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[Archetype] CLASH - Finished


Arctic55

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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]NonxOhg.jpg

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]EF8bZOK.jpg

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]aiQ7f61.jpg

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]B4XKEeA.jpg

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]87YujD3.jpg

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]ZscuMJy.jpg

Lore: Destroy any monster that battles against this monster.

 

 

[spoiler=Balloon]jMjaXAL.jpg

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]WNnLhM2.jpg

Lore: Once per turn, during your main phase, you can add one "CLASH" spell card from your deck to your hand.

 

 

[spoiler=Healer]h4ecQNJ.jpg

Lore: Once per turn, this card can negate one card effect.

 

 

[spoiler=Dragon]3bXkbMQ.jpg

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.]qfCLHSi.jpg

Lore: This monster Is unaffected by traps.

 

 

 

[spoiler=Minion]7LjhDNA.jpg

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]bWs1KJz.jpg

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]EvbZNyV.jpg

Lore: This can attack all monsters on your opponent's field.

 

 

[spoiler=Golem]LPMR7GT.jpg

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]2lzM0P0.jpg

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]0MCh0OA.jpg

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]K3qinRN.jpg

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]DYgS2XB.jpg

Lore: 1 "CLASH" Tuner + 1 or more non-Tuner monsters
When 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]575RrK7.jpg

Lore: 1 "CLASH" Tuner + 1 or more non-Tuner monsters
When 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]tEajUah.jpg

Lore: 1 "CLASH" Tuner + 1 or more non-Tuner monsters
When 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]SXRmXSP.jpg

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]UxVfNhJ.jpg

Lore: Special Summon 1 four star or lower "CLASH" monster from your graveyard.

 

 

[spoiler=Rage]PXbpuye.jpg

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]DrNOdY6.jpg

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]TXOTVcY.jpg

Lore: If you have a "CLASH" monster on the field; Your opponent skips their next Battle Phase.

 

 

[spoiler=Poison]pgyACQd.jpg

Lore: If you have a "CLASH" monster on your field; your opponent takes 100 damage for every card in their graveyard.

 

 

[spoiler=Earthquake]Cvsl27E.jpg

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]8QtssIA.jpg

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]TjkCZHf.jpg

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]vcRcQOq.jpg

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]ihSj3gB.jpg

Lore: Activate this card when you take damage. Add one "CLASH" spell card from your deck to your hand.

 

 

[spoiler=Elixer Rush]u7dK5iE.jpg

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]9B9ZyVP.jpg

Lore: Special Summon one "CLASH - Barbarian King" or "CLASH - Archer Queen" from your graveyard to your side of the field.

 

 

[spoiler=Gems]69M3otw.jpg

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]to3ygUV.jpg

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]y4UeEy6.jpg

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]sDkZlPZ.jpg

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]6CzQi06.jpg

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]xs0AaYF.jpg

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]NPQTpdC.jpg

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]z0RvhX6.jpg

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]cdGu0da.jpg

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]pDIKjc0.jpg

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]UMPZqjA.jpg

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]VFKWcS7.jpg

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]jLg19e8.jpg

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]JXgfsMQ.jpg

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]3y5TtAA.jpg

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]PVqHiZr.jpg

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]jBO0yPw.jpg

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]Ehesn3I.jpg

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.

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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.

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Card Update:

Jump - Effect Redone

Archer X - Lightly Restricted

Freeze - Lightly Restricted

Aquamirine Eagle - Lightly Restricted

Light Dimension - Changed from Fusion to Effect Monster

Dark Dimension - Changed from Fusion to Effect Monster

Witch - Heavily Restricted

Skeleton 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 - Restricted

Gems - Restricted

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Card Update:

Unstable Portal - Restricted

Freezing - Restricted

Light Dimension - Effect Redone

Dark Dimension - Effect Redone

Sweeper - OCG

Barbarian King - OCG

Archer Queen - OCG

Grand Warden - OCG

Goblin - Effect Redone

Minion - Effect Redone

Aquamarine Eagle - Effect Redone

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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.

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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.

 

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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.

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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 effect

Barbarian #2 - Additional effect

Archer - Additional effect

Minion - Effect Redone and Image Replaced

Balloon - Image Replaced

P.E.K.K.A. - Image Replaced

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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.

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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 #1

3x Barbarian #2

2x Archer

2x Hog Rider

2x Goblin

2x Wizard

1x Valkrie

1x Giant

1x Dragon

1x Golem

1x Healer

1x Lava Hound

1x P.E.K.K.A.

1x Witch

1x Bowler

1x Light Dimension

1x Dark Dimension

 

 

[spoiler=Spells]

3x Freeze

3x Lightning

2x Rage

2x Unstable Portal

1x Earthquake

1x Jump

1x Poison

1x Heal

 

 

[spoiler=Traps]

2x Elixer Rush

2x Gold Rush

1x Skeleton Rush

1x Gems

 

 

[spoiler=Extra Deck]

1x Archer Queen

1x Barbarian King

1x Grand Warden

1x Aquamarine Eagle

1x Archer X

1x Cannoneer

1x Electriflyer

1x Incinerator

1x Inferno

1x Sniper

1x Sweeper

2x Call to Arms

1x Camp

1x Take up Arms

 

 

 

 

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