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[Written/My Fanfic Archetype] Revealing Asper's Archetype, a Beast Synchro Deck


Fukato

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This Beast archetype is focused on Flipping monsters to represent the notion of hibernating. They are slow and they have effects that happen when they are destroyed by battle. Being a Synchro archetype, they can Synchro Summon basically like a Miracle Fusion, using monsters in the GY.

 

I haven't been active on here so here I go! Please leave some CnC!

 

[spoiler=Main Deck Monsters]

 

Hypernating A-Kuma

DARK Beast Level 3 Tuner
1600/1200

Effect: Cannot be Normal Summoned (but can be Normal Set).
FLIP: Discard 1 card.

If this card is destroyed by battle: You can Special Summon 1 "Hypernating" monster from your Deck in face-up Attack Position or in face-down Defense Position. You can only use this effect of "Hypernating A-Kuma" once per turn.

 

Hypernating A-Risu

DARK Beast Level 2

1400/600

Effect: Cannot be Normal Summoned (but can be Normal Set).

FLIP: Target 1 card you control; destroy it.

If this card is destroyed by battle: You can add 1 "Hypernating" monster from your Deck to your hand. You can only use this effect of "Hypernating A-Risu" once per turn.

 

Hypernating O-Okami

DARK Beast Level 4

2000/1500

Effect: If you control another monster, this card cannot attack.

FLIP: Make all monsters you control lose 1500 ATK.

If this card is destroyed by battle: You can target 1 "Hypernating" monster in your GY; Special Summon it to your opponent's field in face-up or face-down Defense Position. You can only use this effect of "Hypernating O-Okami" once per turn.

 

 

 

 

[spoiler=Spells]

 

The Hypernating Chamber

Field Spell Card

Effect: "Hypernating" monsters and Set monsters on the field cannot be destroyed by card effects. Once per turn, if a "Hypernating" monster on the field is destroyed by battle: You can target 1 monster on the field; Set that target.

 

Hypernating Season

Continuous Spell Card

Effect: Pay 1000 LP to activate this card. Once per battle, if a "Hypernating" monster you control battles, or a Set monster you control is attacked: That monster gains 1000 ATK during damage calculations only. Once per turn, before you conduct your normal draw: You can add "Hypernating" cards from your Deck to your hand, except "Hypernating Season", up to the number of "Hypernating Seasons" you control -1 instead of conducting your normal draw.

 

Hypernating Rage

Normal Spell Card

Effect: Target 1 Set monster you control and 1 Set monster your opponent controls; immediately after this effect resolves, Flip Summon them, and if either of them are "Hypernating" monsters, negate your Flip monster's effects (if any), and if you do, your monster gains ATK equal to its DEF, and inflicts piercing battle damage.

 

Syncing Hypernating

Quick-Play Spell Card
Effect: During the Main Phase: Immediately after this effect resolves, Synchro Summon 1 "Hypernating" Synchro Monster by banishing the Synchro Materials from your GY.

 

 

 

 

[spoiler=Traps]

 

Hypernating in Secret

Normal Trap Card

Effect: Set all "Hypernating" monsters on the field, and if you do, banish 1 card on your opponent's field for each. You can banish this card from your GY, then target 1 Set monster on the field; immediately after this effect resolves, Flip Summon it.

 

 

 

 

[spoiler=Extra Deck]

 

Hypernating A-Shimarisu

DARK Beast Level 7 Synchro

2800/2200

Effect: 1 Tuner + 1+ non-Tuner Beast monsters

Once per opponent's turn (Quick Effect): You can target 1 Set monster on the field; send it to the GY and treat it as if it was destroyed by battle. Flip monsters you control gain 1000 ATK, and all monsters your opponent controls lose 300 ATK for each Flip monster you control, including this card.

 

Hypernating A-Hejibuta

DARK Beast Level 5 Synchro

2100/1900

Effect: 1 Tuner + 1+ non-Tuner Beast monsters

Once per turn (Quick Effect): You can target 1 monster your opponent controls; Set that target. If this card attacks a Set monster, that Set monster's DEF become 0 when flipped. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

 

 

 

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Are there extra mechanics going in the RP, like Action Cards or something? Because these look quite underpowered. The monsters are pretty much the opposite of Shaddolls: they float by battle destruction, and unless I'm missing something, you don't want their Flip effects to trigger since they hurt you. You cannot even Normal Summon them to battle with them while avoiding the Flip effects. Really, these are practically carried by the Synchros, "Syncing" and the Trap Card as power cards, and to a lesser extent the Field Spell. And you can avoid messing with the Flip effects by resorting to Beast support like Rescue Cat, Ayers Rock Sunrise, maybe Obedience Schooled too.

 

By the way, A-shimarisu has "including this card" at the end of the effect. What do you mean with that? it is counted for both the ATK boost and ATK drop? Why not make it a Flip Monster if you are at it?

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A synchro deck based on self-harmful flip effects that you can turn around by giving the flip monsters to your opponent? That's an original idea, I like it. You seem to be lacking ways to put your opponent's monsters face down or give him your hypernating flip monsters to attack over, you might want to add something like an archetypal Mystical Refpanel for monsters.

The rest seems good, just a couple of things:

 


 

Hypernating Season

Continuous Spell Card

Effect: Pay 1000 LP to activate this card. Once per battle, if a "Hypernating" monster you control battles, or a Set monster you control is attacked: That monster gains 1000 ATK during damage calculations only. Once per turn, before you conduct your normal draw: You can add "Hypernating" cards from your Deck to your hand, except "Hypernating Season", up to the number of "Hypernating Seasons" you control -1 instead of conducting your normal draw.

I got the skyscraper-like effect, but not sure why increase the ATK of a DEF position monster in the damage step. also I don't know if it was your intention, but as it is written i think you could activate the draw effect once per copy, resulting in a potential +6 with 3 copies on board and +2 with 2 copies.

 


 

Hypernating in Secret

Normal Trap Card

Effect: Set all "Hypernating" monsters on the field, and if you do, banish 1 card on your opponent's field for each. You can banish this card from your GY, then target 1 Set monster on the field; immediately after this effect resolves, Flip Summon it.

Is this multiple, non-targeting, banishing removal? Wow, it seems like the love child of Ritual Beast Steeds and W Nebula Meteorite. Given that it seems your main form of mass removal I think its pretty great. However as the text it is now it obliges you to banish a number of cards EXACTLY equal to the number of Hypernating monsters put face down, meaning that if there are more Hypernating monsters face up on the whole filed than there are cards on your opponents field you can't activate the card, and if your opponents chains something, making his total number of cards go under the number you should banish before your trap resolves you won't be able to banish anything. Nothing problematic, but you probably want to insert "up to number of cards" or the like to get more flexibility.

 


 

Hypernating A-Shimarisu

DARK Beast Level 7 Synchro

2800/2200

Effect: 1 Tuner + 1+ non-Tuner Beast monsters

Once per opponent's turn (Quick Effect): You can target 1 Set monster on the field; send it to the GY and treat it as if it was destroyed by battle. Flip monsters you control gain 1000 ATK, and all monsters your opponent controls lose 300 ATK for each Flip monster you control, including this card.

As Darj stated, this is not a flip moster, so it won't include himself in the buff and debuff. also keep in mind that this effect will consider only face-up flip monsters.

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