Draconus297 Posted September 14, 2018 Report Share Posted September 14, 2018 This archetype is more just a long-standing joke than anything. The only reason it exists is because of Rata's Legacy of the Worthless series, combining the better effects of the members of awful archetypes more as a thought experiment than any serious attempt to make something competitively viable. That said, I did take design seriously enough to make the goal of battle-centric Synchro/field spam vaguely functional, and while some members will undeniably be better than others even contextually, I gave actual thought into them as an archetype. Each Main Deck monster is based on one LotW archetype, but the backrow (and any future archetypal Synchros) are entirely my own design with occasional inspiration from these archetypes' own support. However, I could not for the life of me imagine any combination of Vehicroid effects that are functional in this regard. [spoiler= Main Deck monsters]Garbalord ScrapperEARTH - Level 1 - Fiend/Tuner/Effect - 300/500If this card is Special Summoned: You can add 1 non-Tuner "Garbalord" monster from your Deck to your hand. If you Normal Summon another "Garbalord" monster: You can destroy 1 face-up monster your opponent controls. If this card on the field is destroyed: You can Special Summon 1 "Garbalord" monster with 1500 or less ATK from your Deck, except "Garbalord Scrapper". While this card is in your Graveyard, all "Garbalord" monsters you control gain 200 ATK and DEF. Garbalord KnightEARTH - Level 4 - Fiend/Tuner/Effect - 1900/200If this card destroys your opponent's monster by battle: You can Special Summon 1 "Garbalord" monster from your Deck, except "Garbalord Knight". During your End Phase: Banish as many cards from your opponent's Graveyard as possible, up to the number of "Garbalord" monsters you control. If this effect activated, and did not banish cards equal to the exact number of "Garbalord" monsters you control: Inflict 500 damage to your opponent. Garbalord ServantEARTH - Level 2 - Fiend/Tuner/Effect - 100/1400If this card is Normal Summoned: You can take control of 1 monster your opponent controls with less ATK than this card. Once per turn, you can target 1 monster your opponent controls, and 1 "Garbalord" monster you control: Reduce the ATK and DEF of the target your opponent controls by the ATK of the target you control. Garbalord TroopersEARTH - Level 4 - Fiend/Effect - 1600/1200If this card is Normal or Special Summoned, you can target 1 face-up monster your opponent controls: Halve that target's ATK. This card inflicts piercing battle damage. While this card is in your Graveyard, all "Garbalord" monsters you control gain 200 ATK and DEF. Garbalord HeraldEARTH - Level 3 - Fiend/Effect - 900/1100If a "Garbalord" monster you control is destroyed: You can Special Summon this card from your hand. If this card is changed from Defense to Attack Position: You can Special Summon 1 Level 4 or lower "Garbalord" monster from your Deck. If this card on the field is destroyed: You can Special Summon 2 "Garbalord Tokens" (EARTH/Level 3/Fiend-Type/400 ATK/500 DEF). During your Standby Phase, if you control a face-up "Garbalord" monster, you can discard 1 card: Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). Garbalord Guardian EARTH - Level 4 - Fiend/Effect - 1100/1500Your opponent cannot target other "Garbalord" monsters you control for attacks. This card gains 400 ATK for each "Garbalord" monster you control. If either player takes damage from a battle involving a "Garbalord" monster: You can reduce the ATK and DEF of the monster your opponent controls with the highest ATK by 800 (your choice, if tied). Garbalord Assassin EARTH - Level 3 - Fiend/Effect - 1200/800Once per turn: You can reduce the ATK of 1 face-up monster your opponent controls by 500. During each End Phase, you can reduce the ATK of all monsters your opponent controls by 500. While this card is in your Graveyard, all "Garbalord" monsters you control gain 500 ATK. Garbalord StrikerEARTH - Level 3 - Fiend/Tuner/Effect - 1400/1000During either player's turn, you can discard this card: Increase the ATK of all "Garbalord" monsters you control by 1000, also all monsters your opponent controls that are destroyed by battle this turn are banished. At the start of the Damage Step, if this card battles a Special Summoned monster: Negate the opposing monster's effects. Garbalord StrategistEARTH - Level 4 - Fiend/Effect - 1000/1800FLIP: Return 1 monster your opponent controls to its original owner's hand. If this card is Normal or Flip Summoned: You can send 1 "Garbalord" monster from your Deck to the Graveyard. Cannot