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Leon Von Schroeder's Remaining Cards [12/12]


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[spoiler=Monsters]

[spoiler=Forest Wolf]
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Cannot declare an attack unless "Golden Castle of Stromberg" is in the Field Zone. Negate the effects of monsters destroyed by battle with this card. If this card you control would be destroyed by battle or card effect, you can destroy 1 card equipped to this card instead. When this card destroys an opponent's monster by battle and sends it to the GY: You can equip that monster to this card as an Equip Spell Card with this effect.
● If this card leaves the field while equipped to a "Forest Wolf" by its effect: Special Summon it to its original owner's side of the field.


[spoiler=Forest Hunter]
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If this card is Normal or Special Summoned: You can target 1 face-up monster you control; banish it. If “Golden Castle of Stromberg” is in the Field Zone, you can target 1 face-up monster your opponent controls with this effect instead.

 

[spoiler=Tom Thumb]
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If "Golden Castle of Stromberg" is in the Field Zone, you can Special Summon this card (from your hand). During your Standby Phase: You can Tribute this card; Special Summon 1 "Globerman" from your hand, Deck, or GY. You can only activate this effect of "Tom Thumb" once per turn.


[spoiler=Globerman]
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While “Golden Castle of Stromberg” is in the Field Zone, this card can be Normal Summoned (but not Normal Set) without Tributing. If this card is Normal or Special Summoned: You can shuffle all banished cards into their owner's Decks, and if you do, increase your LP by 200 for each card shuffled into your Deck this way, also inflict 200 damage to your opponent for each card shuffled into your opponent's Deck this way. You can only activate this effect of "Globerman" once per turn. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.


[spoiler=Little Red Riding Hood]
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While "Golden Castle of Stromberg" is in the Field Zone, you take no battle damage from attacks involving this card. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can Special Summon 1 Level 4 or lower Warrior monster from your Deck. If “Golden Castle of Stromberg” is in the Field Zone, you can Special Summon 1 monster whose text specifically lists the card name “Golden Castle of Stromberg” from your Deck instead. You can only activate this effect of "Little Red Riding Hood" once per turn.


[spoiler=Seven Kid Goats]
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If this card is Normal or Special Summoned while "Golden Castle of Stromberg" is in the Field Zone: You can send the monster your opponent controls with the highest ATK to the GY (your choice, if tied), and if you do, inflict damage to your opponent equal to that monster's original ATK. You cannot conduct your Battle Phase the turn you activate this effect. If "Golden Castle of Stromberg" would be destroyed, you can banish this card from your field or GY instead. You can only activate each effect of "Seven Kid Goats" once per turn.


[spoiler=Thorn Princess]
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Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect while "Golden Castle of Stromberg" is in the Field Zone. If this card is Special Summoned: You can target 1 face-up monster your opponent controls; take control of it, but it cannot be Tributed, or used as material for a Summon, also it cannot declare an attack unless "Curse of Thorns" is in your GY. You can only activate this effect of "Thorn Princess" once per turn. If you do not have "Golden Castle of Stromberg" in your Field Zone: Destroy all face-up monsters you control.


 

[spoiler=Spells]
[spoiler=Curse of Thorns]
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Negate the effects of all cards and effects that activate in your opponent's GY. If a card is banished from your opponent's GY, or you do not control a "Golden Castle of Stromberg" in the Field Zone: Destroy this card. If this card is destroyed and sent to the GY while "Golden Castle of Stromberg" is in the Field Zone: You can Special Summon 1 Level 4 or lower EARTH monster with 1000 or less ATK from your Deck. You can only control 1 "Curse of Thorns".


[spoiler=Gingerbread House]
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When this card is activated: Add 1 card whose text specifically lists the card name “Golden Castle of Stromberg” from your Deck or GY to your hand. During each player's Standby Phase: Increase the ATK of all monsters your opponent controls by 600, then, if you have "Golden Castle of Stromberg" in the Field Zone, send all monsters your opponent controls with 2500 or more ATK to the GY, and if you do, gain 500 LP for each card sent to the GY by this effect. You can only control 1 "Gingerbread House".


