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Mecha-War Draft Fighter (Archetype)


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810778096_Mecha-WarDraftFighter-XX01Dragonictron.thumb.jpeg.dbaabad83dae5fb8c7a4d559ee9a9c07.jpeg

You can only use each of the following effects of "Mecha-War Draft Fighter - XX01 Dragonictron" once per turn. If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 DARK Machine monster in your hand, and if you do, Special Summon the revealed DARK Machine monster from your hand in Defense Position, also its Level becomes 4, until the end of this turn.
● This turn any cards or effects activated in your opponent's hand are negated, as well as the activated effects and effects of your opponent's cards on the field and in their GY. 
● Until the end of the next turn while this card is face-up on the field DARK Machine monsters you control cannot be Targeted by card effects.

541721759_Mecha-WarDraftFighter-XX02Leonictron.thumb.jpeg.6028faf1745a6091d69d09290b27e050.jpeg

You can only use each of the following effects of "Mecha-War Draft Fighter - XX02 Leonictron" once per turn. If you control no monsters, or all monsters you control are Machine monsters you can active these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 EARTH Machine monster in your hand, and if you do, Special Summon the revealed Machine monster from your hand in Defense Position, also its Level becomes 6, until the end of this turn.
● All Machine monsters you control can attack while in face-up Defense Position. If they do, apply their ATK or DEF (whichever is higher) for damage calculation.
● When your opponent activates a Spell/Trap or monster effect while you control only EARTH Machine monsters, except this card (Quick Effect): You can negate the activation, and if you do, destroy it.

1039917369_Mecha-WarDraftFighter-XX03Tigerictron.thumb.jpeg.e3299d5ebecb45c8fe972c723117ce07.jpeg

You can only use each of the following effects of "Mecha-War Draft Fighter - XX03 Tigerictron" once per turn. If you control no monsters, or all monsters you control are Machine monsters you can active these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 FIRE Machine monster in your hand, and if you do, Special Summon the revealed FIRE Machine monster from your hand in Defense Position, also its Level becomes 7, until the end of this turn.
● All face-up Machine monsters you control gain 1000 ATK/DEF, also Machine monsters you control can attack twice during each Battle Phase.
● If this card is sent to the GY: You can Special Summon 1 Machine monster from your Deck, except "Mecha-War Draft Fighter - XX03 Tigerictron".

1510060420_Mecha-WarDraftFighter-XX04Eagleictron.thumb.jpeg.1b626ef791beda1d815bfaeab2fa37a4.jpeg

You can only use each of the following effects of "Mecha-War Draft Fighter - XX04 Eagleictron" once per turn. If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 WIND Machine monster in your hand, and if you do, Special Summon the revealed WIND Machine monster from your hand in Defense Position, also its Level becomes 9, until the end of this turn.
● You can return any number cards you control, except "Mecha-War Draft Fighter - XX04 Eagleictron"; shuffle cards your opponent controls into the Deck equal to the number of cards you control that where returned to your hand by this effect +1.
● If this face-up card you control leaves the field because of the opponent: Shuffle 1 random card from your opponent's hand into the Deck.

1403948180_Mecha-WarDraftFighter-XX05Wolfictron.thumb.jpeg.4f5e56bec66c78bbc53873c5909df7bc.jpeg

You can only use each of the following effects of “Mecha-War Draft Fighter - XX05 Wolfictron” once per turn. If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 DARK Machine monster in your hand, and if you do, Special Summon the revealed DARK Machine monster from your hand in Defense Position, also its Level becomes 5, and its treated as a Tuner, until the end of this turn.
● If this card is Normal or Special Summoned: You can send 1 Machine monster from your Deck to the GY, then, if it was DARK monster you can send 1 more 1 Machine monster from your Deck to the GY, and if you do, Special Summon 1 DARK Machine you sent to the GY by this effect in Defense Position.
● Machine monsters you control cannot be destroyed by battle or card effects, also you take no battle damage from attacks involving Machine monsters you control.

