Mouse_Man Posted June 2, 2022 Report Share Posted June 2, 2022 For everyone's information, this is literally the first post I have made to this site, so there will probably be something not right about it (praying for no accidental rule-breaking). Apoligies in advance. All feedback is greatly appreciated, of course. Introduction (a bit long winded) The "Kursed" archetype is my very first attempt at making custom cards. I started it at least a year ago and I didn't really start putting effort into it until a few months ago. The main gimmick of the deck from the start is that all the main deck monsters have effects that send other "Kursed" monsters to the opponent's GY (which I realized pretty quickly had some weird ruling problems I had to solve). A few other cards from the archetype gain effects based on these monsters existing in your opponent's GY. The intended "caveat" to this is that most monsters also have effects that let the opponent send them back to the original owner's GY, usually getting a good effect in the process. I based the monsters of this archetype of internet "cursed" images, so that was the general inspiration behind the cards' names, Type, Attribute, and a few of their effects. Since I was mainly focus to conceptualizing how I was going to make a win-condition and what kind of deck this was going to be, the first few monsters I created don't really have a central theme other than their similar effects., so a lot of the monster will probably feel like "filler," because that's kind of what they are. Also, I tried the do PSCT as best as I could, but there are definitely still holes. TL;DR Experimenting with weird gimmicks and not having made custom cards before is not the best combination The Actual Cards Main Deck Monsters Kursed Kat #1 | Level 4 Dark Fiend | 1750/900 If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; this card gains 400 ATK. During your Main Phase: You can send this card in the GY to your opponent's GY; draw 1 card, but skip your next Draw Phase. You can only use this effect of "Kursed Kat #1" once per turn. Kursed Kannibal | Level 3 Dark Fiend | 700/500 If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; Special Summon 1 "Kursed Kannibal" whose original owner is the same as this card from your hand, Deck, or GY. During your Main Phase: You can send this card in the GY to your opponent's GY; gain 300 LP. You can only use this effect of "Kursed Kannibal" once per turn. Kursed Kandy | Level 1 Dark Fiend | 0/0 If you control a "Kursed" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 "Kursed Kandy" you control; destroy it, and draw 1 card. During your Main Phase: You can send this card in the GY to your opponent's GY; banish 1 "Kursed Kandy" from your GY whose original owner is the same as this card. You can only use each effect of "Kursed Kandy" once per turn. Kursed Kat #2 | Level 5 Dark Fiend | 2000/1750 When an opponent declares an attack on a "Kursed" monster you control: You can Special Summon this card from your hand. This effect of "Kursed Kat #2" can only be used once per turn. If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; this card gains 450 ATK. If this card is in your GY: You can pay 400 LP; send this card to your opponent's GY. Kursed Kat #3 | Level 6 Dark Fiend | 2200/2000 You can Special Summon this card from your hand or GY by banishing 2 "Kursed" monsters you own from either GY face-up. If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; add 1 "Kursed" Spell/Trap card from your deck to your hand. If this card is in your GY: You can pay 300 LP; send this card to your opponent's GY. You can only use each effect of "Kursed Kat #3" once per turn. Kursed Kiwi | Level 3 Dark Fiend | 300/800 When a "Kursed" monster you control would be destroyed by battle or card effect (Quick Effect): You can discard this card from your hand instead. If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; Special Summon 1 level 4 or lower "Kursed" monster you own from either GY, but banish it when it leaves the field. During your Main Phase: You can send this card in the GY to your opponent's GY; Special Summon 1 Level 4 or lower "Kursed" monster from your GY in Defense Position whose original owner is the same as this card. You can only use each effect of "Kursed Kiwi" once per turn. Spells & Traps Kursed Kargo | Normal Spell Apply 1 of the following effects: ●Send up to 3 "Kursed" monsters you own from your hand, field, and/or GY to your opponent's GY, except monsters from the Extra Deck. ●Send up to 2 "Kursed" monsters with different names from your deck to your opponent's GY. You