drowsyCoffee Posted November 4, 2021 Report Share Posted November 4, 2021 This is kind of a pretty old idea of mine for a custom archetype, something i think i've tried of pulling off in Duel Portal quite a long time ago, but never quite managed of making it work. The general idea is to create an archetype that can successfully summon Goddess of Rebirth Sophia, a card that requires as materials an Xyz, a Synchro, a Fusion and a Ritual monster, and in exchange for those obscene summoning requirements, wipes the entire board, gys and hand creating a fully simplified gamestate on the spot. The problem the card always had, is that in general other that the kind of terrible Fusion Gate Chain Material set ups, summoning it was really f*cking hard, and even after you summoned it, you kinda just, stared at your opponent while putting them on a three turn clock. Which, on the modern metagame where every archetype has a thousand 1 card starters, is not very good So, in short, the problem was along the lines of "ya need to fill your deck with trash to make this card quickly and even then since ya cant kill your opponent they will just rebuild their board and kill you". So, my take on what ya should do when making a custom deck centered around Sophia is: A)-Make it control-oriented. Card takes a long time to get on field, and in general, the theming that a control oriented deck could have with the card is hella nice. Since the deck fills the same Lightsworn-esque religious theme, it gives the same vibe of "a bunch of guys praying to their diety and stalling for time until it finally comes and starts kicking ass" B)-Make it so Sophia can end the game when summoned. Sophia in general implies an extremely big commital of resources and makes it hard for ya to do any follow up. So, ya should be rewarded for managing to get it out with it representing victory on board. Both fits the theming, and gives the control deck a meanigful clock to play with. Ya can archieve this by either making so Sophia can OTK, or making so your stuff gets effs when banished to rebuild a board post-Sophia and preventing your opponent from being able of making anything with their topdecks And last but not least, C)-Take a page from Pendulum Magicians and please make your archetype centered around guys treated as Xyzs, Synchros, etc. Y'all are free to try and make a legit deck that can get a Ritual, a Synchro, an Xyz and a Fusion out somewhat consistently, but im not willing to f*ck with that no thanks So, here is how i decided to build the archetype. First, i made 4 monsters, each corresponding to one of Sophia's materials, that can each add 1 of the other monsters to hand during SP, to slowly gather all the required materials. To prevent the deck from being some super turbo strat that gets all four and Sophia out on the same turn, i gave them a Winda-esque lock for yourself so that they can still synergize with stuff like Diviner of the Herald but need more than a singular turn to archieve all names on board. They each have an effect unique to them to help you progress your board. I originally wanted to give each of them an eff to give Sophia extra attacks, to OTK your opponent with them, but in the end it just cluttered the already bloated effect, so i moved that to the S/Ts. This is why the deck is being actively impeded from getting the card quickly, as it would mean that as soon as Sophia hits the board you won the duel, and thus, giving your opponent one to 2 entire turns to stop ya felt reasonable As for the rest of the deck, i made various traps and spells that just vaguely fitted the whole Stalling for Time deal, as well as a Field Spell that gets effs based on the number of names on board just because it felt fitting for a deck centered around summoning 4 different names Also, as a note. This, uh, is feeling surprisingly clunky. Doesnt quite feel as synergistic as, lets say, Bamboo or Imperials, and the lines feel kinda messy and not that strong. So, yeah, dont expect that much from this one, it might be my worst archetype in this account up to date. Maybe ReXyclers are worse? I barely even thought about potential lines on those. Oh well So, lets start with the cards. First, the monsters, as i tend to do Apostle of Matter, The Creative Effect Monster Earth Fairy LV 1 0/1400 (This card is always treated as a "Synchro" Monster) While this card is face-up on the field, you can only Special Summon Fairy monsters, and only once per turn When this card is Normal or Special Summoned: You can add 1 "World's Last Sanctum" from your Deck to your hand During your Standby Phase: You can add 1 "Apostle" card from your Deck to your hand You can only use each effect of "Apostle of Matter, The Creative" once per turn First, as always, is your deck's stratos. As every other Apostle, it is a low level Fairy monster, treated as one of Sophia's materials, Winda's yourself and also adds your guys on SP to keep the train going (Though it is important to note that you are somewhat unlikely to keep