be destroyed by battle. If you control a face-up "Garbalord" monster, and your opponent controls more monsters than you do: You can Special Summon this card from your Graveyard in face-up Defense Position (You can only activate this effect of this card's name once per turn). Garbalord OracleEARTH - Level 4 - Fiend/Effect - 1700/1700If this card destroys your opponent's monster by battle: You can Special Summon 1 "Garbalord" monster from your Graveyard. While this card is in your Graveyard, all "Garbalord" monsters you control gain 500 ATK. Garbalord BeserkerEARTH - Level 4 - Fiend/Effect - 1300/1300If this card destroys your opponent's monster by battle: Inflict 500 damage to your opponent. If this card is destroyed on the field: You can Special Summon 1 Level 4 or lower "Garbalord" monster from your Graveyard, except "Garbalord Berseker". While this card is in your Graveyard, all "Garbalord" monsters you control gain 300 ATK. Garbalord CommanderEARTH - Level 6 - Fiend/Effect - 2400/1800If you control no monsters, or only "Garbalord" monsters, you can Normal Summon this card without Tributing. Once per turn, you can target 1 Spell/Trap Card your opponent controls: Destroy that target. Once per turn, you can target 1 monster your opponent controls: Change that target's battle position. Garbalord QuartermasterEARTH - Level 4 - Fiend/Effect - 1500/1800If this is the only card in your hand: You can Special Summon this card from your hand. "Garbalord" monsters you control cannot be targeted by your opponent's card effects. If this card destroys your opponent's monster by battle: Negate the effects of the destroyed monster, then increase this card's ATK by 500. Garbalord SaboteurEARTH - Level 3 - Fiend/Effect - 1000/500Once per turn, you can target 1 monster your opponent controls: That target's effects are negated, until your next Standby Phase (you can only target 1 monster at a time with this effect). Once per turn: You can destroy 1 "Garbalord" monster you control; Special Summon 1 "Garbalord" monster from your hand. If this card is sent to the Graveyard: You can add 1 "Garbalord" card from your Deck to your hand (You can only activate this effect of this card's name once per turn). Garbalord ReconnoiterEARTH - Level 4 - Fiend/Effect - 1800/1800This card can attack your opponent directly, but if it does, its original ATK becomes 400 until the end of the Damage Step. If this card inflicts battle damage to your opponent, select and activate 1 of the following effects:●Look at your opponent's hand, and select 1 card in it. Your opponent discards the selected card. ●Send 1 monster your opponent controls to the top of their Deck. Garbalord ShocktrooperEARTH - Level 5 - Fiend/Effect - 2000/1600If a "Garbalord" monster you control destroys your opponent's monster by battle: You can Special Summon this card from your hand. Once per turn, if your opponent Summons a monster or activates a Spell Card: Inflict 800 damage to your opponent. Once per turn, if your opponent takes damage from battle with or the effect of this card: You can destroy 1 face-up monster or Spell your opponent controls. Garbalord Supporter EARTH - Level 1 - Fiend/Effect - 500/300If a "Garbalord" monster you control battles, you can discard this card: You take no damage from this battle. While this card is in the Graveyard, all "Garbalord" monsters you control gain 300 ATK. While this card is in your Graveyard, if your opponent would declare an attack that would reduce your LP by half or more: You can negate that attack, end the Battle Phase, and draw 1 card (you can only activate this effect of "Garbalord Supporter" once per Duel). [spoiler= Spell/Traps]Garbalord HopeNormal SpellShuffle 3 "Garbalord" cards from your Graveyard into your Deck, except "Garbalord Hope": Draw 1 card. You can banish this card from your Graveyard to select and activate 1 of the following effects:●Immediately Normal Summon 1 "Garbalord" monster. ●Special Summon 1 "Garbalord" monster from your Graveyard. You can only activate 1 effect of "Garbalord Hope" once per turn, and only once that turn. Garbalord UnityNormal SpellTake 1 "Garbalord" monster from your Deck, and either add it to your hand or send it to the Graveyard. If you control 3 or more "Garbalord" monsters of different names when this card is activated: You can banish 1 card on the field. You can only activate 1 "Garbalord Unity" per turn. Garbalord BarrierQuick-Play Spell Target 1 "Garbalord" monster you control, and select 1 of the following effects:●That target is unaffected by your opponent's monster effects for the rest of the turn, also it gains 300 ATK. ●That target is unaffected by Spell cards and effects for the rest of the turn, also you take no damage from card effects for the rest of the turn while that target is on the field.