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Draconus297

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Dova, perhaps (2 Level 5 monsters, including at least 1 "Renga ???") could work . . . but yeah, that's a little wonky. Might have worked better as a Fusion archetype with a requirement like that.

 

I've yet to see the Toon influence on Desolate Desert, since it's supposed to be Gravekeepers meet Toons . . . and yeah, Toxic Water is just a tad overkill.

 

Oh, also, meet the Cookie Kingdom:

http://forum.yugiohcardmaker.net/topic/355198-agm-written-cookie-kingdom/

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@Dova: I have no idea who the heck gave the prompt for Renga, but yeah I would've made it a Fusion archetype with the specs in mind.

 

Suppose you can "cheat" the prompt a bit by giving it a Rank-Up clause thing (if this card has [x] as a material, it gains this effect) and leaving it to be 2 Level 5 "Renga" monsters (or generic, I leave it to you).

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What you guys think? Not sure if the call Odd or Even is viable.

 

[spoiler=Roulette]
Jackbot - Roulette
DARK / Level 3
Machine / Tuner / Effect
ATK / 400 DEF / 0
During your Main Phase: You can roll 3 six-sided dice and call if the total roll is either Odd or Even; if you call it right, all "Jackbot" monsters you control gain ATK equal to the total roll x 100. This ATK increase lasts until the end of this turn. You can use this card's effect per turn for each "Jackbot - Roulette" you control. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

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50% chance of getting a boost from 300 ATK to 1800 ATK? Seems okay, I wish it was this turn, though, considering its low stats.

 

As for odd or even...not currently used, but I don't see why not.

 

 

Also, thoughts?

 

[spoiler=Renga]Renga Kanshi

LIGHT - ✪✪✪✪✪ - Spellcaster/Effect - 2100/2000

If this card has not been revealed from your hand this turn: You can reveal this card and 1 other “Renga” monster in your hand; Special Summon that other revealed monster. When this card is Special Summoned: Draw 1 card. You can only use this effect of “Renga Kanshi” once per turn.

 

Renga Waka

EARTH - ✪✪✪✪✪ - Spellcaster/Effect - 2200/1300

If this card has not been revealed from your hand this turn: You can reveal this card and 1 other “Renga” monster in your hand; Special Summon that other revealed monster. When this card is Special Summoned: You can target 1 “Renga” monster in your Graveyard; add that target to your hand.. You can only use this effect of “Renga Waka” once per turn.

 

Renga Uta

WIND - ✪✪✪✪✪ - Spellcaster/Effect - 1900/1800

If this card has not been revealed from your hand this turn: You can reveal this card and 1 other “Renga” monster in your hand; Special Summon that other revealed monster. When this card is Special Summoned from your hand: You can destroy 1 monster your opponent controls. You can only use this effect of “Renga Uta” once per turn.

 

Renga Imanazi

LIGHT - ✪✪✪✪✪ - Spellcaster/Xyz/Effect - 2300/2300

2 Level 5 monsters

Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; This turn your opponent cannot activate cards or effects in response to effects that activate in the hand. This card gains effects depending on the name of its Xyz Materials:

● “Renga Kanshi”: Once per turn: You can add 1 “Renga” monster from your Deck to your hand, but it cannot be Summoned this turn.

● “Renga Waka”: Once per turn: You can send the top card of your Deck to the Graveyard; if it is a “Renga” Spell/Trap Card, you can add it to your hand.

● “Renga Uta”: If an opponent’s monster is destroyed, it cannot activate its effects in the Graveyard.

 

 

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Tori, we do a lot of weird things here. Look at the Generics thread, the Puzzle Pieces, a few of my cards- odd or even is a perfectly viable call.

 

Renga looks good so far. A bit overbalanced, but oh well.

 

So, I figured out what we can do for our 100th archetype, our collaboration. A "generational" archetype- for example, I start by designing a few cards for the archetype to be built around, and each of you creates another shell around it until we have something awesome. Each of us needing to design 3 cards sounds good to me.

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Tori, we do a lot of weird things here. Look at the Generics thread, the Puzzle Pieces, a few of my cards- odd or even is a perfectly viable call.

 

Renga looks good so far. A bit overbalanced, but oh well.

