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Draconus297

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Remember Yusho from ARC-V? Yeah, now you have a Deck based on him and his son's circus acts.

 

Instead of copying his son's Pendulum tactics, Nightmare Ringmasters focus on massively Special Summoning continuously strengthening Fiend-Type monsters that very well resemble a corrupt circus. In fact, their whole strategy revolves around controlling your opponent's monsters and using them for their nefarious purposes. They do have an Extra Deck, but why would you need one? Considering the amount of advantage these guys can gain, you can go for days without one.

 

Or really, think of Monarchs mixed with Performage, Yosenju and maybe Nekroz in terms of playstyle.

 

Let the hell begin, hehehe...

 

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Yeah, I'm the one who wrote the prompt for Ringmasters. Hopefully you can make this work without being a pain in the ass to counter. 

 

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But sure, go ahead. 

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Numerix-101: Divine Dragon Bahamut (Yuuji)

Numerix-102: [Apparently a Blossom Dragon] (Sakura)

Numerix-103: Gruwel Revenant (Dova)

Numerix-104: ??? (Tojin)

Numerix-105: ??? (Champion)

Numerix-106: ???

Numerix-107: Sagacious Hervester Mendacium (Nyx)

Numerix-108: Dual-Blade Dragoon (Draconus- effect to be revealed when all 100 regular Numerix are finished)

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Numerix-101: Divine Dragon Bahamut (Yuuji)

Numerix-102: [Apparently a Blossom Dragon] (Sakura)

Numerix-103: Gruwel Revenant (Dova)

Numerix-104: ??? (Tojin)

Numerix-105: ??? (Champion)

Numerix-106: ???

Numerix-107: Sagacious Hervester Mendacium (Nyx)

Numerix-108: Dual-Blade Dragoon (Draconus- effect to be revealed when all 100 regular Numerix are finished)

Oh sheet; I just realized I spelled this one wrong.

 

I meant to type Harvester.

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Archetype of DARK Fairy-Type monsters. They're each named after a kind of candy. They all have varied ATK and DEF. However, one thing they all have in common is how easy they're to Summon. Think Six Samurai, but a little faster. However, one of them is capable of being Summoned to your opponent's side of the field (like a Kaiju monster). Their Extra Deck Monsters are Fusion Monsters. However, they have one Contact Fusion monster.

 

Here''s one of them; there will be a bit more to come.

 

55anofi.jpg

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Taking this for my next one

 

Negative Optic Coalition, shortened to NOC, is an archetype straight out of an optometrist's nightmares. With the main deck monster's ability to peer into the opp's hand, you'll always be one step ahead thanks to their many pseudo-mind crush spell/traps. But do you know what's better than simply looking at their hand? Deciding their hand. NOCs have neo-spacian-esque contact fusions that allow you to stack the opp's deck at the cost of returning to extra. Notice how I didn't mention a Level, type, or attribute? Good, because they have a variety; only a shared name connects them. 

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Has anyone done Cookie Kingdom?

 

A sweet little archetype focused primarily around boosting your own Life Points and Synchro Summoning. All of the Main Deck monsters are Tuners, with effects similar to Dandylion in addition to ways to increase your own Life Points. These crumbling little cookies don't have very much going for them in the way of stats . . . at least, until you get to their Extra Deck and meet their Synchros. These "Cookie Kingdom Nobility" monsters are named after various "sandwich cookies" (Oreos, Milanos, etc) and have powerful effects that trigger when your LP is higher than your opponent's, similar to Aromages. Each of the Synchro monsters also has a secondary effect to help the Main Deck do its thing, be it an inverse Dark Room of Nightmare, Token protection/Tributing effects, retrieval, or even discards to get Tokens to appear from nowhere. Their S/T support focuses on continuous "Cookie Shops", with ways to search, revive, retrieve, and protect your Cookie Kingdom monsters.

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http://forum.yugiohcardmaker.net/topic/355198-agm-written-cookie-kingdom/
 
Link if Draco hasn't posted stuff yet.
 