●That target is unaffected by Trap cards and effects for the rest of the turn, also, if it attacks this turn, it gains ATK equal to half the original ATK of the attack target until the end of the Battle Phase. You can only activate 1 "Garbalord Barrier" per turn. Invasion of the GarbalordsQuick-Play Spell You can Synchro Summon "Garbalord" Synchro monsters during the Battle Phase of the turn this card is activated. During your End Phase, if you control a face-up Synchro monster, you can shuffle this card from your Graveyard into your Deck: Draw 1 card (You can only activate this effect of this card's name once per turn). Garbalord Multiplication Normal TrapIf a "Garbalord" monster you control is destroyed by your opponent: You can Special Summon 2 "Garbalord" monsters with different names, from one another and the destroyed monster, from your Graveyard. If this card is destroyed: You can Special Summon 1 "Garbalord" monster from your hand, then banish 1 card your opponent controls. Garbalord BarrageContinuous Trap Once per turn, during either player's turn: You can destroy 1 "Garbalord" card you control, and 1 card your opponent controls. Once per turn, if a "Garbalord" monster you control destroys your opponent's monster by battle: You can increase that monster's ATK by 100, then that card can attack once again in a row. Oppression of the GarbalordsContinuous Trap During each Standby Phase: Decrease the ATK of all monsters your opponent controls by 100 for each "Garbalord" monster in your Graveyard. During each End Phase: Gain 200 LP for each of your opponent's banished cards. Once per turn, during either player's turn, if a monster attacks, you can pay 800 LP: One "Garbalord" monster you control gains 800 ATK until the End Phase, and all monsters your opponent controls lose 100 ATK and DEF. [spoiler= Synchro]Garbalord RangerEARTH - Level 5 - Fiend/Synchro/Effect - 2000/28001 "Garbalord" Tuner + 1 or more non-Tuner monstersWhen this card is Special Summoned: Reduce the ATK and DEF of all monsters your opponent controls by 200 for each of your opponent's banished cards. This card can attack in Defense Position, using its DEF for damage calculation. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 4 or lower "Garbalord" monster from your hand or Graveyard (You can only activate this effect of this card's name once per turn). Garbalord Overseer EARTH - Level 6 - Fiend/Synchro/Effect - 2500/16001 "Garbalord" Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: Reduce the ATK and DEF of all monsters your opponent controls by 1000. Your opponent can only attack with 1 monster per Battle Phase. If this card destroys your opponent's monster by battle: You can banish 1 Spell/Trap Card your opponent controls. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 5 or lower "Garbalord" monster from your hand or Graveyard (You can only activate this effect of this card's name once per turn). Garbalord DuelistEARTH - Level 7 - Fiend/Synchro/Effect - 2200/24001 Tuner + 1 or more non-Tuner "Garbalord" monsters This card gains 200 ATK for each "Garbalord" monster in your Graveyard. This card can attack your opponent directly, but if it does so using this effect, all damage your opponent takes from that attack becomes 1000. If this card inflicts battle damage to your opponent: You can add 1 "Garbalord" Spell/Trap Card from your Deck to your hand, or, if that damage was inflicted in a battle with your opponent's monster, you can add an appropriate card from your Graveyard instead. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 6 or lower "Garbalord" monster from your Graveyard (You can only activate this effect of this card's name once per turn). Garbalord WarlordEARTH - Level 8 - Fiend/Synchro/Effect - 3000/20001 Tuner + 1 or more non-Tuner "Garbalord" monsters At the start of the Damage Step, if this card attacks your opponent's monster: Increase this card's ATK by 200. Twice per turn, if this card destroyed your opponent's monster by battle, you can activate the following effects in sequence:●Draw 1 card, then, if the drawn card was a "Garbalord" card, you can reveal the drawn card; Special Summon 1 "Garbalord" monster from your hand or Graveyard. ●This card gains 1 additional attack this turn. