InvitedbyYugi Posted February 26, 2021 Report Share Posted February 26, 2021 I'm new to this forum but recently I came up with a archetype that works using a combination of game mechanics you see in play today. The idea of the "Death Diver" is that it is a technology-based archetype that focuses on "diving" to the depths of the net to gather resources. This depth can be considered the bottom of the deck. The cards in this deck use "sending cards to the bottom of the deck," revealing cards from the bottom of the deck, and also "column mechanics." The inspiration of this archetype are Danger! Lightsworn, Kaiju, Madolché, Mekknight and Sky Strikers. I do not currently have artwork for any of these cards but I created quite the amount of cards to which some can be limited or taken out of the archetype. Some interesting features the deck has are: 1) Fusion Summoning using monsters from either side of the field 2) Revealing effects from the bottom that can be trigger once revealed 3) Fusion Summoned Monster from Spell and Trap Card. 4) Cyclic Deck Management Monster Cards (I will provide a brief description of what the card does) Daylec - The Scion of Death Diver **** 1700/1000 Sea Serpent: (Quick Effect) Tribute to send one Card from your hand to the Graveyard. Once this effect resolves you can add one Death Diver card from your deck to your hand. If this card is a spell card, You can send this card to the bottom of your deck instead. - If this card is revealed, add one Death Diver Trap card from your deck to your hand. Death Diver Apprentice *** 1200/800 Fiend: When this card is summoned you can reveal the bottom card of your deck. If this card is a Death Diver (monster) card you can special summon it. Death Diver Constantine *** 1000/1000 Warrior: You can reveal this card from your hand and normal summon 1 Death Diver monster in addition to this one this turn. The normal summoned monster gains 500 attack this turn. You can reveal this monster from you hand to return one monster in your possession to your hand ignoring Death Diver effects except this one. Death Diver Magician of Chaos ******** 2800/2400 Warrior: When a spell card is activated by the effect of a Death Diver monster or Trap you can either draw 1 card, reveal one card from the bottom of either players deck, and add it to your hand, or send a card from the bottom of the deck to the graveyard ignoring Death Diver effects other than this one. Once per turn. Death Diver Opera Handler ******** 2100/2100 Cyberse: While this card is in your hand a 3 monsters are revealed, you can send those monster cards to the graveyard, ignoring Death Diver effects and Move this card to the Link Zone. This Monster is treated as a Link Monster with a Link 3 Rating. Any card that is in this column is considered linked to this monster. This card gains 500 attack for each card linked to it. You can negate the effect of of any card that is linked to this card, once per turn. - When this card is removed from the field - remove from play this card, ignoring Death Diver effects. Death Diver Symbiote * 500/0 Zombie/Union : When this card is in your hand you can equip this card to an enemy monster. That monster cannot change battle position. Each time a monster is summoned adjacent to the equipped monster, your opponent must send 1 card to the bottom of their deck. When the equpped monster leaves the field special summon this monster to a monster zone. It gains the attack of that monster. Death Diver Super Symbiote ************ 2000/0: While this card is in your hand and Death Diver Symbiote is equipped to a monster, you can remove from play Death Diver Symbiote and Equip this card to that monster. If you do, that monster cannot change battle position. Each time a monster is summoned next to that monster, your opponent must send 1 card to the bottom of their deck. When the monster leaves the field, your opponent can choose 1 death diver monster you possess and equip this card to it. That monster gains the combined attack of the monster this was equipped to and itself. You can special summon this card, but If you have another Death Diver monster, you can equip this card to that monster. (union effect) Death Diver Ghast Away ***** 2100/500: Psychic/ Spirit: If your opponent controls a monster and you don't, you can special summon this monster. When this card is summoned all Death Divers cannot be targeted by card effects. At the end of this turn, return this card to the bottom of your deck. [This card is supposed to be a Cyber Dragon for the Archetype. Doesn't really need these extra effects.) (Boss Monster) Ghunanomo - The Death Diver Sovereign ********* 2900/2400 Wyrm: Cannot be Normal of Special Summoned except by a card that Targets Death Diver cards. When this card is revealed you can special summon it and destroy all cards on the field ignoring all "Death Diver" effects except this one. While on the field it can only be targetted by Death Diver effects. Each time a Card is sent to the bottom of the deck place a token on this card.