Ultimagamer Posted August 1, 2018 Report Share Posted August 1, 2018 This was an archetype I thought of based around the concept from Gravekeepers mixed with the concept of Lightsworns, but in an interesting twist. Rather than milling from your deck, you mill from your opponent's deck! They center around their field spell offering massive lockdown against any deck with graveyard effects while focusing around having more cards in your Deck than your opponent's deck. Please leave your ideas or any feedback below! I'll be updating in the future. D.G. = Dystopian Government D.G. Book Burner Level 4 / Dark / Machine / Effect 1600 attack / 0 defense Once per turn; you can send up to 2 cards from the top of your opponent’s Deck to their GY, and if you do, this card gains 100 ATK for each card sent by this effect. If a card(s) is sent from the top of your opponent’s Deck to their GY; you can take 1 “D.G” card from your Deck and place it on top of your Deck. D.G. Thought Cop Level 4 / Dark / Machine / Effect 1800 attack / 0 defense Once per turn; you can declare 1 type of card ( Monster, Spell, or Trap ), then look at the top card of your opponent’s Deck. If the declared card type is there, you can send that card to the GY. Once per turn, If a card(s) is sent from the top of your opponent’s Deck to their GY; you can draw 1 card. D.G. Corrupt Politician Level 4 / Dark / Machine / Effect 2000 attack / 0 defense Cannot attack unless you have more cards in your Deck than your opponent. If this card is Normal Summoned; you can add 1 “D.G. Land of Misery” from your Deck to your hand. Once per turn, if a card(s) is sent from the top of your opponent’s Deck to their GY; you can look at your opponent’s hand and discard 1 card from it with the same type as one of the cards sent from the opponent’s Deck to their GY ( Monster, Spell, or Trap ). D.G. Propagandist Level 4 / Dark / Machine / Effect 2000 attack / 0 defense Cannot attack unless you have more cards in your Deck than your opponent. If this card is Summoned; you can send the top 3 cards from your opponent’s Deck to their GY to Special Summon 1 “D.G.” Monster from your hand. If a card(s) is sent from the top of your opponent’s Deck to their GY; you can look at the top 5 cards of your opponent’s Deck and arrange them in any order. D.G. Monitoring Drone Level 2 / Dark / Machine / Effect 500 attack / 0 defense Once per turn; you can send the top card of your opponent’s Deck to their GY to Special Summon this card from your hand or GY to your field. You can only use the effect of “D.G. Monitoring Drone” once per turn. D.G. Mechanized Hound Level 2 / Dark / Machine / Effect 800 attack / 0 defense If you control a non-Tuner “D.G.” monster; you can Special Summon this card from your hand. You can only use this effect of “D.G. Mechanized Hound” once per turn. If this card is Summoned; you can look at the top 3 cards of your opponent’s Deck, and if you do, send 1 of those cards to the GY, then add 1 “D.G” card from your Deck tro your hand with the same type as the sent card. Shuffle the remaining cards back into the Deck. D.G. Guard Sentry Level 2 / Dark / Machine / Effect 1000 attack / 0 defense If you control a non-Tuner “D.G.” monster; you can Special Summon this card from your GY. You can only use this effect of “D.G. Guard Sentry” once per turn. If this card was Summoned by this effect and would leave the field; shuffle it into the Deck instead. While you control a non-Tuner “D.G.” monster, this card can be treated as a Level 4 Monster for the Synchro Summon of a DARK Machine-type Synchro Monster. Big Brother Level 6 / Dark / Machine / Synchro / Effect 2400 attack / 2000 defense 1 Tuner + 1+ non-Tuner Monsters This card’s effects cannot be stopped by the effects of “D.G. - Land of Misery”. When this card is Synchro Summoned; send 6 cards from the top of your opponent’s Deck to their GY ( If their Deck is less than 6 cards, send their entire Deck to their GY ). Once per turn ( quick effect ): you can target 1 card in your opponent’s GY; banish that target. Bigger Brother Level 8 / Dark / Machine / Synchro / Effect 2800 attack / 2400 defense 1 DARK Tuner + 1+ non-Tuner Monsters This card’s effects cannot be stopped by the effects of “D.G. - Land of Misery”. When this card is Synchro Summoned; you can destroy cards your opponent controls up to the amount of cards in your opponent’s GY ( Max - 3 ). Once per turn ( quick effect ): you can target 1 card in your opponent’s GY and 1 “D.G” card in your GY; shuffle the first target into the Deck then return the second target to your hand. Biggest Brother Level 10 / Dark / Machine / Synchro / Effect 3200 attack / 3000 defense 1 DARK Tuner + 2+ non-Tuner Machine-type Monsters This card’s effects cannot be stopped by the effects of “D.G. - Land of Misery”. When