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 7 or lower "Garbalord" monster from your Graveyard (You can only activate this effect of this card's name once per turn). Garbalord Tactician EARTH - Level 9 - Fiend/Synchro/Effect - 3200/27001 "Garbalord" Tuner + 1 or more non-Tuner "Garbalord" monsters During either player's turn, if your opponent activates a monster effect, you can discard 1 "Garbalord" card: Negate the activation, and if you do, destroy it. If this card destroys your opponent's monster by battle: You can Special Summon up to 1 "Garbalord" monster each from your Deck or Graveyard whose Levels are lower than this card's. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 8 or lower "Garbalord" monster from your Graveyard. You can only activate each effect of this card's name once per turn. Garbalord GeneralEARTH - Level 10 - Fiend/Synchro/Effect - 3500/33001 "Garbalord" Tuner + 1 or more non-Tuner "Garbalord" monsters At the start of the Damage Step, if this card battles a Special Summoned monster: You can send the opposing monster to the Graveyard. Once per turn, during either player's turn, if your opponent activates a card or effect, you can reveal 1 "Garbalord" card from your hand of the same card Type (Monster, Spell, or Trap) as the activated card/effect: Negate the activation, and if you do, banish that card. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 9 or lower "Garbalord" monster from your hand or Graveyard (You can only activate this effect of this card's name once per turn). Garbalord Grand EmperorEARTH - Level 12 - Fiend/Synchro/Effect - 4500/30001 "Garbalord" Tuner + 2 or more non-Tuner "Garbalord" monstersMust be Synchro Summoned, or Special Summoned by its own effect, and cannot be Summoned by other ways. Once per turn, during either player's turn, if your opponent activates a card or effect: You can negate the activation, and if you do, banish that card. Once per turn, if your opponent controls a Special Summoned monster, you can discard 1 card: Destroy all cards on the field. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 11 or lower "Garbalord" monster from your Graveyard, OR, if this card was sent there by your opponent's effect, you can apply the following effect instead;●Banish 1 monster from your opponent's field or Graveyard. During the End Phase of this turn: Special Summon this card from the Graveyard, then inflict damage to your opponent equal to the number of cards in their Banished Zone x100. You can only apply this effect of "Garbalord Grand Emperor" once per turn. Link to comment Share on other sites More sharing options...
Dova Posted September 14, 2018 Report Share Posted September 14, 2018 [spoiler=My guesses]Scrapper - GenexKnight - FlamvellServant - ReptillianeHerald - NordicTroopers - MeklordGuardian - GuardianAssassin - VenomStriker - Ally of Justice?Strategist - Worm?Oracle - Arcana Force?Saboteur - Neos?Berserker - ?????Commander - Bounzer?Quartermaster - AmazonessReconnoiter - Dark ScorpionShocktrooper - Reactor Don't see the B.E.S nor the Phantom Beast ;-; Was a bit confused on the Worm and Bounzer ones, as they weren't in Legacy of the Worthless (Bounzer eh technically but still) but they were the archetypes that made the most sense. Oracle makes me immediately think of Arcana Force name-wise, and one of them has a SS from GY effect so maybe? Saboteur has the effect negation, which made me think of the Panther Fusion, but other than that...yeah. With Striker, it was a choice between AoJ, BES and Phantom beast, and AoJ made the most sense. No idea what Berserker is meant to represent. I understand that this is mostly a joke, and still WIP, but I still don't like the GY ATK boosting effect. Too hard for your opponent to deal with, and while it does support the long game, you basically win after 1 or 2 turns. At the very least, I drop all the 500 boosts down to 300 ATK, as, well, you aren't going to be running all of them anyway. The only really meh ones are Oracle, Commander and Berserker, particularly the latter two, with Oracle being much useful for spamming but Commander being a terrible card to open and not being Level 4 or lower.Herald is really strong though, which is funny because its one of the weakest archetypes. 4 effects on one card, and you can use all of them in 1 turn? Seems a bit much. Strategist might also need some toning down, along with maybe Saboteur. The former also technically has four effects, but it isnt quite so dangerous. Perhaps stop the Scrapper 3 SS loop while you're at it? Despite all of those dislikes, I do really like how you've made ATK really important in this archetype while not making most of these cards really bad. A lot tend to be underwhelming by themselves, but by opening quite a few, you can do some devastating combos with unassuming cards like Servant. Keen for the S/T support! Link to comment Share on other sites More sharing options...
