Tinkerer Posted June 24, 2021 Report Share Posted June 24, 2021 Hello, fine peoples! This is an archetype idea that I've had for about a year now and I tend to come back to it every now and then to start from scratch. Honestly, it isn't the concept or card designs that I have trouble with: it's the name. I haven't really been able to come up with a good name/name scheme for this archetype. But enough about those woes, you're here for the archetype! The gimmick is very straightforward: Quote Statutist An archetype whose gimmick is that it doesn't activate any effects. A very straightforward premise, no? Let's just get to the cards for now, but if you want to understand why this concept intrigued me you can expand the quote here. Otherwise, onto the cards! Quote The concept is very simple, both in premise and its application to the cards. However, in terms of gameplay, the archetype throws off quite a few modern conventions to favor a gameplan that entirely changes the dynamics of play. Here's a question: How do you negate something that does not start a chain? Most monsters that have negation effects specifically negate an effect when it activates. These cards don't activate anything; their effects cannot be negated like that. Most handtraps are used to respond to opponent actions; they need something to respond to. Again, since these don't start a chain, handtraps become worthless bricks. In that vein, these fit in as a counter-pick whenever big negation boards become powerful. Want to make a big setup worthless? Use these. So how do you counter these? The opponent will have to output cards that actively disrupt the opponent rather than react to opponent's actions. For example, using Skill Drain or Fog Blade to negate the opponent's monster effects rather than relying on omni-negates. The deck still does other things normally such as Normal Summoning/Activating Spells, so you can use cards that respond to those prompts instead (i.e. Solemn Judgment or Torrential Tribute). However, as long as your deck is fully built to be reactionary, this archetype should be able to counter it. ...at least, that was the intent. The problem with this design is that there are a limited number of effects that can work with this kind of design restriction. I can't use Ignition effects, Quick effects, or Trigger effects as all of those start a chain. This leaves Continuous effects and "Unclassified effects" (which is, quite literally, an "Effect that does not use a Chain Link, but is not a Continuous Effect."). Can I make a viable archetype that is not too powerful nor too weak with those restrictions? We'll see. Monsters: Quote Statutist 1 EARTH **** Spellcaster/Effect You can Normal Summon 1 "Statutist" monster in addition to your Normal Summon/Set. (You can only gain this effect from this card's name once per turn.) While this card is in the GY, "Statutist" monsters you control gain 300 ATK/DEF. 1400/1700 Statutist 2 EARTH **** Spellcaster/Tuner/Effect Monsters on the field lose 1 Level. If a "Statutist" monster(s) or "Statute" Spell/Trap card(s) you control would be destroyed, you can banish this card from the GY instead. 1500/900 Statutist 3 EARTH **** Spellcaster/Tuner/Effect Monsters on the field gain 1 Level and gain 300 DEF. After this card was Normal Summoned, your opponent cannot Special Summon a monster(s) for the rest of the turn. 1900/1600 Statutist 4 EARTH **** Spellcaster/Effect If you control no monsters, you can Special Summon this card (from your hand). The first time each turn a "Statute" Spell/Trap is activated, immediately after it resolves, add 1 "Statutist" monster from your Deck to your hand. 1850/1000 Statutist 5 EARTH **** Spellcaster/Effect After this card is Normal Summoned, neither player can activate monster effects for the rest of the turn. If this card is tributed for a Tribute Summon or used as Material for the Summon of an Extra Deck monster, that monster gains this effect. - This card cannot be destroyed by battle. 1700/1200 Statutist 6 EARTH **** Spellcaster/Effect If you have not activated a monster effect this turn, you can Special Summon this card (from your hand). The first time each turn a "Statute" Spell/Trap is activated, immediately after it resolves, make both players send 1 monster they control to the GY. 1000/2000 Extra Deck: Quote Statutist R4 EARTH R**** Spellcaster/Xyz/Effect 2 Level 4 Spellcaster monsters If a card(s) you control would be destroyed (by battle or card effect), you can detach 1 material from this card instead. When another monster declares an attack, their controller must discard a card. 2000/2000 Statutist LV6 EARTH 6* Spellcaster/Synchro/Effect 1 "Statutist" Tuner + 1+ non-Tuner Spellcaster monsters <<Work in progress>> 2400/2000 Statutist LV10 EARTH 10* Spellcaster/Synchro/Effect 1 "Statutist" Tuner + 1+ non-Tuner monsters Unaffected by monster effects. Each time a monster activates its effect on the field, all monsters on that player's side of the field lose 500 ATK/DEF when that effect resolves. This card can declare an attack on all monsters whose ATK is different from its original ATK. 1800/2000 Backrow: Quote Village of Mystical Statutes Field Spell Immediately after a "Statutist" monster is Normal Summoned, add 1 "Statute" Spell/Trap