this card is Synchro Summoned: you can banish all cards from your opponent’s GY; banish up to 1 Monster your opponent controls and up to 1 Spell/Trap card your opponent controls. If this card in your possession is destroyed by your opponent’s card: you can target 1 “D.G” Monster in your GY, except “Biggest Brother”; Special Summon that target to your field. D.G. - Land of Misery Spell - Field While your opponent has less cards in their Deck than you do, your opponent cannot activate cards or effects in the GY, also they cannot move cards in their GY to a different place. If you have less cards in your Deck than your opponent, this effect applies to you instead. All “D.G.” monsters you control gain 200 ATK. Once per turn, if cards are sent from the top of your opponent’s Deck to their GY: you can target 1 “D.G.” Monster in your GY whose Level is less than or equal to the total number of cards sent; Special Summon that target to your field. D.G. - Always Taking, Never Giving Spell - Quickplay Target 1 card in your opponent’s GY and 1 “D.G” card in your GY, apply one of the following effects Shuffle both targets into the Deck then add 1 “D.G” card from your Deck to your hand. Shuffle the first target into the Deck then add the second target to your hand. This card’s effects cannot be stopped by the effect of “D.G. - Land of Misery”. You can only activate 1 “D.G. - Always Taking, Never Giving” per turn. D.G. - Monitoring Cameras Trap - Continuous When a “D.G.” monster you control attacks an opponent’s Defense Position Monster, inflict piercing damage to your opponent. While your opponent has less cards in their Deck than you, they cannot target other “D.G.” cards you control with card effects also they cannot destroy them with card effects. Negate the effects of any card that targets another “D.G.” card you control. D.G. - Big Brother Is Always Watching Trap - Continuous Once per turn, if a card(s) is sent from the top of your opponent’s Deck to their GY; you can Special Summon 1 “D.G” Monster from your Deck whose Level is less than or equal to the total number of cards sent. You can only use this effect of “D.G. - Big Brother Is Always Watching” once per turn. D.G. - Big Brother Never Sleeps Trap - Counter When your opponent activates a card or effect whose text includes the word “GY” or “Graveyard” in it while you have more cards in your Deck than your opponent and while you control a “D.G.” monster; you can negate the activation or effect, then send that card to the GY. You can only activate 1 “D.G. - Big Brother Never Sleeps” per turn. 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Dova Posted August 2, 2018 Report Share Posted August 2, 2018 >Big Brotherok>Bigger Brotherok lol>Biggest Brotherpffft- Orwell would be proud. Your main Deck line-up is pretty solid. Thought Cop is a tad abusable with his last effect, but I like how your two 2k beaters have that unique attacking clause, and yet do nothing to actually enable it, in fact lowering your own Deck instead of your opponent's. Pretty interesting. I hope Propagandist and Monitoring Drone aren't intended to send cards from your opponent's Deck to the GY as a cost (this is where colons, semicolons, and card text becomes important, for interpreting how chains and such work :) ) I don't really like Guard Sentry though; pretty boring and hard to deal with card, as it just repeatedly summons itself from the GY every turn. Why run more than one? Big Brother is perhaps a tad too easy to bring out, considering he mills your opponent's Deck quite heavily late-game, even going second. Also, why the Misery protection? All that does is prevent them from gaining ATK, as misery only works on your opponent as a Necrovalley. Maybe just change the Field Spell to be able to work on you if you have less cards than your opponent, as it is almost a better Necrovalley at the moment. Bigger Brother also has a pretty powerful effect as an alternative to Beelze. Biggest Brother is fine though, as while it is quite a killer in terms of banishing from the GY as a cost...well, it's not particularly powerful outside of that, so it's pretty neat. Shame its useless outside of its initial come out, though. Protection here and there might be nice... Your Spells/Traps are cool, although your counter trap might be better with requiring a D.G. monster to activate it, as it is pretty generic and has WIDE reach. This is a really good set, all in all. Great means of Summoning, not too reliant on anything in particular, not too weak although it does become strong at certain points (which you can easily fix. Perhaps even nerf your Counter Trap more), but the main point here is that I think you got milling to work in a unique and interesting way. Good job! Link to comment Share on other sites More sharing options...