232234314_Mecha-WarDraftFighter-XX06Unicornictron.thumb.jpeg.d422f06b274602a5498847b80f46918d.jpeg

You can only use each of the following effects of “Mecha-War Draft Fighter - XX06 Unicornictron” once per turn. If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 LIGHT Machine monster in your hand, and if you do, Special Summon the revealed LIGHT Machine monster from your hand in Defense Position, also its Level becomes 8, until the end of this turn.
● When your opponent Special Summons a monster(s) while you control this Special Summoned card (Quick Effect): You can discard 1 card; negate the Summon, and if you do, destroy that monster(s).
● During your opponent's turn (Quick Effect): You can equip a Machine monster from your hand or GY (max. 1), and if you do, this card gains the effects of that monster equipped to it by this effect.

760575042_Mecha-WarDraftFighter-XX07DragonictrontheGreatDragonofDestruction.thumb.jpeg.aa83ead66b1b56ae160b6c2adeb09171.jpeg

You can only use each of the following effects of “Mecha-War Draft Fighter - XX07 Dragonictron the Great Dragon of Destruction” once per turn. If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand, then you can reveal 1 DARK Machine monster in your hand, and if you do, Special Summon the revealed DARK Machine monster from your hand, also its Level becomes 10, until the end of this turn.
● If you DARK Machine monsters Special Summon: Draw 2 cards, then discard 1 card.
● Until the end of the next turn any cards or effects activated in your opponent's hand are negated, as well cards or effects that target Machine monsters you control, also neither player can Tribute DARK Machine monsters.

2047750530_Mecha-WarDraftFighter-XX08UltraictrontheGreatDestructiveDragon.thumb.jpeg.062ed6b2fb6a4588d406645c0dfa80e7.jpeg

You can only use each of the following effects of “Mecha-War Draft Fighter - XX08 Ultraictron the Great Destructive Dragon” once per turn. If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand, then you can reveal 1 WATER Machine monster in your hand, and if you do, Special Summon the revealed WATER Machine monster from your hand, also its Level becomes 11, until the end of this turn.
● Your Machine monsters Special Summons cannot be negated.
● If this card is Normal or Special Summoned: You can add 1 Level 8 or lower Machine monster from your Deck to your hand, except "Mecha-War Draft Fighter" monsters.

560321149_Mecha-WarDraftFighter-XX09Kyubictron.thumb.jpeg.43c0f4d26c2b2ff046c3ae2e125da4ae.jpeg

You can only use each of the following effects of “Mecha-War Draft Fighter - XX09 Kyubictron” once per turn. If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand, then you can reveal 1 Machine monster in your hand, and if you do, Special Summon the revealed Machine monster from your hand, also its Level becomes 9, until the end of this turn.
● (Quick Effect): You can target 1 card in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of cards with the same original name.
● Neither player can activate Spells/Traps that monsters cannot respond to, also neither player can Tribute cards.
● If this card is Normal or Special Summoned: You can 1 “Metallic Mecha-War Draft Fighter Cyberverse” from your Deck to your hand.

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When this card is activated: You can add 1 Machine monster from your Deck to your hand. During your Draw Phase, after you draw: You add 1 Machine monster from your Deck to your hand. All face-up monsters on the field become Machine, except Cyberse monsters. All Machine monsters you control gain 1000 ATK/DEF, also they cannot be destroyed by card effects. Face-up Machine monsters cannot be Tributed. Once per turn, if you would use a Machine monster as material for a Fusion, Synchro, Xyz, or Link Summon(s), you can use 1 face-up Machine monster your opponent controls as 1 of the materials for the Summon of a Machine monster. This card control cannot be destroyed by card effects while you control face-up Machine monster. During your opponent's Standby Phase: Your opponent can destroy this card by banishing 10 cards from the top of their Deck, face-down. During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can send 1 card from the top of your Deck to the GY; add this card to your hand.