[spoiler=Gold Moon Coin]
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You can only activate 1 "Gold Moon Coin" per turn. Activate 1 of these effects.
● Add all cards from your hand (min. 1) to your opponent's hand, then draw cards equal to the number of cards added to your opponent's hand by this effect.
● If you have "Golden Castle of Stromberg" in your Field Zone: Shuffle all of your banished cards into your Deck, then draw 2 cards.


[spoiler=Spinning Wheel Spindle]
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If you control a monster whose text specifically lists the card name “Golden Castle of Stromberg”: Target 1 card on your opponent's side of the field; destroy it. During your opponent's 3rd Standby Phase after this card's activation, if the destroyed card is a monster and is still in your opponent's GY, Special Summon it to your opponent's side of the field in face-up Attack Position, or if it is a Spell/Trap and is still in your opponent's GY, Set it to your opponent's side of the field. If you have "Golden Castle of Stromberg" in your Field Zone, your opponent cannot activate cards or effects in response to this card's activation. You can only activate 1 "Spinning Wheel Spindle" per turn.


[spoiler=Water of Life]
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Target 1 monster in your GY whose text specifically lists the card name “Golden Castle of Stromberg”: Special Summon it in face-up Attack Position. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target up to 3 cards in your GY whose text specifically lists the card name “Golden Castle of Stromberg”; shuffle them into your Deck, then draw 1 card. You can only use 1 "Water of Life" effect per turn, and only once that turn.

 

 


Feel free to correct any PSCT problems that this might have, but here are the cards left in Leon's Deck that didn't get released, now updated to work with the way the series functions.
Discuss.

Edit #1: Fixed Spindle and Kids' effects. Spindle is now entirely focused on the opponent, while Kids has Red Wyvern's tie effect.

Edit #2: Gave Forest Wolf and Globerman additional effects. Modified the effects of Seven Kid Goats and Thorn Princess to restrict them a little more.


Edit #3: Now has images.

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Alright, let's see what you got in here. 

 

Forest Wolf: Technically, you did give this a drawback for not being able to attack unless you control said Field Spell (whereas other one didn't, but that was when said Field was more busted and not correlated to it), but...it negates whatever it kills too. Seems fine otherwise.

 

Forest Hunter: On-summon monster removal is fine. Probable causes for concern is potential looping and mass summoning of this (well, if you trigger this off Cage for whatever reason), but I don't think it'll be too much of a concern (least with you needing Stromberg to not kill your monsters). 

 

Tom Thumb: Given vanilla status, you had free reign with him. Instant set-up for Globerman is nice and so is a free summon for stuff.

 

Globerman: The good part about this card is it at least recycles your banished cards that you are forced to banish off Stromberg (or Desires if for whatever reason you feel the need to do this in this Deck) and burns the later you play this (with more fodder). This assumes you get it out quick enough and have banished stuff (but you probably will, given Thumb and its no Tribute condition if Field is up). On the opposing end, it has its uses for screwing up Shiranui or whatever banishes nowadays.

 

Little Red: This one is generally fine, considering it'll usually result in Hexe or Globerman in most cases. As a generic tech in Warriors, idk how effective it'd be, but probably a cute tech or something. 

 

Seven Kids: Protection for the Field is fine and definitely removing the opponent's biggest monster always helps (and burning for it). Also getting around destruction protection like Stardust or several bosses. Wording-wise, just add (your choice, if tied) if there's 2+ monsters with equal strength, though should check if that wording is still used on modern cards. 

 

Thorn Princess: It's a lot easier to summon than its anime counterpart, but at the same time, this one has more drawbacks (you can't do much with the monster except attack or send it to the GY for other effects, and stuff blows up if the field is gone). Granted, Leon's stuff was made during an era where we didn't have a ton of Extra Deck mechanics and all. I would probably want to use Mind Control over this in most cases; yeah, monster you steal with it can't attack (and it's not permanent control), but at least you can use it as material. 

