whatever lmao Posted June 5, 2022 Report Share Posted June 5, 2022 I got tired of seeing this on google. + my opinions o how to help the archtypes have improved, and I consider some of the cards on the list to be broken or ineffective. I also didn't feel comfortable using other people's artwork, even though I credited them on the card. Link to comment Share on other sites More sharing options...
Blue Arcana Posted June 6, 2022 Report Share Posted June 6, 2022 22 hours ago, whatever lmao said: I put the source of all the artwork in the bottom right of each card, cuz I didn't make any of it. The "edition" in the bottom left shows the number of times I remade the card thinking it was too powerful or too weak, so if a card looks broken and it says "1st Edition" that means that was the first draft. I also had a rule of no more than 3 cards per archetype since I see a lot of fan cards drop like 14 fan cards for 1 archetype and I think it's ridiculous. Nephthys from what I understand Nephthys cards all require you to destroy a Nephthys card in your hand to do anything, this weakness is supposed to be avoided by destroying a Nephthys card so you can trigger its destruction effect. This meant that you cant play a lot of hand traps to make sure these effects don't miss, while also playing a lot of nephthys cards. With the deck already lacking in legitimate disruption, I thought this was a fair solution to fix as many issues the deck is struggling with as possible, by making a hand trap that doesn't outright disrupt the opponent, being a nephthys card, and being a hand trap. The Deck has no in-archetype searcher for their ritual spell and only 1 in-archetype searcher for their monster. Its first effect is made to fix that issue, allowing you to play essentially 6 copies of this with preparation of rites. The deck, from my experience with playing the deck, seems like it was originally planned to 3 level 2 rituals but instead decided on 2 for whatever reason. To keep with the theme of the other cards, this one summons from the grave, enabling a lot more combos and making the link 3 actually worth summoning without giving up too many cards. imo the most powerful card of the three, I added the restriction so players would have a reason to play the other Nephthys search cards instead of just Manju or Senju. The first effect, I initially considered requiring the player to destroy a card in your hand to resolve, but decided not to since while considering possible combos, the most basic of combos would already cost 4 cards minimum, assuming you hard drew all the cards you need with this cost. This would leave no room for the hand traps or counters to hand traps like crossout or called by, should you choose to play them. Dark Magician I thought dark magician needed its own link 2 to summon with using both Rod and Souls as materials. I always considered Verte to be broken and glad that it's banned, and also thought I:P into unicorn was an "acceptable" plan but not a favorable one since you would go -1 for 1 removal and 0 protection. I considered all the other possibilities this card could be used with and made restrictions to prevent problematic cards from being summoned with this. In Dark magician, the expectation is to summon Dark Calvary during your opponent's turn to have 1 form of protection for the eternal soul, and considering how much Dark magician can pile up in card advantage after giving them a turn, I thought this would be enough. I specifically made this card not mention Dark Magician in its text so the player would have to waste 1 Soul Servant to search this card (assuming that they were able to get Dark Magician in the GY). The intention behind this was to make it possible to get Dark Magician Girl and Dark Magician in the GY consistently on your first turn. This would enable all the cards that collaborate with Dark Magician Girl to be used a lot earlier. The GY effect was to encourage players to play 1 Dark Magician without fear of instantly losing the game when it gets banished. I made this card for 2 reasons. 1- Make a chronicle sorceress worth normal summoning. 2- Make this card support both dark magician and blue eyes. This first effect is mostly to appease both the fans of the anime and the competitive scene at the same time. fans would usually search one of the god cards while competitive players would likely search out sphere mode. The special summon effect can either summon Slifer or Obelisk, with them being sent to the GY in the End Phase, I thought it'd be a cool effect for a player to top Deck this and summon a God card from the Deck, the only effect. Since neither cards are particularly powerful, I don't see either of them causing any problems. Vampire a very simple effect and summoning condition, but I believe this is 100% necessary to make a strategy involving vampire Kingdom to be possible. I debating with myself for a long time on whether or not to make this an XYZ or a Link 1 monster, but since I hate link 1s, I made an XYZ. Also it being an XYZ brings the added benefit of recycling 1 "vampire" card I thought it was very weird that half the vampire archetype benefits from being in the GY, while the other half are spells and traps. For that reason, I thought the deck would greatly benefit from having a spell/trap that gains card advantage when thrown away. Since the deck can only search 1 spell/trap per turn, I didn't think it'd be problematic for this card to set a different Vampire spell/trap from the deck after it's sent to the GY. Its first effect can be anything, I just thought it was weird that Vampire's only monsters that take control of cards are Red Baron and Fascinator, this card's first effect is pretty replaceable imo. I made this to solve Vampire Kingdom's biggest flaw which is giving their opponent Free Foolish Burials. My intention is that any card that was sent to the opponent's deck to GY by a vampire card effect at any point in the duel cannot be activated while this card is face-up on the field. I made its revival effect to make it similar to Vampire Lord and Vampire Curse, which were the first few vampire cards (that got completely power crept). I thought making the card look like a retrained Vampire Lord would be cool. Red Dragon Archfiend Most synchro decks that succeed are due to having a monster that can double as both non-tuner and tuner. This card would also allow players to play only 1 of the other "Red" fiend monsters that you don't really want to draw (Red Familiar, Red Resonator, and Red Sprinter). Its first effect was to give the deck a better chance of going second. I literally made this only to make summoning the monster below it easier. I also made it cuz the other LIGHT resonators suck. I made this cuz I was jealous of my friend who plays stardust dragon. I wanted its effect to be "better" than something like crystal wing or Baronne, but not so broken that stardust dragon players would play this over Shooting Majestic Star Dragon. I honestly don't know if I failed or succeeded, combo decks are hard to balance. Zombie World 90% of zombie world decks lose going second so I made its 1st effect to help them going second. 90% of zombie decks brick and instantly lose, so I made its 2nd effect to also help with that. 90% of zombie decks also get zombie world destroyed and then instantly lose, so I made its 3rd effect to be able to recover zombie world and other "Zombie" spell/traps. My only fear is problematic Level 4 Zombies being released, my expectation was to summon Gozuki with this when uni-zombie is negated, or summon Shiranui Solitare when you don't have Uni-Zombie. I wanted a quick effect spell that would remove a zombie from the field to dodge a targeting card effect. If I were to make any immediate changes, it would likely be to make this card target first rather than banish it for cost. Its second effect was to make the "Zombie" spell/trap cards searchable (kinda). They are kinda cracked so I didn't think they should be a 100% free search. I wanted a zombie foolish burial, but foolish burial is broken in zombies. So I made it a trap card and gave it a decent cost. I haven't done enough research on all the monsters this card can be used to summon, but I hope it's not problematic aight I'm done. thanks for reading As an RDA Player, that support makes me happy :D. Though I would also like if Red Gargoyle's eff was somewhat like the anime counterpart for faster Synchros. Majestic Red Nova triggers all of my bully villain buttons >:D but even I think its a lil bit too good, mainly with the monster negate with the ATK gain being Permanent, but otherwise *Villain Laugh noises* Link to comment Share on other sites More sharing options...
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