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During the Main Phase: Immediately after this effect resolves, Fusion, Synchro, Xyz, or Link Summon a Machine monster from your Extra Deck, using monsters from either field as Fusion, Synchro, Xyz, or Link Material. The activation of your cards and effects that include an effect that Fusion, Synchro, Xyz, or Link Summons a Machine Fusion, Synchro, Xyz, or Link monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion, Synchro, Xyz, or Link Summoned this way. During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can banish this card from your GY; activate 1 of the following effects.
● You can target up to 2 of your Machine monsters that is banished or in your GY; Special Summon them.
● You can add 1 card that specifically lists Machine monster in its text from your Deck to your hand, except "Metallic Mecha-War Draft Fighter Chamber".
● You can add 1 Machine monster from your Deck to your hand.
You can only use each effect of "Metallic Mecha-War Draft Fighter Chamber" once per turn.

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I won't focus on the stats. So lets's take a good look at the effects of these cards, shall we?

1 hour ago, Zefra the Shaddoll Master said:

469182665_Mecha-WarDraftFighter-XX01Dragonictron.thumb.jpeg.a34d10e5ee681f26790b4f88641c8125.jpeg

If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 DARK Machine monster in your hand, and if you do, Special Summon the revealed DARK Machine monster from your hand in Defense Position, also its Level becomes 4, until the end of this turn.
● This turn any cards or effects activated in your opponent's hand are negated, as well as the activated effects and effects on the field of cards in the GY. 
● Until the end of the next turn while this card is face-up on the field DARK Machine monsters you control cannot be Targeted by card effects.
You can only use this effect of “Mecha-War Draft Fighter - XX01 Dragonictron” once per turn.

That first effect feels like you're trying to score quick Synchro or Xyz material.

The omni-negate is kinda op given this is a Lv4. 

1 hour ago, Zefra the Shaddoll Master said:

985745957_Mecha-WarDraftFighter-XX02Leonictron.thumb.jpeg.e8121071c76624b342b6b2d614b29624.jpeg

If you control no monsters, or all monsters you control are Machine monsters you can activate these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 EARTH Machine monster in your hand, and if you do, Special Summon the revealed EARTH Machine monster from your hand in Defense Position, also its Level becomes 6, until the end of this turn.
● All EARTH Machine monsters you control can attack while in face-up Defense Position. If they do, apply their ATK or DEF (whichever is higher) for damage calculation.
● When your opponent activates a Spell/Trap Card or effect while you control only EARTH monsters, except this card (Quick Effect): You can negate the activation, and if you do, destroy it.
You can only use this effect of “Mecha-War Draft Fighter - XX02 Leonictron” once per turn.

First effect is just recycled to bring out Xyz material... 

Second effect feels similar to Total Defense Shogun - not necessarily a bad thing.

Third effect is just a Spell/Trap negation.

1 hour ago, Zefra the Shaddoll Master said:

755412949_Mecha-WarDraftFighter-XX03Warriortron.thumb.jpeg.47b6ed0cd588947448a5e220426f3c33.jpeg

If you control no monsters, or all monsters you control are Machine monsters you can active these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 FIRE Machine monster in your hand, and if you do, Special Summon the revealed FIRE Machine monster from your hand in Defense Position, also its Level becomes 7, until the end of this turn.
● All face-up monsters on the field and in the GY become FIRE.
● If this card is sent to the GY: You can target 1 Machine monster in your GY; Special Summon it.
You can only use this effect of “Mecha-War Draft Fighter - XX03 Warriortron” once per turn.

First effect recycled to cheat out a Rank 7 Xyz

Last 2 effects are a bit lack luster since this card doesn't benefit from them.

1 hour ago, Zefra the Shaddoll Master said:

1658410663_Mecha-WarDraftFighter-XX04Eagleictron.thumb.jpeg.c675e91e4f251414558702bea3d1b56c.jpeg

If you control no monsters, or all monsters you control are Machine monsters you can active these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 WIND Machine monster in your hand, and if you do, Special Summon the revealed WIND Machine monster from your hand in Defense Position, also its Level becomes 9, until the end of this turn.
● You can return any number cards you control, except "Mecha-War Draft Fighter - XX04 Eagleictron"; return cards your opponent controls to the hand equal to the number of cards you control that where returned to your hand by this effect.
● If this face-up card you control leaves the field because of the opponent: Shuffle 1 random card from your opponent's hand into the Deck.
You can only use this effect of “Mecha-War Draft Fighter - XX04 Eagleictron” once per turn.

