Jump to content

Arcadian Archetype (updated)


JairoLeyn100

Recommended Posts

Hey it's me again. I've just updated some of these cards, plus I also added some new ones. Hope you guys like it.

 

2093937965_DragunChild.jpg.07962a7536ae94a1c9b60242523181c0.jpg 

"Arcadian Dragun Child"

When this card is Normal or Special Summoned: Place 2 Arcadian Counters on it. Once per turn: You can remove 1 or more Arcadian Counters from this card, then increase it's Level x each Arcadian Counter removed.

 

image.png.3f0af233a56e208f37a002c740b7fdc7.png

"Arcadian Kobold Thief"

If this card is in your Graveyard: You can target 1 "Arcadian Kobold" monster you control, and if you do, Special Summon this card to the Field; this card's Level becomes the same as the targeted monster's.

 

1476634647_KoboldMage.jpg.99e21ac597c9adaedf6cf47b5f25ea0f.jpg

"Arcadian Kobold Mage"

If this card is sent from your hand to the Graveyard: Draw 1 card. If this card is on the Graveyard and you control 1 "Arcadian Kobold" Tuner monster: You can Special Summon this card to your side of the field.

 

image.png.75ac1292ac20765c3c00e5870cadf892.png

"Arcadian Kobold Hunter"

Cannot be Normal/Special Summoned if you don't control an "Arcadian" monster. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Target 1 cards on your opponent's hand and send it to the Graveyard; if it was a monster, this card gains 300 ATK.

 

image.png.9d6c505f359e95dd1487ac46d725341e.png

"Arcadian Kobold Inventor"

This card cannot be destroyed by battle. When this card is Normal Summoned: Place 2 Arcadian Counters on it. If this card is Special Summoned: Place 3 Arcadian Counters on it. During either player's turn, when a Spell/Trap or monster's effect is activated that destroyes a card(s) you control: Remove 1 Arcadian Counter from this card; negate the activation of that card's effect, and if you do, destroy that card.

 

image.png.a216aa80ed5befc834008338a9e3a109.png

"Arcadian Kobold Pyrokinetic Dancer"

When this card is Normal Summoned: Place 1 Arcadian Counter on it. If this card is Special Summoned: Place 2 Arcadian Counters on it. If this card is Special Summoned by an "Arcadian Kobold" monster's effects: Place 3 Arcadian Counters on it. This card gains 300 ATK and DEF x each Arcadian Counter on it.

 

695235647_KoboldApprentice.jpg.ecbd7d9f6bfb4662ae05f6475059b1b6.jpg

"Arcadian Kobold Apprentice"

When this card is Nomal Summoned: You can Special Summon 1 Level 3 or lower "Arcadian Kobold" monster from your hand. Once per turn: Target 1 "Arcadian" Spell in your Graveyard and add it to your hand.

 

image.png.54ba34087c820d161e339a119209e922.png

"Arcadian Kobold Soldier"

If this card is destroyed by battle or by card's effects: You can Special Summon 1 "Arcadian Kobold Soldier" from your hand or Deck.

 

image.png.45893f913019edd3e373219375f507ac.png

"Arcadian Kobold Paladin"

If the opponent declares an attack on 1 "Arcadian Kobold" monster you control and this card is in your hand: You can Special Summon this card form your hand in Defense Position, but it loses 500 ATK; and if you do, switch the attack to this card. If this card is in face-up Defense Position: Level 3 or lower monsters you control cannot be targeted for attacks.

 

image.png.bac1e70869a6e5f90a5af048c3e507a5.png

"Arcadian Kobold Fighter"

When an "Arcadian" monster you control is destroyed by battle or by card's effect: You can Special Summon this card from your hand or from the Graveyard, but it's ATK and DEF are swapped. If this card is destroyed by battle or by card's effects: You can Special Summon 1 "Warrior Spirit Token" (Warrior/LIGHT/Level 4/ATK 0/DEF 2100). You can only use these effects of "Arcadian Kobold Fighter" once per turn.

