Arimetal Posted June 7, 2016 Report Share Posted June 7, 2016 I took some cards I made before, applied a slight buff to the field and boss, but otherwise made the exact same cards available on DP. [spoiler=COOL Cards (yes really)]During the End Phase of the turn this card was activated: Activate 1 "COOL-ER" Continuous Spell Card from your hand, Deck, or Graveyard. This card can only by activated by the effect of "COOL". During the End Phase of the turn after this card was activated: Activate 1 "COOL-EST" Continuous Spell Card from your hand, Deck, or Graveyard. This card can only by activated by the effect of "COOL-ER". During the End Phase of the turn after this card was activated: Special Summon 1"Super COOL - Sakamoto" from your hand, Deck, or Graveyard. Your opponent's monsters lose 200 ATK and DEF for every "COOL" card on the field. Once per turn, you can reveal any number of "COOL" cards from your hand, shuffle those card into the Deck, if you do, draw the same number of cards +1. You can Banish this card from the Graveyard: Inflict 400 damage for every "COOL" card in your Graveyard. Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "COOL-EST" and cannot be Special Summon in other ways. This card is unaffected by all other card effects. Monsters you control cannot attack. All battle damage you take involving this monster becomes 0. All monsters your opponent control are changed to face-up attack position. All monsters your opponent controls must attack this card, if able. Your opponent cannot skip their Battle Phase. During each of your End Phases (Excluding the turn this card was summoned), send 1 "COOL" card other than "Super COOL- Sakamoto" to the Graveyard. otherwise, shuffle this card into the Deck. You can only control 1 "Super COOL - Sakamoto". I've been wanting to test them against some people but haven't gotten a real chance yet. Dueled some rooster guy with em and won. Deck is really funny to play from testing. Link to comment Share on other sites More sharing options...
EndUser Posted June 10, 2016 Report Share Posted June 10, 2016 I finally got the chance to have a (proper?) look at the archetype... It looks like it's practically a 1-turn-Boss-Summon-off. Activate the 1st card (hoping it's not gonna be destroyed/negated by your opponent), then activate the cards you want in order to Summon the sole monster of the archetype. The Field Spell Card is a very good addition, giving more than enough consistency to the Deck. Since it can be used every turn, the +1 card is probably a lot to ask from such an effect. That's because, except the key cards, you are able to draw other cards as well, very easily. Also, the +200 ATK loss per every "COOL" card in your Graveyard should either be a single reduce of points (so, 300-maybe 400 points could also be just fine) or reduce the loss to only 100 per card. After all, you're forcing the opponent to attack. No idea about the effect damage. Let's talk a bit for the monster: The cost to keep it on the field is just what it is, although you need to specify where should you send cards to the Graveyard from; preferably from your side of the field. (Maintaining a cost by using cards in your hand needs a different approach.) As a bonus, you can make "COOL" or the Field Spell immune to destruction OPT (but I'd prefer "COOL"). Moreover, why make it change even the Set monsters to face-up Attack Position? Even without the Field Spell Card on the field, it has immunity from all effects, so it can merely be destroyed by battle. For your opponent to Set a moster, it means it's either part of their stratey (so this card can basically wreck some Decks) or they can't manage to overcome Sakamoto. Simply changing the face-up monsters to Attack Position is fine. ("Light of Intervention", "Dark Simorgh" or another custom card that fips Set monsters can be useful here as an alternative.) A general (but not mandatory to implement) concern is whether there should be a restriction of how many Sakamotos you can have on the field. With total immunity and forced attacks, you'd only expect your opponent to destroy it by battle easily. If you happen to add the bonus of protecting one of your "COOL" cards OPT, then adding this restriction is a must. Just something to think about. A different opinion would be very helpful. Link to comment Share on other sites More sharing options...
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