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Battleboat Archetype [WRITTEN] (13/13)


Tinkerer

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Hello, fine peoples!

Been a while since I've posted an archetype, huh?  The inspiration for this one hit me like a truck this morning when I was reading an article, and I couldn't let go of the idea.  Had fun putting this together, but I'm extremely unsure how strong this would be irl.  The main gimmick is a soft-OPT and I purposefully kept certain things open for minor loops. I am unsure if I left things too open ended, but I don't think I enabled an easy FTK or anything. Still, if you can think of anything, lemme know!

Also, if anyone wants to help find good pictures for these, I'd really appreciate it!!

As for the idea itself, it was pretty straightforward: what if you could play Battleship in your yugioh game?  The common effect should make this self-explanatory, but we should probably just get to the cards so it makes sense!

 

Monsters:

Quote

Battleboat Carrier
FIRE 5*
Aqua/Effect
If an excavated card(s) is sent to the GY, you can Special Summon this card (from your hand).  Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  If this excavated card is sent to the GY: You can target 1 "Battleboat" card in your GY; add it to your hand OR place it on top of your Deck.
2000/1900


The Flagship Battleboat
FIRE ****
Aqua/Effect
When this card is Normal or Special Summoned: You can add 1 "Battleboat" card or 1 "Umi" from your Deck to your hand, then place 1 card from your hand on top of your Deck.  You can only use this effect of "The Flagship Battleboat" once per turn.  Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  This card cannot attack the turn you use this effect.
1900/200


Battleboat Destroyer
FIRE ***
Aqua/Effect
Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  If this excavated card is sent to the GY: You can target 1 card you control and 1 card your opponent controls; place the first target on top of your Deck, and if you do, destroy the second target.
1300/200


Battleboat Submarine
FIRE **
Aqua/Effect
Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  You can target 2 other "Battleboat" monsters in your GY; shuffle this card and those targets into the Deck, then draw 1 card.  You can only use this effect of "Battleboat Submarine" once per turn.
800/800
 

Battleboat Patrol Ship
FIRE *
Aqua/Tuner/Effect
If this excavated card is sent to the GY: You can Special Summon it.  While this card is in the GY, "Battleboat" monsters you control gain 200 ATK.  Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.
200/600

 

Backrow:

Quote

Contested Waters
Field Spell
This card is always treated as "Umi". When this card is activated: You can excavate cards from your Deck until you excavate 2 "Battleboat" monsters; add 1 of the excavated "Battleboat" monsters to your hand, then send the other excavated "Battleboat" monster to the GY.  Shuffle the remaining excavated cards into your Deck.  "Battleboat" monsters on the field gain this effect:
- Once per turn: You can discard 1 card and target 1 card in this card's column; destroy it.


Battleboat Firestorm
Quick-Play Spell
Activate if a "Battleboat" monster destroys an opponent's card(s) by a card effect.  Target 1 Zone that was occupied by 1 of the destroyed cards, then destroy 1 opponent card in an adjacent Zone, then target that Zone and repeat this effect until there are no cards to destroy.  You can only activate 1 "Battleboat Firestorm" per turn.


Target Locked!!
Trap
This card is always treated as a "Battleboat" card.  All "Battleboat" monsters you control gain 500 ATK, also, if they destroy an opponent's monster by battle this turn, you can draw 1 card.  You can banish this card from your GY; take 1 "Battleboat" monster from your Deck and place it on top of your Deck.

 

Extra Deck:

Quote

Battleboat's Aircraft Allies
WIND Links: SW SE
Pyro/Link/Effect
2 monsters, including a "Battleboat" monster
When a card(s) your opponent controls is destroyed, inflict 300 damage to your opponent.  If an excavated "Battleboat" monster(s) is sent to your GY: You can target 1 of them; Special Summon it to a Zone this card points to.  If this card is pointing to 2 "Battleboat" monsters, banish this card and up to 2 cards from your opponent's GY.  You can only Special Summon 1 "Battleboat's Aircraft Allies" per turn.
500/LINK-2
 

Battleboat Aircraft Coordinator
FIRE 6*
Aqua/Synchro/Effect
"Battleboat Patrol Ship" + 1+ non-Tuner monsters
Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  If you have "Battleboat Patrol Ship" in your GY: You can return this card to your Extra Deck; Special Summon 1 "Battleboat's Aircraft Allies" from your Extra Deck, then you can Special Summon "Battleboat Patrol Ship" from your GY to a Zone that "Battleboat's Aircraft Allies" points to, but banish it when it leaves the field.
2200/2500

B.A.T.T.L.E.S.H.I.P. the Leading Battleboat
FIRE *****
Aqua/Synchro/Effect
"Battleboat Patrol Ship" + 1+ non-Tuner monsters
Once per turn: You can excavate cards from your Deck until you excavate 2 "Battleboat" monsters; send those excavated monsters to the GY, then destroy up to 3 cards your opponent controls in the same columns as either of the sent monster's Levels, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  If "Battleboat Patrol Ship" is in your GY when this effect resolves, inflict 300 damage to your opponent for each of their destroyed cards. You cannot conduct your Battle Phase the turn you activate this effect.
2500/400

