Arctic55 Posted January 19, 2016 Report Share Posted January 19, 2016 This archetype is complete and now public on Duel Portal! Obviously by the names, this archetype was inspired while playing CoC. [spoiler=Monsters] [spoiler=Barbarian #1]Lore: This monster gains 200 ATK for every "CLASH" monster you control. When this card is Normal Summoned, you can Special Summon 1 "CLASH - Barbarian" from your deck. [spoiler=Barbarian #2]Lore: This monster gains 200 ATK for every "CLASH" monster you control. When this card is Summoned from your deck, draw one card. [spoiler=Archer]Lore: This monster can attack your opponent directly, but the attack is halved. When this card is Normal Summoned you can Special Summon 1 "CLASH" Tuner from your hand or deck. [spoiler=Giant]Lore: Once per turn, you can target one monster: change the target to defense position. If this card is sent to the graveyard by battle, Special Summon one "Clash - Barbarian" from your Deck, Hand, or Graveyard. [spoiler=Goblin]Lore: Once during your turn, you can draw one card; if you do, add one card from your hand to your deck and shuffle it. If you draw a "CLASH" monster with this card effect, this monster can gain up to 2 levels until the end of the turn. [spoiler=Wall Breaker]Lore: Destroy any monster that battles against this monster. [spoiler=Balloon]Lore: This card cannot be targeted by card effects. If this card is sent to the graveyard by battle, Special Summon one "CLASH - Wall Breaker" from your Deck, Hand, or Graveyard. [spoiler=Wizard]Lore: Once per turn, during your main phase, you can add one "CLASH" spell card from your deck to your hand. [spoiler=Healer]Lore: Once per turn, this card can negate one card effect. [spoiler=Dragon]Lore: Once per turn, you can send the top card from your deck to the graveyard; if you do, this monster can attack twice. [spoiler=P.E.K.K.A.]Lore: This monster Is unaffected by traps. [spoiler=Minion]Lore: If this card is sent to the Graveyard for the Synchro Summon of a "CLASH" monster: That monster gains 800 ATK. [spoiler=Hog Rider]Lore: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. [spoiler=Valkrie]Lore: This can attack all monsters on your opponent's field. [spoiler=Golem]Lore: This monster is unaffected by traps. When this monster is destroyed by battle, Special Summon 2 "CLASH - Golemite Token" (Rock-Type/EARTH/Level 3/ATK 1000/DEF 1500). [spoiler=Witch]Lore: Once per turn, you can Special Summon up to 4 "CLASH - Skeleton Token" (Zombie/DARK/Level 2/ATK 1000/DEF 1000). Tokens summoned by this card effect cannot be Tributed for a Tribute Summon or used to summon monsters from the Extra Deck. [spoiler=Lava Hound]Lore: When this monster is destroyed by battle, Special Summon 2 "CLASH - Lava Pup" (Beast-Type/FIRE/Level 4/ATK 1800/DEF 1700). [spoiler=Bowler]Lore: Lore: When this monster destroys a monster by battle, activate 1 effect:*Target 1 Spell or Trap and banish it.*This card can attack again. [spoiler=Barbarian King]Lore: 1 "CLASH" Tuner + 1 or more non-Tuner monstersWhen this card is summoned, you can add one "CLASH - Rage" and one "CLASH - Barbarian" from your deck or graveyard to your hand. You cannot activate "CLASH - Rage" the turn this card is summoned. This card is unaffected by enemy traps. [spoiler=Archer Queen]Lore: 1 "CLASH" Tuner + 1 or more non-Tuner monstersWhen this card is summoned, you can add one "CLASH - Lightning" and one "CLASH - Archer" from your deck or graveyard to your hand. You cannot activate "CLASH - Lightning" the turn this card is summoned. This card is unaffected by enemy monster effects. [spoiler=Grand Warden]Lore: 1 "CLASH" Tuner + 1 or more non-Tuner monstersWhen this card is summoned, you can add one "CLASH - Jump" and one "CLASH - Wizard" from your deck or graveyard to your hand. You cannot activate "CLASH - Jump" the turn this card is summoned. This card is unaffected by enemy spell cards. [spoiler=Spells] [spoiler=Lightning]Lore: If you have a "CLASH" monster on your field, pay 500 Life points and target one monster; destroy that monster and draw one card. [spoiler=Heal]Lore: Special Summon 1 four star or lower "CLASH" monster from your graveyard. [spoiler=Rage]Lore: When a monster declares an attack: Target 1 face-up "CLASH" monster; its attack is doubled until the end of the turn. This card cannot target a "CLASH" monster that is attacking directly. [spoiler=Jump]Lore: If a "CLASH" monster would be destroyed by battle, you can activate this card and target the monster. The target cannot be destroyed by battle until your next End Phase. If a "CLASH" monster would be destroyed by a card effect, you