 

Then again, you'll probably just use this to steal an opponent's monster so you have a clear field for attacking. 

 

Curse of Thorns: IDK about this, considering it is a one-sided floodgate and shits on a lot of Decks that rely on the GY (even if it can be circumvented by Infernoids and the like banishing stuff in the GY). Then again, it stops Snow and other stuff from triggering (well, Snow does banish, but this card blocks her effect from triggering in the GY).

 

Other effect is fine. 

 

Gingerbread House: Well, it searches every other card in the archetype, so...there's that. Only real changes here are that it requires Stromberg to work (obviously) and the monster just has to be 2500 ATK or higher; not necessarily through this card's effect. Yeah, it doesn't destroy the monsters, which is another benefit. 

 

Could see a fair bit of use nowadays, considering a lot of bosses usually hit 2500 or more innately or through their own effects without needing this card to "fatten" them up.

 

Gold Moon Coin: Outside of this card's second effect to shuffle everything you've banished for Stromberg's maintenance cost or whatnot, that's about it. But in a way, it's still getting you back said cards to either draw or keep fueling the Field Spell. 

 

As for you adding your hand to the opponent, unless you're trying to screw over Infernity / Fableds or something, not sure what applications it would have in the TCG that are consistent enough.

 

Spindle: This one is generally fine, assuming you have one of the monsters out anyway. Question is whether/not the duel is still going on after 3 turns for you to have this come on the opponent's field or as backrow. (Also, if you really want to give them back said card; most times, you don't want to give them back a good card). 

 

Can't argue with destroying anything (apparently even your own card, but when are you doing that?)

 

Water of Life: At least it's not a Spell version of Call of the Haunted without drawbacks, though yeah, the targets for this are still fine. Can either revive stuff like Globerman to recycle your banished resources again upon summon, Thorn Princess to steal another monster, etc. As for the shuffling effect, you're probably using that on the support Spells, including other copies of this if needed.

 


 

As a whole, the rest of the set is fine (you didn't make 100-Year Awakening or Giant's Training, but those two literally only summoned their respective monsters with specific cards, which were already added internally). Also nice that some of them have ways to recycle the banished cards so you can keep said Field up, which helps you to keep doing things for longer.

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Sorry for the long delay; I had something longer written at first.
 
You've certainly remade these accurately in the same vein Konami would. I spent a long essay talking about each card in detail, but I just found myself restating what it did quite often, because, honestly, Sakura is right. For the most part, this set of cards is really decent, while not putting the entire group of cards on par with this combo-filled meta, they're certainly not bad. You have searchers such as Gingerbread House (I love how its bad design as a generic searcher is balanced by the fact that it benefits your opponent if you're just playing it in an engine. Good stuff!), lockdown with Curse, stealing with Princess, and even beautiful flavour in the form of Red Riding Hood. It's all synergistic, which, despite committing the deadly sin of making more cards for the Deck than the Deck can reasonably play, the extreme variation of cards and none being particularly better than the other allows for many variations of the Deck; different fairy tales, as it were. Good stuff, in all honesty.
 
Just wanted to mention a hilarious combo with Gold Moon Coin: Play it with triple House in a Deck, activate it, set a Trap and maybe a monster then pass...then, when they draw, reveal your Heavy Slump Trap, shuffle all 10 cards back into their Deck and your Deck, then they get a 2 card hand. Not quite Trickstar leves of annoying, but something to look out for, as this is consistency with Gold Moon Coin essentially giving you 9 cards to potentially draw Heavy Slump.

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Thank you both so much for the feedback.

I tried to improve the original cards where I could, and use Leon's plethora of Spells to give the Deck some much-needed consistency.

He actually had all of the elements of a good archetype present. Water of Life was a revive card. Gold Moon Coin was a draw card. Spinning Wheel Spindle was spot removal.
Just a lot of his cards seemed to focus on style and gimmicky mechanics instead of actually provide any form of cohesion.

What I took is the same thing Konami did: unite these disparate cards that normally wouldn't synergize as well and make them into parts of a whole, much like a real Deck.

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