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C.S. Archetype


zepheris

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I'm going to preface this by saying that I generally have a pretty good idea of what makes cards good, and what good cards are. On the other hand, I have no idea whether this deck is a crazy bonkers broken piece of sheet that throws card advantage out the window, or a completely terrible piece of crap that auto-scoops to a stray beelze or stardust dragon. 

 

Well, no matter how strong it is, at least I can take comfort in the fact that, at the very least, it's terribly designed.

 

Thematically, not conceptually, this deck is somewhat inspired off psy-frames, where a uselessmain monster is given powers by smaller sub-monsters, and I've made them psychics to reflect this.

 

All level 1. The levels basically don't matter in the deck, and I like level 1's.

 

C.S. Mechanoid

Psychic/Light

0/0

This card cannot be normal summoned or set. This card can only be special summoned by the effect of a C.S. Drive monster, and cannot be special summoned by other ways. This card gains attack equal to the number of drive counters on it * 500. If a drive counter is placed on this card: Send 1 “C.S. Drive” monster from your deck to your graveyard. Monsters cannot be summoned to your side of the field.

 

This is the reason for the divide I mentioned. On one hand, he essentially replenishes the graveyard with new drives every time one is banished, while on the other, he has terrible stats, no protection, and prevents you from summoning anything. At least he can't be kaiju'd.

 

C.S. Drive: Ember

Psychic/Fire

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster cannot be targeted or destroyed, except by “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, destroy 1 card on the field. You can only use each effect of “C.S. Drive: Ember” once per turn.

 

C.S. Drive: Breeze

Psychic/Wind

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster is unaffected by the effects of spell cards, except “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, negate the effects of all spell cards in this chain, except “C.S.” cards, then destroy them. You can only use each effect of “C.S. Drive: Breeze” once per turn.

 

C.S. Drive: Droplet

Psychic/Water

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster is unaffected by trap cards, except “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, negate the effects of all trap cards in this chain, except “C.S.” cards, then destroy them. You can only use each effect of “C.S. Drive: Droplet” once per turn.

 

C.S. Drive: Flower

Psychic/Earth

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. The equipped monster is unaffected by monster cards, except “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, negate the effects of all monster cards in this chain, except “C.S.” cards, then destroy them. You can only use each effect of “C.S. Drive: Flower” once per turn.

 

C.S. Drive: Moonlight

Psychic/Dark

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. While the equipped monster is on the field, cards cannot be banished, except by the effects of “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, banish up to 3 cards in either player’s graveyard. You can only use each effect of “C.S. Drive: Flower” once per turn.

 

C.S. Drive: Sunrays

Psychic/Light

0/0

If you control no monsters, you can discard this card special summon 1 “C.S. Mechanoid” from your deck. You can equip this card to a “C.S. Mechanoid” you control. While the equipped monster is on the field, cards cannot be shuffled into the deck, except by the effects of “C.S. Drive” cards. During either player’s turn, you can banish this card from your graveyard; Place 1 drive counter on 1 “C.S. Mechanoid” you control, then, shuffle 3 banished C.S. cards into your deck and draw 1 card. You can only use each effect of “C.S. Drive: Flower” once per turn.

 

Now for the drives. There's six of them, and each has 3 effects. The first one is common among all six, discarding themselves to summon a mechanoid on an empty field. The second one is an effect equipping themselves from the hand and providing protection/floodgate effects to mechanoid. However, the true meat of their effects are the quickplay banish effects. Each of them places a counter, so banishing one means mechanoid can just mill another to replace it, leading to somewhat crazy advantage and disruption. One that negates spells, one traps, and one monsters. Ember is a raigeki break, moonlight is a dancing needle, and sunrays is a pot of acquisitiveness. 

 

C.S. Maintenance port

Field

When this card is activated, you can add 1 “C.S. Drive” card from your deck to your hand. Once per turn, during either player’s turn, you can place 1 drive counter on 1 “C.S. Mechanoid” you control. You can banish this card from the graveyard; special summon 1 “C.S. Mechanoid” from your graveyard. You can only activate each effect of "C.S. Maintenance port" once per turn.

 

I don't even need to explain this. It's a searcher, helps you get a greater variety of drives in the graveyard, and is the only way the deck can recover mechanoids from the grave.

 

Some other recommended cards include kaiser Colosseum (But it's banned), psy-frame overload, psychic path, and maybe extra copies of pot of acquisitiveness, along with solemns and such. I have no idea how good it is. I seriously have no clue. Just think of it as bujins on steroids, I guess.

 

Well, no matter how strong it is, at least I can take comfort in the fact that, at the very least, it's terribly designed.

 
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