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Draconus297

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Yeah. More looking forward to them than not.

 

Should have Showcase Masters done this week. Also deciding to YOLO it and post Primal Origins as well. No idea when I picked them up, but as I am unhappy with them, and don't want to force all 19 cards on someone at once, will just put them up. Kinda the point of CnC, ey?

 

2 other archetypes on the way as well, one being a retrained-ish set and the other being a bit more pop-culture.

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Plans should be around later today, provided a certain person doesn't beat me to the punch and has actually read Gadjiltron and my remarks on the matter before rogue-ing it
For those of you who need to know the general basics, here.

 

[spoiler=Stuff]

1. Advanced Clause requirement for replies will be bumped up to 50 words [least for Advanced], which is roughly 2-3 complete sentences. Not too sure if Casual should receive a bump either; still on the fence about it. Multiples is usually double that, so 100 words (basically, something about the same length as a standard RP post; about 4-6 sentences or a paragraph). It's a general standard, but basically trying to find a way to get members to explain their reasoning, but not force them to write essays on a single card. Not going to be super technical about the exact length, but just make sure we can tell you understand interactions and general design.

 

OCG fixes still don't count towards the word requirement.

 

Basically, if you can cite specific interactions and stuff with some detail, you should be able to make the word requirements without difficulty.

 

2. Advanced will require a short design intent of sorts to be posted alongside your card(s); I did ask you guys for thoughts on the proposed plan a couple pages ago. (Casual is an optional thing). In our case, it may help if you post the archetypal prompts (assume that a good chunk of members do not venture into the Archetype game and know about the stuff in there [hence the tag]), and generally what you tried to do with the idea. Just boil it down to the bare essentials (gameplay-wise and some flavor notes that may be useful).

 

Should be about maybe 2-3 sentences at minimum (or maybe 50-60 words; same as the soon to be updated AC); trying not to make members write essays, but said person may want more. As mentioned, I'm not a fan of forcing additional workloads on members either, but you should be able to know what your cards can interact with.

 

(Basically, design intent and cards you intended for your stuff to work with / counter and that'll be fine)

 

3. Fix 1v1 area with some help from Striker. (You guys are welcome to voice your opinions if you want)

 

4. Work on the sticky threads, including the rules threads when stuff gets updated. If there was any confusion about the policies in Casual regarding the metagame, the idea for it was to basically encourage members to think more generally, instead of saying "this card isn't strong enough to survive in the meta b/c reasons". Cards in there don't necessarily have to be competitively viable, but at a minimum, should function properly.

 

It was never a full-on ban on metagame discussion; you are permitted to reference the meta if necessary, but don't go overboard with it.

 

 

 

So yeah guys, you will have to write a little more when posting content (when the new rules are up and running).

 

-----

@Dova: You can just wait until you're satisfied with everything, then post them. If you want, just have us review everything before you throw it into CC for non-club members to review.

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A question for all y'all with me here at the AG of M. If I wanted to run a ZeXal game using Numerix instead of Numbers: who would be down? I would likely ask you guys to use AGM archetypes and generics, to make things interesting.

 

What do you mean by a game? An RP?

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Yes, Dova, an RP. Contain the calamity that is your mammaries.

little_giggle.gif

 

Anywho:

May be early, but here's the next project I might take next week:

 

Scathach (Shadowy)

DARK monsters of various types and Levels, however they cluster at 2, 3, 5, and 8. Their main gimmick is one that makes playing Chaos ridiculously easy- if there's a LIGHT monster on the field at all, you can Special Summon these shadows from your hand at will. In addition, a lot of them have some variety of searching or ability to return members in your Graveyard or Banished Zone to your hand. Most importantly, they're primarily Xyz based, but due to the Tuners they have they can Synchro just as easily. While their stats aren't that great, it's rarely an issue due to the fact that the Main Deck monsters can only battle LIGHT monsters- if your opponent has none, both players are able to attack directly.

 

Or perhaps:

 

Kitchen Kingdom

 

An archetype of objects found in a kitchen setting. They are level 2 and 3 and their consistency is based around the Graveyard (from SSing from the Grave, to adding from the Grave, to powerful selective milling, to banishing for costs). Like the Atlanteans, most of the cards don't refer to each other by the Archetype name, but rather, by the fact that they are level 2/3, meaning that they are usually beneficial to other level 2-3 spam decks.

 

Or:

 

Vanadis

 

LIGHT Fairy-types that have effects that help the opponent as well as benefit you, giving them better rewards for you getting better effects.  It should be difficult to create advantage over your opponent but easy to spam monsters, essentially playing the Maxx "C" challenge by yourself.  The Synchro(s) are DARK Fairy-types that have aggressive effects with costs, symbolizing Vanadis' (Freyja's) duality of both love and war.  The spells and traps generally protect your monsters and passive-aggressively affect the opponent's board.

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This taken?