 

image.png.66da5192c385c4911935398a0a7e319f.png

"Arcadian Dragun Mage"

Cannot be Normal Summoned/Set. This card can only be Special Summoned (from your hand) by Tributing 1 Level 4 or lower "Arcadian" monsters you control. Once per turn: You can reduce this card's Level by 2 and it's ATK and DEF by 300, then target 1 "Arcadian" monster in your Graveyard and Special Summon it.

 

144457849_DragunGuardian.jpg.a535230b346b6a16ce641ac264c48f9d.jpg

"Arcadian Dragun Guardian"

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Arcadian" Synchro monster from your field. This card is treated as a Normal monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect: Target 1 "Arcadian" monster in your Graveyard: Send it to the Deck, and if you do, this card gains that monster's effect until it leaves the field.

 

Arcadia.jpg.4293bb1c26659941af17ab9cf20b0ff4.jpg

"Arcadia"

During each of your Standy Phases: Place 1 Arcadian Counter on each monster you control. Each time a card on the field is destroyed: Place 1 Arcadian Counter on this card. Once per turn: Target 1 "Arcadian" monster you control, then remove a number of Arcadian Counters from this card; and if you do, increase that monster's Level x each Arcadian Counter removed. If this face-up card in the Field Zone is sent to the Graveyard while it has Arcadian Counters on it. Target 1 "Arcadian" monster you control, then place on it the same amount of Arcadian Counters this card had.

 

image.png.2037653f679743a2ed90536c3dc6b4ff.png

"Arcadian Shrine"

If "Arcadia" is on the field while it has Arcadian Counters on it: You can activate this card to send 1 "Arcadia" from the Field Zone to the Graveyard, and if you do, place Arcadian Counters on this card equal to the same amount that the "Arcadia" card had. During each of your Standy Phases: Place 1 Arcadian Counter on this card. Once per turn: Target 1 "Arcadian" Synchro monster in your Graveyard, then remove Arcadian Counters from this card equal to that monster's Level, and if you do, Special Summon it to the Field, but it cannot attack this turn. If this face-up card in the Field Zone is targeted to be destroyed by a card's effect: Remove from play 1 "Arcadia" in your hand or in the Graveyard to negate the activation of that card's effect.

 

image.png.f2c0a2ed1a4669617ce9364022f0a086.png

"Arcadian Archives"

Discard 1 card from your hand: Add 1 "Arcadian" monster from your Deck to your hand.

 

824312292_DarkMagic.jpg.94cc521d6879a3d54355eaea96d1bd6a.jpg

"Arcadian Dark Magic"

Once per turn, during your Main Phase 1: Select 1 "Arcadian" monster you control and place 1 Arcadian Counter on it. If an "Arcadian" monster has 4 or more Arcadian Counters, you cannot use this card's effect on it. This card cannot be targeted by other Spell Card's effects.

 

image.png.744a371cb8767089d72bb61963062275.png

"Arcadian Return Spell"

Select 1 "Arcadian" Tuner monster and 1 "Arcadian" non-Tuner monster in the Graveyard:

* Send the Tuner monster to the Deck and Special Summon the non-Tuner monster.

* Send the non-Tuner monster to the Deck and Special Summon the Tuner monster.

 

image.png.afb3af2a52d075e960869b9f65cd257c.png

"Arcadian Kobold Blacksmith"

When an "Arcadian Kobold" monster is sent from the Graveyard to your Deck: You can add 1 "Arcadian Kobold" monster from your Deck to your hand. If this card has Arcadian Counters on it: Remove 3 Arcadian Counters from this card and Special Summon it as an Effect Monster (Warrior/FIRE/Level 4/ATK 1000/DEF 1700). (This card is also still a Trap). You can only use 1 "Arcadian Kobold Backsmith" effect per turn, and only once that turn.