Battleboat Annihilator
FIRE ****
Aqua/Synchro/Effect
"Battleboat Patrol Ship" + 1+ non-Tuner monsters
Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  If this card is in the GY: You can shuffle 1 "Battleboat Patrol Ship" from your GY into your Deck; Special Summon this card in defense position.  You can only use this effect of "Battleboat Annihilator" once per turn.
1900/400

Battleboat Subsea Scourer
FIRE ***
Aqua/Synchro/Effect
"Battleboat Patrol Ship" + 1+ non-Tuner monsters
Once per turn: You can excavate cards from your Deck until you excavate a "Battleboat" monster; send that excavated monster to the GY, then destroy 1 card your opponent controls in the same column as the sent monster's Level, counting from your right (if possible), regardless, shuffle the remaining cards into your Deck.  If you have "Battleboat Patrol Ship" in your GY: You can activate this effect; this turn, this card can attack your opponent directly.
1000/1400

So, yeah!  The whole deck is pretty gamble-y by nature, but the soft-OPTs and the easy special summons via Patrol Ship/Carrier should give the deck multiple chances to get a hit.  If you're really lucky, you could clear out a lot of opponent's cards with minimal lost resources.

All the boats are based on the typical Battleship pieces.  I wanted their levels to reflect how big the ships are in a typical Battleship game, but I wasn't able to do that (sub and destroyer are typically 3 pegs long and the Patrol Boat is 2 pegs) since I needed 5 different levels for their excavation effects to work properly.  Still, I'm happy with how these turned out!

Again, if anyone sees loops with these that could lead to an FTK, please feel free to let me know!  Any other comments n' critiques are appreciated as always.

Cheers!

 

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This reminds of so many cool things! Reverse Miayakashi, Sylvans, Suships, and the column mindedness, the luck element, and destruction!

Flagship is splashable and it can even search itself! (would play in a lot of decks)

I somehow want to splash in Folgo, but only 2 types makes it a little difficult.

Cool idea- A fusion spell that excavates until it finds random material and the fusion has different effects based on the combined levels!

This could technically FTK if you gave you opponent ~27 cards cut that in half (rounded up) with dark room of nightmares. but if you're worried about that, it's wayyy less likely than an FTK with Trickstar burn. [there are a couple of other ways to lower this but not easily)

 

Concerns:

1. lack of Umi synergy.

2. Lack of alternate forms of removal and interaction. (Main good way to interact, make all the excavating effects quick effects!)

3. For some of the effects that excavate 2 cards what happens if only one is excavated?

4.The link's "points to 2 effect" is mandatory (intentional?)

5. Target Locked should be a continuous effect.

6. Leading should be able to destroy all 4.

7. Allies should be 300 per a card (it might already be right?)

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15 hours ago, Redro said:

Also, if anyone wants to help find good pictures for these, I'd really appreciate it!!

-71efd913c8b8f3b133ee6c19f7adf626.jpg

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ok ok

how-to-draw-an-aircraft-carrier_5e4c7f12d265e8.58727245_16865_3_3.thumb.jpg.51c61cbf9e55e661ef0a4ab50115e7e1.jpg85118848_p0.thumb.png.ee434cdfb43eaf2958e28f31c1719a0e.png82675289_p0.thumb.jpg.41a265c4b9e4880541cc08fa1d09a4ee.jpg91498922_p0.thumb.jpg.9c8b22096cb326ec59c181e779371b7f.jpg

 

 

 

 

 

87275020_p0.jpg.ac5af62fe7a7a804417d702b246561be.jpg95592941_p0.thumb.png.b48dac6a88bbc2aacb701ce840afaef3.png95739800_p0.thumb.jpg.c0689f273556542909a042e78362458b.jpg95980268_p0.thumb.png.03a61299c993afaeb24600d3170adf14.png

 

 

96199627_p12.thumb.jpg.2091cf96d2171734615889b51f26811a.jpg96199627_p9.thumb.jpg.05fd3b50068fb947e993b617cd8c8d74.jpg

 

 

 

Last two are scale models, the guy has like 50 in his pixiv account, in case you're interested. Also a bonus, best warship:

AHSn6SA.thumb.jpg.df25a5f682b326124de4a049b14fd502.jpg

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@Loleo

Ooh!  Thanks for taking the time to run through these~

Okay, the limited FTK potential is what I thought.  At first, I'd forgotten to put an HOPT on the Level 4 Synchro, so you'd be able to do an FTK by continually looping Patrol Ship and Annihilator and tributing them with "Mass Driver".  I caught that right before I posted, so I was worried I missed something else.

 

Lemme touch on each concern:

1. I'll be honest, "Umi" synergy was largely an afterthought.  It is almost exclusively designed to make Flagship both searchable (via Fish Sonar) & splashable (being able to grab a Umi field spell easily for another strategy).  I'm probably not gonna add to the archetype though, so unfortunately the "Umi" connection will likely stay limited.