 

Programmer 
A thankless little archetype of a few Psychic-Type monsters, with low Levels and little power to speak of. However, what makes them important is that, together, they make running the "Program" Spells worth it. Hell, Programmers can be teched into just about any Deck, because they can search literally any Spell Card from your Deck on a moment's notice. Notably, though, is what they're designed for: the Programs. There are a few Programs of every Spell Card variety: yes, two Field Spells, and even an ultra-generic Ritual Spell or two. Essentially, what one is supposed to do is get all the Programmers on the field, and then use the one(s) they no longer need as Tribute for the Ritual of the Deck designer's choice. However, sadly, despite this in mind, their own Ritual is admittedly kinda crappy unless you're exclusively running a Programmer/Program Deck with no techs: it becomes practically invincible with enough Spells in the Graveyard, but if there are only a few it's about as helpless as Thousand-Eyes Idol.

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This taken?

 

Programmer 

A thankless little archetype of a few Psychic-Type monsters, with low Levels and little power to speak of. However, what makes them important is that, together, they make running the "Program" Spells worth it. Hell, Programmers can be teched into just about any Deck, because they can search literally any Spell Card from your Deck on a moment's notice. Notably, though, is what they're designed for: the Programs. There are a few Programs of every Spell Card variety: yes, two Field Spells, and even an ultra-generic Ritual Spell or two. Essentially, what one is supposed to do is get all the Programmers on the field, and then use the one(s) they no longer need as Tribute for the Ritual of the Deck designer's choice. However, sadly, despite this in mind, their own Ritual is admittedly kinda crappy unless you're exclusively running a Programmer/Program Deck with no techs: it becomes practically invincible with enough Spells in the Graveyard, but if there are only a few it's about as helpless as Thousand-Eyes Idol.

Not that I know of, no.

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Had some time so I decided to check on the different attributes of our Numerix monsters and found that the attributes we have among Numerix fall as follows:

 

FIRE: 13 cards

WATER: 11 cards

WIND: 6 cards

EARTH: 18 cards

LIGHT: 24 cards

DARK: 23 cards

 

BTW, I'm gonna do Flare Diva

 

 

 

Archetype of FIRE Fairy-Type monsters. They each have a Normal Summon effect. However, if your Life Points are lower than your opponent's, they also have an additional effect you can use. As for Spell Cards, they're mostly used to Special Summon or add them. For Trap Cards, thry have at least two Counter Trap Cards; one that negates Spell, Trap, and Effect Monster Effects, and one that negates Summons (though, both of these at a cost). All their Extra Deck monsters contain an effect that does something to the destroyed monster instead of sending it to the Graveyard (banish, shuffle into the Deck, ect.).
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We probably only have that much FIRE because I like FIRE. And a dearth of WIND because Sakura's the only one who seems to like WIND.

 

Also, side note: You of the AGM get advance warning.

The first to successfully design an AGM Deck (that is, no cards we haven't approved) that can effectively Summon "D-Order - Divine Double Blader" gets my extra Arceus event code.

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Yeah, I'm up for the RP.

 

Redoing my Etheric Orders archetype. Would anyone be willing to vouch for them if they're not broken? Not linking because Etheric Orders was a thing in the anime, and my old set was kind of broken.

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I'd probably be fine for the RP; been wanting to get back in there for a while (the RP game doesn't really count, albeit was satisfying; too bad it never got farther than maybe 3-4 people posting stuff [started off a bit random, then moved on to actual RPing stuff]). Need to review the Archetypes I made, since all of mine have some degree of Synchro Summoning in it (idk, Sunbeasts can Rank 5 but I haven't posted them yet, but they are generally complete)

 

I'll post them in here later for previews; also, RI-ON did get one earlier if you all haven't seen it a couple pages ago.

 

Numerix-102 will be WIND; that much is certain, though I only made 1 other and it was FIRE (because I ripped it off of a Numbers card). Let's see if there are any other Numerix slots that've not been taken, and try to fill it up from there.

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If Sunbeasts come into play, I'll need to restrain self from using their effects often because majority of them are Level 5+ and floodgates. They do have an enabler in a similar vein to Eidos for Monarchs (well, let's just say Eidos/Idea and said enabler go together very well).

 

But yeah, you guys decide on it when they go up.

 

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Oh right, and someone needs to fill the prompt in the AGM; theme doesn't have to be linked to the Olympics, but general requirement is you know what you're doing and give us a good prompt to work with.

 

[so tempted to make a dragon doing something like show jumping and other stuff]

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Alright, at least you let us know ahead of time that you're leaving. Can't really guarantee Draconus will leave your spot open when you do get your interest back.

 

And now, I really need to work on my Numerix; or least contribute more than regular generic stuff. (I swear I've only put in, what, 2 Numerix out of 100+)

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. . . Turns out I've designed 63 Numerix personally, Dual-Blade Dragoon nonwithstanding.

 

Welp, guess I should stop.

 

In any case, when you get back, Champion, perhaps you could avoid directly pulling off ZeXal. Like, make the goal to Numeral Hunt, but allow non-Xyz Summon methods so we're not just sitting around waiting for the Xyz Shokan.

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