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Cleromancer Archetype [WRITTEN]


Tinkerer

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Hello, fine peoples!

So, some background before getting to the cards.  I was reading through some old notes of mine that I had while I was taking biblical studies classes and I found this little tidbit about "Urim and Thummim".  These were supposedly black and white stones that were used by Jewish priests to divine God's will in certain situations.  Essentially they were treated as a "yes" or "no" answer.  I thought this concept was pretty neat so I decided to make an archetype based around this idea and divination.  The result was this archetype that's based around coin tosses with "Urim" and "Thummim" acting as generic coin-toss support cards that allows you to manipulate the coin toss result.

In terms of theme and lore, I like the idea that this archetype fits in with the Endymion/Spellbook/Invoked/Witchcrafter lore.  In that world, Cleromancers are a minor cult that meets in a bazaar within Endymion's city.  They practice their fortune telling, but they don't actually hold any real political power of their own.  However, the cult leader - Cleromancer Theocrat Augus - is a mysterious figure whose magical power is legitimate and substantial, but also surprisingly impermanent.  No one knows who Augus truly is, where they disappear to, or where they get their power from.

Okay, with all that lore and background out of the way, onto the cards!

Urim
Trap
If you toss a coin to activate a card effect, treat the result as heads.  If you control a "Cleromanc" card, you can activate this card from your hand.  During the Main Phase, except the turn this card was sent to the GY: You can shuffle this card from your GY into your Deck; add 1 "Thummim" from your Deck to your hand.

Thummim
Trap
If you toss a coin to activate a card effect, treat the result as tails.  If you control a "Cleromanc" card, you can activate this card from your hand.  During the Main Phase, except the turn this card was sent to the GY: You can shuffle this card from your GY into your Deck; add 1 "Urim" from your Deck to your hand.

 

Monsters:

Quote

Cleromancer Theocrat Augus
EARTH 8*
Spellcaster/Effect
If you tossed a coin this turn, you can Special Summon this card (from your hand).  You can only Special Summon "Cleromancer Theocrat Augus" once per turn this way.  If this card is Summoned or flipped face-up: You can destroy a number of cards on the field up to the number of coins you tossed this turn.  Once per turn, if your opponent activates a monster effect (Quick Effect): You can toss a coin and your opponent calls it.  If they call it right, return this card to your hand.  If they call it wrong, negate that effect and destroy that card, and if you do, you can return 1 card on the field to the hand.
2900/1800

Apprentice of Cleromancy
EARTH **
Spellcaster/Effect
If this card is Summoned or flipped face up, you can toss 1 coin and your opponent calls it.  If they call it right, add 1 "Urim" or 1 "Thummim" from your Deck or GY to your hand.  If they call it wrong, add 1 "Cleromanc" card from your Deck to your hand.  If this card is targeted by your opponent's card (for an attack or a card effect): You can flip this card into face-down defense position.  You can only use each effect of "Apprentice of Cleromancy" once per turn.
200/1500

Cleromancer Scribe
EARTH **
Spellcaster/Effect
Once per turn: You can toss 1 coin and your opponent calls it.  If they call it right, return 1 Spell/Trap on the field to the hand.  If they call it wrong, destroy 1 monster on the field.  If this card is destroyed: You can Special Summon 1 "Cleromancer" monster from your Deck.
1000/0

Hermit Cleromancer Ohmin
EARTH **
Spellcaster/Tuner/Effect
If this card is Summoned or flipped face-up: You can excavate a number of cards from the top of your Deck up to the number of coins tossed this turn.  Return cards on the field to the hand up to the number of "Urim", "Thummim", or "Cleromanc" cards revealed this way, then send all the excavated cards to the GY.  Once per turn: You can toss 1 coin and your opponent calls it.  If they call it right, discard 1 card.  If they call it wrong, Special Summon 1 "Cleromanc" monster from your hand and you can increase or decrease its Level by up to 2.
600/600

Cleromancers of Commission
EARTH ****
Spellcaster/Effect
You can reveal this card in your hand: Toss a coin.  If the result is heads, Special Summon this card.  Once per turn (Quick Effect): You can toss a coin and your opponent calls it.  If they call it right, this card gains 600 ATK until the End Phase of the next turn.  If they call it wrong, flip 1 face-up card on the field face-down.
1850/400

