. (Now you realize why 110 has that requirement as well).
  • Removed inherent SS effects.
  • Latias has a discard/hard OPT to trigger her negation effect.
  • Arkeios is restricted to hand/Graveyard SSing.
  • Wataru edited to a power booster, which should eliminate it being much of a threat of being a Archetype REDMD.

[/spoiler]

 

[spoiler=3/4/2015]

  • I fixed Airisu/Shigeru so they can revive stuff from the Graveyard instead of being SS-able from hand. (Basically ripping off stuff from Boxers)
  • Kitana turns into a draw effect, with a hard OPT.
  • Shinshoryu revives only monsters with 2300 or less ATK. (This allows it access to revive Hakuryu if needed, but probably not)
  • Shinri and Rinen should have their effects treated as costs (and that's how they were intended). Wording-wise, that needs to be done properly.
  • Psychic Earth gives OPT destruction immunity, instead of reviving stuff.
  • Restoration just returns a PD monster to your hand now.
  • Arkeios has an attack lock on it now for revival things.
  • 26 has its banishing effect nerfed to 1 card; still hurts enough. Also, it already targeted the card.
  • Higana added.

[/spoiler]

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  • 3 months later...

OK, so. First remark; too many random Special Summon effects and effects that are very similar to one another's. It just takes up design space and is generally unnecessary. For example, after the nerfs, Shigeru and Sakura are near-identical except the level 4 negate and the level 3 doesn't, and Hikari is pretty much just better than Airisu.

 

Kitana is randomly just kill 1 card if you used it for an ED Summon. This effect should not exist given that the card is -also- a Bora (and that the Tuners can SS this card even if it wasn't a Bora). Shoku is effectively immune to battle-death and is just a ridiculously powerful Exploder Dragon; this may be fixed by clarifying the wording and or making it proc after damage calculation. The free removal brothers Shinri and Rinen really shouldn't be free removal (revealing 2 is a condition), and the shuffle effect on Shinri shouldn't be on a level 4 in any case.

 

Mangetsu's attack is on the high side, though I understand that it's pretty much just a vanilla beater.

 

Arkeios has too much damage potential; 4k attack + the ability to randomly recover something is really strong. Please make this have a level limit (preferably 6 or lower) or an inability to attack limit. Latios's destruction effect prevents chaining, which is not the best, although it's probably fine in this context as the card is otherwise a mediocre beater. Latias is rather annoying to play against; but has a discard cost now - its impact should still be tested in playtesting because negation is still -really good-, but fine. The Rank 8 is ... okay, sure, it +2s as it dies. Banishes 2 cards and doesn't target, and gets you back a Psychic Dragon to boot. This card is many lightyears better than Felgrand (although it's somewhat less resilient to removal); please fix this unfortunate phenomenon. Good thing it can't be revived for an encore. Number 45 needs to be able to summon only fodder, not resummon dead Synchros; so making it level 6 or lower (or level 5/4 or lower) should be of great help.

 

The Field Spell +1s you every turn. You either get back a dead boss monster to lay on the beats with or you just get a free material. And to top it off you can't even keep it dead! Please nerf this card, this makes 2 Field 3 Terraforming a legitimate choice. Free revival every turn is highly, highly questionable on any card (I mean look at Miracle Fertilizer and how many restrictions that thing has).

 

You have an archetype Pot of Avarice. This is theoretically playable at 3. Please fix this.

 

The Traps are fine in comparison, although you do have a free(-ish) fetch of a fodder on a Trap Card.

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I don't think I even used Psychic Earth against you during that test match; though I probably had a copy or two in the Deck somewhere.

Hopefully you remember how spammy they were in their impure form.

 

As for Mangetsu, I tend not to use it, because all it really does is boost damage (which helps in some cases).

 

---

Anyway...

 

Some of the redundant effects should've been repaired, among other things:

  • I fixed Airisu/Shigeru so they can revive stuff from the Graveyard instead of being SS-able from hand. (Basically ripping off stuff from Boxers)
  • Kitana turns into a draw effect, with a hard OPT.
  • Shinshoryu revives only monsters with 2300 or less ATK. (This allows it access to revive Hakuryu if needed, but probably not)
  • Shinri and Rinen should have their effects treated as costs (and that's how they were intended). Wording-wise, that needs to be done properly.
  • Psychic Earth gives OPT destruction immunity.
  • Restoration just returns a PD monster to your hand now.
  • Arkeios has an attack lock on it now for revival things.
  • 26 has its banishing effect nerfed to 1 card; still hurts enough. Also, it already targeted the card.

