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Night's End - Forming an Archetype #45 (14/14) - From Dusk Till Dawn


Atypical-Abbie

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Night's End is an archetype of Spellcaster DARK & LIGHT monsters with various Levels. They focus on banishing cards from your opponent's GY and Synchro Summoning. They focus on the card Night's End Sorcerer, as it is used for their 2 of their Synchro Monsters, and other cards are able to become that card's name. Additionally the card Night's End Dawn is able to produce Dawn Counters for various effects and many cards like having a Field Spell on the field.

The theme is based on the moon, as that is featured in the original artwork, and I thought there was something you could do there, with werewolves, day and night, moon and sun, light and dark, and since there are actually 2 cards this time, something unusual for Forming an Archetype, they almost had the starting of a theme already, so this one I can see getting a fully archetype one day, but still wanted to make something for them, as I think the artwork is pretty great, even if the original Tuner doesn't do too much.

Sample Deck: https://www.duelingbook.com/deck?id=10973193

ORIGINAL CARDS:

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When this card is Special Summoned: You can target up to 2 cards in your opponent's GY; banish them.

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"Night's End Sorcerer" + 1+ non-Tuner monsters
If this card is Special Summoned, or if another Spellcaster monster(s) is Special Summoned to your field: You can target 1 card in your opponent's GY; banish it. If this card is destroyed by battle, or if this card in its owner's Monster Zone is destroyed by an opponent's card effect: You can target 1 Level 4 or lower Spellcaster monster in your GY; Special Summon it. You can only use this effect of "Night's End Administrator" once per turn.

 

 

 

MAIN DECK MONSTERS:

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If you control "Night's End Sorcerer" while this card is in your hand or GY: You can Special Summon this card, but is is banished when it leaves the field. If this card is Summoned: You can target 1 "Night's End" monster you control with a Level; the Levels of all monsters on the field become that target's Level. If this card is banished: You banish cards from your opponent's GY up to the number of cards banished when this card was banished, then if you control a Field Spell, you can add this card to your hand. You can only use each effect of "Night's End Sunstress" once per turn.

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If you control no monsters in your Main Monster Zone and this card is in your hand or GY while you control a Field Spell: You can Special Summon this card, and if you do, its name becomes "Night's End Sorcerer", but it is banished when it leaves the field. you can treat this card as a non-Tuner for a Synchro Summon of a Spellcaster monster. Cannot attack unless you control a Spellcaster Synchro Monster. You can banish this card from your field or GY, then target 1 card in your opponent's GY; banish that target, also during your next Standby Phase, add this banished card to your hand. You can only use each effect of "Night's End Transformed" once per turn.

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If this card is Summoned: You can Special Summon 1 Level 4 or lower Spellcaster monster from your hand, and if you do, if there is a card in your opponent's GY, you can add 1 "Night's End" card from your Deck to your hand, also you cannot Special Summon monsters for the rest of this turn, except Spellcaster monsters. If there are no cards in your opponent's GY: You can target 1 Spellcaster Tuner monster in your GY or among your banished cards; shuffle it into the Deck, then draw 1 card. You can only use each effect of "Night's End Stringed" once per turn.

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If you control a Spellcaster monster that was Special Summoned from the Extra Deck while this card is in your hand or GY: You can Special Summon this card, then you can banish 2 cards from your opponent's GY, also banish this card when it leaves the field. You can discard 1 card; add 1 Spellcaster Tuner from your Deck to your hand, also you cannot Special Summon monsters, other than Spellcaster monsters for the rest of this turn. You can only use each effect of "Night's End Prisoner".

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If this card is Normal or Special Summoned: You can target 1 "Night's End" monster in your GY; Special Summon it in face-up or face-down Defense Position, then if you Special Summoned it in face-down Defense Position, you can banish cards in your opponent's GY equal to the Level of that target when it was in the GY. If you control another "Night's End Sorcerer", you can treat this card as a non-Tuner for a Synchro Summon of a Spellcaster monster. If this card is sent from the field to the GY for the Synchro Summon of Spellcaster monster: You can draw 1 card. You can only use each effect of "Night's End Daybreaker" once per turn.

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If you control a "Night's End" monster and no monsters in your GY: You can Special Summon this card from your hand. If you control another "Night's End Sorcerer", you can treat this card as a non-Tuner for a Synchro Summon of a Spellcaster monster. If this card is Summoned: You can send 1 "Night's End" card from your Deck to your GY, then you can banish cards from your opponent's GY up to the number of "Night's End" monsters you control and in your GY. If this card is sent from the field to the GY while you control a Field Spell: You can Special Summon this card, but it is banished when it leaves the field, also you cannot Special Summon monsters for the rest of this turn, except Spellcaster monsters. You can only use each effect of "Night's End Cursed" once per turn.