Cleromancers of Omission
EARTH ****
Spellcaster/Effect
You can reveal this card in your hand: Toss a coin.  If the result is tails, Special Summon this card.  Once per turn, during the Standby Phase: You can toss a coin and your opponent calls it.  If they call it right, you cannot Special Summon monsters for the rest of the turn except "Cleromanc" monsters.  If they call it wrong, for the rest of the turn, players can only control 1 type of monster.  Send all other face-up monsters they control to the GY.
1200/2000

Backrow:

Quote

The Bizarre Bazaar of the Cleromancers
Field Spell
When this card is activated: Add 1 "Urim" or "Thummim" from your Deck to your hand.  The first time the turn player activates a monster effect on the field each turn, they must toss a coin and their opponent calls it.  If their opponent calls it right, negate that effect.  If their opponent calls it wrong, that monster gains 600 ATK/DEF, but cannot be Tributed or used as Material until the End Phase of the next turn.  You can only activate 1 "The Bizarre Bazaar of the Cleromancers" per turn.

Twisted Fortuna in Cleromancy
Trap
Toss 1 coin and your opponent calls it.  Special Summon 1 "Cleromanc" monster from your GY, then apply the appropriate effect.  If your opponent called the coin toss right: Send the top 2 cards from your Deck to the GY.  If they called it wrong: Your monster gains 600 ATK/DEF.  You can banish this card from your GY and toss 1 coin.  If heads, add 1 "Urim" from your GY to your hand, if tails, add 1 "Thummim" from your GY to your hand.  You can only activate 1 "Twisted Fortuna in Cleromancy" per turn.

Ode of Cleromancy
Continuous Trap
When this card is activated: You can target 1 "Cleromanc" card in your GY; add it to your hand, then discard 1 card.  Once per turn, if a coin toss is called wrong, you can target 1 card you control, return it to your hand, then activate 1 "Cleromanc" Spell/Trap card from your hand or Special Summon 1 "Cleromanc" monster from your hand.  You can only activate 1 "Ode of Cleromancy" per turn.

Thanks for looking through, and as always CnC is much appreciated!

Cheers!

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the stones: its a good gimmick fuel that keep search and recycle it self

Augus: we off with a bombastic start. mass removal on summon while having a negation + double removal  package. you can say its a pretty humbling experience for player jinxed to the maximum effect of this card

Apprentice: ha it flip coin while aslo able to flip it self for another flip, fuckin fliptastic. well its a quite good searcher all things considered

Scribe: quite strong removal option that you can use to reuse your backrow should you need it. it kinda worry me that i float into any member since its also trigger augus but hey its a coin flip deck, they deserve to be a bit more powerful

Ohmin: its pretty strong removal that balance by deck's lack of stat and surefire advantage generators. that happen on a suprisingly good tuner (with supreme level modulation effect to boot), and i sense level pairs...Synchro and Xyzs duality of white and black stone? cheeky gesture i wholeheartedly support lol

Commission: our second beater although its primary usage is extender, good guessing game effect though

Omission: basically commission but has more more control/floodgate effect. really good

Bazaar: search you stones to start the gimmick fueling, its has quite risky floodgate but with the stone it boost your smaller monster by 600 with sweet icing of anti-kaiju

Fortuna: recover stuff and search stuff, pretty good. the mill actually further fuel the other copies of itselfs

Ode: the safety net of all of your coin toss shenanigans provide more defenders on board should your bad luck fuel opponent game. its good

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Thanks guys!

I really put a lot of love into this one and I'm glad to see y'all appreciate it!

 

11 hours ago, Dokutah Jolly said:

Ohmin: its pretty strong removal that balance by deck's lack of stat and surefire advantage generators. that happen on a suprisingly good tuner (with supreme level modulation effect to boot), and i sense level pairs...Synchro and Xyzs duality of white and black stone? cheeky gesture i wholeheartedly support lol

Haha!  I'm glad you caught that Synchro/Xyz thing.

I originally did have something planned to explain Augus and how he fits into the Magistus lore and Ohmin was meant to be the key for that.  However, the play style was getting too complex so I scrapped it and focused entirely on making coin flip control.dek.  I might make an alternative explanation down the line, but I'm going to have to rework it a bit considering how the deck works now.

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