Just keep in mind that I designed these a year or so ago, and back then, there were less members to work with.

Over time, I added extra stuff to deal with the power creep and other crap, such as 45 and other things. (Now there's around 30-40ish cards; yeah...way too much)

 

(I WAS going to add C26, but probably best that I didn't)

 

 

I should mention that there is another card that's on DP, but not on here. I've added that here (It's the Higana one).

Basically that searches the Spell/Trap stuff, or acts as a RoTA for them. However, that requires another PD monster on the field; which will probably occur and is hard OPT.

 

---

Then again guys, I had this buried in here for the longest time.

 

 

Anyway, I'll update DP with the modifications tomorrow or Thursday.

Otherwise, if I don't update them, these are the official effects.

 

---

 

If any more edits need to be made, I will do them later today.

Right now, it's past 1 am.

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OK, what I meant is that revealing 2 to get a free card, even though the condition is kind of specific, isn't really a cost that you have to pay. And you have two of these guys so you have 6 pieces of removal on a stick. But since it requires some extension for you to be able to use their effects ... it might be ok.

 

Maximum one 1-card ED monster per archetype, please; though Airisu doesn't seem to revive anything from Grave so I guess it's just Shigeru. Fine. I would more highly prefer if the 1-card ED were on a level 3, but eh.

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The original Extra Deck monsters are the two Synchros based on my Eons (and for most intents and purposes, the stars of the whole thing), alongside 110.

As mentioned before, I've been adding on to them for the past couple years.

 

Hmm, it might be useful for me to divide the set into older version and newer version, so you know which cards are original and what are newer additions.

Probably coloring them should help.

 

---

Anyway, I'll continue to check their power things and do further nerfing on their own, but I'd like to make sure they can still play properly.

They should be able to, but not as rapidly as they did in the past (but still make their bosses properly).

 

 

As I mentioned, you could hypothetically field 2 or 3 different versions of the Deck; based on what aspect you want to specialize in.

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You did edit them according to this post, correct?

But thanks for doing the fixes.

 

I would've done them, but my afternoon naps keep extending into the later hours; plus college work.

Or if it's easier for the lot of you, you can call the ones with romanized Japanese names by their English ones.

 

Remember that a ton of them are the Japanese names of Pokemon characters (Airisu = Iris, Hikari = Dawn, Satoshi = Ash [obvious], Higana = Zinnia, Wataru = Lance etc.)

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So I looked this over, and I have a few thoughts.
I think the main deck monsters looks pretty good at the moment, nothing really seems overly strong.
Except for Psychic Dragon Soldier Jikan. This card is extremely strong and it's generic. The first effect procs when people attack it, slowing everything down, and its second effect is something you'd normally see on a card with less attack. I think you should make the first effect only work on other Psychic Dragons, and lower the attack on this card (especially as so many of your cards already lower your opponent's monster's attack, and you have the equip spell that increases attack).
Also Kitana + Shigeru is stupidly strong. It's a 0 card level 8 synchro. Is there anyway to make it so Kitana doesn't draw if it's effect is negated.

As for the extra deck, Arkeios looks like a problem waiting to happen. It's not extremely hard to summon, though it will usually cost at least 2 cards. The biggest problem I see is that if you do end up getting the negation effect off, your opponent is not longer able to play the game. You get a skill drain and a royal decree and a spell negator that only effect your opponent, at no cost to yourself. It would be an extremely frustrating experience, and honestly, if you have Arkeios and 3 other Psychic Dragons, you shouldn't be having issues winning. IMO the SS effect on Arkeios is enough.

Latios's on destruction effect is another huge pain, which isn't even flavourful. Nothing about Latios the pokemon says to me "when I die I kill things". It just punishes your opp
onent for dealing with a threat you've fielded. I'd rather give Latios more power on the field, and remove the second effect.
Same deal with Ryukyu, especially so, as it's a +2 on death. Can you imagine someone summoning Ryukyu so they can Torrential Tribute the field? They'd then be able to banish your backrow and summon something, like a Latios or an Arkeios. I think if you removed the banish from field, and made it so it could only special summon something level 7 or lower it would not be as large a problem.

Another thing I noticed is that you have a lot of cards like Shocker which protect other Psychic Dragons. I'm a little bit worried about the potential to create a field lock with a number of these, where nothing can be destroyed, but I don't think that this is a huge deal, or very likely to become an issue.

I don't think Spirit Jewel should have the protection effect, and the draw effect. One or the other should be sufficient.

