Fukato Posted August 7, 2020 Report Share Posted August 7, 2020 Fyredols are an archetype of FIRE Fairies that revolve around direct attacking. With direct attacking, they are very Battle Phase focused and can be easily stopped by any Battle Traps (not like anyone runs them) or anything that can remove them from the field. They have very little ATK since they are direct attackers but in exchange they have high DEF, much higher than normal for FIRE monsters as they tend to have low DEF but high ATK stat all around. In the Main Deck, they have cards that double the damage output of 1 of the monsters at a time, usually being the first one to attack so if you want to maximize damage every turn, you have to plan the attacks. They have the basic searches as well as some play extension. They are also very Trap heavy and their Traps are much more versatile, each having a potent first effect for the most part and a secondary GY effect to help keep a field and/or advantage as well as making them Foolish Burial Goods targets. For the Extra Deck, they particularly excel in Link Monsters, most of them also having effects that trigger upon inflicting battle damage just as the rest. However, since they do tend to have low ATK for their Link Rating, they offer themselves protection. If they are pointing to a monster, they cannot be targeted for attacks. With this, if two were to point to each other, they can create an attack lock but this is easily breakable with effects. They do have a Link-4 that gives them more control and an option to revive monsters from the GY. The Synchro Monster is a utility card they have that allows them to sweep smaller boards and get rid of problematic cards by way of shuffling. While the Fyredols are not based on anything in particular, they are based off of the positions in idol groups and terms for their kind of music. Fyredol Lead Voice FIRE Fairy Level 4 400/1800 This card can attack directly. You can only use each of the following effects of "Fyredol Lead Voice" once per turn. ●If this card is Normal or Special Summoned: You can add 1 "Fyredol" card from your Deck to your hand. ●If this card is destroyed by battle or card effect: You can discard 1 card; Special Summon 1 "Fyredol" monster from your Deck. Fyredol Star Song FIRE Fairy Level 4 300/2100 This card can attack directly. You can only use each of the following effects of "Fyredol Star Song" once per turn. ●If this card is Special Summoned: You can Special Summon 1 "Fyredol" monster from your hand. ●If this card inflicts battle damage to your opponent: You can send 1 "Fyredol" card from your Deck to the GY. Fyredol Cover Artist FIRE Fairy Level 4 600/1700 This card can attack directly. You can only use each of the following effects of "Fyredol Cover Artist" once per turn. ●(Quick Effect): You can reveal this card in your hand, then target 1 "Fyredol" monster you control; Special Summon this card, and if you do, return that target to the hand. ●If this card inflicts battle damage to your opponent: You can target 1 card on the field; banish it. Fyredol Dancer FIRE Fairy Level 3 500/1500 During your Main Phase, if this card was Normal or Special Summoned this turn, you can Normal Summon 1 "Fyredol" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) This card can attack directly. If this card inflicts battle damage to your opponent: You can target 1 "Fyredol" monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Fyredol Dancer" once per turn. Fyredol Partner FIRE Fairy Level 3 800/2000 This card can attack directly. You can only use each of the following effects of "Fyredol Partner" once per turn. ●If this card is added to your hand, except by drawing it: You can Special Summon this card. ●If this card inflicts battle damage to your opponent: You can target 1 card on the field; send it to the GY. Fyredol Secondary Voice FIRE Fairy Level 2 200/1000 This card can attack directly. You can only use each of the following effects of "Fyredol Secondary Voice" once per turn. ●If you control no monsters, or the only monsters you control are "Fyredol" monsters: You can Special Summon this card from your hand. ●If this card is sent to the GY as material for the Summon of a "Fyredol" monster: You can Set 1 "Fyredol" Spell/Trap directly from your Deck. Fyredol Backstage Opener FIRE Fairy Level 1 Tuner 100/1200 If you control a "Fyredol monster (Quick Effect): You can banish this card from your GY; change as many monsters your opponent controls to Attack Position as possible, then change as many "Fyredol" monsters you control to Defense Position as possible, and if you do, your "Fyredol" monsters gain 300 DEF for each monster your opponent controls. You can only use this effect of "Fyredol Backstage Opener" once per