can activate this card and target the monster: the target is not destroyed. [spoiler=Freeze]Lore: If you have a "CLASH" monster on the field; Your opponent skips their next Battle Phase. [spoiler=Poison]Lore: If you have a "CLASH" monster on your field; your opponent takes 100 damage for every card in their graveyard. [spoiler=Earthquake]Lore: If you have a "CLASH" monster on your field; your opponent sends the top 5 cards from their deck to the graveyard. You gain 200 Life Points for every monster sent to the graveyard by this card effect. You can only use 1 "CLASH-Earthquake" per duel [spoiler=Haste]Lore: If you have a "CLASH" monster on the field send the top card from your deck to the graveyard; Your opponent skips their next Draw Phase and Standby Phase and draws 2 cards during their next End Phase. [spoiler=Santa's Surprise]Lore: Banish one "CLASH - Barbarian King" and one "CLASH - Archer Queen" from your graveyard; if you do, your opponent sends all monsters on their field to the Graveyard. You and your opponent send your hand to the Graveyard. You both draw three cards. [spoiler=Unstable Portal]Lore: Once during your turn, you can activate one effect:* You can add one banished "CLASH" card to your hand.* You can add one "CLASH" card from your graveyard to your hand. [spoiler=Traps] [spoiler=Gold Rush]Lore: Activate this card when you take damage. Add one "CLASH" spell card from your deck to your hand. [spoiler=Elixer Rush]Lore: You can activate this card when a monster on your side of the field is destroyed by battle; add one "CLASH" Monster from your deck to your hand. [spoiler=Dark Elixer Rush]Lore: Special Summon one "CLASH - Barbarian King" or "CLASH - Archer Queen" from your graveyard to your side of the field. [spoiler=Gems]Lore: Add 1 "CLASH" card from your deck or graveyard to your hand. During your opponent's standby phase, you can flip this card face-down. [spoiler=Skeleton Rush]Lore: Activate this card when you take damage. Special Summon up to 3 "CLASH - Skeleton Token" (Zombie/DARK/Level 2/ATK 1000/DEF 1000). When a "CLASH - Skeleton Token" Special Summoned by this card effect leaves the field, your opponent takes 200 damage. Tokens summoned by this card effect cannot be Tributed for a Tribute Summon or used to summon monsters from the Extra Deck. [spoiler=Extra Deck] [spoiler=Aquamirine Eagle]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a Level 5 or higher "CLASH" non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. When this card is summoned, you can target one monster your opponent controls, it's effects are negated and it is destroyed. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Archer X]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH - Archer" monster, banish it, then Special Summon this card from your deck. When this card is summoned, you can target one monster on the field; if you do, the target's effect is negated until your next End Phase. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Big Ben]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a Level 4 or lower "CLASH" non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. While this card is on the field, all monsters your opponent controls lose 400 ATK. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Cannoneer]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a Level 4 or lower "CLASH" Warrior-Type non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. Once per turn, when you opponent declares an attack; the attacking monster loses 800 ATK. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Electriflyer]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH" Spellcaster-Type non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. This card gains Double ATK and DEF when battling Dark-Type Monsters. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Incinerator]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH-Lava Hound", banish it, then Special Summon this card from your deck in face-up Defense Position. Your opponent cannot attack other "CLASH" monsters while this card is on the field. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Inferno]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH" Spellcaster-Type non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. This card gains Double ATK and DEF when battling Light-Type Monsters. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Sealed Enterence]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH" non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. Once per turn, This card cannot be destroyed by battle. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Sniper]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a Level 4 or lower "CLASH" Warrior-Type non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. Once per turn, when you opponent declares an attack; target one Spell or Trap your opponent controls and destroy it. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Stinger]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH" tuner monster, banish it, then Special Summon this card from your deck in face-up Defense Position. Your opponent loses 500 Life Points and draws a card. If your opponent draws a monster, you can Special Summon one "CLASH" monster from your deck or grave with less than 1500 ATK or DEF. Any monster Special Summoned by this card effect cannot be used for the Special Summon of a Fusion monster the turn it is summoned. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Sweeper]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH" Fiend-Type non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. When this card is summoned, target 1 monster your opponent controls and return it to your opponent's hand. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Call to Arms]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH" non-Fusion monster, banish it, then Special Summon this card from your deck. If this card is destroyed by battle, Special Summon one "CLASH" monster that has the same or lower ATK than the monster it battled. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Camp]Lore: You can flip this face-down card in your Extra Deck face-up. When this card is face-up in your Extra Deck, it becomes a spell card. When this card is in the graveyard, it becomes a monster card. Once per turn, if this card is face-up in your extra deck, you can activate one effect.*Banish 1 "CLASH" monster from your deck or graveyard: Add 1 monster with the same name as the banished monster from your deck to your hand.*Banish 1 "CLASH" monster from your graveyard: Increase or decrease or increase the Level of 1 "CLASH" monster you by 1.*You can shuffle three cards into your deck that are banished or in the grave; if you do, and your opponent can shuffle three cards into their deck that are banished or in the grave. [spoiler=Take up Arms]Lore: This card cannot be Summoned, except by its own effect. During your End Phase, if you control a "CLASH" non-Fusion monster, banish it, then Special Summon this card from your deck in face-up Defense Position. If this card is destroyed by battle, you can add one spell or trap from either player's graveyard and add it to your hand. During your opponent's End Phase, target the Banished monster used to summon this card, if you do, return this card to the Extra Deck and Special Summon the target. [spoiler=Pendulums] [spoiler=Light Dimension]Lore: If this card leaves the field, it is banished. You can only have one "CLASH Facility - Light Dimension" in your deck.Pendulum: Once during your turn, you can pay 500 Life Points to draw one card. [spoiler=Dark Dimension]Lore: If this card leaves the field, it is banished. You can only have one "CLASH Facility - Dark Dimension" in your deck.Pendulum: Once per turn, during either players turn; when a card effect is activated, you can discard 1 card from your hand; negate the effect. [spoiler=Summon Chants]From the farthest temple, in the farthest mountain,descend from the sky and rain down your destruction.I Synchro Summon, Grand Warden!Fire your arrows, straight and true,through the heart, none can oppose you.I Synchro Summon, Archer Queen.Swing your arc of blood and death,kill all your foes until none are left.I Synchro Summon, Barbarian King. [spoiler=Card Combos][spoiler=Eternal Winter]Unstable Portal with Freezing - Keeps opponent from attacking every turn, good stall move. [spoiler=Barbarian Rush]Barbarian #1 into Barbarian #2 into draw - Gets out 2 monsters with 1700 ATK, possible setup for Xyz or double fusions. [spoiler=Synchro Setup]Camp to boost any 5* or decrease any 7* level by 1 - Great if Goblin's effect doesn't work out. CHALLENGE: How would you build a CLASH deck? Make a deck list and post it below. Link to comment Share on other sites More sharing options...
Sander Posted January 19, 2016 Report Share Posted January 19, 2016 Problem cards are Wizard / Clash - Gems. Searching any x Spell / 2x CLASH cards for no cost does not make a balanced card. I would honestly scrap Gems all together and make Wizard either recycle from the Graveyard / or only work on the turn it was Tribute Summoned, and only search CLASH Spells. Link to comment Share on other sites More sharing options...