 

So, I figured out what we can do for our 100th archetype, our collaboration. A "generational" archetype- for example, I start by designing a few cards for the archetype to be built around, and each of you creates another shell around it until we have something awesome. Each of us needing to design 3 cards sounds good to me.

And I can generate them.
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So, I figured out what we can do for our 100th archetype, our collaboration. A "generational" archetype- for example, I start by designing a few cards for the archetype to be built around, and each of you creates another shell around it until we have something awesome. Each of us needing to design 3 cards sounds good to me.

I like this idea. Once I have wifi, I can pitch in some ED cards.

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Heh.

 

Yeah, of course you can. We're essentially going to reference design decisions in YGO history. I'd go first to use design decisions like what happened in the Battle City era, someone else could reference GX-era design decisions (ie, destroy ALL THE THINGS, milling as cost, SS from hand everywhere), then 5Ds-era decisions (little Main Deck stuff, Synchros with utile "toolbox" effects and lots of negation, etc.

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I've updated the OP with our list of approved outside cards. That way, it's always accessible.

 

Also, just leaving this here so the newbies know: We are each allowed to design 1 "Numerix" with a number over 100. "Numerix-101: Divine Dragon Bahamut" and "Numerix-107: Sagacious Hervester Mendacium" are already up, Sakura reserved -102, and I reserved -108. I know Dova reserved one, but has yet to design it.

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Here we go

 

[spoiler=Jackbots]

Jackbot - Blackjack

DARK / Level 3

Machine / Tuner / Effect

ATK / 300 DEF / 0

During your Main Phase: You can roll a six-sided die and apply the following effect depending if the result is Odd or Even.

*Odd: Special Summon 1 Level 3 "Jackbot" monster from your hand or Deck.

*Even: Special Summon 1 Level 2 "Jackbot" monster from your hand or Deck.

You cannot Special Summon monsters the turn you activate this effect, except "Jackbot" monsters. You can use this card's effect up to the number of face-up "Jackbot - Blackjack" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

Jackbot - Slots

DARK / Level 2

Machine / Tuner / Effect

ATK / 200 DEF / 0

During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, draw 2 cards. Otherwise, banish 1 random card from your hand. You can use this card's effect up to the number of face-up "Jackbot - Slots" you control per turn.  If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

Jackbot - Roulette

DARK / Level 3

Machine / Tuner / Effect

ATK / 300 DEF / 0

During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, send 1 card your opponent controls to the Graveyard. Otherwise, banish 1 card you control. You can use this card's effect up to the number of face-up "Jackbot - Roulette" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

Jackbot - Poker

DARK / Level 2

Machine / Tuner / Effect

ATK / 200 DEF / 0

During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, look at your opponent's hand and discard 1 card from their hand. Otherwise, banish the top 2 cards of your Deck. You can use this card's effect up to the number of face-up "Jackbot - Poker" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

Jackbot - Craps

DARK / Level 3

Machine / Tuner / Effect

ATK / 300 DEF / 0

During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, send 1 card from your Deck to the Graveyard. Otherwise, banish 1 card from your Graveyard. You can use this card's effect up to the number of face-up "Jackbot - Craps" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

Jackbot - Baccarat

DARK / Level 2

Machine / Tuner / Effect

ATK / 200 DEF / 0

During your Main Phase: You can roll a six-sided die and call Odd or Even; if you call it right, banish 1 Spell/Trap Card your opponent controls. Otherwise, banish 1 Spell/Trap Card from your Deck. You can use this card's effect times the number of face-up "Jackbot - Baccarat" you control per turn. If you use this card you control for a Synchro Summon, you can treat it as a non-Tuner monster.

 

[spoiler=Spell]

Casino Royale

Spell / Field

Each time a player rolls a die(or dice), place 1 Cheat Counter on this card. All face-up "Jackbot" monsters on the field gain 300 ATK for each "Cheat Counter" on the field. If this card would leave the field, you can remove 1 Cheat Counter from a card with Cheat Counters instead. You can remove 4 "Cheat Counters" on the field and target up to 2 of your banished cards; add those targets to your hand.

 

Prompt didnt specify what I can do with the Spell/Trap so I made something similar to Spell Counters. Hopefully that's okay.

