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[Written] Expanding the Duston archetype


WMDA

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For some ironic reason, as a person with asthma, I find myself drawn to the Duston archetype. As I plan on making a fan series in the future I figured my main character would use the archetype but sadly the current Duston cards don't quite cut it. With these cards I hope to expand the deck into being much more reliable as well as giving them a bit more focus on being a control and burn deck.

 

Apologies for any bad formatting in advance!

 

Monsters

 

Black Duston

Level: 1

Attribute: DARK

ATK: 0 | DEF: 1000

[Fiend/Effect]

Cannot be used a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: It's controller discards 1 card for each "Duston" card they control. You can only control 1 face-up "Black Duston".

 

Notes: Black Duston is the first example of how I intend to extend the control offered by Duston cards. There can be only one of each individual Duston out so I want their effects to make an impact on the opponent. Black Duston serves as a very powerful hand destruction effect when used to it's full potential.

 

Brown Duston

Level: 1

Attribute: EARTH

ATK: 0 | DEF: 1000

[Fiend/Effect]

Cannot be used a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: It's controller adds 1 "Duston" card from their GY to their hand. You can only control 1 face-up "Brown Duston".

 

Notes: To further the lasting power of Duston cards, I decided to bring in a few beneficial Dustons to help you out. No longer will you be stuck choosing White Duston or Yellow Duston to summon to your field with House Duston. Brown Duston gives the archetype an easy way to bring back a destroyed Starduston as well as their various support cards.

 

Indigo Duston

Level: 1

Attribute: WATER

ATK: 0 | DEF: 1000

[Fiend/Effect]

Cannot be used a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: It's controller draws 1 card for each face-up "Duston" card they control. You can only control 1 face-up "Indigo Duston"

 

Notes: Continuing the trend started by Brown Duston, Indigo Duston gives Duston cards a nice way to recover. Additionally, it could be used as a way of decking your opponent out if it comes to that.

 

Olive Duston

Level: 1

Attribute: WIND

ATK: 0 | DEF: 1000

[Fiend/Effect]

Cannot be used a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: It's controller adds 1 "Duston" card from their Deck to their hand. You can only control 1 face-up "Olive Duston".

 

Notes: Olive Duston brings in some nice searching capabilities for the archetype. Dustons already have a couple of cards to do this but Olive Duston tops them all. Olive gives the archetype some much needed Spell/Trap searching as well as effectively giving a +1 search to cards like Storm Duston (further down the list).

 

Orange Duston

Level: 1

Attribute: FIRE

ATK: 0 | DEF: 1000

[Fiend/Effect]

Cannot be used a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: It's controller takes 200 damage for each "Duston" card on either side of the field. You can only control 1 face-up "Orange Duston".

 

Notes: Back to the Dustons that you want to dump on your opponent. Orange Duston is a rather self explanatory card. Orange Duston is a fairly hefty burn effect, capping out at 2,000 damage.

 

Purple Duston

Level: 1

Attribute: DARK

ATK: 0 | DEF: 1000

[Fiend/Effect]

Cannot be used a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: It's controller banishes 1 random card from their Extra Deck for each Duston card they control. You can only control 1 face-up "Purple Duston".

 

Notes: This is probably the most outrageous of these cards. While Dustons DO focus on being anti Extra Deck, Link monsters can effectively nullify any of their usefulness. Purple Duston is meant to be the final nail in the coffin for anybody who plans to use an Extra Deck against Dustons. At it's best, 3 Purple Dustons will wipe your opponent's Extra Deck.

 

Storm Duston

Level: 1

Attribute: LIGHT

ATK: 0 | DEF: 1000

[Fiend/Effect]

Cannot be used a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. Once per turn, you can destroy 1 "Duston" card on either side of the field; Add 1 "Duston" card from your Deck to your hand. You can only control 1 face-up "Storm Duston".

 

Notes: I may have overdone it a bit on the searching side of things but I don't want the archetype to ever get a starting hand where they are completely dead due to a lack of House Duston. As a bonus, it gets you an easy Diamond Duston activation.

 

End of Monsters notes: Dustons have a very neat gimmick of filling your opponents zones. However, the existing Duston cards barely made it at all useful to actually destroy any of the Dustons you have placed on your opponents field. With these new, powerful Duston cards, you trade opening an opponent's field for a powerful effect. Additionally, Duston cards are very limited in what they can summon to their own field without actively hurting themselves. With cards like Brown Duston, Indigo Duston, and Storm Duston players now have an active reservoir of helpful Dustons to pull from.

 

Spells/Traps

 

Coal Duston

Type: Trap

Sub-Type: None

Effect: Activate this card by targeting 1 face-up "Duston" monster you control when your opponent activates a card or effect: That effect becomes "Target 1 "Duston" monster your opponent controls: Destroy it." If your selected target is destroyed by this effect, Special Summon this card as a Normal Monster (Fiend-Type/EARTH/Level 1/ ATK 0/ DEF 1000) to your opponent's field. (This card is NOT treated as a Trap card.) If Summoned this way, it can not be Tributed or be used as Material for Fusion, Synchro, or Xyz Summons.

 

Duston Cloud

Type: Spell

Sub-Type: Field

Effect: Whenever a card or effect is activated that would target a "Duston" card you control: You may banish 2 "Duston" cards from your GY to negate the effect. Once per turn: Pay 1000 LP; Destroy up to 2 target "Duston" cards on either side of the field. You may banish this card from your GY: Add one "Duston" card from your GY to your hand.

Notes: This brings a bit of protection to your important Duston cards as well as feeding off the destruction of your cannon fodder Dustons.