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[spoiler=Whatever I got out of RI-ON so far]
RI-ON Servant Koku-En
Level 3 | DARK | Dragon | Tuner
You can only use the effect of "RI-ON Servant Koku-En" once per turn. ① During either player's turn, if this card is in your Graveyard: You can Special Summon this card, then Synchro Summon 1 Dragon-Type monster using this card and "RI-ON" monsters you control or in your hand.
800/1300

RI-ON Servant Akatsuki
Level 4 | LIGHT | Dragon | Tuner
You can only use the effect of "RI-ON Servant Akatsuki" once per turn. ① During either player's turn: You can Special Summon this card from your hand, then Synchro Summon 1 Dragon-Type monster using this card and "RI-ON" monsters you control or in your hand.
1400/1200

RI-ON Frontline Edit Ein
Level 4 | DARK | Dragon | Effect
You can only use the ① effect of "RI-ON Frontline Edit Ein" once per turn. ① During either player's turn, if you control no monsters: You can Special Summon this card from your hand. ② Your opponent cannot activate monster effects, except for the effects of Dragon-Type monsters or during the Battle Phase.
1700/1000

RI-ON Frontline Edit Zwei
Level 4 | DARK | Dragon | Effect
You can only use the ① effect of "RI-ON Frontline Edit Zwei" once per turn. ① During either player's turn, if you control no monsters: You can Special Summon this card from your hand. ② Your opponent cannot activate Spell Cards, except during the Battle Phase.
1900/800

RI-ON Frontline Edit Drei
Level 4 | DARK | Dragon | Effect
Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. You can only use the ① effect of "RI-ON Frontline Edit Drei" once per turn. ① During either player's turn, if you control no monsters, you can Special Summon this card (from your hand). ② Your opponent cannot activate Trap Cards except during the Battle Phase.
2100/600

RI-ON Brutal Dragon Hayate Slash
Level 8 | WIND | Dragon | Synchro | Effect
1 Dragon-Type Tuner + 1 or more non-Tuner Dragon-Type non-Tuner monsters
① While you control another "RI-ON" monster, your opponent cannot activate card effects during the Main Phase, except for the effects of Dragon-Type monsters. ② Monsters your opponent controls must attack if able, also they must target a "RI-ON" monster you control for attacks.
2800/2000
 
(So yeah, blocks stuff like common summon triggers)


 
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Ah right, a little query about future things in CC (because a particular co-moderator wants to do something of the sort). How do you feel about having to write a short description of what your cards are intended to do or some general interaction stuff? (Most of our stuff is geared for our specific format, but for the most part, it's essentially our brand of the meta)

 

Suppose you can mention the interactions that your cards (well, AGM stuff) will interact with other stuff here (Gadjiltron and I know stuff in this club because we design stuff, but the other one doesn't). Just a sidenote that these changes are not set in stone yet (think it's mostly for singles; sets might be a pain though), but yeah, thoughts on that (or things you'd like to see)? You guys are active CC-goers, so only fair I ask what you think.

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Mm... I'm personally not for it for 2 reasons. 1) Having your own description might deter commentary on your card. Letting others point out the obvious gives a starting point and opens up others to comment more effectively than if the initial poster does so. 2) Writing how a card is meant to be utilized immediately constricts one's thinking to the situation described. Because of this, if the card so happens to have multiple unstated niches, the others might go unnoticed in favor of the one described.

 

Writing a commentary on one's card feels like something one would do if they are completely aware of more-or-less all the interactions of their card in the current game. In that case, it would be less of wanting others to comment (and note interactions/offer suggestions), but instead it would be more of a showcase. I'm not against people explaining how their card works, but I don't think it should be compulsory.

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Yeah, I'm not fond of making it compulsory either; if you want to write design intent and stuff, you can, but shouldn't be a requirement. Basically, you mention possible interactions and then users don't have much to say (well, unless to maybe refute you on it going well with [x] card). I guess it'd also help them focus the card in what you intended for it to be doing, but it's probably going to do more harm in the long run. 

 

Casual would have that as an optional setting; Advanced would be a requirement (again, there isn't a particular length that it'd have to be for now), but would probably be more on the lines of posting something in the opening post besides the card itself. 

 

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I'm up for boosting the quality of replies, but forcing original posts to have more data isn't something I'd endorse, and only serves to make Advanced more elitist than it has to be. General assumption is you're going into Advanced with some knowledge of the gamestate.

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Mm... I'm personally not for it for 2 reasons. 1) Having your own description might deter commentary on your card. Letting others point out the obvious gives a starting point and opens up others to comment more effectively than if the initial poster does so. 2) Writing how a card is meant to be utilized immediately constricts one's thinking to the situation described. Because of this, if the card so happens to have multiple unstated niches, the others might go unnoticed in favor of the one described.