this body on board on most scenarios as your turn one boards are lookin' mighty fragile). This guy alongside Decay are your 2 targets for the Diviner of the Herald eff when tributed, which you intend to trigger with Myth of Creation. Ya choose Decay or Matter mainly based around having or not the Sanctum on field, your Field spell, as boards with Decay can get a lil bit of extra advantage by triggering its GY eff during your opponent's turn. Oftentimes, the way you would trigger this card are either getting it out of a One for One, or ya would do something like, NS Diviner, Diviner dump Decay, Decay add Myth, Myth tribute Diviner to add a S/T and then Diviner triggers to SS this guy, adding ya a Sanctum. Sounds like a lot, but its a board that either ends on 2 Trap Holes or a singular S/T negate, so it isnt that strong (Plus, an Ash Blossom to that Diviner quite literally ends your turn, as you'd depend on having hard drawn the Myth to keep going. Gamma and Ogre also are quite miserable, Diviner is def where the chokepoint lies for handtraps). One for One lines are certainly better, as they kind of bypass the Winda-esque lock by virtue of not having an Apostle when the first SS is triggered, allowing you to reach the rare opening hand where ya can get to 3 names turn one, and have Sanctum be kind of 3 Veilers on field. Weird, extremely high roll scenario. If there are any other cards that can replicate this situation (I think Valhalla does it??) They probably are must haves, as they get ya to the strongest possible boards ya can output. As for art, its kinda hard to pin down a divine theme for creativity. Probably your blacksmith esque diety? Maybe a painter with a brush made out of Space, painting up the stars on the sky? Sure, that sounds cool Apostle of Fertilty, The Motherly Effect Monster Fire Fairy LV 3 0/1600 (This card is always treated as a "Fusion" Monster) While this card is face-up on the field, you can only Special Summon Fairy monsters, and only once per turn If your control an "Apostle" Monster: You can Special Summon this card from your hand During your Standby Phase: You can add 1 "Apostle" card from your Deck to your hand You can only use each effect of "Apostle of Fertility, The Motherly" once per turn Fertility is kind of a mediocre one, as ya often wanna use your singular SS on Diviner stuff. Still, only Fertility set ups get ya to 2 names turn one for the Destruction immunity, so that's something. Not really that much to say. Given the whole theming of the deck, for art i would probably go with something similar to the prehistoric Venus for this or something along those lines Apostle of Decay, The Mourning Effect Monster Dark Fairy LV 2 0/1900 (This card is always treated as a "Xyz" Monster) While this card is face-up on the field, you can only Special Summon Fairy monsters, and only once per turn If this card is sent to the GY: You can add 1 "Apocryphal" card from your Deck to your hand During your Standby Phase: You can add 1 "Apostle" card from your Deck to your hand You can only use each effect of "Apostle of Decay, The Mourning" once per turn And here is your main combo tool. Ya use this guy to pretty much do everything the deck wants. Ya Foolish Burial or Diviner it to get your S/Ts going, with Myth being a particularly good choice for being just a way to trigger Diviner and get an Apocryphal text on GY for your recycles, or ya summon it on board to tribute it for the cost of Memoir/Hymn just to get an extra trigger during your opponent's turn. Just one hell of a card for the archetype (And yet another example of my fixation with "if this card is sent to the GY" effs). As for theming, the Reaper feels a tad not fitting, so probably something along the lines of the traditional old man/lady could work to represent decay, or maybe theme it like the horseman of the apocalypse. A sand clock is also another object very commonly associated with the theme, it could be mixed with it. What about an old man, herding an emaciated Donkey that is carrying a massive stone sand clock? Sure, fitting enough. Also, fun fact, ya can make a 1 mat Zeus with this card if it attacks. Hilarious Apostle of Cycles, The Endless Effect Monster Light Fairy LV 4 0/2100 (This card is always treated as a "Ritual" Monster) While this card is face-up on the field, you can only Special Summon Fairy monsters, and only once per turn If you control 4 "Apostle" Monsters with different names: Add 1 "Sophia, Goddess of Rebirth" from your Deck to your hand During your Standby Phase: You can add 1 "Apostle" card from your Deck to your hand You can only use each effect of "Apostle of Cycles, The Endless" once per turn Last man out, close the door. The good ol' Ouroboros, ya can make something cyclical-themed and not at least think about fitting it in, its one of the most widely known pieces of symbolism. Also felt nice for the Ritual guy to be the one getting the Sophia out, feels fitting given that it would probably involve some massive ceremony in-flavor. Other