can only activate 1 "Kursed Kargo" per turn. Kursed Landscape | Field Spell Once per turn, when a "Kursed" monster you control is destroyed by the effect of a monster with the same name: You can Special Summon 1 Token with the same name, level, ATK, and DEF as that destroyed monster. Once per turn: You can Special Summon 1 "Kursed" monster from your deck to your opponent's field in Defense Position, but its effects are negated. Dark Recharge | Normal Spell (This card is always treated as a "Kursed" card.) Apply 1 of the following effects, based on the number of "Kursed" monsters you own in opponent's GY: ●1+: Special Summon up to 2 "Kursed" monsters from your GY you own whose Levels add up to 4. ●4+: Special Summon 2 "Kursed" monsters from your GY you own, but they cannot attack this turn. You can only activate "Dark Recharge" once per turn. Dark Exorcism | Quick-Play Spell (This card is always treated as a "Kursed" card.) Banish 1 "Kursed" monster you own from either GY; draw 2 cards, also you cannot draw cards for the rest of this turn. Amalga-maker | Normal Spell (This card is always treated as a "Kursed" and "Amalgamake" card.) Fusion Summon 1 "Amalga" Fusion monster from your Extra Deck, by shuffling Fusion Materials listed on it from your GY into the deck or Extra Deck. Kursed Kounter | Counter Trap (peak creativity btw) When an effect is activated that targets a "Kursed" card you control: You can negate that effect, and if you do, destroy that card, and if that destroyed card was a "Kursed" monster you control, inflict 1000 damage to your opponent. Kursed Korruption | Continuous Trap This card must be activated while a "Kursed" monster you own is in your opponent's GY. While this card is face-up on the field, you cannot activate effects of "Kursed" monsters you own in the GY, and your opponent cannot activate effects of monsters in the GY, except "Kursed" monsters you own. Once per turn: You can add 1 "Kursed Hex" card from your deck or GY to your hand. You can only use this effect of "Kursed Korruption" once per turn. During either End Phase, if your opponent has no "Kursed" monsters in their GY you own, destroy this card. Kursed Hex: Backlash | Normal Spell Inflict 200 damage to your opponent for every "Kursed" card you own in their GY, and if you do, destroy all other face-up "Kursed Hex" cards you control. Extra Deck Monsters Kursed Doppelgänger | Link-1 Dark Fiend | 600/↙ 1 Level 5 or lower "Kursed" monster, except Tokens If this card is Link Summoned using a "Kursed" monster as material: This card's name and ATK become that monster's name and ATK, and this effect become that monster's original effects while on the field, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. During your Main Phase: You can send this card in the GY to your opponent's GY; send 1 "Kursed" monster from the Extra Deck whose original owner is the same as this card to your opponent's GY. Cannot be used as material for a Fusion or Link Summon. Kursed Something | Rank 3 Dark Fiend Xyz | 1700/1700 (I stopped trying to find a name for this a long time ago) 2 Level 3 Monsters You can use each of the following effects of "Kursed Something" once per turn: ●Target 1 other "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; send 1 "Kursed" card from your deck to the GY. ●Detach 1 Xyz material from this card; add 1 "Kursed" card from your deck to your hand. Kursed Kat Amalga | Level 7 Dark Fiend Fusion | 2200/2100 1 DARK "Kursed Kat" monster + 2+ "Kursed" monsters Must first be Fusion Summoned with "Amalga-maker." Once per turn (Quick Effect): You can target 1 monster you control and 1 card your opponent controls; destroy them. Once per turn, if an effect is activated that targets a "Kursed" monster you control: You can Set or activate 1 "Kursed" Spell/Trap Card from your hand or GY. If this card is destroyed and sent to the GY: You can Special Summon any number of "Kursed" monsters from your hand or GY, except "Amalga" monsters, up to the number of materials used for the Fusion Summon of this card, and whose total Levels equal 7. Other Card Ideas Kursed Hex: Dark Reservoir | Continuous Spell All "Kursed" monsters on the field gain 300 ATK/DEF. During your Main Phase, if a "Kursed" monster you control is destroyed by the effect of a "Kursed" card: you can apply 1 of the following effects (You can only apply each effect once per turn): ●Add 1 "Kursed" monster from your deck to your hand. ●Target 1 "Kursed" monster you control; it gains 1000 ATK/DEF for the rest of this turn. ●[some other effect I haven't thought of yet] You cannot activate the effects of "Kursed