 

Writing a commentary on one's card feels like something one would do if they are completely aware of more-or-less all the interactions of their card in the current game. In that case, it would be less of wanting others to comment (and note interactions/offer suggestions), but instead it would be more of a showcase. I'm not against people explaining how their card works, but I don't think it should be compulsory.

I couldn't have said it better. By giving a description, you're already going backwards and reducing potential discussion.

I'm up for boosting the quality of replies, but forcing original posts to have more data isn't something I'd endorse, and only serves to make Advanced more elitist than it has to be.

Agreed.

 

It's completely unnecessary.

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The problem is that limiting posts in that way will inevitably *increase* the elitism of Advanced, not decrease it. If you can't put up an archetype without outlining how every card will work with every other card, it's going to be limited entirely to people who know their meta of choice inside and out.

 

However, that being said, I do agree that, for purposes of the workings of the AGM and other altered cardpools, it could be a helpful resource. Perhaps create a thread where you outline "interaction statements" and how to make them, and incentivize adding them if you're going to be making a submission to a pool like 2099 or the AGM? I'm just spitballing here, but a shiny special member title that comes with posting cards and especially archetypes interaction statements might revitalize CC.

 

But hey, what do I know? I'm not a mod or anything.

 

In other news, every Wednesday I will post a "card of the week"- make an AGM Decklist centered around using that card before the next card of the week goes up, you get 100 Points. I want us to start thinking in 3 dimensions, thinking about card interactions.

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If you post stuff in Advanced, then you do need to have some understanding of what your cards can do in the competitive state, even if we hate Konami's decisions at times. I suppose you can write what kind of card you were aiming to make*, and that'd be sufficient enough, but as far as a certain person is concerned (for now), that may not be enough. Or really, just be aware of the things your stuff can/will interact with.

 

But yeah, I don't want CC to become more clinical to the point where you MUST be an expert on the meta to post; that's something that drives away newer members. (That's also why Casual exists)

 

* example being "I wanted to make a card that deals with common anti-removal or bypass stuff like Dark Destroyer's targeting immunity" or something.

 

I technically already explain my design intent, but even then, it takes a while and I may not know all of the possible interactions at the time I make it. 

 

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But yeah, thanks to those of you for input so far on the proposed changes for CC; you guys at least frequent the place often enough to know what's going on. 

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The problem is that limiting posts in that way will inevitably *increase* the elitism of Advanced, not decrease it. If you can't put up an archetype without outlining how every card will work with every other card, it's going to be limited entirely to people who know their meta of choice inside and out.

 

However, that being said, I do agree that, for purposes of the workings of the AGM and other altered cardpools, it could be a helpful resource. Perhaps create a thread where you outline "interaction statements" and how to make them, and incentivize adding them if you're going to be making a submission to a pool like 2099 or the AGM? I'm just spitballing here, but a shiny special member title that comes with posting cards and especially archetypes interaction statements might revitalize CC.

 

But hey, what do I know? I'm not a mod or anything.

 

In other news, every Wednesday I will post a "card of the week"- make an AGM Decklist centered around using that card before the next card of the week goes up, you get 100 Points. I want us to start thinking in 3 dimensions, thinking about card interactions.

Wouldn't it just suffice to post the prompt in the archetype?
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Good question. Some of the archetypes in question may have been forgotten due to being rather old, and some are non-archetype cards, or Numerix. Remember, because our power levels go up and down the board, our newest cards aren't necessarily our most powerful, nor is the opposite true. We should figure out exactly what our best options and ideas are before we go mass-uploading.

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Now we know how Konami feels when they have to update the banlist due to the power creep they designed. Thankfully we've not uploaded stuff to DP yet.

 

But yeah, figure out what the power decks are for AGM before we make more. I did post what I have of RI-ON; general thoughts on those? (I have one more Synchro, about three more Main Deck and 1-2 support Spell Cards; I'm aware that the Frontlines are basically carbon copies except they negate one card type.)

 

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Ah right, and STILL have to do my Numerix; sheesh, I'm getting lazy. 

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Now that Infinity Gear is a thing, I have two announcements to make:

 

1. Overgrowth and Graceful Rage are both complete, and Nightmare Engines just need a little fleshing out.I will soon be able to do Infinity Gear for the sake of my Numerix, and speaking of...

 

2. Numerix-105: Infinity Gear Archfiend is the official name of my monster. Again, It may take a while to make, but I'm almost done my third archetype since I left, so... expect showboating in the Advanced Multiples.

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