than that, this is a one of if i ever seen one, the card sucks ass really badly lol. Guess it comes with being a Ritual. Also, one very funny thing about this card is that pretty much any interaction being thrown at it (Specially Lancea, given Sophia's AoE banish) can quite possibly lose ya the duel on the spot if ya were banking on getting to summon Sophia. Realistically, the correct way to play this deck is something along the lines of 3 Diviner 1 Decay 1 Memoir in Fairy decks as just a quick S/T negate in exchange for your NS a la Alesteir the Invoker. Still, getting to SS Sophia on a legitimate competitive deck is too fun to pass ngl World's Last Sanctum Field Spell This card gains the following effects based on the number of "Apostle" Monsters you control with different names: 0+: You can add 1 "Apocryphal" card from your GY to your hand 1+: "Apostle" cards you control cannot be destroyed by battle or card effects 2+: (Quick Effect): Target monsters your opponent controls up to the number of "Apostle" cards in your field; Negate the effects of those monsters for the rest of the turn You can only use each effect of "World's Last Sanctum" once per turn And we finally reach the field spell. This card is in my opinion the biggest reason why i havent been able to narrow down more natural feeling lines for the archetype. The card just, doesnt feel great man, its frustrating, and i havent been able to figure out ways to make it work better with the archetype. The 1s eff is used to add discard fodder for Hymn in your average Diviner lines, the second one helps ya stall for time (Though, as you might have been able to figure out by this point, this deck has a massive weakness to Zeus, to the point were its probably unplayable, and this card does not help solve the issue) and the last eff is kind of win more-y. Doesnt come up outside nutty hands and like, turn 3-5 were it doesnt even matter that much Apocryphal Text: Myth of Creation Normal Spell Tribute 1 Fairy monster in your hand or Field; Add 1 "Apocryphal" card from your Deck to your hand You can shuffle this banished card into your Deck, then Target 1 Fairy monster you control (Quick Effect); It can make 1 extra attack this turn You can only use each effect of "Apocryphal Text: Myth of Creation" once per turn First Apocryphal text, and as the rest of them, its themed around one of the Apostles. In this case, its just your search guy. Great card, ya can use it to trigger Diviner effs (Or, in worse lines, Decay) while adding the interaction ya will choose to have in your final board based on your match up. It is also a way to get an Apostle to hand-pre lock, by tributing a Diviner in hand to SS it, which might come up every once in a while in like, 4 specific names hands, like, Myth Diviner Decay Fertility or something. Great stuff all around. Also, as the other Apocryphal Texts, ya can use this to give Sophia post summoning her an extra attack, for the sake OTKing on the spot should your opponent fail to stop you getting to that point Apocryphal Text: Ode of Spring Normal Spell If all Monsters you control are "Apostles": Add 1 "Apostle" card from your GY to your hand You can shuffle this banished card into your Deck, then Target 1 Fairy monster you control (Quick Effect); It can make 1 extra attack this turn You can only use each effect of "Apocryphal Text: Ode of Spring" once per turn Kind of a terrible and uninspired card, i probably wouldnt play this one ngl. I guess adding back your Decay on a Diviner line to later on tribute it off a Memoir or the like for a trigger is kina good, specially on Hymn set ups that can make use of the extra advantage, but still, nothing impressive Apocryphal Text: Memoir of Entropy Counter Trap: When a Spell/Trap card is activated: Tribute 1 Fairy Monster in your field or hand; Negate the activation, and if you do destroy it You can shuffle this banished card into your Deck, then Target 1 Fairy monster you control (Quick Effect); It can make 1 extra attack this turn You can only use each effect of "Apocryphal Text: Memoir of Entropy" once per turn Yay negate Apocryphal Text: Hymn of Ouroboros Continuous Trap When your opponent Normal or Special Summons a Monster: You can send to the GY 1 "Apocryphal" or "Apostle" card in your hand or Field; Send that card to the GY. You can use this effect a number of times equal to the number of "Apostle" and/or "Sanctum" cards you control per turn You can shuffle this banished card into your Deck, then Target 1 Fairy monster you control (Quick Effect); It can make 1 extra attack this turn. You can only use this effect of "Apocryphal Text: Hymn of Ouroboros" once per turn Last guy of the gang, lets get over with this mess. Ya use this guy as a duo trap hole on your average Diviner lines, as well as the main way to abuse the resource engine that Sanctum adding back your Text can be, specially on fields with multiple Apostles. Kind of a worse, makeshift Ensemblue. Oh well Link to comment Share on other sites More sharing options...