Hex" cards the turn you activate and resolve this effect, except "Kursed Hex: Dark Energy". Kursed Koala | Level 6 Dark Fiend | 1800/2300 You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 0. If this card is Normal or Special Summoned: You can discard 1 "Kursed" card from your hand; Special Summon 1 "Kursed" monster from your deck in Defense Position. During your Main Phase: You can send this card in the GY to your opponent's GY; banish all "Kursed" monsters from your GY whose original owner is the same as this card, and if you do, draw cards equal to half of the number of banished monsters rounded up. You can only use each effect of "Kursed Koala" once per turn. My Thoughts The archetype definitely feels a bit incomplete to me at the moment, but I want to continue working on it. I didn't really know what to introduce as a win-condition or boss monster(s) for the archetype, so I introduced burn as a way to directly make use of the archetype's gimmick, which led me to make a boss monster which served the main purpose of assisting that win-condition. All throughout making this archetype I struggled in balancing the cards. I didn't want to accidentally make cards that were too good, but also didn't want to make their effects completely useless either. I also realized that sending cards to a non-owner's GY is probably a very weird mechanic to try and work with, especially since it contradicts the already existing rules. Link to comment Share on other sites More sharing options...
Loleo Posted June 2, 2022 Report Share Posted June 2, 2022 13 hours ago, Mouse_Man said: For everyone's information, this is literally the first post I have made to this site, so there will probably be something not right about it (praying for no accidental rule-breaking). Apoligies in advance. All feedback is greatly appreciated, of course. Introduction (a bit long winded) The "Kursed" archetype is my very first attempt at making custom cards. I started it at least a year ago and I didn't really start putting effort into it until a few months ago. The main gimmick of the deck from the start is that all the main deck monsters have effects that send other "Kursed" monsters to the opponent's GY (which I realized pretty quickly had some weird ruling problems I had to solve). A few other cards from the archetype gain effects based on these monsters existing in your opponent's GY. The intended "caveat" to this is that most monsters also have effects that let the opponent send them back to the original owner's GY, usually getting a good effect in the process. I based the monsters of this archetype of internet "cursed" images, so that was the general inspiration behind the cards' names, Type, Attribute, and a few of their effects. Since I was mainly focus to conceptualizing how I was going to make a win-condition and what kind of deck this was going to be, the first few monsters I created don't really have a central theme other than their similar effects., so a lot of the monster will probably feel like "filler," because that's kind of what they are. Also, I tried the do PSCT as best as I could, but there are definitely still holes. TL;DR Experimenting with weird gimmicks and not having made custom cards before is not the best combination The Actual Cards Main Deck Monsters Kursed Kat #1 | Level 4 Dark Fiend | 1750/900 If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; this card gains 400 ATK. During your Main Phase: You can send this card in the GY to your opponent's GY; draw 1 card, but skip your next Draw Phase. You can only use this effect of "Kursed Kat #1" once per turn. Kursed Kannibal | Level 3 Dark Fiend | 700/500 If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; Special Summon 1 "Kursed Kannibal" whose original owner is the same as this card from your hand, Deck, or GY. During your Main Phase: You can send this card in the GY to your opponent's GY; gain 300 LP. You can only use this effect of "Kursed Kannibal" once per turn. Kursed Kandy | Level 1 Dark Fiend | 0/0 If you control a "Kursed" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 "Kursed Kandy" you control; destroy it, and draw 1 card. During your Main Phase: You can send this card in the GY to your opponent's GY; banish 1 "Kursed Kandy" from your GY whose original owner is the same as this card. You can only use each effect of "Kursed Kandy" once per turn. Kursed Kat #2 | Level 5 Dark Fiend | 2000/1750 When an opponent declares an attack on a "Kursed" monster you control: You can Special Summon this card from your hand. This effect of "Kursed Kat #2" can only be used once per