 

image.png.acada3071824bc969d0445d1ee4f0956.png

"Arcadian Kobold Alchemist"

When an "Arcadian Kobold" monster you control is sent from the field to the Graveyard: You can target 1 "Arcadian Kobold" monster in your Graveyard and send it to your Deck: If this card has Arcadian Counters on it: Remove 3 Arcadian Counters from this card and Special Summon it as an Effect Monster (Spellcaster/DARK/Level 2/ATK 200/DEF 100). (This card is also still a Trap). You can only use 1 "Arcadian Kobld Alchemist" effect per turn, and only once that turn.

 

1668571923_DragunExitium.jpg.49f1e66606e324d6f1a46f4b2b9c35e7.jpg

"Dragun Exitium"

Select 1 "Arcadian Dragun" monster or 1 "Kundamur Master of the Arcadian Arts" you control that has Arcadian Counters on it: Remove all Arcadian Counters form it, then destroy cards on the field x each Arcadian Counter removed. The selected monster cannot attack the turn this card was activated.

 

1591776180_KoboldMasterMage.jpg.ce59feb42c7c15e912ded96da79bfe90.jpg

"Arcadian Kobold Master Mage"

1 "Arcadian Kobold" Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned: Place 1 Arcadian Counter on all "Arcadian" monsters on your side of the field. Once per turn: You can remove 1 Arcadian Counter on the field and place it on this card. This card gains 200 ATK and DEF x each Arcadian Counter on it. Once per turn: You can remove from 1 to 3 Arcadian Counters from this card, then decrease this card's Level equal to the number of Arcadian Counters removed.

 

image.png.0672528461584c46e75d143fbe338731.png

"Arcadian Dragun Commander"

1 "Arcadian Kobold" Tuner + 1 or more non Tuner monsters

This card gains 100 ATK and DEF x each "Arcadian" monster in your Graveyard. Once per turn, if this card has Arcadian Counters on it: Remove 1 Arcadian Counters from this card, then target 1 "Arcadian Kobold" non-Tuner monster in your Graveyard, and if you do, Special Summon it to the Field.

 

image.png.325f4ed77fcc241033aee12f2413f9a0.png

"Arcadian Dragun Witch"

1 "Arcadian Dragun Mage" + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can target 1 "Arcadian" monster in your Graveyard: Place Arcadian Counters on this card equal to that monster's Level. Once per turn, you can remove a number of Arcadian Counters form this card: Reduce the ATK of a monster your opponent controls, by 200 x each Arcadian Counter removed. As long as this card has Arcadian Counters on it, this card cannot be targeted by card's effects.

 

Kundamur.jpg.fbe3ff5f38a8e16f7ecf3f18ac63bba2.jpg

"Kundamur Master of the Arcadian Arts"

"Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster

Cannot be targeted by monster's effects. When this card is Synchro Summoned by using monsters with Arcadian Counters on them: Place a number of Arcadian Counters on this card equal to the total of Arcadian Counters that were on those monsters. Once per turn: You can romve 2 Arcadian Counters from this card, then negate the activation of Spell/Trap Cards' effects until the end of this turn. Once per turn, when a Spell/Trap Cards's effect is activated: Remove 1 Arcadian Counter from this card, negate that card's effect and destroy it.

 

Dunkamur.jpg.71d0db5423b4437643aa7e859eecf4ea.jpg

"Dunkamur Shadow of the Arcadian Master"

"Arcadian Dragun Child" + 1 "Arcadian" non-Tuner Synchro monster

Cannot be targeted by Spell or Trap Card's effects. When this card is Synchro Summoned, by using monsters with Arcadian Counters on them: This card gains 500 ATK and DEF x each Arcadian Counter that were on those monsters. Once per turn, when this card is targeted by a monster's effect: Reduce this card's ATK by 200 and negate that card's effect. Once per turn, you can target 1 Effect monster your opponent controls: Reduce this card's DEF by 200 and negate that monster's effect until the end of this turn.