Loleo Posted November 5, 2021 Report Share Posted November 5, 2021 This gives me the feeling of sanctuary and Valkyries. 22 hours ago, drowsyCoffee said: Apostle of Matter, The Creative Effect Monster Earth Fairy LV 1 0/1400 (This card is always treated as a "Synchro" card) While this card is face up on the field, you can only Special Summon Fairy monsters, and only once per turn When this card is Normal or Special Summoned: Add 1 "World's Last Sanctum" from your deck to your hand During your Standby Phase: Add 1 "Apostle" card from your deck to your hand You can only use each effect of "Apostle of Matter, The Creative" once per turn First, as always, is your deck's stratos. As every other Apostle, it is a low level Fairy monster, treated as one of Sophia's materials, Winda's yourself and also adds your guys on SP to keep the train going (Though it is important to note that you are somewhat unlikely to keep this body on board on most scenarios as your turn one boards are lookin' mighty fragile). This guy alongside Decay are your 2 targets for the Diviner of the Herald eff when tributed, which you intend to trigger with Myth of Creation. Ya choose Decay or Matter mainly based around having or not the Sanctum on field, your Field spell, as boards with Decay can get a lil bit of extra advantage by triggering its GY eff during your opponent's turn. Oftentimes, the way you would trigger this card are either getting it out of a One for One, or ya would do something like, NS Diviner, Diviner dump Decay, Decay add Myth, Myth tribute Diviner to add a S/T and then Diviner triggers to SS this guy, adding ya a Sanctum. Sounds like a lot, but its a board that either ends on 2 Trap Holes or a singular S/T negate, so it isnt that strong (Plus, an Ash Blossom to that Diviner quite literally ends your turn, as you'd depend on having hard drawn the Myth to keep going. Gamma and Ogre also are quite miserable, Diviner is def where the chokepoint lies for handtraps). One for One lines are certainly better, as they kind of bypass the Winda-esque lock by virtue of not having an Apostle when the first SS is triggered, allowing you to reach the rare opening hand where ya can get to 3 names turn one, and have Sanctum be kind of 3 Veilers on field. Weird, extremely high roll scenario. If there are any other cards that can replicate this situation (I think Valhalla does it??) They probably are must haves, as they get ya to the strongest possible boards ya can output. As for art, its kinda hard to pin down a divine theme for creativity. Probably your blacksmith esque diety? Maybe a painter with a brush made out of Space, painting up the stars on the sky? Sure, that sounds cool Apostle of Fertilty, The Motherly Effect Monster Fire Fairy LV 3 0/1600 (This card is always treated as a "Fusion" card) While this card is face up on the field, you can only Special Summon Fairy monsters, and only once per turn If your control an "Apostle" Monster: You can Special Summon this card from your Hand During your Standby Phase: Add 1 "Apostle" card from your deck to your hand You can only use each effect of "Apostle of Fertility, The Motherly" once per turn Fertility is kind of a mediocre one, as ya often wanna use your singular SS on Diviner stuff. Still, only Fertility set ups get ya to 2 names turn one for the Destruction immunity, so that's something. Not really that much to say. Given the whole theming of the deck, for art i would probably go with something similar to the prehistoric Venus for this or something along those lines Apostle of Decay, The Mourning Effect Monster Dark Fairy LV 2 0/1900 (This card is always treated as a "Xyz" card) While this card is face up on the field, you can only Special Summon Fairy monsters, and only once per turn If this card is sent to the GY: Add 1 "Apocryphal" card from your deck to your hand During your Standby Phase: Add 1 "Apostle" card from your deck to your hand You can only use each effect of "Apostle of Decay, The Mourning" once per turn And here is your main combo tool. Ya use this guy to pretty much do everything the deck wants. Ya Foolish Burial or Diviner it to get your S/Ts going, with Myth being a particularly good choice for being just a way to trigger Diviner and get an Apocryphal text on GY for your recycles, or ya summon it on board to tribute it for the cost of Memoir/Hymn just to get an extra trigger during your opponent's turn. Just one hell of a card for the archetype (And yet another example of my fixation with "if this card is sent to the GY" effs). As for theming, the Reaper feels a tad not fitting, so probably