turn. Fyredol Live Concert Field Spell Card When this card is activated: You can add 1 "Fyredol" monster from your Deck to your hand. If a "Fyredol" monster inflicts battle damage to your opponent, double that damage inflicted. You can only use each effect of "Fyredol Live Concert" once per turn. Fyredol Impromptu Stage Field Spell Card If a "Fyredol" monster you control is destroyed by battle or card effect: You can send 1 "Fyredol" card from your Deck to the GY. If a "Fyredol" monster you control inflicts battle damage to your opponent, double that damage inflicted. You can only use each effect of "Fyredol Impromptu Stage" once per turn. Fyredol Duet Song Normal Trap Card Target 2 "Fyredol" monsters in your GY; add them to your hand. At the start of the Damage Step, if your Attack Position "Fyredol" monster battles an opponent's monster: You can banish this card from your GY; banish that opponent's monster. You can only use each effect of "Fyredol Duet Song" once per turn. Fyredol Routine Normal Trap Card When an opponent's monster attacks your "Fyredol" monster: Change your monster to Defense Position (if possible), then make all battle damage you would take from that battle 0, also, draw 1 card. You can banish this card from your GY, then target 1 "Fyredol" monster in your GY; Special Summon it in Defense Position. You can only use each effect of "Fyredol Routine" once per turn. Fyredol Resonating Song Normal Trap Card Target 1 "Fyredol" monster you control; your opponent chooses 1 monster they control and switches control of those monsters, also, neither player can use those monsters as material until the end of the turn. You can banish this card from your GY, then target 1 "Fyredol" card in your GY; shuffle it into the Deck, and if you do, draw 1 card. You can only use each effect of "Fyredol Resonating Song" once per turn. Fyredol Daily Practice Continuous Trap Card If a "Fyredol" monster battles an opponent's monster: You can double your monster's DEF during damage calculations only. If a "Fyredol" monster inflicts battle damage to your opponent: Draw 1 card. You can only use each effect of "Fyredol Daily Practice" once per turn. Fyredol Idolization Continuous Trap Card Face-up monsters your opponent controls are switched to Attack Position, also, they must attack, if able. You can only use each of the following effects of "Fyredol Idolization" once per turn. ●When this card is activated: You can Special Summon 1 "Fyredol" monster from your Deck, but it cannot attack this turn. ●If this card is sent from the field to the GY: You can Special Summon 1 "Fyredol" monster from your Deck or GY. Fyredol Redemption Song Counter Trap Card When your opponent activates a monster effect: Banish 1 "Fyredol" card from your GY; the activated effect becomes the following effect based on where it was activated. ●Hand or field: "Banish this card." ●GY: "Shuffle this card into the Deck." When your opponent activates a Spell or effect, while you control a "Fyredol" monster: You can banish this card from your GY; negate the activation, and if you do, destroy it. You can only use 1 "Fyredol Redemption Song" effect per turn, and only once that turn. Fyredol Coordination Leader FIRE Fairy Link-2 Arrows: DL, DR 1200 2 "Fyredol" monsters This card can attack directly. While this card points to a monster, your opponent's monsters cannot target this card for attacks. "Fyredol" monsters this card points to cannot be destroyed by card effects. If this card inflicts battle damage to your opponent: You can target 1 "Fyredol" monster this card points to; it gains ATK equal to half the damage inflicted until the end of the turn. You can only use this effect of "Fyredol Coordination Leader" once per turn. Fyredol Musical Number FIRE Fairy Link-2 Arrows: D, R 1200 2 "Fyredol" monsters (This card is not treated as a "Number" card.) This card can attack directly. While this card points to a monster, your opponent's monsters cannot target this card for attacks. If a "Fyredol" monster this card points to inflicts battle damage to your opponent: You can Special Summon 1 "Fyredol" monster from your Deck in Defense Position. You can only use this effect of "Fyredol Musical Number" once per turn. Fyredol Resonating Voice FIRE Fairy Link-3 Arrows: L, U, R 1700 2+ "Fyredol" monsters This card can attack directly. While this card points to a monster, your opponent's monsters cannot target this card for attacks. The first time each "Fyredol" monster this card points to would be destroyed by battle, they are not, also your opponent cannot target those monsters for card effects. If this card inflicts battle damage to your opponent: You can banish 1 card in your opponent's hand. You can only use this effect of "Fyredol Resonating