Arctic55 Posted January 19, 2016 Author Report Share Posted January 19, 2016 Card Update:Jump - Effect RedoneArcher X - Lightly RestrictedFreeze - Lightly RestrictedAquamirine Eagle - Lightly RestrictedLight Dimension - Changed from Fusion to Effect MonsterDark Dimension - Changed from Fusion to Effect MonsterWitch - Heavily RestrictedSkeleton Rush - Heavily Restricted Gems costs 1 card to gain to. Kinda like Pot of Greed. Difference is, it's a trap, which can be negated or removed from the field before it is activate, which has happened to me at times. Non-the-less, I will restrict the card count. Wizard is a supposed to be a heavy support. Which is why it can call up any spell. Also, it is a monster that requires tributing. Thus it can have its effects negated or destroyed by monster effects/spells/traps. In theory, if you battling a good deck, you get one free spell, if your opponent doesn't stop your wizard however, if can become a real threat. This is also the case in Clash of Clans. However, I will limit the effect to only during your turn. Wizard - RestrictedGems - Restricted Link to comment Share on other sites More sharing options...
Arctic55 Posted January 20, 2016 Author Report Share Posted January 20, 2016 Card Update:Unstable Portal - RestrictedFreezing - RestrictedLight Dimension - Effect RedoneDark Dimension - Effect RedoneSweeper - OCGBarbarian King - OCGArcher Queen - OCGGrand Warden - OCGGoblin - Effect RedoneMinion - Effect RedoneAquamarine Eagle - Effect Redone Link to comment Share on other sites More sharing options...
Sander Posted January 20, 2016 Report Share Posted January 20, 2016 Wizard was already once per turn before the edit. Gems costs 1 card to gain to. Kinda like Pot of Greed. Difference is, it's a trap, which can be negated or removed from the field before it is activate, which has happened to me at times. Non-the-less, I will restrict the card count. It's still a free +1, like Pot of Greed. Your point? Also, by your logic, any trap card that does anything good is not worse because "it can be negated / destroyed". Anyways, adding a "you can only have 1 copy of x" doesn't make it balanced. It just makes the card appear to be positioned @1 in a ban-list example, and doesn't actually balance the card. Link to comment Share on other sites More sharing options...
epicmemesbro Posted January 20, 2016 Report Share Posted January 20, 2016 This is a meta deck right here. A looping of defense all while weakening opponents monsters allows you to take control of the game with this deck. They could be nerfed in my opinion, but I see that is already taking place. Link to comment Share on other sites More sharing options...
Arctic55 Posted January 21, 2016 Author Report Share Posted January 21, 2016 Wizard was already once per turn before the edit. It's still a free +1, like Pot of Greed. Your point? Also, by your logic, any trap card that does anything good is not worse because "it can be negated / destroyed". Anyways, adding a "you can only have 1 copy of x" doesn't make it balanced. It just makes the card appear to be positioned @1 in a ban-list example, and doesn't actually balance the card.The edit specified Wizard to target "CLASH" spells only, and only during the owner's turn, not both turns. Also don't forget, this archetype has no SS from hand, deck, or grave (loop effects extra deck and banished) with the exception of Call to Arms (which almost all my opponents got around without triggering it). So Wizard costs 1 monster to get out. In all my duels, I've only been able to get Wizard out once. Redid Gems once again. This is a meta deck right here. A looping of defense all while weakening opponents monsters allows you to take control of the game with this deck. They could be nerfed in my opinion, but I see that is already taking place.Yes, I have nerfed a lot since the beginning, which is exactly why I asked for CnC (comments and criticism). Also, actual official Yugioh decks have loops, and focus on weakening opponent's monsters or something else to take control of the game. I encourage you to checkout your local tournaments and see for yourself. CLASH has a specialty in fusion loops, however, the loops are more defensive then offensive. CLASH lacks attack power, if the opponent can get multiple 3000 ATK monsters on the field, it's pretty much game over. The idea was to imitate the actual essence of CoC (Clash of Clans), which is what this archetype is based off (every card represents something from CoC). The essence of CoC is two things, raid for resources (attacking enemy) and defending bases (fusion looping for defensive monsters). (you will also notice, some effects are a yugioh reincarnation of actual CoC effects) Just like in CoC though, this deck can easily lose to fast decks or decks that can get powerful monsters out turn after turn (aka top tier decks). If this was an official deck, I think it would probably be 2nd tier. Link to comment Share on other sites More sharing options...