(Quick Effect) you can remove 1 token to negate the activation of a card. Death Diver Grepher **** 1600/1000 Warrior: Reveal 1 card from the bottom of your deck, and send one card from your hand to the bottom of the deck, then special summon this monster. Ilvessia - Queen of the Death Diver ********** 0/0 Warrior/Gemini: This card cannot be Normal or Special Summoned. Treated as a Normal Monster while in your hand or in the graveyard. Can only be special summoned by revealing 10 cards (at one time) from the bottom of your deck and sending them to the graveyard, ignoring Death Diver effects. it gains the following effects based on the cards sent to the graveyard. Monster- Decrease the attack of all opponent monsters by 1 Death Diver sent to the graveyard. The wording is odd for the Spell effect but basically you are able to reveal a spell card from the graveyard. Trap - you can Normal Summon 1 additional time. Each time this card is normal summoned you can increase this cards attack by the number of cards in the graveyard x 1000. You can only use this effect once per duel. (Essentially its a self summoning gemini card with a very hard normal summoning condition) Tersonyah - The Magician of Death Diver **** 500/2000 Pyro/Flip: You can target 1 card and return it to their and then that player sends 1 card from their hand to the bottom of the deck. Death Diver Siler-Eyed Fairy King ******* 2500/1200 Fairy: This card gains 100 Def each time a card is sent to the bottom of the deck. Gains 100 Def each time a card is revealed. Each time a monster is special summoned by the effect of a Death Diver card increase this cards Attack by its current DEF. The Compressed Death Diver *** 500/500 Beast-Warrior: When this card is summoned increase its attack by 500 for each Death Diver on the field. If there are none, add one from the deck to your hand. Death Diver Knight ******** 2800/1000 Warrior: If this card is sent to the bottom of the deck from the graveyard or field you can special summon this monster. Once per turn you can target once monster and destroy it. If that monster is destroyed special summon it to your side of the field and summon a Death Diver Token. Immediately Fusion Summon 1 "Proxy" Monster to your opponents side of the field. This card can make a second attack this turn. (The point is to summon the Proxy Monsters to your opponents side and attack it.) Spell Cards All Cost Aside: [Continuous]" Once per turn you can pay lifepoints to reveal a certain number of cards from the bottom of your deck x 1000. Each time a card is revealed you can place that card on the top of your deck. You can add the last card you've paid lifepoints for to your hand. Death Diver Anti-Virus: [Quick Play]: Target one Spell or Trap card on the field and send it to the bottom of the deck. If the card is a spell card reveal 1 card from the bottom of your deck. If this card is a trap card, send one card from the field to the bottom of the deck. Demon Divergent Operating System [Continuous]: Basically. Split the deck into 2 decks. choose 1. declare a card. If that card is in that deck special summon it or add the card to your hand. Shuffle decks back together. If unlimited sized battery is on the field, return one card from your hand or top of your deck to the bottom of your deck. You can only use this effect once per turn. Death Diver Suit and Costume [normal] Basically. Reveal 5 cards from the bottom of your deck. choose 1. If it is a monster special summon it and equipped this card to it. (Death Diver Call of the Grave) - If it is a spell card, you may activate it. Send any card that is in the activated cards column to the bottom of the deck. including yours. When this card leaves the field, remove from play this card and the card that was chosen. ignoring death diver effects other than this one. So-So Desktop [Quick Play]: If this card is revealed by the effect of a Death Diver card you can activate this card. When this card is activated you can target one Death Diver Monster, it can attack Directly this turn. Trap Cards Diver's Armory: [Quick Play]: If this card is revealed by the effect of a Death Diver card, you can set this card. When a card would be destoryed you can negate that effect and send that card to the bottom of the deck. Trap Version of So-So Desktop. Dimensional Cosplay [Continuous] Basically the Trap Version of Death Diver Suit and Costume. ~Death Decay (Normal) This Archetypes Crash - You can activate if a card is sent to the bottom of the deck if this card is set. both players Send all monsters with 2000 attack or lower to the graveyard. For 3 turns. Random Access Mind [Quick Play] Basically: When this card is activated by the effect of a Death Diver or Unlimited Sized Battery - Reveal 5 cards from the bottom of your deck and special summon them. Equip this card to one of them. When the equipped monster is removed from the field, you can target 1 Death Diver and Fusion Summon 1 Proxy Monster, to any side of the field. You can send spell and trap cards for fusion material to the bottom of your deck equal to the number of monster used to fusion summon this monster. Field Cards Unlimited Sized Battery (Trap Field Card): You can set this card in the Field Card Zone as a field card faced down. You can set this card in the Spell and Trap card zone. Basically: when a card is sent to the bottom of the deck you can destroy 1 card on the field and if you do send that card to the bottom of the deck. While this card is on the field, all Death Divers are sent to the bottom of the deck when they leave the field. Once per turn you may move this card to another Spell and Trap Zone or Field Card Zone, and if you do, Special Summon 1 Death Diver monster from your hand. If this card would be destroyed, destroy all Death Diver monsters on the field and activate Random Access Mind. Fusion Monster Cards Death Diver Ground Keeper ****** 0/2000 Warrior/ Fusion 1 Death Diver + 1 monster: Basically, on summon add one card from your graveyard to your hand. If you have no cards in your graveyard, you can send one Death Diver monster card to the graveyard, igoring Death Diver effects except this one. This monster gains the attack of that monster. At the end of the turn you can reveal 1 card from the bottom of the deck or send 1 card from your graveyard to the bottom of the deck. Death Diver Cinthia * 0/0 Cyberse/Fusion: BASICALLY. Can only be Fusion summoned by revealing a Death Diver Spell and Trap Card during the same reveal chain. On summon move it to a spell, trap or field zone. It is treated as a continuous spell or trap. As a spell or trap, destory one card thats in the same colomn as this card. As a field card its effect changes to when a Death Diver monster is attacked or is attacking, you may send this card to the extra deck and have you monster gain the attack of your opponents monster. (Death Diver Honest) You can only use this effect once per turn. Death Diver Luminous Faust ************ 4000/4000 Spellcaster/Fusion: Can only be Fusion Summoned if you sending 10 or more cards to the bottom of the deck. When this card is Fusion Summoned by the effect of a Death Diver monster - Reveal 5 cards from your deck, sending any number of them to the bottom of the deck. Then reveal 5 cards from your opponents deck and do the same. Ignoring the effects of Death Diver card effect other than this one. Death Diver Punisher Chalice: ******** 5000/ 0 Cyberse/Flip/Fusion 1 Death Diver Link Monster 1 Death Diver Fusion Monster : Basically : Can only be fusion summoned by the effect of a Death Diver Monster. When this card is summoned Destroy all faced up cards on the field. (Quick Effect): Once per turn you can flip this card faced down. If this card is flip summoned it gain 5000 Def and lose 5000 Atk. Proxy Server of Missed Opportunity (Oppotunity) ******** 0/3000 Cyberse/Fusion: BASICALLY: Can only be summoned by the effect of a Death Diver card. (Quick Effect) If this card is destroyed by battle or a card effect, end your turn. If this card is sent to the extra deck, your opponent can Fusion Summon 1 Proxy monster except Proxy Server of Missed Oppotunity ignoring its summoning conditions. You can use this effect once per turn. Death Diver Proxy Trojan ********** 0/3000 Machine/Fusion Can only be special summoned by the effect of a Death Diver monster. BASICALLY. Destory one spell or trap card in the column its summoned in. When this card is destroyed return it to the extra deck and special summon one fusion monster from either player's graveyard. The Strategy of the Deck. The obvious is sending cards to the bottom of the deck, and revealing cards. to activate effects. The not so obvious is the control style of the deck using your Fusion Monsters to Disrupt your opponents boards. - Symbiotes, and Proxy Fusion Monsters are for monster disruption. Together can create a very strong opportunity for winning. - Cards like Cynthia, have reactivatable control where they can reposition and destroy cards in their columns. -The