something along the lines of the traditional old man/lady could work to represent decay, or maybe theme it like the horseman of the apocalypse. A sand clock is also another object very commonly associated with the theme, it could be mixed with it. What about an old man, herding an emaciated Donkey that is carrying a massive stone sand clock? Sure, fitting enough. Also, fun fact, ya can make a 1 mat Zeus with this card if it attacks. Hilarious Apostle of Cycles, The Endless Effect Monster Light Fairy LV 4 0/2100 (This card is always treated as a "Ritual" card) While this card is face up on the field, you can only Special Summon Fairy monsters, and only once per turn If you control 4 "Apostle" Monsters with different names: Add 1 "Sophia, Goddess of Rebirth" from your deck to your hand During your Standby Phase: Add 1 "Apostle" card from your deck to your hand You can only use each effect of "Apostle of Cycles, The Endless" once per turn Last man out, close the door. The good ol' Ouroboros, ya can make something cyclical-themed and not at least think about fitting it in, its one of the most widely known pieces of symbolism. Also felt nice for the Ritual guy to be the one getting the Sophia out, feels fitting given that it would probably involve some massive ceremony in-flavor. Other than that, this is a one of if i ever seen one, the card sucks ass really badly lol. Guess it comes with being a Ritual. Also, one very funny thing about this card is that pretty much any interaction being thrown at it (Specially Lancea, given Sophia's AoE banish) can quite possibly lose ya the duel on the spot if ya were banking on getting to summon Sophia. Realistically, the correct way to play this deck is something along the lines of 3 Diviner 1 Decay 1 Memoir in Fairy decks as just a quick S/T negate in exchange for your NS a la Alesteir the Invoker. Still, getting to SS Sophia on a legitimate competitive deck is too fun to pass ngl World's Last Sanctum Field Spell This card gains the following effects based on the number of "Apostle" Monsters you control with different names: 1+: Add 1 "Apocryphal" card from your GY to your Hand 2+: "Apostle" cards you control cannot be destroyed by battle or effects 3+: (Quick Effect): Target Monsters your opponent controls up to the number of "Apostle" cards in your field; Negate the effects of those monsters for the rest of the turn You can only use each effect of "World's Last Sanctum" once per turn And we finally reach the field spell. This card is in my opinion the biggest reason why i havent been able to narrow down more natural feeling lines for the archetype. The card just, doesnt feel great man, its frustrating, and i havent been able to figure out ways to make it work better with the archetype. The 1s eff is used to add discard fodder for Hymn in your average Diviner lines, the second one helps ya stall for time (Though, as you might have been able to figure out by this point, this deck has a massive weakness to Zeus, to the point were its probably unplayable, and this card does not help solve the issue) and the last eff is kind of win more-y. Doesnt come up outside nutty hands and like, turn 3-5 were it doesnt even matter that much Apocryphal Text: Myth of Creation Normal Spell Tribute 1 Fairy Monster in your Hand or Field; Add 1 "Apocryphal" card from your deck to your hand You can shuffle this banished card into your Deck, then Target 1 Fairy Monster you control (Quick Effect); It can make 1 extra attack this turn You can only use each effect of "Apocryphal Text: Myth of Creation" once per turn First Apocryphal text, and as the rest of them, its themed around one of the Apostles. In this case, its just your search guy. Great card, ya can use it to trigger Diviner effs (Or, in worse lines, Decay) while adding the interaction ya will choose to have in your final board based on your match up. It is also a way to get an Apostle to hand-pre lock, by tributing a Diviner in hand to SS it, which might come up every once in a while in like, 4 specific names hands, like, Myth Diviner Decay Fertility or something. Great stuff all around. Also, as the other Apocryphal Texts, ya can use this to give Sophia post summoning her an extra attack, for the sake OTKing on the spot should your opponent fail to stop you getting to that point Apocryphal Text: Ode of Spring Normal Spell If all Monsters you control are "Apostles": Add 1 "Apostle" card from your GY to your hand You can shuffle this banished card into your Deck, then Target 1 Fairy Monster you control (Quick Effect); It can make 1 extra attack this turn You