turn. If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; this card gains 450 ATK. If this card is in your GY: You can pay 400 LP; send this card to your opponent's GY. Kursed Kat #3 | Level 6 Dark Fiend | 2200/2000 You can Special Summon this card from your hand or GY by banishing 2 "Kursed" monsters you own from either GY face-up. If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; add 1 "Kursed" Spell/Trap card from your deck to your hand. If this card is in your GY: You can pay 300 LP; send this card to your opponent's GY. You can only use each effect of "Kursed Kat #3" once per turn. Kursed Kiwi | Level 3 Dark Fiend | 300/800 When a "Kursed" monster you control would be destroyed by battle or card effect (Quick Effect): You can discard this card from your hand instead. If this card is Normal or Special Summoned: You can target 1 "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; Special Summon 1 level 4 or lower "Kursed" monster you own from either GY, but banish it when it leaves the field. During your Main Phase: You can send this card in the GY to your opponent's GY; Special Summon 1 Level 4 or lower "Kursed" monster from your GY in Defense Position whose original owner is the same as this card. You can only use each effect of "Kursed Kiwi" once per turn. Spells & Traps Kursed Kargo | Normal Spell Apply 1 of the following effects: ●Send up to 3 "Kursed" monsters you own from your hand, field, and/or GY to your opponent's GY, except monsters from the Extra Deck. ●Send up to 2 "Kursed" monsters with different names from your deck to your opponent's GY. You can only activate 1 "Kursed Kargo" per turn. Kursed Landscape | Field Spell Once per turn, when a "Kursed" monster you control is destroyed by the effect of a monster with the same name: You can Special Summon 1 Token with the same name, level, ATK, and DEF as that destroyed monster. Once per turn: You can Special Summon 1 "Kursed" monster from your deck to your opponent's field in Defense Position, but its effects are negated. Dark Recharge | Normal Spell (This card is always treated as a "Kursed" card.) Apply 1 of the following effects, based on the number of "Kursed" monsters you own in opponent's GY: ●1+: Special Summon up to 2 "Kursed" monsters from your GY you own whose Levels add up to 4. ●4+: Special Summon 2 "Kursed" monsters from your GY you own, but they cannot attack this turn. You can only activate "Dark Recharge" once per turn. Dark Exorcism | Quick-Play Spell (This card is always treated as a "Kursed" card.) Banish 1 "Kursed" monster you own from either GY; draw 2 cards, also you cannot draw cards for the rest of this turn. Amalga-maker | Normal Spell (This card is always treated as a "Kursed" and "Amalgamake" card.) Fusion Summon 1 "Amalga" Fusion monster from your Extra Deck, by shuffling Fusion Materials listed on it from your GY into the deck or Extra Deck. Kursed Kounter | Counter Trap (peak creativity btw) When an effect is activated that targets a "Kursed" card you control: You can negate that effect, and if you do, destroy that card, and if that destroyed card was a "Kursed" monster you control, inflict 1000 damage to your opponent. Kursed Korruption | Continuous Trap This card must be activated while a "Kursed" monster you own is in your opponent's GY. While this card is face-up on the field, you cannot activate effects of "Kursed" monsters you own in the GY, and your opponent cannot activate effects of monsters in the GY, except "Kursed" monsters you own. Once per turn: You can add 1 "Kursed Hex" card from your deck or GY to your hand. You can only use this effect of "Kursed Korruption" once per turn. During either End Phase, if your opponent has no "Kursed" monsters in their GY you own, destroy this card. Kursed Hex: Backlash | Normal Spell Inflict 200 damage to your opponent for every "Kursed" card you own in their GY, and if you do, destroy all other face-up "Kursed Hex" cards you control. Extra Deck Monsters Kursed Doppelgänger | Link-1 Dark Fiend | 600/↙ 1 Level 5 or lower "Kursed" monster, except Tokens If this card is Link Summoned using a "Kursed" monster as material: This card's name and ATK become that monster's name and ATK, and this effect become that monster's original effects while on the field, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. During your Main Phase: You can send this card in the GY to your opponent's GY; send 1 "Kursed" monster from the Extra Deck whose original owner is the same as this card to your opponent's GY. Cannot be used as material for a Fusion or Link Summon. Kursed Something | Rank 3 Dark Fiend Xyz | 1700/1700 (I stopped trying to find a name for this a long time ago) 2 Level 3 Monsters You can use each of the following effects of "Kursed Something" once per turn: ●Target 1 other "Kursed" monster you control; destroy it, and if you do, send it to your opponent's GY; send 1 "Kursed" card from your deck to the GY. ●Detach 1 Xyz material from this card; add 1 "Kursed" card from your deck to your hand. Kursed Kat Amalga | Level 7 Dark Fiend Fusion | 2200/2100 1 DARK "Kursed Kat" monster + 2+ "Kursed" monsters Must first be Fusion Summoned with "Amalga-maker." Once per turn (Quick Effect): You can target 1 monster you control and 1 card your opponent controls; destroy them. Once per turn, if an effect is activated that targets a "Kursed" monster you control: You can Set or activate 1 "Kursed" Spell/Trap Card from your hand or GY. If this card is destroyed and sent to the GY: You can Special Summon any number of "Kursed" monsters from your hand or GY, except "Amalga" monsters, up to the number of materials used for the Fusion Summon of this card, and whose total Levels equal 7. Other Card Ideas Kursed Hex: Dark Reservoir | Continuous Spell All "Kursed" monsters on the field gain 300 ATK/DEF. During your Main Phase, if a "Kursed" monster you control is destroyed by the effect of a "Kursed" card: you can apply 1 of the following effects (You can only apply each effect once per turn): ●Add 1 "Kursed" monster from your deck to your hand. ●Target 1 "Kursed" monster you control; it gains 1000 ATK/DEF for the rest of this turn. ●[some other effect I haven't thought of yet] You cannot activate the effects of "Kursed Hex" cards the turn you activate and resolve this effect, except "Kursed Hex: Dark Energy". Kursed Koala | Level 6 Dark Fiend | 1800/2300 You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become 0. If this card is Normal or Special Summoned: You can discard 1 "Kursed" card from your hand; Special Summon 1 "Kursed" monster from your deck in Defense Position. During your Main Phase: You can send this card in the GY to your opponent's GY; banish all "Kursed" monsters from your GY whose original owner is the same as this card, and if you do, draw cards equal to half of the number of banished monsters rounded up. You can only use each effect of "Kursed Koala" once per turn. My Thoughts The archetype definitely feels a bit incomplete to me at the moment, but I want to continue working on it. I didn't really know what to introduce as a win-condition or boss monster(s) for the archetype, so I introduced burn as a way to directly make use of the archetype's gimmick, which led me to make a boss monster which served the main purpose of assisting that win-condition. All throughout making this archetype I struggled in balancing the cards. I didn't want to accidentally make cards that were too good, but also didn't want to make their effects completely useless either. I also realized that sending cards to a non-owner's GY is probably a very weird mechanic to try and work with, especially since it contradicts the already existing rules. I love the idea, but the effects are underwhelming and lacking synergies. I think the counter's second effect can't activate because not only does your opponent never control a cursed monster with an effect, Kursed monsters don't have an effect that targets monsters on the other side of the field. I think based on lore you should stick to one of 2 things: you want these guys to stay in your GY or not. I think it would best if you wanted to keep them in your opponent's GY, there are negative effects to try and move them, but if they stay in their GY that's when you get to use them. The deck feels like it should not banish, only move between GYs and maybe return to deck. There are so many ideas from taking advantage of the cards in your opponent's GY. Also a hex that reversed discards, atk/def gain loss, and LP gain/loss from cursed cards movement cost? (bad reaction might be a tech idk) Flood gate like "If a card would be sent to your opponent's GY, and they have more cards in their GY then your hand, field, and GY combined: add that card to your hand instead." Hexes should be continuous burns and stoppers that build intensity by curses in their GY. Also Attack gain is such a weak effect even if you want these guys in your opponent's GY. A swap GY card, playing a return banished cards to GY card. So many good things here. PS rulings nightmare at in person tournaments in mirror matches if forced to use same sleaves. Link to comment Share on other sites More sharing options...
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