Recycled for a Rank 9 Xyz

This card again doesn't benefit from the last 2 effects.

1 hour ago, Zefra the Shaddoll Master said:

1832499737_Mecha-WarDraftFighter-XX05Wolfictron.thumb.jpeg.cac55da25de594b2a71ae5b07cfb5d11.jpeg

If you control no monsters, or all monsters you control are Machine monsters you can active these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 WATER Machine monster in your hand, and if you do, Special Summon the revealed WATER Machine monster from your hand in Defense Position, also its Level becomes 5, and its treated as a Tuner, until the end of this turn.
● If this card is Normal or Special Summoned: You can send 1 Machine monster from your Deck to the GY, then, if it was WATER monster you can send 1 more 1 Machine monster from your Deck to the GY, and if you do, Special Summon the 1st you sent to the GY by this effect in Defense Position.
● Machine monsters you control cannot be destroyed by battle or card effects, also you take no battle damage from attacks involving Machine monsters you control.
You can only use this effect of “Mecha-War Draft Fighter - XX05 Wolfictron” once per turn.

Recycled for easy Synchro or Xyz.

It only protects WATER monsters, which becomes a problem since your Lv7 turns everything into a FIRE monster. So if this is on the field with the Lv7, this effect is negated.

At least it prevents damage as long as you battle with Machines though.

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2 hours ago, Zefra the Shaddoll Master said:

876107747_Mecha-WarDraftFighter-XX06Unicornictron.thumb.jpeg.b6397384c61e8f1ffd5ed4080f4619a1.jpeg

If you control no monsters, or all monsters you control are Machine monsters you can active these effects:
● You can Special Summon this card from your hand in Defense Position, then you can reveal 1 LIGHT Machine monster in your hand, and if you do, Special Summon the revealed LIGHT Machine monster from your hand in Defense Position, also its Level becomes 8, until the end of this turn.
● When your opponent Special Summons a monster(s) while you control this Special Summoned card (Quick Effect): You can discard 1 card; negate the Summon, and if you do, destroy that monster(s).
● During your opponent's turn (Quick Effect): You can equip a monster from your hand or GY (max. 1), and if you do, this card gains the effects of that monster equipped to it by this effect. 
You can only use this effect of “Mecha-War Draft Fighter - XX06 Unicornictron” once per turn.

Same recycled effect as the others to bring out a Rank 8.

Summon negation destruction. Not bad.

Getting Meklord vibes here....

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Thought I'd share 4 general pieces of advice for these.  I do hope you take 'em into account while editing the cards!

1. The ATK/DEF stats of your monsters from level 8 and below are too high for their level.  Since these all have fairly easy special summon conditions, their ATK/DEF should be average to below average to compensate.  All the monsters have other good effects, so I would say make their stats below average.  I compiled a list of average ATK/DEF per level for a different project, but I might as well share it here:

Quote

Level 1

Max. ATK: 1000
Max. DEF: 2200
Med. ATK: 300
Med. DEF: 200


Level 2

Max. ATK: 1500
Max. DEF: 2100
Med. ATK: 800
Med. DEF: 500


Level 3

Max. ATK: 1800/*2000
Max. DEF: 2200
Med. ATK: 1000
Med. DEF: 1000


Level 4

Max. ATK: 2000/*2300
Max. DEF: 2400/*2600
Med. ATK: 1600
Med. DEF: 1200


Level 5

Max. ATK: 2500
Max. DEF: 3000
Med. ATK: 2000
Med. DEF: 1500


Level 6

Max. ATK: 2600
Max. DEF: 3000
Med. ATK: 2200
Med. DEF: 1700


Level 7

Max. ATK: 2800
Max. DEF: 3000
Med. ATK: 2500
Med. DEF: 2000


Level 8

Max. ATK: 3000/*3300
Max. DEF: 3000/*3500
Med. ATK: 2800
Med. DEF: 2200


Level 9

Max. ATK: 3000/*3300
Max. DEF: 3000
Med. ATK: 2800-2900 (hard to tell)
Med. DEF: 2500