can only use each effect of "Apocryphal Text: Ode of Spring" once per turn Kind of a terrible and uninspired card, i probably wouldnt play this one ngl. I guess adding back your Decay on a Diviner line to later on tribute it off a Memoir or the like for a trigger is kina good, specially on Hymn set ups that can make use of the extra advantage, but still, nothing impressive Apocryphal Text: Memoir of Entropy Counter Trap: When a Spell/Trap card is activated: Tribute 1 Fairy Monster in your field or hand; Negate the activation and destroy it You can shuffle this banished card into your Deck, then Target 1 Fairy Monster you control (Quick Effect); It can make 1 extra attack this turn You can only use each effect of "Apocryphal Text: Memoir of Entropy" once per turn Yay negate Apocryphal Text: Hymn of Ouroboros Continuous Trap When your opponent Normal or Special Summons a Monster: Destroy 1 "Apocryphal" or "Apostle" card in your Hand or Field; Send that card to the GY. You can use this effect a number of times equal to the number of "Apostle" and/or "Sanctum" cards you control per turn You can shuffle this banished card into your Deck, then Target 1 Fairy Monster you control (Quick Effect); It can make 1 extra attack this turn. You can only use this effect of "Apocryphal Text: Hymn of Ouroboros" once per turn Last guy of the gang, lets get over with this mess. Ya use this guy as a duo trap hole on your average Diviner lines, as well as the main way to abuse the resource engine that Sanctum adding back your Text can be, specially on fields with multiple Apostles. Kind of a worse, makeshift Ensemblue. Oh well Just a little to slow Main deck monsters: Let the fusion give the others a battle phase boosts so you can use these double attacks. Field spell: Remove the restrictions. ...This is hard. Also major concern: what if you found a way to special summon all 4 at once? Link to comment Share on other sites More sharing options...
drowsyCoffee Posted November 5, 2021 Author Report Share Posted November 5, 2021 Main way to summon all of them at once would be to get like, a Chain Summoning/Double Summon for extra NS (Or something like a Mine negating their effs maybe, though im not sure how that would interact with an "always treated as" clause) AND get all names on hand within the lock. And, to be fair, if ya manage to do that, sure, go for it. Still kinda suffers the same problem as Sophia Turbo decks, were ya manage to get Sophia turn one, you banish your opponent entire hand... and then they just make a competent board with their top deck because modern decks are packed with 1 card combo lines. Even if not, ya get rid of your own hand anyways, so you end putting youself on a topdeck war, something that is pretty RNG dependant and not really that good tbh. Sure, ya could OTK if ya did so going second... But is this deck really managing to get 4 names on board through an established board while playing Double Summon? Yeah, no, i doubt that Other than that, you're hard capped at 3 by SSing one pre having an Apostle on board, then one while you're under the lock, and then for your last dude normal summoning them. Something like, Decay, One for One and Fertility or something i guess As for the concerns with speed, yeah, i totally agree, the deck really aint putting enough interactions turn one to survive, specially given how frail its boards are. Kinda feels like pre-Mutator Myutants in a way lol, same issues of very cool cards to go into and nowhere near enough effs to get them in board turn one. Maybe in hand testing i'll find out that through hard drawn stuff ya can do more than it looks like...? Wouldnt bet on it though The idea of just, completely removing all of the Field spells restrictions actually does sound kinda nice, in retrospective, a lot of the effs feel like ya should get them by default for the archetype to work, really good suggestion there. Kinda worried it would turn Diviner of the Herald into a pretty easy 2 negates for Fairy decks though, feels kinda risky. I guess that ya would need 4 Garnets for that line, it could be worse, but still, the negate eff probably should still require a restriction. What about bumping all the restrictions down 1 step? Ya get the recycle by default, the protection at one monster, and the negating eff at 2 which already is a tad trickier due to the lock the archetype has. Feels like the middle ground between making it easier to use and there being some crazy Diviner dump Decay lines that decks with a small Apostle engine could reach Link to comment Share on other sites More sharing options...
