Kyng Posted February 2, 2016 Report Share Posted February 2, 2016 I love Counters. They're so much fun, they're a neat way to convey a resource to manage. They're a more control-based kind of gameplay that offer advantages depending on how their managed, and reward skillful decision making with their effects. At least, that's what they should do. Many archetypes that use counters simply suffer from being too slow, or their counters don't really do anything.Venom monsters, in my honest opinion, were the worst-done Counter cards in the game. The counters were worthless when the field spell was absent, the monster's stats were horrendous and justified for their counters, which were useless with no active field spell, and they were simply slow - no draw power, no decent stats, no speed, nothing! They were abysmal. So I've decided to try and fix that by retraining, re-branding, and reworking the Venom archetype into an updated and consistent way. I've reused original assets such as card art and stats here and there, as well as retrained another card into a new member of the archetype.Two consistent themes in the Venomous archetype is the ability to Special Summon themselves so long as there is another Venom monster present, and by sending a Reptile to the Graveyard from the Deck - the thinning of snakes has been a consistent theme for the archetype's bosses, while the Special Summoning allows them to keep up to pace. This is warranted, given how their original measly stats are retained.In addition to this, the monsters have been given a dramatically necessary boost. The Venom Counter clause, of reducing 500 ATK, is now present on most members of the archetype. No longer crutched on a Field Spell, they can actually hold their own in the gamestate. Furthermore, they can now destroy monsters who's original ATK is 0.With all that said, I hope you enjoy looking over at the Venomous Archetype:[spoiler=EN001 - Venomous Swamp]Field Spell CardDuring each player's End Phase: Place 1 Venom Counter on each face-up monster, except "Venom" monsters. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.) If this card would be destroyed, you can send 1 Reptile from your Deck to the Graveyard instead.Venom Swamp was the crutch card that simply crippled the Deck. With the stress of poison being lessened from the Field Spell, as well as a protection clause, the new swamp will be significantly stronger to aid the Deck in its entirety.[spoiler=EN002 - Venomous Cobra]LV 4 DARK Reptile Effect MonsterATK: 100DEF: 2000While you control another face-up "Venom" monster: You can send 1 Reptile-Type monster from your Deck to the Graveyard; Special Summon this card from your hand. Your opponent cannot select another attack target. During your Main Phase: You can place 1 Venom Counter on 1 face-up monster, except "Venom" monsters. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.) When this card is selected as an attack target, place Venom Counters on the attacking monsters equal to the number of "Venom" monsters you control.The Venom archetype was the last archetype that needed a vanilla monster. Venom Cobra has been completely retrained to be useful, quite frankly. It still serves the wall function that benefits the Venom playstyle, however it also adds the ability to distribute Venom Counters of their own.[spoiler=EN003 - Venomous Boa]LV 5 DARK Reptile Effect MonsterATK: 1600DEF: 1500While you control another face-up "Venom" monster: You can send 1 Reptile-Type monster from your Deck to the Graveyard; Special Summon this card from your hand. During your Main Phase: You can place 2 Venom Counter on each face-up monster, except "Venom" monsters. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.) If you activate this effect, this card cannot attack during this turn.What the hell were they thinking when they made this snake? Hopefully now it is remotely playable. Retaining the double dosage and getting an extra 300 DEF, the Boa is actually now a significant threat.[spoiler=EN004 - Venomous Serpent]LV 4 DARK Reptile Effect MonsterATK: 1000DEF: 800While you control another face-up "Venom" monster: You can send 1 Reptile-Type monster from your Deck to the Graveyard; Special Summon this card from your hand. Your opponent cannot select another attack target. During either player's turn: You can place up to 2 Venom Counter on 1 face-up monster, except "Venom" monsters. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.) When this card is sent from the field to the Graveyard: You can add 1 "Venom" card from your Deck to your hand, except "Venomous Serpent".Maintaining its original stats, the only way I could rationalize buffing this card was giving it the ability to deal two Venom counters instead of 1 (I mean, it has two heads afterall.) That's really all it needs.[spoiler=EN005 - Venomous Snake]LV 3 DARK Reptile Effect MonsterATK: 1200DEF: 600While you control another face-up "Venom" monster: You can send 1 Reptile-Type monster from your Deck to the Graveyard; Special Summon this card from your hand. During your Main Phase: You can place 1 Venom Counter on 1 face-up monster, except "Venom" monsters. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.) When this card is sent from the field to the Graveyard: You can target 1 Reptile with 1500 or less ATK in your Graveyard, except "Venomous Snake"; Special Summon that target.Venom monsters need a searcher, so that's what the Snake has became. I am tempted to allow it to search for the Boa, but as it currently stands, it cannot do so.[spoiler=EN006 - Venomous Hydra]LV 7 DARK Reptile Effect MonsterATK: 2000DEF: 3000Once per turn, while this card is in your Graveyard: You can banish 1 Reptile-Type from your Graveyard; Special Summon this card. During your Main Phase: You can place up to 3 Venom Counter on each face-up monster, except "Venom" monsters. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.) If you activate this effect, this card cannot attack during this turn.Hydra Viper is sh!t. So, its now a new Boss monster for the Venom archetype. Revival powers that set on a devastatingly fat wall, it does its duty in crippling your opponent's monsters with a whopping 3 Venom counters (1 per head) each turn. That's 1500 ATK lost.[spoiler=EN007 - Vennominon the King of Venomous Snakes]LV 8 DARK Reptile Effect MonsterATK: 0DEF: 0This card gains 500 ATK for each Reptile-Type monster in your Graveyard. Once per turn, while this card is in your Graveyard: You can banish 1 Reptile-Type from your Graveyard; Special Summon this card. During your Main Phase: You can place up to 3 Venom Counter on each face-up monster, except "Venom" monsters. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.) If you activate this effect, this card cannot attack during this turn.The King is back, and better than ever. Of course, he's still a beatstick who poisons the field. He shares the Hydra's power of 3 Counters now, though am considering dropping it to 2 and perhaps giving him a unique effect such as negating monster effects if they have Venom counters on them.[spoiler=EN008 - Vennominaga the Deity of Venomous Snakes]LV 10 DARK Reptile Effect MonsterATK: 0DEF: 0"Vennominon the King of Venomous Snakes" + 1 "Venom" monsterMust be either Fusion Summoned, or Special Summoned by sending the above cards you control to the Graveyard (in which case you do not use "Polymerization"), and cannot be Special Summoned by other ways. This card gains 500 ATK for each Reptile-Type monster in your Graveyard. During your Main Phase: You can place Hyper-Venom Counters on this card equal to the number of "Venom" monsters in your Graveyard with different names. During your End Phase: Inflict 500 damage to your opponent equal to the number of Hyper-Venom Counters on this card. If you activate this effect, this card cannot attack during this turn. Once per turn, while this card is in your Graveyard: You can banish 1 Reptile-Type from your Graveyard; Special Summon this card.Too many big monsters makes a Deck cloggy. Vennominaga has thus been kindly moved over into the Extra Deck. You'll note her effect allows for both Contact Fusion (albeit sent to the Graveyard instead of the Deck) as well as standard Fusion, the next card explains such. She no longer is an alternative Win Condition, however her Hyper Venom counters return. This time, she threatens the game by dealing powerful burn damage. Notably, she doesn't have the Venom counter clause, might modify her a bit. Definitely not the final design - I will likely add a "This card is always treated as a "Venom" monster" as well as on Vennominon.[spoiler=EN009 - Rise of the Venomous Deity]Continuous Spell CardOnce per turn: You can return 1 banished Reptile to your Deck; draw 1 card. During either player's turn: You can send this face-up card to the Graveyard; Fusion Summon 1 Reptile-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. The Fusion Summoned monster is unaffected by your opponent's Spells, Traps, or card effects until the end of your next turn.A much needed draw engine, as well as a means to cycle the Deck in order to sustain it, as well as the clause for Vennominaga Fusion summoning.