EXTRA DECK MONSTERS:

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2 monsters, including a Spellcaster monster
If this card is Link Summoned: You can either add 1 "Night's End" Spell/Trap from your Deck to your hand OR Special Summon 1 "Night's End" monster from your hand or Deck to your zone this card points to in Defense Position, but its effects are negated unless you control a Field Spell, also you cannot Special Summon monsters from your Extra Deck for the rest of your turn, except Synchro Monsters. The names of monsters this card points to become "Night's End Sorcerer", also their Levels become 2. If this card is in your GY, if 2 or more cards are banished from your opponent's GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Night's End Mooncaster" once per turn.

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"Night's End Sorcerer" + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can activate 1 Field Spell from your Deck or GY, then you can banish up to 3 cards from your GY, then banish the same number of cards from your opponent's GY. If this card is linked, it can make a second attack during each Battle Phase. If this card inflicts battle damage to your opponent: You can place 2 Dawn Counters on "Night's End Dawn". You can only use each effect of "Night's End Eclipse" once per turn.

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"Night's End Sorcerer" + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can destroy cards your opponent control up the number of banished cards with different card types (Monster, Spell or Trap), also other monsters you control cannot attack for the rest of this turn. (Quick Effect): You can banish any number of cards from your GY; banish the same number of cards from your opponent's GY. If this card leaves the field and is now in your GY or banished while you control a Field Spell: You can Special Summon this card. You can only use each effect of "Night's End Unleashed" once per turn.

 

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1 Spellcaster Tuner + 1+ non-Tuner LIGHT or DARK monsters
If this card is Synchro Summoned: You can banish 1 card from your opponent's hand, then banish as many cards from your opponent's GY with the same card type as that card as possible (Monster, Spell or Trap). If this card battles an opponent's monster that was Special Summoned anywhere that was not banished, at the start of the Damage Step: You can banish that monster, then inflict damage to your opponent equal to the number of their banished cards x 100. If this card is banished or in your GY while you control a Field Spell: You can banish 1 "Night's End Sorcerer" from your field or GY; Special Summon this card. You can only use each effect of "Night's End Abomination" once per turn.

 

Spells/Traps:

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When this card is activated, if you have no monsters in your GY: You can send 1 Spellcaster monster from your Deck to your GY, then add 1 "Night's End" monster from your Deck to your hand. Each time a card(s) in your opponent's GY is banished, place 1 Dawn Counter on this card for each card banished. Once per turn: You can remove any number of Dawn Counters from this card, then activate the appropriate effect(s), in sequence.
● 2+: All monsters your opponent control lose 100 ATK/DEF for each counter removed.
● 4+: Draw 3 cards, then discard 2 cards.
● 8+: Special Summon as many Spellcaster monsters from your hand and/or GY as possible.

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Shuffle any number of "Night's End" cards from your hand or field into the Deck, then add the same number of Level 4 or lower Spellcaster monsters from your Deck to your hand with different names. If this card is in your GY, if 2 or more cards are banished from your opponent's GY: You can add this card to your hand. You can only use each effect of "Night's End Sundown" once per turn.

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When this card is activated: You can remove 2 Dawn Counters from "Night's End Dawn"; Special Summon 1 Spellcaster monster from your Deck. If a Spellcaster monster is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Spellcaster monster using that monster and other monsters you control as material. During the End Phase, if you control no monsters in your Main Monster Zone: You can banish this face-up card, then target 1 monster in your opponent's GY; Special Summon that target to your field, and if you do, its Level becomes 4, but it is banished when it leaves the field. You can only use each effect of "Night's End Sunlight" once per turn.

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(This card is always treated as a "Night's End" card.")
Banish cards from your opponent's GY up to the number of Spellcaster monsters you control and in your GY, then if you banished 3 or more cards, Special Summon this card as a Normal Monster (Spellcaster/DARK/Level 6/ATK 1000/DEF 2500). (This card is NOT treated as a Trap.) If Summoned this way, banish any cards sent to your opponent's GY. If you control a Field Spell, you can activate this card from your hand.

 

 

 

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This is a super cool way to tie "Night's End" together. With everything that's happening here I wish I say a few more payoffs. Nights End Abomination feels like the only one to take a big benefit from all the banished cards your opponent has.

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4 hours ago, Loleo said:

This is a super cool way to tie "Night's End" together. With everything that's happening here I wish I say a few more payoffs. Nights End Abomination feels like the only one to take a big benefit from all the banished cards your opponent has.

It's not so much about the amount banished rather than the act of banishing itself I wanted focus on, thus cards like Unleashed cares about different kinds of cards rather than a lot of cards, Nightmare's End wants 3 banished, though Dawn cares about a lot of banishing.

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  • Atypical-Abbie changed the title to Night's End - Forming an Archetype #45 (14/14) - From Dusk Till Dawn

Now I want to see rank 2-10 Xyz monsters (evens)! You gave them some really powerful Xyz synergy with Sunstress. Sunstress is really powerful in general.

The synchro can generically activate a field spell! kinda cool. Help ties together plays and essentially requires Sunstress.

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