Pommelo Posted November 5, 2021 Report Share Posted November 5, 2021 I find funny the idea of trying to run Skill Drain in the Deck for the only intention of giving yourself more possibilities to swarm with the four of them at once. I have a doubt, since I'm wondering if the "you can only Special Summon Fairy monsters, and only once per turn" would act as a lingering effect once you have made that lone SS in front of one of them, or if it's a simple continuous effect that gets cancelled completely if the effects are negated. It's quite a hit that the add to hand effect happens in the Standby Phase, otherwise with the above mentioned tactic, (if it applies) would help you quite a bit, imo. Anywho, strictly speaking in terms of the gameplay I hate of nowadays' YGO: It's saddening how you now want to think about what can be done in turn 1 or 2 as the most fundamental thing when judging an archetype's viability... the paragraph dedicated to that almost angered me xD. Don't get me wrong, it's not against you, it's against how we have lost the thrill of slowly exchanging blows with the opponent and the constant switch in the tide of war, now it's all about establish your field and avoid the handtraps, lulz, I win. Ummm... I think I'm digressing here, at any rate, since the main intention of the Deck is placing Sophia on the board and double attack, I have no qualms in regard of the Deck's speed, since we're more or less talking of a pseudo win-con thingy, and that should never be allowed within a single turn with high reliability. Small thing to mention that might not be necessary: a lot of the effects are mandatory. E.g. If you control 4 "Apostle" Monsters with different names: Add 1 "Sophia, Goddess of Rebirth" from your deck to your hand. If intended, never mind this paragraph. If not, then I urge you to make all of these effects "You can". One never know, so it's better to have that tiny flexibility. From there, just minimal grammar mistakes deck -> Deck face up -> face-up Inconsistencies in hand. Always use lowercase Use lowercase after semicolon. Monster -> monster. You only use Monster when you're talking about a kind of monster, e.g. Fusion Monster, Xyz Monster etc. You don't even use Monster when you talk about the type (Fairy monster). In World's Last Sanctum: 1+: "Apostle" cards you control cannot be destroyed by battle or card effects In Memoir of Entropy: It's ok as is, but I suggest negate the activation and if you do, destroy it As you're well aware, "and" is the most annoying conjunction, both must go off, or none, so this should be better. In Ouroboros: Definitely one of the instances in which you want the You can Anywho, I'll just side deck Chain Disappearance and you're ded lol. See ya around! Link to comment Share on other sites More sharing options...
drowsyCoffee Posted November 5, 2021 Author Report Share Posted November 5, 2021 Honestly? Thank you, fucking hell do i have been having problems to remember what needed capitalization when writting an eff holy f*ck. Kind of an embarassing problem to have, but oh well, what can ya do about it. Now that i notice, Ouroboros IS a mandatory eff as of now... and it feels kinda funny to leave it as is ngl. But yeah, no, it was meant to be optional, mb. As for the lock, it was meant to be a Continuous effect, i try to avoid messing with lingering effs due to how messy things can get around them lol. And yeah, i feel ya, the overwhelming need for turn one set ups is really painful when trying to desing grind-centered strats or things like Lightsworn ngl Link to comment Share on other sites More sharing options...
drowsyCoffee Posted November 5, 2021 Author Report Share Posted November 5, 2021 Also, man youre hella right, Chain Disappearance just annihilates this deck, specially if it were to target either Diviner or Decay, both are just fundamental combo pieces for the deck Link to comment Share on other sites More sharing options...
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