Voice" once per turn. Fyredol Lyricist FIRE Fairy Link-4 Arrows: L, DL, DR, R 2500 3+ "Fyredol" monsters While this card points to a monster, your opponent's monsters cannot target this card for attacks. You can only use 1 of the following effects of "Fyredol Lyricist" per turn, and only once that turn. ●When your opponent activates a monster effect or Summons a monster (Quick Effect): You can banish 2 "Fyredol" cards from your GY; negate the activation or Summon, and if you do, banish it. ●(Quick Effect): You can send 1 "Fyredol" card from your hand or field to the GY; Special Summon 1 "Fyredol" monster from your hand or GY. Indigo Fyredol - Lead Actor FIRE Fairy Level 5 Synchro 1300/2800 1 FIRE Tuner + 1+ non-Tuner monsters This card can attack directly. You can only use 1 of the following effects of "Indigo Fyredol - Lead Actor" per turn, and only once that turn. ●If this card is Synchro Summoned: You can banish up to 3 "Fyredol" monsters from your GY, then target that many cards on the field; shuffle them into the Deck. ●(Quick Effect): You can banish 1 "Fyredol" card from your GY; this card becomes unaffected by your opponent's Spell/Trap effects until the end of the turn. 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Fukato Posted August 15, 2020 Author Report Share Posted August 15, 2020 Bump. Link to comment Share on other sites More sharing options...
Dokutah Posted August 15, 2020 Report Share Posted August 15, 2020 Can you switch the text color to automatic, its pretty hard to see black color on darkmode viewing Link to comment Share on other sites More sharing options...
Fukato Posted August 15, 2020 Author Report Share Posted August 15, 2020 Switched it to automatic for ya Link to comment Share on other sites More sharing options...
Dokutah Posted August 16, 2020 Report Share Posted August 16, 2020 wait did you use certain text element/extention while making the post? its still black in my screen well, if this one time you still can't change it i can review as it is, although it will take a bit of time back-and-forth of me reading it in highlight Link to comment Share on other sites More sharing options...
Fukato Posted August 16, 2020 Author Report Share Posted August 16, 2020 I think it had a text element on it but I believe I have it fixed now. Link to comment Share on other sites More sharing options...
Dokutah Posted August 16, 2020 Report Share Posted August 16, 2020 ok its much more clear. welp kinda big set so disclaimer 1st: before we start, due to irl business or any factor that will take to long to explain, im usually review in parts across 2+ days (especially for big set) and hopefully with combination chances and your respond i will do my best to complete the review as soon as possible -with that out of the way in general- well you don't have to use bullet symbol for most of these monster effect. neither of such effects is optional to the other. so you can save spacing and wording on the text when you make the visual card for them later. the choice to make them DEF higher than 200 is kinda intriguing, on one hand is...kinda missed chance since it can't be supported by most FIRE support ALSO by play style you will "forced" to put this on attack position anyway which still a 3-digit stat for most part so i think you can get away by making their DEF 200 unless there a specific gimmick involving over-200 DEF. on the other hand its also understandable why this is not 200 DEF due to their decent toolbox effect going on. and perhaps a bit TOO generic. -now on individual cards- lead: standard but welcomed search effect. that being said, the float effect is kinda too expensive, i think you can get away by removing the discard part OR keep the discard but add certain interaction or bonuses star: nice extender. can fetch things ala "foolish burial" on damage. good card overall cover: kinda weird tag-out effect but i guess it meant to reuse your search/extender effect. now the damage effect however, even with abundant of negation and quick destruction effect, in practice player that pilot your deck may as well add the same amount of disruption to your deck as the opponent and in that scenario this effect will went live much easier and can be as devastating as it is annoying dancer: nice package of extender. 2nd effect revival is pretty nice partner: pretty much turn lead singer effect to "special summon this from your deck" which kinda overbearing a bit, maybe only special summon on certain extra conditions like only by normal draw or added by Lead while Lead is Normal Summoned. also this and cover artist practically 6 copies of Altergeist Meluseek and share pretty much the same problem that's part 1 for now Link to comment Share on other sites More sharing options...