[spoiler=EN010 - Venomous Shot] Quickplay Spell CardSend 1 Reptile-Type monster from your Deck to the Graveyard, then you can target 1 face-up monster your opponent controls; place Venom Counters on that target equal to the Level of the Reptile-Type monster sent to the Graveyard by this card's effect. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.)Either a form of premium removal or simply a way to ditch a cheap snake.[spoiler=EN011 - Venomous Burn] Normal Trap CardSelect monsters with Venom Counter(s) up to the number of "Venom" monsters you control. Remove all Venom Counters from those monsters, and inflict 700 damage to your opponent for each Venom Counter removed.Still trash. It works with Vennominaga's ability in a way.[spoiler=EN012 - Venomous Fangs]Normal Trap CardActivate only when a face-up "Venom" monster you control is declared as an attack target. Negate the attack and end the Battle Phase. Then place Venom Counter on the monster that attacked equal to the Level of the attacked target. (Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is 0.)Meh.[spoiler=EN013 - Venomous Deity's Command] Activate by sending 1 "Venom" monster in your Deck to the Graveyard. Negate the activation and effect of an opponent's Spell or Trap Card, and destroy it. You can banish 1 Reptile from your Graveyard to add this card from your Graveyard to your hand.Possibly dangerous, am not too sure. Link to comment Share on other sites More sharing options...
Dova Posted February 2, 2016 Report Share Posted February 2, 2016 I always loved the idea behind the Venom archetype, but as you said, I felt they were badly done. This archetype has its own little gimmick, an alien-esque counter effect. The retrains really buff the cards. There are only two things that concern me: No OPT on the Counter Trap's add, which should actually be a counter trap. Fine otherwise. No restriction of any sort on the normal Venom monster's summons. Draw 5 of them the first turn, normal 1, ss all the rest by their effects. Otherwise very interesting! Link to comment Share on other sites More sharing options...
Kyng Posted February 2, 2016 Author Report Share Posted February 2, 2016 I always loved the idea behind the Venom archetype, but as you said, I felt they were badly done. This archetype has its own little gimmick, an alien-esque counter effect. The retrains really buff the cards. There are only two things that concern me: No OPT on the Counter Trap's add, which should actually be a counter trap. Fine otherwise. No restriction of any sort on the normal Venom monster's summons. Draw 5 of them the first turn, normal 1, ss all the rest by their effects. Otherwise very interesting!Thank you kindly for the feedback. Perhaps I went a bit OTT with the speed in their Summoning. I think I may have a better means to speed them up - Venom monsters are inherently a controlling archetype, so they should not be able to swarm a field so aggresively. I am thinking of allowing Venomous monsters to Special Summon them only when your opponent has a monster, and you don't (except Boa. I felt it needs to be able to Summon itself like this.) Also perhaps giving the Special Summon effect currently on the standard Venomous Special Summon clause onto the Field Spell, to give it the significance it had in its predecessor days? Will OPT the card to become a Counter Trap shortly, thank you for the help! ^^ Link to comment Share on other sites More sharing options...
gkduelist98 Posted November 12, 2016 Report Share Posted November 12, 2016 Going to be using these cards in a booster set I am making, Good job on the changes! Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted November 13, 2016 Report Share Posted November 13, 2016 Going to be using these cards in a booster set I am making, Good job on the changes! Three things: 1. Do not use another member's cards in your own set without permission. If you want to use these cards, ask Kyng for permission via PM. (He logged on today) 2. Advanced Clause breaking; you have not written specific things about what you liked about the cards and/or how these help Venoms. (You're new and all, yes, but remember this the next time you come) 3. Nine-month necrobump; this means you posted in a thread that has been dead for several weeks. As a result, I have to lock this thread. Link to comment Share on other sites More sharing options...
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