Stronger Fusion Monsters have harder summoning conditions so they cannot be brought out so easily. Playtest Strategies - Use Death Diver Knight to Summon Proxy Trojan Horse. or Missed Opportunity. Depending on the situation you can destroy the cards with a card effect on their turn or attack it ending your opponents fresh turn or summoning another fusion monster. Symbiotes are hands down a great tool to manage your opponents field. Can lockyou opponent from playing recklessly. Otherwise...there are endless comboes. aca.jfif createcard.jfif da.jfif Daylec.jfif DC.jfif dd.jfif DDA.jfif ddav.jfif ddc.jfif ddcc2.jfif ddluf.jfif DDMOC.jfif ddop.jfif ddpc.jfif dds.jfif ddsymbioe.jfif Demon Divergent Operating System.jfif dsnc.jfif ga.jfif ghuna.jfif grepher.jfif ilvessia.jfif knight.jfif markrs.jfif mooppp.jfif PROXY TROJAN.jfif ram - edit.jfif sefk.jfif ssd.jfif tcdd.jfif Unlimited Sized Battery.jfif Link to comment Share on other sites More sharing options...
Dokutah Posted March 1, 2021 Report Share Posted March 1, 2021 i obligated to make a good reviews but one of my weakness is set that contain too much cards and for a good reason beyond just personal preference. this deck has total of 25 main deck cards which means if anything posted is required to the point of including all 3 copies each to make a singular deck then we end up with deck of 70 cards which of course i know that its impossible because 1) yugioh deck limit is 60 2) there definitely no way that every single card is run at 3 or even being run at all since there usually only few of them are actual engines and game pusher while the rest are probably gimmicky advantage bricks outside niche situation which better replaced with generic irl card. speaking of gimmicks while i usually loves gimmicks (heck i aspire to make a functional deck with the weirdest semi-legal game bending gimmick possible) i do think you giving too much gimmick. some of the gimmick here are better to be remade as a new archetype entirely TBH well there also wording problem but im not gonna get deep on that now unless its totally confuse me with that out of the way ill try my best to review the main monster first. if you respond to it then i might continued with the rest of the cards. Daylec: its searcher with a cost of self-tribute that also recycle itself if you search spell this way. a bit weak than your typical searcher but not the worst thing in the world. also i has combo with "bottom deck reveal" effect to search another card although its limited to trap which not really a best bonus IMO but i guess giving up monster option for a self-setup double search is not that bad Apprentice: a quite good extender its fine as it is, except..... Constantine: in a vacuum a bit less good but its still decent extender. BUT correlation to other cards this is potentially OP. as long you dont search monster out of Daylec, this card and previous 2 cards can form infinite loop that search you the entire copies spell/trap out of your deck while also giving you 4-7 on field material . make sure you fixed them with proper HOPT chaos: free draw for every spell usage is busted handler: its link transformation is kinda unique but means to summon it almost impossible that players more likely not running this. if somehow the remaining card makes this easy however this is a bit too strong. its not OP but also not something easy to get over if you manage to pop this out turn one symbiote: anti position changer is a bit useless. the second seding effect need to be clarify from where you force your opponent send. super: same thing as symbiote but bigger ghast: pretty good cyber dragon-esque monster. the other effect is relevant since it gives permanent immunity to all things. need rebalance ghunanomo: you mistaking token with counters btw. multi-omni-negate that able to nuke everything and has target immunity this easy to summon is too powerful especially it can generate counter using the same infinite combo of the first 3 cards grepher: fix you gimmick strategy while also extend your board. its just pure goodness that adds to the OPness of the infinite loop illvessia: 1000 times x per normal summon? thats is astronomically huge stat pretty busted tersonyah: bounce removal for a flip is fine i guess? well its niche so less likely to be run king: just big stat but not as busted as queen. not really worth running compressed: a searcher that only works on empty field. eh its fine knight: a bit weird double removal effect. im not really sure where you going with this. but double strike is good at least Link to comment Share on other sites More sharing options...
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