Level 10

Max. ATK: 3000/*3300, *4000
Max. DEF: 3000/*4000
Med. ATK: 3000
Med. DEF: 2500


Level 11

Max. ATK: 3000
Max. DEF: 3000
Med. ATK: 3000
Med. DEF: 3000
 

Level 12

Max. ATK: 3000
Max. DEF: 1800
Med. ATK: 2000
Med. DEF: 2000

 

I did not actually look through all the cards and find the exact medians, and I also had some extra rules added based on my project, but this should give you a good idea of the "average stats" per level.

 

2. I would recommend looking through your cards and judging which ones have the strongest/weakest effects.  The strongest ones should probably be WATER Machines or FIRE Machines because those combinations are the rarest and least supported.  The weakest ones should be EARTH, DARK and LIGHT since those Attributes have a lot of support and have decently powerful archetypes that could really benefit from them.

 

3. I would strongly suggest only allowing a player to use 2 of their effects per turn, not all 3 effects.  It gives a choice, but it makes the cards significantly more balanced because a player has to decide which effects they need and which one they will have to give up.

 

4. The Field Spell is OP.  You made it stronger than Reinforcement of the Army (a limited card) since it can search any Machine and it is also searchable by Terraforming.  It also has removal that's comparable to Lair of Darkness (which is really powerful), and it gives all your monsters a free 1000 ATK, which isn't fair or balanced.

If it were real, people could also use it to search Cyber Dragon and then Special Summon Chimeratech Fortress Dragon using all the opponent's monsters as Material.  Basically it's a 1-sided non-targeting, non-destruction removal of all the opponent's monsters.  I strongly recommend that you remake the field spell from scratch and have it specifically support the playstyle of your archetype.

 

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@Mr Melon I also I know the Average Stats I should be Giving my Monsters They don't surpass The Limit only Wolf does as a Level 5 with 100 more ATK then the limit Also I would really want in deep Review on every monster in this Archetype 2 this Archetype is Suppose to Support Machine Monsters is more of an Engine then it is an Archetype like Dangers For Example.

Also @Mr Melon there is Ultimate Conductor Tyranno its lv.10 and it has 3500 ATK.

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Yes, but those "max stats" are usually on stuff like Normal monsters: You know, cards that have 0 effects.  If you make a card with higher stats than those listed, you would have to give them specific summoning conditions or give them negative effects.  "Giant Kozaki" has higher stats than the Level 4 max ATK, but it only has a negative effect, so I had excluded it (based on the premise of my project).

There needs to be balance between your stats and effects.  High stats for its level USUALLY corresponds to weaker effects for that monster and vice versa.  You can't go over those max stats without some kind of negative trade off.

 

If none of your cards will actually support the archetype, then you've just made a machine support series, not an Archetype.  Regardless, Machine is probably one of the best supported types in the game and each Attribute of machines tends to have its own gimmick:

  • EARTH Machines are usually about stringing together small combos and engines for big results (Trains, Infinitrack, Machina, Geargia).  They are usually pretty consistent and like the stat 500 because of Ancient Gear Box and Machine Duplication.
  • LIGHT Machines like Special Summoning and they largely surround Cyber Dragon.  They have quite a bit of search power as long as you are able to splash CyDra in your deck and they like the stat 2100 because of CyDra Nachster and Cydra Sieger.
  • DARK Machines tend to like destruction effects and/or being put in the GY.  Orcust is obviously the top of the list here, but cards like Heavy Metal Raiders, Desperado Barrel Dragon, BM-4 Blast Spider, Blast Sphere, and the Meklord archetype show that the self-destruction effects have a lot of representation among DARK Machines.
  • WIND is like a mix of EARTH and LIGHT.  They like to focus on small combos that gets monsters on the board fast.  Unlike EARTH and LIGHT (which have specific monsters to focus on), WIND doesn't exactly have an end game plan with those plays, but a number of them seem to be heavily focused on Synchros.  Speedroids, Symphonics, F.A., and Mecha Phantom Beast are examples.
  • WATER and FIRE don't really have identities their own distinct identities yet.