Finally, Final Dance, is not a healthy card. It can do 2400 (or more) damage very easily, and I fear that that is a little bit much. This card does damage similar to Spiritual Fire Art, but it is searchable. Espeically as this archetpye already has a lot of ways to push for damage quickly, I worry that dropping a large monster and swinging, then using Fire Dance can end games exceptionally early. Arkeios + this = 7k damage, Latios + this = 5400 damage. It probably isn't as big a problem as I am worried. Maybe lower the damage it deals? This suggestion isn't as important as the others.

I just want to point out, that because these are all Dragons, this archetype works with D-Rulers. And the D-Rulers can use all their effects, because some of the monsters are Wind/Water/Fire/Earth.

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Yeah, they can work with Rulers, but the most they'll do for Psychic Dragons is provide beatstick support; as they cannot make any of the Extra Deck monsters.

Or just help with generic things.

 

BTW, Arkeios has a Nomi clause (read the first effect), so even if Ryukyu gets blown up, it will NOT revive Arkeios (Arceus) from the Graveyard. Most it can do is revive Latios or his sister.

There are several options you can take into making him efficiently, Masato + 2 of the Level 4s; Haruka/Kasumi + 2 of the others that add up to 7, Shigeru + 2 Level 3s.

 

Outside of Serena and probably Mangetsu, not many options you can do to make Ryukyu (unless you use Latios as the Xyz Material). Most of the time, you'll probably use Serena.

 

For Latios's last effect, think of it as the move Memento (and again, see movie 5 in which he does sacrifice his life). Though I could just allow him to burn for full damage if he kills something if you really want the power aspect of him enhanced.

 

Final Dance can get the damage output toned down to 200 per Level/Rank, but fixes can be done later.

 

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Also keep in mind that these cards were designed for fanfic usage; two different variants, if you will.

One does control, the other is pretty much brute force.

 

You can probably figure out whom they were designed for.

 

110 was designed from 2013, alongside the Eons and some of the earlier stuff like Hikari, Sakura, Kasumi, Haruka and stuff.

Stuff like Ryukyu, Arkeios, Serena, Airisu, Shigeru and stuff were designed later on.

 

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A Decklist was already submitted, so can't make changes at this point (not until tournament ends).

But at least this is actually getting some views, as opposed to having it sit at the back end of this forum as an archive.

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Ok so the Extea deck monsters are probably fine, but I see 3 issues still

1. D-Rulers - Free recurring beaters are really strong, as is rank 7 potential. Also, you have the ability to search your deck for useful Pyschic Dragons if you opt to banish your D-Rulers, or you can discard them from hand for searches or monster reborn or free destruction. It adds a lot of power to the deck, and needs to be kept in mind.

2. Jikan - Jikan should only have an effect when you control another Psychic Dragon. At present it's extremely strong.

3. Kitana + Shigeru - This combo lets you make 0 card Latio or other level 8 synchros. Make it so that Kitana negates until the end phase, rather than just on the field.

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Jikan can get a limiter on its effect at the end of the tournament.

 

I've not forgotten that D-Rulers work well here, but again banishing is somewhat counterproductive to their plays here. Yeah, Serena basically can enable any high Rank plays, but keep in mind that you'd mainly use it for 26; as that also has a limiter.

 

Kitana can get its draw effect changed again. Which would you rather take: Getting to destroy something on the field OR a free draw, with the reminder that you only get 1 draw per turn.

 

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Whoops I meant that Shigeru should have it's effect changed to negating the effect of the card it summons until your opponent's next end phase. Kitana is fine atm, the problem is that summoning Shigeru lets you summon Kitana, and then if you synch for Latios, you get the draw from Kitanan too.
The rank 7s would be coming from 2 d-rulers or level 7 synchros I think, more than Serena.
And yeah, because 26 is so easy to summon with Serena, I think the on destruction effect should be toned down a little bit. Perhaps just the summon?
I'm glad to hear about Jikan.

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As I mentioned earlier, Serena is limited to Psychic Dragon monsters only when its effect triggers, so you really only have Ryukyu to make with that.

(I did have plans to make a Rank 6 for them; suppose I'll add that later)

 

But yeah, the Rulers will be making Rank 7s more often; but there's not too much reason to run R7s here. Idea is to keep Latias out on the field to deal with negation stuff; no reason you should be using her to Xyz things, unless you can't run over stuff.

 

As for Ryukyu, I could probably tone it down a bit; but let's see how much of an impact it has in the tournament.

 

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Keep in mind that I did design Accel Synchro forms for the Eons (see my Pokémon Set 2 in Advanced), but those are somewhat impossible to make in this Deck; unless I make more Level 1/2 monsters.

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