 

 

 

 

Link to comment
Share on other sites

Lovely image choices! Where did you find them? (I would love to have such good quality images for my own cards).

Either way, I'm very fond of Counters with clear functions, Tuning and destruction are fun things to work into counters. Going over to the monsters now!

Link to comment
Share on other sites

Welcome to YCM 

A bit of friendly advice: i see that you post your archetype on seperate posts. Which accidentally breaking the site posting rule. So it will be fantastic if you edit this post to move all of the rest Arcadia cards to here using our editing function (you can find it by accessing the 3 doted icon on the right side of your name) once done, we cant wait to give a proper review for your card

Link to comment
Share on other sites

34 minutes ago, Dr. Jolly Glot the III said:

Welcome to YCM 

A bit of friendly advice: i see that you post your archetype on seperate posts. Which accidentally breaking the site posting rule. So it will be fantastic if you edit this post to move all of the rest Arcadia cards to here using our editing function (you can find it by accessing the 3 doted icon on the right side of your name) once done, we cant wait to give a proper review for your card

Ah ok thanks for the notice.

Link to comment
Share on other sites

41 minutes ago, Dr. Jolly Glot the III said:

Welcome to YCM 

A bit of friendly advice: i see that you post your archetype on seperate posts. Which accidentally breaking the site posting rule. So it will be fantastic if you edit this post to move all of the rest Arcadia cards to here using our editing function (you can find it by accessing the 3 doted icon on the right side of your name) once done, we cant wait to give a proper review for your card

I had already updated this post with all the cards in it. Now how do I eleminate the other two posts?

Link to comment
Share on other sites

45 minutes ago, JairoLeyn100 said:

I had already updated this post with all the cards in it. Now how do I eleminate the other two posts?

Well technically you cant, thats mods jobs and technically this site current dont have full acting ones. but rest assure that other users will help themselves to review this one since now all the cards in one place

Link to comment
Share on other sites

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 (or even editing the ones already posted) as soon as possible

-general review-

well you got some wording problem but for the most part is understandable. given  you still kinda new is ok though

-individual cards review-

Dragun Child: we off for a pretty good start with tuner that capable of variable levels. its good stuff especially since Dragon Link dominance over meta now-days. the only thing that balance this that it don't have special summon effect or abilities to summon token or other monster

Kobold Mage: ok this card is actually pretty powerful. the draw effect is good discard fodder the ever looping Quilbolt Hedgehog -like effect is really nice. it has good level too

Kobold Hunter: wow...this is worrying. its a really OP hand ripper effect that target pretty muchj anything and hand rip is a pretty OP effect in any card games even the once a trash card like "Smoke Grenade of the Thief" or "Neo-Spacian Aqua Dolphin" now a part of the current meta. sure it cannot be summoned unless you have another Arcadia but by then this card is pretty much be fetched by anything and still gonna rip up to 2 card regardless. i suggest you nerf this by making it only rip 1 card max, use HOPT, and make the trigger for the hand rip more situational

Dancer: whew back to much friendly power level, but ironically this power level is indeed too low might as well not using it it when i built this deck. reason being that arcadia counter only contribute to its rather small burn effect and not really ensuring the card other uses nor its survivablity

Apprentice: a.k.a a card that probably unjustly banned due to making Halqifibrax combo single-handed. it also have SOPT  spell/trap recycle effect which is really good

Paladin: hmm the idea is good but there a bit of practice notes: if your intent that this is summon by its own effect and then immediately cancel the attack welp its not work that way since the target this card should protect is already targeted for attack. to be fair it does still protect the rest of the board. overall its a bit situational to be run and the stat is not good for its level either

Dragun Mage: this a bit...wonky. it has what should be a good effect but since its a "nomi" that cost you 2 mat its kinda...bad? well atleast it wont contribute to Halqi combo but im not sure to running it either unless this deck has amazing GY shenanigans it can abuse with the 2 monster you dump as tributes to summon this

