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Amazement Support Cards


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Hello, fine peoples!

On a whim I decided that I wanted to try out a whole new deck. Soooo... I bought the entire Amazement/Attraction core (alongside some supplemental stuff).

After my impulse purchase, I decided to - you know - actually start learning the deck 😅

While I am enjoying the deck immensely once I figured it out, it does still have its notable weaknesses. So here's some support to cover a few of those!

 

Amaze Attraction Chill Court

<A relaxing food court with a band in the background that looks like the Symphonic monsters>

Trap

Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;

- You: During the Main Phase: Shuffle 2 cards from your GY into your Deck (any combination of "Amazement" cards or Normal Trap cards); draw 1 card.

- Your opponent: Declare 1 type and/or Attribute; the equipped monster becomes that type and/or Attribute, also, it cannot attack this turn.

You can only use this effect of "Amaze Attraction Chill Court" once per turn.

Having a way to recycle your stuff is really important as you can quickly blow through your traps. The opponent equip effect references the Symphonics; while that effect could be useful under certain circumstances, it's not really the main draw of the card.

 

Amazement Apprentice Patroller Earl

DARK ***

Fiend/Effect

If you control no face-up "Attraction" Traps, you can pay 800 LP; Special Summon this card from your hand, and if you do, you can Set 1 "Attraction" Trap from your hand or GY. It can be activated this turn. You can only Special Summon 1 "Amazement Apprentice Patroller Earl" per turn. "Attraction" Traps and Set cards you control cannot be destroyed by your opponent's card effects.

1700/300

Might be the least necessary of the trio. The protection can be covered by non-archetype cards, and the Special Summon effect is a bit conditional. However, as a comeback utility card that doesn't use the NS, this probably replaces Delia (especially if you are using TCBOO).

 

Amazement Architect Fantasia

LIGHT Links: NE

Wyrm/Link/Effect

1 "Amazement" monster

If this card is Link Summoned: You can add 1 "Amazement Precious Park" from your Deck to your hand, or if you control "Amazement Precious Park", you can Set 1 "Amazing Time Ticket" from your Deck instead. If this card is in the GY: You can target a number of banished cards and cards in the GYs up to the number of face-up Spell/Traps you control; shuffle this card and those targets into the Deck.

1100/LINK-1

Definitely the most helpful. Lets you run the Field Spell while keeping room for more impactful tools. After the field spell is set up, it nets you the main searcher. The GY effect allows you to screw with the GY or - again - recycle your limited resources (including Extrav/Prosperity costs).

 

 

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21 hours ago, Redro said:

Hello, fine peoples!

On a whim I decided that I wanted to try out a whole new deck. Soooo... I bought the entire Amazement/Attraction core (alongside some supplemental stuff).

After my impulse purchase, I decided to - you know - actually start learning the deck 😅

While I am enjoying the deck immensely once I figured it out, it does still have its notable weaknesses. So here's some support to cover a few of those!

Love this deck lets see it!

Amaze Attraction Chill Court

<A relaxing food court with a band in the background that looks like the Symphonic monsters>

Trap

Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;

- You: During the Main Phase: Shuffle 2 cards from your GY into your Deck (any combination of "Amazement" cards or Normal Trap cards); draw 1 card.

- Your opponent: Declare 1 type and/or Attribute; the equipped monster becomes that type and/or Attribute, also, it cannot attack this turn.

You can only use this effect of "Amaze Attraction Chill Court" once per turn.

Having a way to recycle your stuff is really important as you can quickly blow through your traps. The opponent equip effect references the Symphonics; while that effect could be useful under certain circumstances, it's not really the main draw of the card.

It feels weird the first effect is mandatory and the second part is wordy, so how about just adding a you can, and making it one of each (which I think doesn't harm the cards versatility) You: During the Main Phase: You can shuffle 1 Normal Trap and 1 "Amazement" card from your GY into your Deck; draw 1 card.

Amazement Apprentice Patroller Earl

DARK ***

Fiend/Effect

If you control no face-up "Attraction" Traps, you can pay 800 LP; Special Summon this card from your hand, and if you do, you can Set 1 "Attraction" Trap from your hand or GY. It can be activated this turn. You can only Special Summon 1 "Amazement Apprentice Patroller Earl" per turn. "Attraction" Traps and Set cards you control cannot be destroyed by your opponent's card effects.

1700/300

Might be the least necessary of the trio. The protection can be covered by non-archetype cards, and the Special Summon effect is a bit conditional. However, as a comeback utility card that doesn't use the NS, this probably replaces Delia (especially if you are using TCBOO).

Love it! Perfect addition, not too generic, and very fair.

Amazement Architect Fantasia

LIGHT Links: NE

Wyrm/Link/Effect

1 "Amazement" monster

If this card is Link Summoned: You can add 1 "Amazement Precious Park" from your Deck to your hand, or if you control "Amazement Precious Park", you can Set 1 "Amazing Time Ticket" from your Deck instead. If this card is in the GY: You can target a number of banished cards and cards in the GYs up to the number of face-up Spell/Traps you control; shuffle this card and those targets into the Deck.

1100/LINK-1

Definitely the most helpful. Lets you run the Field Spell while keeping room for more impactful tools. After the field spell is set up, it nets you the main searcher. The GY effect allows you to screw with the GY or - again - recycle your limited resources (including Extrav/Prosperity costs).

Woof that's a strong one. I almost prefer... something a little bit spicier. How about LINK - 3 and it requires monsters equipped with amazement cards including at least one Amazement monster (and then boost the ATK to 2400 or so). This a Balynx on steroids as is... my suggestion is making it even stronger but at least it's a little slower.

Love where you're going with this and can't wait to see some replays maybe?

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