Draconus297 Posted September 14, 2018 Author Report Share Posted September 14, 2018 Okay, here's the ones you didn't get, or weren't sure on, explained as to how they tie in as representatives.Striker: Ally of Justice. The discard effect is a watered-down combination of Unlimiter and Light Gazer, and the negation is a slightly altered Nullfier.Strategist: Worm. Remember, there was a mistaken Worm LotW episode, because Rata didn't know about their status as a rogue Deck. Also, it's Xex and Yagan put together in one card.Oracle: Arcana Force. Field effect is an archetypal revival effect instead of Chariot's steal, and the boost effect comes from Emperor. Saboteur: Neos. Dark Panther's stats, Dark Neos's effect, plus a slightly altered Cross Porter.Berseker: Phantom Beast. The burn on battle destruction comes from Rock Lizard, the Graveyard battle boost is Cross Wing . . . and the floating comes from Chimera the Flying Mythical Beast, who is technically a Phantom Beast.Commander: BES. The NS effect is a buffed version of Mk-2, the backrow destruction comes from Tetran, and the position changing is Crystal Core's. Remember, I cut out most of the archetypal gimmicks.Also, you somehow swapped Guardian and Quartermaster. I mean, to be fair, the only 500 boosts are on cards that borrowed effects from Venoms and Arcana Force. You're likely not seriously running either of them, except as fodder, and even then sticking potentially dead cards in exclusively for boosting your other, better monsters is such ass-backwards logic that I can't exactly justify it. Nordic? One of the weaker LotW archetypes? What kind of . . . no, they're not. They got 3rd place in the tournament for a very good reason. As for the effects, it's literally just the effects of both goats stacked atop one another (with the position change one being altered so you can't drop a 2400+ beater from the Deck), and Mimir's Standby Phase self-revival at a discard cost. It's a useful tool only if it survives your opponent's turn, because it can't change battle position manually during the turn it Summons itself, and none of the other monsters help it stand up faster. The boosting can help in that regard, though. Scrapper was designed to act like an old battle floater that could float into extra copies of itself for walling purposes, but given the way it functions it kinda doesn't need that kind of utility. It's nearly ready! If you want it in the AGM, you can suggest or design support once I make my backrow lineup! Link to comment Share on other sites More sharing options...
Draconus297 Posted September 15, 2018 Author Report Share Posted September 15, 2018 Backrow is now a thing. I intend to create 6 Synchro monsters- one each of Levels 5-10, the Synchros able to be made naturally by Garbalords, but I'm at a loss for what to give them. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 15, 2018 Author Report Share Posted September 15, 2018 So, our first Synchro! Does it seem off-theme? That's because each Synchro will be based on Attribute-centric Fusions (Omni-HERO, Masked HERO, Shaddoll, Invoked) of the same Attribute! So, our Level 5 represents WATER: Masked HERO Acid, and Invoked Cocytus! The last effect, however, is just some basic floating to allow you to extend Synchro combos, with a HOPT to avoid something stupid from happening. Also, calling @@Dova for his two cents. Link to comment Share on other sites More sharing options...
Dova Posted September 16, 2018 Report Share Posted September 16, 2018 Hope is a dissonant card. There's a strong theme within the monsters and even in the Spell/Traps that you want to keep your monsters in the GY. Even the Yang Zing draw card only shuffles 3 and the want their monsters back in the Deck. With this, you're losing your ATK boosting in the GY and the access a lot of the monsters they bring. If it's designed purely as a cost (again, unlike the Yang Zing) then its a steep one. GY effect is fine, more in-tune with the set. How does Unity work? Is the banishing and sending to the GY intended to be part of one effect? Regardless, neat card, perhaps a bit too strong without targeting and potential SS2 shenanigans. Barrier is almost certainly too much, essentially as an "unaffected with benefits" card, removing the need to side certain protection with a 1 card fits all mindset. Multiplication makes me think of the Lunalight card that searches 2, with this card instead providing the Lunalight Cat treatment with a bit of Waking the Dragon. Decent combo, shame Traps suck, but in a slower format its aight. Barrage is a fun card, but without the targeting and the fact that it can destroy itself makes it a tad too easy to use. I love Oppression. ATK loss perfect in-tune with the set-up late-game plays of Garbalords while actually having decent sweeteners. Also, I didn't even realize that banishing was so strong with in the set, so kudos for that. Small touch, but effective.Ranger is...alright. A bit sad on its own, but not bad if you're intending to expand the Extra Deck. I will say though that the impression I am getting from the archetype, at least mostly from the monsters, is that they want to rapidly fill up the GY, then play slowly with recycling