Dokutah Posted August 19, 2020 Report Share Posted August 19, 2020 2nd voice: good extender that float into archetypal things is good. again, watch out of its generic-ness though Opener: pure defensive card that take advantage of their unusually bit higher DEF. its kinda dilemma, it doesn't contribute much outside its utility and as while it can boost as high as 3000 which pretty hard to get over by most meta staple it doesn't really help you to actually build a offensive-counterattack against the very same threat like the others member did Concert: good search effect. 2nd effect is understandable but also not something i particularly like IMO. the control aspect of the deck being low stat, good disruption while it can be slow is already solid and commonly known play-style. while it dont really contribute to board's resilient since is not providing sticky, tangible, stat it does give the member ability to snowballing kill real fast stage: welp we have our second field spell, its not really as good as the 1st one but has niche for GY-based plays. still decent duet: its decent for what it do though ultimately its a bit to slow for such effect Routine: same problem with duet, decent card but trapped in slow mechanic Link to comment Share on other sites More sharing options...
Fukato Posted August 25, 2020 Author Report Share Posted August 25, 2020 Ah, the Traps were designed to be slow but I'll think about powering them up if it really needs to be. As for the second Field Spell, I'm not sure about it. I honestly don't like it myself but I'm not sure what effect to give it. Any suggestions for that? Link to comment Share on other sites More sharing options...
Dokutah Posted August 26, 2020 Report Share Posted August 26, 2020 On 8/25/2020 at 4:11 PM, Fukato said: Ah, the Traps were designed to be slow but I'll think about powering them up if it really needs to be. As for the second Field Spell, I'm not sure about it. I honestly don't like it myself but I'm not sure what effect to give it. Any suggestions for that? i don't think you need a second field spell and in general you don't have to put this much card into a single archetype while of course we don't want another case of " Endymion, the Mighty Master of Magic " but we still need to make the effect necessarily compact in accordance to the deck play-style and gimmick. to fulfill this you actually need to cut out some cards like the field spell and let the existing card pool do the rest. so combining with my previous advice, streamline the number of cards but make sure the deck wont turn into generic "Toolbox" deck. its kinda tricky process but its worth it resonating: its slower creature swap which actually not that bad, the GY effect is not bad either practice: subpar 1st effect conceal by the much better 2nd. to bad its a trap idolization: this don't really do much other than baiting attack. at least its kinda balance for a card that special summon from deck redemption: NOW WE TALKING, this is pretty unique and powerful Counter Trap. it can't negate traps but as the meta rarely bring traps unless the staples or part of the engine this card can pull its weight fairly coordination: damage enhancer and protection all in one package. its decent. Number: unique use of reminder text. effect-wise its another swarm card with a rather worrying prospect since it summon from deck which can combo of the potent direct attackers you have resonating voice: NO, just NO. hand banish is to much. and since you don't specify that is a random banish means that player allowed to choose while also peeking opponent cards. that is WAY to much advantage Lyricist: powerful but arguebly balance IMO for now, 2 good effect that properly limited with Hyper-HOPT. Lead Actress: another fairly strong card. although this is like the 3rd-ish+ non-destruction effect in this archetype which kinda kill the excitement a bit Link to comment Share on other sites More sharing options...
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