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What are the rules for the personal Numerix?

 

Also, I'm gonna be doing Buckshot, on page 55.

 

Basically, triple digit number from 101 - 108 (101 is taken by Yuuji, who is not a member at this time, and Draco mentioned the rest above). Remainder of the design is at your discretion. 

 

Oh right, and Sunbeasts are tentatively done; may need to standardize the wording a bit as I did make them over a wide period of time. About 9/10 cards, but does exactly what the prompt says. Still doing RI-ON too, in light of me reading the manga and re-watching anime. 

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Also, I'd like to mention: Some high-number Numerix can't have their effects negated, except by over-hundred Numerix.

 

I think you guys will like -108's Summon requirement.

 

Oh, and Tori, you're going to want to open up a thread to put that info in so we don't lose the Jackbots.

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Hey, Dova, would you mind linking that Deep-Space archetype you made? Outside of Space Cruisers, we're lacking in ways to R9.

 

Also, here's my non-AGM archetypes that could potentially be promoted to the AGM:

GameChild- RPG tropes: the archetype! Multiple Types and Attributes.

http://forum.yugiohcardmaker.net/topic/353886-gamechild-update/

 

Fiendrache- Red-Eyes meets Evil HERO! DARK Fiends and Dragons.

http://forum.yugiohcardmaker.net/topic/355337-written-fiendrache/

 

Spellbound/Mellaxis- A sorcerer and all his familiars! Multiple Types and Attributes.

http://forum.yugiohcardmaker.net/topic/351754-written-agm-spellboundmellaxis-3030/

 

Tareya- A warrior and all her equipment, basically super Meklords! 1 LIGHT Warrior and 9 EARTH Fairies.

http://forum.yugiohcardmaker.net/topic/352441-written-tareya/

 

Dynamage- Trolling Graveyard-happy Fusions! Spellcasters of multiple Attributes.

http://forum.yugiohcardmaker.net/topic/354232-dynamage-graveyard-shenanigan-spellcasters/

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Hey, Dova, would you mind linking that Deep-Space archetype you made? Outside of Space Cruisers, we're lacking in ways to R9.

 

Also, here's my non-AGM archetypes that could potentially be promoted to the AGM:

GameChild- RPG tropes: the archetype! Multiple Types and Attributes.

Fiendrache- Red-Eyes meets Evil HERO! DARK Fiends and Dragons.

Spellbound/Mellaxis- A sorcerer and all his familiars! Multiple Types and Attributes.

Tareya- A warrior and all her equipment, basically super Meklords! 1 LIGHT Warrior and 9 EARTH Fairies.

Dynamage- Trolling Graveyard-happy Fusions! Spellcasters of multiple Attributes.

 

http://forum.yugiohcardmaker.net/topic/352083-rp-written-deep-space-summoning-number-9-since-2016/

 

However, I am in the process of making another R9 Engine. Are there any AGM prompts with L9/R9?

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I made a prompt, actually.

 

Showcase Master

A Rank 9 based Pendulum archetype, composed of the eponymous monsters and "Showcase" Continuous Spells, which each force you to Foolish an archetype monster every turn, which would normally be bad in a Pendulum archetype . . . however, their Scales have effects that let you pay Life Points to Pendulum Summon from the Graveyard instead of the Extra Deck, just in case you want something that you sent to the Graveyard or used as Xyz Material. In terms of how it functions . . . Think tellarknights meet D/D meet modern Red-Eyes, and you kinda get it: use Spells, Summon everything, start wonky effect chains that let you Summon more things, make a bunch of bosses, Summon even more things, inflict uncomfortable amounts of burn, and attack your opponent if it's still necessary.

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I'll take that, even though I'm still working (although almost finished) on Renka, and technically have been working for a few months on Primal Origin. Speaking of the latter, I have finished it completely, but feel the archetype is too boring currently. Put it on hold while doing other stuff, and kind of forgot about it.

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Showcase Master was supposedly a nudge at Night and a lot of the GFX vets I know in the Graphics area; mostly Night even if he's not exactly here. Take that as you will, however.

 

Haven't looked at the supposed Archetypes yet; still trying to manage other mod stuff (including CC-related things with Gadjiltron). 

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