RtHonJohnMajor Posted April 28, 2018 Report Share Posted April 28, 2018 Meklords were never played when Synchros were the hip and happening thing, let alone now 3 new summoning mechanics have been introduced since. Meklords lack a lot of things; protection, consistency, recovery, draw power, basically anything that makes a deck good and appealing. I really don't like making loads of cards when I make multiples, so I'm just going to try and fix the core issues with the archetype with the following support. Although, ideas for extra cards that can make the deck even better/contend with the meta are appreciated. [spoiler=Monsters]For any of you that know the 3 cores, the name change might make you raise your eyebrows. The reason I've changed the name from, for example, "Sky Core" to "Meklord Core" was so I didn't have to put '(This card is always treated as...)' on all the Cores so they worked with cards that mention "Meklord" cards. The battle protection is just to stay true to the anime effects. All these Cores have the same effect to summon their corresponding Meklord Emperor when destroyed by a card effect. I think this definitely allows for more streamlined Meklord decks, as the Emperors can now be summoned from everywhere, so you don't have to worry about having them in your hand and destroying something by an effect at the right time. Each of them have individual effects in the GY, however. [spoiler=Meklord Core - Skiel] Once per turn, this card cannot be destroyed by battle. If this card is destroyed by a card effect: Special Summon 1 "Meklord Emperor Skiel" from your hand, Deck, or GY, ignoring its Summoning conditions. If a Meklord card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. Meklords have zero protection. This card goes some way to giving them the protection they really need. Although, considering that these Cores allow for the much easier summoning of the Meklords, protection isn't too much of a worry, as the next one can be on the field as quick as the old one went. I will say that I think this card's effect in the GY is the best of the trio. I tried to give this Core the best GY effect of the three because there's almost no incentive to play Skiel over Wisel in any given Meklord build, so maybe protection will make people think twice. [spoiler=Meklord Core - Wisel] Once per turn, this card cannot be destroyed by battle. If this card is destroyed by a card effect: Special Summon 1 "Meklord Emperor Wisel" from your hand, Deck, or GY, ignoring its Summoning conditions. You can banish this card from your GY, then target 1 face-up monster your opponent controls that was Summoned from the Extra Deck; treat it as a Synchro monster. Considering all the Meklords have an effect to suck up Synchro monsters, and that's obviously their playstyle, I didn't want to ignore that and focus on just beefing them up or spamming them out. Wisel Core's GY effect allows big threats summoned from the Extra Deck to be dealt with a little bit easier. The unfortunate reality is that some problem monsters can't be targeted or can negate this effect and are probably best to just get Kaiju'd anyway, but, as I said, I didn't want this major aspect of the Meklord archetype to be lost in the effort to try and make them playable. [spoiler=Meklord Core - Granel] Once per turn, this card cannot be destroyed by battle. If this card is destroyed by a card effect: Special Summon 1 "Meklord Emperor Granel" from your hand, Deck, or GY, ignoring its Summoning conditions. While you control a face-up "Meklord Emperor" monster: You can banish this card from your GY; gain 4000 LP. Definitely the worst GY effect of the bunch but I like sticking to the theme and this definitely does. No matter what your life points are at, this guarantees that your Meklord Emperor Granel will have an extra 2000 ATK. It may also save you in the long term, you never know. [spoiler=Spells][spoiler=Meklord Selection] Take 1 "Meklord" card from your Deck, and either add it to your hand or Special Summon it in Defense Position. You can only activate 1 "Meklord Selection" once per turn. To make sure this didn't outright power creep Chaos Infinity, despite being a HOPT Spell Card, I made sure that you had no choice but to Special Summon in Defense. I imagine you'll always be using this card to add the Trap I made below but, first turn, it can be used to whip out one of your Cores. Nothing much more to say, it's just a consistency card that they really needed. Also, do let me know if the PSCT is wrong on this card, considering you can't summon a Spell/Trap card, so I'm a bit iffy on the wording. Draw power is nigh on impossible to make for this archetype because it's very difficult to make something that doesn't completely power creep Boon of the Meklord Emperor. I hate making cards redundant when trying to make new cards, so I stopped at Meklord Selection. [spoiler=Traps][spoiler=Convert Ghost] (This card is always treated as a "Meklord" card.)When your opponent activates a card or effect while you control a "Meklord Emperor" monster: Banish 1 Machine monster from your GY; Negate its activation, and if you do, destroy that card, also, after that, Set this card face-down instead of sending it to the GY. I did mention before that I changed the name format for the Cores in order to avoid what I've done with this card but I couldn't think of a better name than Convert Ghost and it's difficult to think of a Meklord-based name with that artwork. This effect is taken straight out of the Tag Force games, rather than the anime, and if you've read the anime effect, you'll know why. This is card and effect negation that does not have a HOPT clause because Meklords just need it. You do have to keep banishing Machine monsters from the GY, too, so it's not like you can get 3 potential negates per turn for free, anyway. I think this card does wonders for the deck and definitely gives players an incentive to pick the deck up, in the first place. If a searchable trap that negates any effect that sets itself after use and does not have a