 

Duston Covered Hardware

Type: Trap

Sub-Type: Continuous

Effect: Whenever a player Link Summons using a Duston Monster: Deal 1000 damage to that player. Once per turn, you can destroy 3 "Duston" cards on either side of the field: Add 1 "Duston" card from your Deck to your hand. You can banish this card from your GY to deal 200 damage to your opponent for every Duston card in your GY.

 

Notes: This is another example of me trying to address the problem Link monsters cause for Dustons. This card is anti-Link Summoning and further pushes Duston cards towards a burn playstyle. Even when against an opponent that isn't using Link monsters, Duston Covered Hardware still works as a very handy search tool as well as powerful burn if it is sent to the GY.

 

Duston Fire

Type: Spell

Sub-Type: Quick-Play

Effect: Destroy all face-up "Duston" monsters. Each player destroys one of their Spell/Trap cards for each "Duston" monster that was destroyed on their side of the field.

 

Notes: This is the main way for Dustons to deal with spells and traps. The downside to this is that it can hit you just as hard as it hits your opponent. Spells and traps will almost definitely be the archetypes biggest weakness.

 

Duston Sweeper

Type: Trap

Sub-Type: Counter

Effect: Activate only when an opponent Special Summons a monster while you control 2 or more "Duston" monsters. Negate the Summon of that monster, and if you do, destroy that monster. Then give control of as many "Duston" monsters you control as possible to your opponent.

 

Notes: More ways to deal with Link Monsters. Additionally, it just helps if you haven't been able to lock down your opponent's field. The downside is that you most likely control helpful Dustons and you have to give those to your opponent.

 

End of Spell/Traps Notes: I wanted to give Duston cards a nice amount of protection while not making them entirely impenetrable. Duston Cloud, Duston Fire, and Duston Sweeper all come with prices to pay.

 

I hope you guys like it! If you have any feedback or ideas for more Duston cards then I'd appreciate it

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While I don't think Dustons need more monsters, even beneficial ones, I do like the way you've gone about them, as well as the Spell/Trap support for it. It adds a new unique way to play with them.

 

However, you're missing cards that solve the key problem Dustons have: opponent reliance. What the archetype really needs are ways to set off House Duston's effect without needing the opponent to attack it blindly or only kill it when they have a full board. A Continuous/Field Spell or Trap card that lets you replace an opponent's effect with "Destroy 1 target Duston" or something of that nature, and ways to keep your opponent's boardstate low until then, will go a long way to making these new Dustons usable. As they are, they just add more cards that are dead if your opponent can read and/or spams the board a bunch turn 1.

 

But once again, I do like the idea of intentionally destroying yours and your opponent's Dustons, rather than using them only to take up space. It's not the way the deck plays right now, but it is a fun interpretation and these cards, especially the Spells and Traps, really make it work. Just need to resolve the main Duston Dilemma.

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I'm glad you like them. The field spell was initially intended to be what you described but I changed it to what it is now and I haven't decided exactly which way I'm going to implement it now. Do you think it would be best to add to the field spell something along the lines of "If a 'Duston' you control would be destroyed, it is counted as though it were destroyed by your opponent" (with better wording hopefully)?

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I'm glad you like them. The field spell was initially intended to be what you described but I changed it to what it is now and I haven't decided exactly which way I'm going to implement it now. Do you think it would be best to add to the field spell something along the lines of "If a 'Duston' you control would be destroyed, it is counted as though it were destroyed by your opponent" (with better wording hopefully)?

I think the best way is changing an opponent's effect to destroying a Duston, similarly to how Dark World Brainwashing changing an effect to make you discard so as to get the better effects of your Dark World monsters. It requires the simplest wording, anyway.

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What about this:

 

Coal Duston

Type: Trap

Sub-Type: None

Effect: Activate this card by targeting 1 face-up "Duston" monster you control. This turn, the first card effect your opponent activates becomes "Destroy 1 target 'Duston' monster your opponent controls." If your selected target is destroyed by this effect, Special Summon this card as a Normal Monster (Fiend-Type/EARTH/Level 1/ ATK 0/ DEF 1000) to your opponent's field. (This card is NOT treated as a Trap card.) If Summoned this way, it can not be Tributed or be used as Material for Fusion, Synchro, or Xyz Summons.

 

The goal with that is to serve the purpose of more consistency while also fitting the theme of Diamond Duston (in name and effect). Also it can help slow down combos which is always a plus in a stall deck.

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What about this:

 

Coal Duston

Type: Trap

Sub-Type: None

Effect: Activate this card by targeting 1 face-up "Duston" monster you control. This turn, the first card effect your opponent activates becomes "Destroy 1 target 'Duston' monster your opponent controls." If your selected target is destroyed by this effect, Special Summon this card as a Normal Monster (Fiend-Type/EARTH/Level 1/ ATK 0/ DEF 1000) to your opponent's field. (This card is NOT treated as a Trap card.) If Summoned this way, it can not be Tributed or be used as Material for Fusion, Synchro, or Xyz Summons.

 

The goal with that is to serve the purpose of more consistency while also fitting the theme of Diamond Duston (in name and effect). Also it can help slow down combos which is always a plus in a stall deck.

Too easy to play around for not being continuous. If you want it to be a trap, this would make a bit more sense:

 

Activate this card by targeting 1 face-up "Duston" monster you control when your opponent activates a card or effect: That effect becomes "Target 1 "Duston" monster your opponent controls: Destroy it." If your selected target is destroyed by this effect, Special Summon this card as a Normal Monster (Fiend-Type/EARTH/Level 1/ ATK 0/ DEF 1000) to your opponent's field. (This card is NOT treated as a Trap card.) If Summoned this way, it can not be Tributed or be used as Material for Fusion, Synchro, or Xyz Summons.

 

I do like the idea of it being a trap monster like Diamond Duston.

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