Sander Posted January 21, 2016 Report Share Posted January 21, 2016 The edit specified Wizard to target "CLASH" spells only, and only during the owner's turn, not both turns. Also don't forget, this archetype has no SS from hand, deck, or grave (loop effects extra deck and banished) with the exception of Call to Arms (which almost all my opponents got around without triggering it). So Wizard costs 1 monster to get out. In all my duels, I've only been able to get Wizard out once. The original effect was already once per turn, which if not specified by "Once per turn, during either players turn", means that it can only be activated in your own turn. Link to comment Share on other sites More sharing options...
Arctic55 Posted January 21, 2016 Author Report Share Posted January 21, 2016 The original effect was already once per turn, which if not specified by "Once per turn, during either players turn", means that it can only be activated in your own turn.I'm beginning to think you just don't like Wizard. XD. I've lost multiple games in a row recently, so I'm not sure this effect alone makes this deck OP. Card Update:Barbarian #1 - Additional effectBarbarian #2 - Additional effectArcher - Additional effectMinion - Effect Redone and Image ReplacedBalloon - Image ReplacedP.E.K.K.A. - Image Replaced Link to comment Share on other sites More sharing options...
Sander Posted January 21, 2016 Report Share Posted January 21, 2016 I'm beginning to think you just don't like Wizard. XD. Jesus funking Christ. This has nothing to do with me not liking Wizard, I was talking to you about your misunderstanding on how "ONCE PER TURN" works. Link to comment Share on other sites More sharing options...
epicmemesbro Posted January 21, 2016 Report Share Posted January 21, 2016 I've dueled against this several times, I lost once due to a looping of gems and poison. Idk if its OP since it was situational...Your extra deck is balanced in my opinion since one can inflict burn damage instead of relying on a beat down strategy. Maybe if I duel again against this deck I can make a proper critique. Link to comment Share on other sites More sharing options...
Arctic55 Posted January 26, 2016 Author Report Share Posted January 26, 2016 I believe this archetype is done, and am now making it public on Duel Portal. [spoiler=My Decklist]Main Deck 45 cards - Extra Deck 15 cards[spoiler=Monsters]3x Barbarian #13x Barbarian #22x Archer2x Hog Rider2x Goblin2x Wizard1x Valkrie1x Giant1x Dragon1x Golem1x Healer1x Lava Hound1x P.E.K.K.A.1x Witch1x Bowler1x Light Dimension1x Dark Dimension [spoiler=Spells]3x Freeze3x Lightning2x Rage2x Unstable Portal1x Earthquake1x Jump1x Poison1x Heal [spoiler=Traps]2x Elixer Rush2x Gold Rush1x Skeleton Rush1x Gems [spoiler=Extra Deck]1x Archer Queen1x Barbarian King1x Grand Warden1x Aquamarine Eagle1x Archer X1x Cannoneer1x Electriflyer1x Incinerator1x Inferno1x Sniper1x Sweeper2x Call to Arms1x Camp1x Take up Arms Link to comment Share on other sites More sharing options...
Arctic55 Posted February 4, 2016 Author Report Share Posted February 4, 2016 No more Effect Monster Pendulum imitations! Dark Dimension and Light Dimension have been changed to Pendulums! Also, Balloon, P.E.K.K.A., and Minion got new pictures! Updates are reflected on Duel Portal. Link to comment Share on other sites More sharing options...
Arctic55 Posted February 6, 2016 Author Report Share Posted February 6, 2016 Summon Chants and Card Combos sections added. Link to comment Share on other sites More sharing options...
Arctic55 Posted February 28, 2016 Author Report Share Posted February 28, 2016 New Card (3/21):Bowler Link to comment Share on other sites More sharing options...
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