card from your Deck to your hand. Mystical Statutes of Power Continuous Spell Monsters without counters gain 800 ATK/DEF. When a monster activates an effect, place 1 Spellstone Counter on it when it resolves. Monsters with Spellstone Counters lose 100 ATK/DEF for each Spellstone Counter on them, also, they cannot target monsters without counters for attacks or card effects. Remove all Spellstone Counters from cards during your opponent's End Phase. You can only control 1 "Mystical Statutes of Power". Mystical Statutes of ... Continuous Spell If you have not activated a monster effect this turn, you can Normal Summon 1 Spellcaster monster in addition to your Normal Summon/Set (You can only gain this effect of "Mystical Statutes of ..." once per turn). The first time each "Statutist" monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. Mystical Statutes of ... Continuous Spell Immediately after your opponent Normal Summons a monster, send 1 "Statutist" monster from your Deck to the GY. Immediately after your opponent Special Summons a monster, they must banish the top card of their Deck face-down. Sorry for the lazy names! I said before that the names are the thing I had the most difficulty with. The wording on these is likely to be strange. I tried to stretch out the range of what is possible while also keeping to the prompt, which made certain things (like figuring out how to do consistency boosting effects), difficult. If something seems very off, feel free to let me know and ideally I'd have an explanation for it. As always, any comments and critiques are welcome! Cheers! Link to comment Share on other sites More sharing options...
Loleo Posted June 24, 2021 Report Share Posted June 24, 2021 Does attack gain/loss and the effects of counters not affect? Not to mention changing level? I'm assuming the gimmick is not affecting opponent's cards. Making your opponent take an action, drawing, working on making your monsters better or faster summons, tributing, are all ways to avoid affecting opponent's monsters! Link to comment Share on other sites More sharing options...
Tinkerer Posted June 24, 2021 Author Report Share Posted June 24, 2021 1 hour ago, ITSUKOSOADO said: Does attack gain/loss and the effects of counters not affect? Not to mention changing level? I'm assuming the gimmick is not affecting opponent's cards. Making your opponent take an action, drawing, working on making your monsters better or faster summons, tributing, are all ways to avoid affecting opponent's monsters! Ah, sorry. I guess I didn't explain it very well. I'm fine with the cards affecting other cards. But my goal was to make cards that would not start a chain. The only time one of these cards would actually start a chain would be when one of the spells is activated. Link to comment Share on other sites More sharing options...
Loleo Posted June 24, 2021 Report Share Posted June 24, 2021 Oh that makes soooo much more sense! This is very well designed with that goal in mind. Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted June 25, 2021 Report Share Posted June 25, 2021 Alrighty, I'm here for seconds xD The whole archetype gimmick is something I appreciate very much. I believe you're already aware of it, but I greatly dislike the current meta, with their mass Special Summoning tactics and omni negators everywhere. Welp, this archetype helps. Your opponent will truly need a good Side Deck to do something about these guys, otherwise mainstream decks will have one hell of a trouble to counter/disrupt these fellas. Some particular thoughts on the cards: Statutist 1: So far, I believe every effect of this sort I've seen includes "During your Main Phase", but this card lacks it. I dunno, but it might be good measure to add that. Since you mentioned to me those Magical Musket guys, I have them present in my mind, and I feel it'd be cool if you implemented their "During either player's Turn" Continuous effect. This effect qualifies nicely for the archetype if I'm not wrong, and being able to Normal Summon during either player's turn sounds exquisite xD. Just imagine summoning Statutist 5 in your opponent's turn ***drools*** Reading Statutist 2 made me thing: Wouldn't it be simpler to make the whole archetype the "Statut" Archetype? That way you wouldn't need to say " If a "Statutist" monster(s) or "Statute" Spell/Trap card(s)" but you could say "If an "Statut" card(s) you control... etc. Just an idea. Statutist 5 - Tributed with capital T, just like Tribute, and material with lower case. Lol, I'm annoying as heck. Statutist 6 - Reminder that, when talking about activations, you must use Card (as in Spell/Trap Card). Statutist R4 - Scary as heck effect that makes you discard 1 card per attack x_x Statutist LV10 - that player's side of the field --> that player's field. Village of Mystical Statutes - Oooof, goodness gracious, no OPT. Ummm, wouldn't that be too much? Turn's Normal Summon + possibly 2 or 3 additional Normal Summons in the turn, +1 for each. Gulp. Mystical Statutes of Power...... WISDOM and COURA---SHOT I'm at a loss for names, but I'll try to think of something. Good work, fine person! Link to comment Share on other sites More sharing options...
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