The Old Charlelot Posted August 2, 2018 Report Share Posted August 2, 2018 Lol. I really like all that Dystopian Government stuff. I am especially fond of D.G. Corrupt Politician… A real stroke of genius that one. Just a few things to say. D.G. Cop: That card is way too broken in my opinion since you can send cards from the top of your opponent’s Deck to the GY pretty efficiently. It will be abused without mercy. D.G. Sentry: a card you can revive every turn without any significant drawback? That is way too practical in my opinion. Link to comment Share on other sites More sharing options...
Ultimagamer Posted August 2, 2018 Author Report Share Posted August 2, 2018 Your main Deck line-up is pretty solid. Thought Cop is a tad abusable with his last effect, but I like how your two 2k beaters have that unique attacking clause, and yet do nothing to actually enable it, in fact lowering your own Deck instead of your opponent's. Pretty interesting. I hope Propagandist and Monitoring Drone aren't intended to send cards from your opponent's Deck to the GY as a cost (this is where colons, semicolons, and card text becomes important, for interpreting how chains and such work :) ) I don't really like Guard Sentry though; pretty boring and hard to deal with card, as it just repeatedly summons itself from the GY every turn. Why run more than one? Big Brother is perhaps a tad too easy to bring out, considering he mills your opponent's Deck quite heavily late-game, even going second. Also, why the Misery protection? All that does is prevent them from gaining ATK, as misery only works on your opponent as a Necrovalley. Maybe just change the Field Spell to be able to work on you if you have less cards than your opponent, as it is almost a better Necrovalley at the moment. Bigger Brother also has a pretty powerful effect as an alternative to Beelze. Biggest Brother is fine though, as while it is quite a killer in terms of banishing from the GY as a cost...well, it's not particularly powerful outside of that, so it's pretty neat. Shame its useless outside of its initial come out, though. Protection here and there might be nice... Your Spells/Traps are cool, although your counter trap might be better with requiring a D.G. monster to activate it, as it is pretty generic and has WIDE reach. Thanks for the feedback! It's always appreciated :3 As for Thought Cop and Propagandist, they do not send as cost. Biggest Brother however does banish for cost given the semicolons For Guard Sentry, a cost was hard to come up with, but I think this should be more balanced. If he leaves the field after summoning himself, he shuffles himself into the Deck Changes for the synchro monsters Big Brother - Downgraded the total amount of cards he can send to cap at 6 Bigger Brother - Downgraded the total amount of cards he can destroy to cap at 3 also I changed the wordings on card effects that say "unaffected by the land of misery", as it wasn't my intention to make them invincible to the field spell effects, but rather that their effects cannot be stopped by the land of misery, much like the way Gravekeepers do it. updated text: "This card's effects cannot be stopped by the effects of "D.G. - Land of Misery"." for the counter trap, it actually has a reach of at least 255 cards that say "GY" and at least 3284 cards that say "Graveyard", so it should probably have some more restrictions looking back at it. ( numbers gathered through YGOPRO ) it now requires you to control a "D.G." monster I've also added a new card, "D.G. - Monitoring Cameras" to hopefully give the archetype some protection. Link to comment Share on other sites More sharing options...
Dova Posted August 3, 2018 Report Share Posted August 3, 2018 Nice changes, but my point in regards to the Field Spell is that the way you've written it...the effects only apply to your opponent anyway. They're the only ones who can't move stuff and such. So, your negation prevention clause isn't necessary. But again, I suggest you nerf the Field Spell because right now it is almost a completely better generic Necrovalley. Link to comment Share on other sites More sharing options...
Ultimagamer Posted August 7, 2018 Author Report Share Posted August 7, 2018 How would this be? D.G. - Land of Misery Spell - Field While your opponent has less cards in their Deck than you do while you have a “D.G.” Monster either on your field and/or in your GY, your opponent cannot activate cards or effects in the GY, also they cannot move cards in their GY to a different place. If you have less cards in your Deck than your opponent, this effect applies to you instead. All “D.G.” monsters you control gain 200 ATK. Once per turn, if cards are sent from the top of your opponent’s Deck to their GY: you can target 1 “D.G.” Monster in your GY whose Level is less than or equal to the total number of cards sent; Special Summon that target to your field. Either this or maybe something along the lines of the field spell prevents both players regardless but every card in the archetype ignores the field spell Link to comment Share on other sites More sharing options...
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