HOPT clause isn't lucrative, I don't know what is. I did make this a Normal Trap because that's what it was in the anime and the game but do you think it's better off as a Counter Trap? I am definitely thinking about making that change. [spoiler=Meklord Prison] When a "Meklord" monster you control leaves the field: Special Summon 1 "Meklord Core" monster from your hand, Deck, or GY, but destroy it during the End Phase. You can banish this card from the GY, then target up to 3 of your banished Machine monsters; return them to the GY. Otherwise known as Infinite Prison, which had a completely different and rubbish effect which I'm not gonna mention. Also, it could be known as Burial From a Meklord Dimension, considering the second effect of this card is a lot more lucrative than the first effect. When I first made these cards, I realised that I basically scrapped the notion of staying power and focused more on being able to more efficiently and consistently summon Meklord monsters. However, now that I realised that, I also realised that the deck had no way of getting another Meklord monster out during your opponent's turn once they've outed the one that was currently out. So, this card goes some way to allowing you to survive your opponent's turn and possibly giving you more disruption options if you manage to couple the new Core you just got with something like a Torrential Tribute or Mektimed Blast (which I hate so much because it's technically not a "Meklord" card and, thus, not searchable by Meklord Selection). The second effect is there to make sure you can win the grind game, if your opponent happens to think the best way to get around Convert Ghost is to just rid your GY of resources. 6 cards in total. Please let me know what you think, even if it's just a like on this post. I had a lot of fun making these! Link to comment Share on other sites More sharing options...
Dova Posted April 29, 2018 Report Share Posted April 29, 2018 Interesting seeing the parallels between your cards and mine. I'm doing some of my own for an RP, you see (well, when I say some, I'm currently at 100 and counting xd) and I chose to go with having all the different parts needed in order to Summoning your Meklord Emperor, by stealing stuff from the anime. Your set is made for the TCG/OCG, though, so you have much less to work with. In regards to their names, I had the "Gran", "Ski" and "Wise" archetypes in addition to their longer counterparts (yeah, Sky becamse Ski) because I liked their OG names better. I also ditched the Synchro stuff in favour of the ED, even though it wasn't really necessary...but onto your actual cards themselves! Despite their faithful effects, and their added buffs...they're still a bit hard to trigger. The most viable engine I can think of at the moment are Metalfoes, but Pendulums do suffer in MR4, and you can't exactly Pendulum Summon much here. You'll basically be running 2 concurrent Decks, but you'll need a good amount of space for these cards to make them consistent; it doesn't work when one of the Deck isn't exactly engine material. Good GY effects all around, otherwise; even Granel has its place. Nice sticking to the theme, too. Yeah, Selection is infinitely better than Chaos Infinity. Not only can you search support, but being a Normal Spell means each of your cores essentially have more deck space/consistency for instant plays. Attack Position doesn't really mean much outside of the Emperors, which can't be Summoned with this anyway. I think what you're looking for in OCG is: Take 1 "Meklord" card from your Deck, and either add it to your hand or, if it is a monster, you can Special Summon it in Defense Position. Counter Trap for Ghost, sure. I mean, I don't think it's as good as you think it is; Traps can't be activated the turn they are Set, so you can't use it twice in the same turn (see Swift Scarecrow), but a OPT negation at least still isn't bad by any means; it's just a shame that you'll need to have drawn a Core, a means to trigger it and this card in order for this to be of any use. But that's only 3 cards, I guess, but without other means of consistency or speed...yeah. Prison should definitely say if instead of when, just to catch those well chained destruction effects. You talk about staying power and surviving your opponent's turn, but with a OPT protection from battle clause, your monsters aren't very good walls. It wouldn't be so bad if you could activate it at their last attack for the turn, but this has specific activation requirements. At least it destroys at the End Phase, which is something I wanted to suggest for Selection, but didn't want to make its text any more jumbled. Good cards for a very bad set. You're a long way from pushing the scales in the opposite direction, but your support shows that you have a head for how to design for Meklords while keeping the flavour, and while that is good in making cards that are fun to play with and against, it's not for balance reasons. I would almost always go with the former instead of the latter, but if you keep making cards, this Deck might even see casual play. But not meta. Link to comment Share on other sites More sharing options...
RtHonJohnMajor Posted April 29, 2018 Author Report Share Posted April 29, 2018 Counter Trap for Ghost, sure. I mean, I don't think it's as good as you think it is; Traps can't be activated the turn they are Set, so you can't use it twice in the same turn (see Swift Scarecrow), but a OPT negation at least still isn't bad by any means; it's just a shame that you'll need to have drawn a Core, a means to trigger it and this card in order for this to be of any use. But that's only 3 cards, I guess, but without other means of consistency or speed...yeah.I am well aware of the Scrap-Iron Scarecrow (I know what you meant) ruling but I meant having multiple copies of this on the field. A HOPT stops other copies using their effects, too. Thanks for reviewing Link to comment Share on other sites More sharing options...
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