2. The limited interaction was intentional.  I didn't want too much interaction so the archetype would simulate the turn-based nature of Battleship.  As for changing to different types of removal... I'll think about it.  There's nothing stopping it, but heavily focusing on destruction feels like it gives the archetype its own identity, you know?

3. Good point.  Adding extra conditions to B.A.T.T.L.E.S.H.I.P. would be a pain though, so I'll just make its effect twice per turn instead. :P

4. Yup, the self-destruction effect on Allies is mandatory since you could potentially plus a LOT if you can loop Patrol Ship.

5. Target Locked's ATK boost is continuous but the draw 1 effect is not.  I don't think I want to make the card itself continuous because the banish effect was actually designed as the main utility of the card.

6. Believe it or not, the initial version of the effect would destroy all opponent's cards in the excavated monster's column.  It was enormously stupid, especially when you could basically choose to nuke any row you want via Flagship, so I ended up hard-limiting everything.  That said, B.A.T.T.L.E.S.H.I.P. could probably be free to use the original effect at full power.

7. Yeah, there's probably not too much difference between 300 per card destroyed vs 300 per destruction.  Will make the change.

~~~

Things to be changed:

- B.A.T.T.L.E.S.H.I.P. - Will change its destruction effect to be twice per turn + allow it to nuke any number of opponent's cards in the excavated card's column.

- Allies - Will change its Type to Thunder. Change its continuous effect to 300 per destroyed card. You can only control 1 "Allies" at a time (don't want the e xtra damage to stack).

 

Thanks @Rayfield Lumina! I'll definitely toss some of those pics onto cards when I get home.

Hope the cards turn out well~

 

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While there have existed ships that focused only their speed and firepower, ships are generally made to be durable so the entire structure is not lost at sea or lost to something at sea. Ships should have more DEF and there should be at least one with a great amount of defense aside from AIrcraft Coordinator. I am not even sure if this is a ship and yet it's the only one with DEF as high as 2500. The Titanic was made to be indestructible (though it was not)

One of the first ships in Yugioh, Yomi Ship, also happened to have had higher DEF than its ATK. I understand Suships had low-level monsters with higher DEF and the bigger ones were all high-ATK, the designs of Suships was very different from the pictures above me.

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3 hours ago, Redro said:

@Loleo

Ooh!  Thanks for taking the time to run through these~

Okay, the limited FTK potential is what I thought.  At first, I'd forgotten to put an HOPT on the Level 4 Synchro, so you'd be able to do an FTK by continually looping Patrol Ship and Annihilator and tributing them with "Mass Driver".  I caught that right before I posted, so I was worried I missed something else.

 

Lemme touch on each concern:

1. I'll be honest, "Umi" synergy was largely an afterthought.  It is almost exclusively designed to make Flagship both searchable (via Fish Sonar) & splashable (being able to grab a Umi field spell easily for another strategy).  I'm probably not gonna add to the archetype though, so unfortunately the "Umi" connection will likely stay limited.

Completely fair and on second thought I think it's good it's left that way.

2. The limited interaction was intentional.  I didn't want too much interaction so the archetype would simulate the turn-based nature of Battleship.  As for changing to different types of removal... I'll think about it.  There's nothing stopping it, but heavily focusing on destruction feels like it gives the archetype its own identity, you know?

I get that... the only thing I'm worried about is destruction immunity on so many cards.

3. Good point.  Adding extra conditions to B.A.T.T.L.E.S.H.I.P. would be a pain though, so I'll just make its effect twice per turn instead. :P

That is way easier than how I was thinking, but the same issue occurs with contested waters.

4. Yup, the self-destruction effect on Allies is mandatory since you could potentially plus a LOT if you can loop Patrol Ship.

Got it!

5. Target Locked's ATK boost is continuous but the draw 1 effect is not.  I don't think I want to make the card itself continuous because the banish effect was actually designed as the main utility of the card.

If it is left that way the draw effect can be a draw 2.

6. Believe it or not, the initial version of the effect would destroy all opponent's cards in the excavated monster's column.  It was enormously stupid, especially when you could basically choose to nuke any row you want via Flagship, so I ended up hard-limiting everything.  That said, B.A.T.T.L.E.S.H.I.P. could probably be free to use the original effect at full power.

Yay!

7. Yeah, there's probably not too much difference between 300 per card destroyed vs 300 per destruction.  Will make the change.

Nice!

~~~

Things to be changed:

- B.A.T.T.L.E.S.H.I.P. - Will change its destruction effect to be twice per turn + allow it to nuke any number of opponent's cards in the excavated card's column. 

- Allies - Will change its Type to Thunder. Change its continuous effect to 300 per destroyed card. You can only control 1 "Allies" at a time (don't want the extra damage to stack).

O.O Thunder? Cool! I like the idea of weather controllers assisting the ships at sea :P. Also fair you don't want the stack.

 

Thanks @Rayfield Lumina! I'll definitely toss some of those pics onto cards when I get home.

Hope the cards turn out well~

 

 

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