If you want to support Machines, these are the gimmicks you will probably want to play into.  If you want to make 'em into an archetype, then you need to have effects that specifically support each other by name.  You don't want these ending up like Dragon Rulers.

1 hour ago, Zefra the Shaddoll Master said:

Also Kyubi has 2900 ATK/DEF and its a FIRE Level 9 Monster Cause it is based on the 9-Tailed Fox Just an Interesting Fun Fact I wanted you to know

Kyubi is fine.  I said your level 8 and below were too strong for their level.

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Lets no worry about the stats I'll fix that later What I care about are the effects I want indeap review on How Balanced the effects are?

  • Mecha-War Draft Fighter - XX01 Dragonictron will have its Stats become this 1800/2000
  • Mecha-War Draft Fighter - XX03 Tigerictron will have its Stats become this 2600/2000
  • Mecha-War Draft Fighter - XX05 Wolfictron will have its Stats become this 2100/2100

How do these new Stats okay or no? But I want you guys to talk about the Effects rather then the stats I'll fix up the stats after.

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in general: welp you did take may advice to lessen the amount of effect, its still a bit thick....but still... congrats on learning and hopefully you get better at balancing. that being said im agree with Melon that you should only access 2 of 3 effects per turn on top of some general balancing requirement especially the stat

Dragonictron: it can special summon it self while also extend, pretty good, the anti-hand trap effect + target protection + good body is a bit excessive for such low level monster but this is where i mention Melon suggestion again so that i only activate 2 of 3 effects per turn at least that way there player interaction while still kept the decently powerful effects.

Leonictron: interesting total shogun variant that could be useful. the negation is ok but needs a bit more balance given how easy this card is summoned and the requirement for EARTH Machine is not that hard. a discard cost should suffice though

Tigerictron: global 1000+ and double attack? thank God you put rare typing (FIRE Machine) on this. that being said all the effects need balancing, 1st effect should not applied along with its self summon ability and especially not THAT global. while the 3rd effect  since it triggered on any kind of dumping and it summon ANY machine monster even outside the archetype which is why i also echo Melon again (3rd times the charm they said) that these "archetype" is not really archetypes...they are super generic Series  actually and

Eaglictron: surprisingly the 3rd effect is strong but balance, it relies on opponent action so that you can't self-combo it but it properly punish your opponent to do so. good job. the 2nd effect however is a dangerously OP. shuffle to deck or what player call "spin removal" is actually one of the strongest type of removal in the game that even at a cost of bouncing multiple cards is still disproportionately better since it also screw deck consistency. heck, bouncing cards back to your hand in yugioh is actually not really a cost in a first place...since you get to use the card again if the said card lack HOPT

Wolfitron: double foolish burial that also summon what it sent? yeah, no... there are reasons why foolish is limited. the protection effect is too excessive to

Unicornitron: the solemn effect basically combo with the summon effect making the cost cheaper than already is in a bad way, make it only apply on Normal or Tribute summon is probably more acceptable. same kinda goes with the the equip effect

Dragon of Destruction: the draw effect is dangerous as it i, make it archetypal copy of allure of darkness that trigger out of specific summon rather than special is better. protection is excessive, choose one except for the anti-tribute which you should remove entirely. Kaiju should ALWAYS be everybody's necessary evil unless you card does have astronomically difficult investment

Ultranitron: surprisingly tame, although the anti-negation should only apply on normal summon. search effect is...okay i guess? not really sure, the effect is powerful but stuck with rare typing and level 8 or lower limit, but it also search on special summon...maybe make it it search machine but only search non-archetype on tribute summon using atleast one archetype member as tribute