Guardian: i actually very much in love with this card as a concept (Gemini Monster that also a Nomi)  i might borrow it for my archetype idea. bit note though that the Nomi clause of "Cannot be Normal summon/Set" might hinder the Gemini Normal summon. well there a debate of maybe that clause is override by the Normal-state of Gemini, but to clarify the design i suggest you modify that clause into "Cannot be Normal Summon (from your hand)/Set". now to the card as a whole its has interesting uses of "changing" the monster into non-synchro to avoid things that hate extra deck monster types while retaining the effects into a not shabby stat. the only flaw with this is unless opponent manage to corner you to desperation you dont really want to trade off your much bigger synchro. 2800 is big but obviously not as big as 3000 or 4000

Arcadia: this practically turn every single monster to a slower version of Dragun Child while also act as slightly weaker Citadel of Endymion. its decent for what it do

Archive: a searcher is always a welcome addition to a deck though this one is kinda outdated by limiting only to the low level monster. by today standard you allowed to search the big monster

Dark Magic: another counter generator and this time is a active one, which probably better than the field spell if not for the field spell has better utility with the Citadel of Endymion effect and can add more counter to monster with 4 or more counter. overall not really amazing. atleast it has protection though

Return: this card could use a buff, its a good card but in vacuum its not flexible. i think you can make so it also do a reverse by summon non-tuner and shuffle the tuner

Turbocharging: i get the intention but ultimately if im building this deck il never use this card. most of the Koblods are better of use as Link/Synchro Material that the potential 1000 point buff will never reached

Exitum: unless you target the Synchro (which only 2 that can be targeted this way) i can only see this only destroy 1 or 2 cards. its good in casual format to be honest since to be fair this card destruction don't target which is good

Master Mage: counter generator that also a Level fixer for synchro climbing (or accel-synchro) by average this will decrease itself to level 4 which rather wonky level but not bad by any means

Witch: honestly not really amazing sure it remove threats while dishing big damage but a level 8 sync its not worth the investment especially with its requirement of running the sub-par tuner. the only reason to run this is to make the last 2 synchro by targeting the high level cards by its counter generation effect

Kundamur: NOW THIS IS A BOSS MONSTER. big stat, protect itself, and has 2 negation. its really good for what it does

Dunkamur: at best this will end up only with 3500 it has double negation like its previous twin but less flexible. its good but not something i will summon by itself unless i have Kundamur already but at that point its an overkill

 

 

 

 

 

Link to comment
Share on other sites

On 10/9/2020 at 1:43 AM, Dr. Jolly Glot the III said:

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 (or even editing the ones already posted) as soon as possible

-general review-

well you got some wording problem but for the most part is understandable. given  you still kinda new is ok though

-individual cards review-

Dragun Child: we off for a pretty good start with tuner that capable of variable levels. its good stuff especially since Dragon Link dominance over meta now-days. the only thing that balance this that it don't have special summon effect or abilities to summon token or other monster

Kobold Mage: ok this card is actually pretty powerful. the draw effect is good discard fodder the ever looping Quilbolt Hedgehog -like effect is really nice. it has good level too

Kobold Hunter: wow...this is worrying. its a really OP hand ripper effect that target pretty muchj anything and hand rip is a pretty OP effect in any card games even the once a trash card like "Smoke Grenade of the Thief" or "Neo-Spacian Aqua Dolphin" now a part of the current meta. sure it cannot be summoned unless you have another Arcadia but by then this card is pretty much be fetched by anything and still gonna rip up to 2 card regardless. i suggest you nerf this by making it only rip 1 card max, use HOPT, and make the trigger for the hand rip more situational

Dancer: whew back to much friendly power level, but ironically this power level is indeed too low might as well not using it it when i built this deck. reason being that arcadia counter only contribute to its rather small burn effect and not really ensuring the card other uses nor its survivablity