and Summoning from the combined pool of the hand and the GY. It's a fun idea, and I do always love a fast setup followed by slow plays, but the setup is lacking in these cards. They don't grab their resources quickly with their reliance on battle, and cards like Unity put them right back where they've started. I'd suggest somehow using the lower-level Synchros to help ladder into a good field state, while keeping the speed on other cards only occasional; enough for you to start chains if you do open badly.I don't think Herald is too strong in terms of brokeness. I think it's too much. This is mostly personal, but 1 card doing so much just make me think of cards like Barrier, with said 1 card acting as a toolbox in itself in most scenarios. This just causes them to be played more for consistency's sake as with so many effects it's very hard to brick with. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 16, 2018 Author Report Share Posted September 16, 2018 Hope's cost was legitimately meant as a cost, mostly because I thought of what Pot of Avarice was initially meant to be. Didn't think it was particularly steep, especially considering how easy it is to do Graveyard setup with Garbalords, but I suppose I can make it like The Prime Monarch (shuffle 3, draw 1) instead. Yes, Unity is supposed to have a "one effect, then, if you meet certain conditions, you have the option of a second", like a Sky Striker card but less asinine. Well, the "balancing" factor with Barrier is that you have to pick one specific immunity, similar to that Spellbook card whose name I forget, with side benefits to make it less of a brick if your opponent doesn't have removal or negation online. That, and the HOPT guarantees that you can't temporarily make a Garbalord into Towers. I could possibly weaken it slightly, but to be entirely honest I wouldn't know where to start. Ranger is just going to be the weakest due to virtue of being the lowest-Leveled Synchro. The one that represents the FIRE Fusions I intend to save for Level 8 or 9, because Nova Master's Parshath draw and Purgatrio's triple-attacking are a match made in heaven, especially if I add a clause similar to Ally of Justice Omni-Weapon or Gishki Zielgigas that lets you Special Summon any archetype member from your hand or Graveyard if you draw an archetypal card. Herald is meant as a utility card, a playmaker. Kinda like "did your turn 1 play not go well? If Herald is on hand, you can make real plays next turn." It's a "Plan B" option, something I've inbuilt into certain archetypes I know will struggle. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 16, 2018 Author Report Share Posted September 16, 2018 Level 6 Synchro (based on WIND Fusions) and Level 10 (based on LIGHT) have been added! I'm also considering another backrow card, to make quick Synchros (think Formula Synchron or Urgent Tuning), but I can't think of how to implement it. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 17, 2018 Author Report Share Posted September 17, 2018 We now have a Level 8 (based on Nova Master and Purgatrio, as I said before), and a Quick-Play that lets you Synchro Summon during either player's Battle Phase, but it's at this point that I'm kinda stuck. You see, to follow this pattern with EARTH and DARK, I'd need to use the effects of their respective Omni-HERO, Masked HERO, Shaddoll, and/or Invoked monster.With EARTH, there's Gaia (stat-halving), Dian (whose effect is the same as Knight's), Shekinaga (negation) and Magellanica (who has no effect). There isn't a really workable combination there.DARK leaves me with Escuridão (Graveyard boost, when the Main Deck is strictly better at it), Dark Law (you're funny)/Anki (direct attacking), Winda (floodgate), and Caliga (floodgate), which don't work with the surprisingly aggressive nature of the archetype. Help appreciated! Link to comment Share on other sites More sharing options...
Draconus297 Posted September 18, 2018 Author Report Share Posted September 18, 2018 Finally figured out a way for Vehicroids to have a presence in Garbalords, and I had to cheat and use a member that was never actually printed for it- Kiteroid. The boost comes from Steamroid, although nerfed to the second digit of its ATK stat when it battles a monster, instead of the 500 boost/axe it does to itself for some imbecilic reason. I'm still stuck on the remaining two Synchros, so if @@Dova or anyone else would like to give their two cents on the matter I'd appreciate it. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 19, 2018 Author Report Share Posted September 19, 2018 The EARTH-based Synchro, the Level 9, now exists! Just need to find a decent combination of effects for the DARK-based one, which must now be Level 7. Link to comment Share on other sites More sharing options...
Draconus297 Posted September 21, 2018 Author Report Share Posted September 21, 2018 Finally got the Level 7 Synchro done! We're golden! Also, I got bored while making the Level 7 and gave them a stupid Level 12 Synchro that combines some assorted superbosses from the various LotW archetypes. Link to comment Share on other sites More sharing options...
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