Kyubi:  the 2nd effect is DD Crow on steroid and i can't say yes to that unless you harder cost and specific summon condition like my Ultranitron suggestion. 3rd effect is both excessive and...too niche? cards that cannot be responded is quite rare with exception of counter trap card but yugioh nowadays have power traps that non-counter type so this effect is also kinda useless. welp i guess the 4th effect is a simple field search

field spell: back to the drawing board it has more than 3 effects and every single one of them is OP from the last

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On 4/7/2021 at 2:30 AM, Dokutah Jolly said:

Kyubi:  the 2nd effect is DD Crow on steroid and i can't say yes to that unless you harder cost and specific summon condition like my Ultranitron suggestion. 3rd effect is both excessive and...too niche? cards that cannot be responded is quite rare with exception of counter trap card but yugioh nowadays have power traps that non-counter type so this effect is also kinda useless. welp i guess the 4th effect is a simple field search

@Dokutah Jolly *note* its not DD Crow's Effect its actually Called by the Grave https://yugioh.fandom.com/wiki/Called_by_the_Grave

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3 hours ago, Zefra the Shaddoll Master said:

@Dokutah Jolly *note* its not DD Crow's Effect its actually Called by the Grave https://yugioh.fandom.com/wiki/Called_by_the_Grave

While i thank you for pointing that out and admit my mistake, the problem still the same. Given that its repeatable and has tonne more utility that the original called by the grave, ir still need extra cost or requirement about it

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34 minutes ago, Zefra the Shaddoll Master said:

@Dokutah Jolly Also Kyubi Stops you From You things Like Spell Speed 3 and 4 cards Like Solemn Judgement and things of the like Dark Ruler No More.

Another point i tell you is decks dont always have to answer to every single problem....or at least the ones it has easy access to. Having certain weakness is not bad in design. It gives them identity and fair chance to other player to form interaction

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The new trap card is too powerful.  It is not as powerful as the field spell, but it is a card that can swing for a pretty huge amount of advantage, especially if you go first and are able to set this before your opponent does anything.

First off, it is a Normal Trap.  That means that it is searchable off of the Lair of Darkness cards and it can be set immediately from the deck by "Trap Trick".  That means you can use it somewhat consistently.

Outside the battle phase, one for one monster removal traps are still very few and far between.  We've got stuff like Ring of Destruction, Shaddoll Schism, and Ice Dragon's Prison, but all three have costs and conditions needed for them to destroy/remove monsters.  Your trap has no conditions (other than "During the Main Phase") and is non-targeting, non-destruction removal that gets rid of anywhere between 2-4 of your opponent's monsters.  This removal is a +1 at minimum, but then you get a free Link monster, so it becomes a +2 at minimum.

For some reason, you also made the card impossible to respond to.  That is excessive for no reason.  Just because a card can be negated, it doesn't mean it is weak.  Almost every card in the history of the game can be responded to.  Heck, I will go so far as to say that every banned card in the game probably can be responded to.  That does not make them any less OP.

You also gave the card a GY effect.  I won't go over it, but it is also just free advantage.  I just took a quick look through Spells/Traps that banish themselves from the GY and here's my general conclusion: if a spell/trap is archetypal, then you can banish it to have an effect that gives you advantage (usually via recycling and only a +1).  If it is generic, then it cannot actively change card advantage.  Your card is generic.  If you want to give it a banish effect, it cannot be used to give you card advantage (no drawing, adding, recycling cards to your hand, special summoning from Deck/GY/Banish).

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@Zefra the Shaddoll Master It's hard to reply to your archetypes because your cards are usually so strong and have so many applications that it takes a long time to make a good response.  My post took over thirty minutes for a card that probably took only 10 minutes for you to make.  Demanding critique and asking how they would be used is just too big a time commitment, especially when the cards are not very balanced.

I don't want to be here for many hours just describing how each of your effects might be used, so start off by trying to make the general changes that Jolly and I have already suggested, okay?

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