Apprentice: a.k.a a card that probably unjustly banned due to making Halqifibrax combo single-handed. it also have SOPT  spell/trap recycle effect which is really good

Paladin: hmm the idea is good but there a bit of practice notes: if your intent that this is summon by its own effect and then immediately cancel the attack welp its not work that way since the target this card should protect is already targeted for attack. to be fair it does still protect the rest of the board. overall its a bit situational to be run and the stat is not good for its level either

Dragun Mage: this a bit...wonky. it has what should be a good effect but since its a "nomi" that cost you 2 mat its kinda...bad? well atleast it wont contribute to Halqi combo but im not sure to running it either unless this deck has amazing GY shenanigans it can abuse with the 2 monster you dump as tributes to summon this

Guardian: i actually very much in love with this card as a concept (Gemini Monster that also a Nomi)  i might borrow it for my archetype idea. bit note though that the Nomi clause of "Cannot be Normal summon/Set" might hinder the Gemini Normal summon. well there a debate of maybe that clause is override by the Normal-state of Gemini, but to clarify the design i suggest you modify that clause into "Cannot be Normal Summon (from your hand)/Set". now to the card as a whole its has interesting uses of "changing" the monster into non-synchro to avoid things that hate extra deck monster types while retaining the effects into a not shabby stat. the only flaw with this is unless opponent manage to corner you to desperation you dont really want to trade off your much bigger synchro. 2800 is big but obviously not as big as 3000 or 4000

Arcadia: this practically turn every single monster to a slower version of Dragun Child while also act as slightly weaker Citadel of Endymion. its decent for what it do

Archive: a searcher is always a welcome addition to a deck though this one is kinda outdated by limiting only to the low level monster. by today standard you allowed to search the big monster

Dark Magic: another counter generator and this time is a active one, which probably better than the field spell if not for the field spell has better utility with the Citadel of Endymion effect and can add more counter to monster with 4 or more counter. overall not really amazing. atleast it has protection though

Return: this card could use a buff, its a good card but in vacuum its not flexible. i think you can make so it also do a reverse by summon non-tuner and shuffle the tuner

Turbocharging: i get the intention but ultimately if im building this deck il never use this card. most of the Koblods are better of use as Link/Synchro Material that the potential 1000 point buff will never reached

Exitum: unless you target the Synchro (which only 2 that can be targeted this way) i can only see this only destroy 1 or 2 cards. its good in casual format to be honest since to be fair this card destruction don't target which is good

Master Mage: counter generator that also a Level fixer for synchro climbing (or accel-synchro) by average this will decrease itself to level 4 which rather wonky level but not bad by any means

Witch: honestly not really amazing sure it remove threats while dishing big damage but a level 8 sync its not worth the investment especially with its requirement of running the sub-par tuner. the only reason to run this is to make the last 2 synchro by targeting the high level cards by its counter generation effect

Kundamur: NOW THIS IS A BOSS MONSTER. big stat, protect itself, and has 2 negation. its really good for what it does

Dunkamur: at best this will end up only with 3500 it has double negation like its previous twin but less flexible. its good but not something i will summon by itself unless i have Kundamur already but at that point its an overkill

 

 

 

 

 

I see. Thanks for the review, I'll take it into consideration and start editing the cards. Also I was planing on adding more cards to this Archetype. Something that can link (as in work along with) both Kundamur and Dunkamur, in a way that won't be an overkill. Each one of those two is already powerful and difficult to summon, but it is way more difficult to have both of them on the field (by synchro summoning), and that's the kind of challenge that I want for this archetype. Also the Turbocharging card was for giving a defensive (or offensive in this case) way to protect the Kobolds and give them a bigger role rather than being summoning materials only, just in case I couldn't bring out the big guns.

Link to comment
Share on other sites

  • JairoLeyn100 changed the title to Arcadian Archetype (updated)

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...