TheDeckmaker Posted August 21, 2022 Report Share Posted August 21, 2022 Hello YCM. I have been working on this archetype and playtesting it on dueling book to ensure that it is balanced. I fixed some of the cards' PSCT and added new concepts to the deck and more Fusion Monsters, and even created a sample deck this time. I admit I have been distracted due to other archetypes I have stored in my head; but heres what we got for now: LORE The Fairies of the Woodlands loved the magical creatures that resided in it very much. However, it hurt them to see that over time they became feral and would constantly hurt and kill each other. The God Turtle would always hide in his shell as the Dragons wrecked havoc around the forest. The Rabbits always burrowed and hid with the fluffy foxes as things like this occurred. Creatures feasted on one another for meat even if they did not need to. This would constantly happen until the top fairy: The Creator, decided it was time for a change. Hence, with the magic embedded within them, the fairies created a safe haven for the beloved creatures, were there was no fighting and feral instincts, were only peace existed and lovely greens. They created the Domestic Underworld or as they called it: The Magical Lands of DOMESTICA. They would tame the creatures treating them with love and kindness and take them to Domestica were they would live in peace and harmony. In Domestica there are only 2 rules for these creatures: Love one another, AND only one creature leaves the Underworld at a time and only when sent on a Task. Welcome to the land of Domestica The deck specializes on Fusion Summoning. Nothing too major except for the mechanic that makes this archetype very special: They can set themselves in the Spell/Trap Zone and activate effects like traps! This is the bread and butter of the deck and makes the Fusion Monsters almost impossible to target. They have the ability to storm the board during the Battle Phase with the continuous trap card. They mostly Fusion Summon by dropping Monsters from the deck or hand in the GY to use as material. Usually you would want to use the Field Spell to Fusion Summon because it is a really good recycler of Monsters. MAIN DECK MONSTERS Task Rabbit (This card is always treated as a "Domestica" card). You can reveal 1 Level 5 or lower monster in your hand except "Task Rabbit"; this effect becomes that monster's effect, until the end of the turn. Domestica Praerie During the Main Phase, this card can only be Summoned if you would control no other monster and if you would, you can Special Summon this card from your hand. You can Tribute this card; add 1 "Domestica" Monster from your deck to your hand except "Domestica Praerie", then discard 1 card. You can only use each effect of "Domestica Praerie" once per turn. Domestica Anjelie During the Main Phase, this card can only be Summoned if you would control no other monster and if you would, you can Special Summon this card from your hand. You can Tribute this card; add 1 "Domestica" Spell/Trap from your deck to your hand, then discard 1 card. You can only use each effect of "Domestica Anjelie" once per turn. Domestica Lunalie During the Main Phase, this card can only be Summoned if you would control no other monster and if you would, you can Special Summon this card from your hand. You can Tribute this card; add 1 "Domestica" card from your GY to your hand, then discard 1 card. You can only use each effect of "Domestica Lunalie" once per turn. Domestica Kyrie Cannot be Normal Summoned/Set. You can Special Summon this card from the hand or GY by banishing 2 "Domestica" Monsters from your GY. You can only control 1 "Domestica Kyrie." If "Domestic Underworld" is on the field, Once per turn: You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. Once per turn: You can Tribute this card; excavate 5 cards from the top of your deck, then add 1 excavated "Domestica" Spell/Trap to your hand and send the rest to your GY. Domestica Milalie Cannot be Normal Summoned/Set. Must be Special Summoned from the hand or GY by banishing 2 "Domestica" Monsters from your GY. You can only control 1 "Domestica Milalie." If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. Once per turn (Quick Effect): You can Tribute this card; excavate 5 cards from the top of your deck, then add 1 excavated "Domestica" Monster to your hand and send the rest to your GY. SPELL N TRAPS Domestica: Assemble! Banish 1 card from your hand; Add 1 "Domestica" Monsters from your deck to your hand. Domestication Send the top 3 cards of your deck to the GY; add 1 "Fusion" Spell/Trap from your deck to your hand. You can only use "Domestication" once per turn. Domestic Fusion Fusion Summon 1 "Domestica" Fusion monster by banishing the Required Materials from your GY. During a turn that is not the turn this card was sent to the GY, and if "Domestic Underworld" is on the field: You can banish this card from your GY; set 1 Banished "Domestica" Monster to your Spell/Trap Zone. Domestica In The Wild When this card is activated: You can add 1 "Domestic Underworld" from your deck to your hand. Your opponent cannot target "Domestic Underworld" with card effects. You can Fusion Summon 1 "Domestica" Fusion Monster by shuffling the required materials from your GY into the deck. You can only use each effect of "Domestica In The Wild" once per turn. Domestic Underworld (This card is always treated as a "Domestica" card). You can Set Level 5 or lower "Domestica" Monsters from your hand to your Spell/Trap Zone. At the start of your Battle Phase: You can reveal any number of Set Spell/Trap you control, then if any "Domestica" Monsters are revealed by this effect, Special Summon them to your field, but Set them to your unoccupied Spell & Trap Zones at the end of that Battle Phase. Cards and effects cannot be activated in response to this effect's activation. Domestica: Change Target 1 "Domestica" Fusion Monster you control; Set it to your Spell/Trap Zone then Special Summon 1 "Domestica" Monster from your deck. Domestica: Taming Target 1 Monster your opponent controls; that target cannot attack or activate effects that would target, destroy or banish your card(s), then if "Domestic Underworld" is on the field, you can Set it to your Spell/Trap Zone. EXTRA DECK Creator Woodland Sprite 2 Level 5 or higher monsters. (This card is always treated as a "Domestica" card). During the Main Phase, this card can only be Summoned if you would control no other monster. When this card is Fusion Summoned, Once per turn: You can add 1 Field Spell from your deck to your hand. If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. Each time your opponent Special Summons a monster(s): you gain 300 LP. Domestica Dragon 2 "Domestica" monsters. During the Main Phase, this card can only be Summoned if you would control no other monster. If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. Once per turn (Quick Effect): You can reveal this Set Card in your Spell/Trap Zone, then target 1 face-up card; that target has its effect(s) negated until the end of the turn. Domestican Top Fox 2 "Domestica" Monsters During the Main Phase, this card can only be Summoned if you would control no other monster. If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. Once per turn (Quick Effect): You can shuffle up to 5 banished cards into the deck; activate 1 "Domestica" Trap from your deck. Destroyer Woodland Dragon 3 "Domestica" monsters. (This card is always treated as a "Domestica" card). During the Main Phase, this card can only be Summoned if you would control no other monster. If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. During the Main Phase, Once per turn (Quick Effect): You can reveal this Set card in your Spell/Trap zone, then target 1 face-up card on the field; destroy that target. Domestican Great Grandeer 2+ Level 10 EARTH monsters. During the Main Phase, this card can only be Summoned if you would control no other monster. When this card is Fusion Summoned, you can set as many Monsters from your deck as possible up to the number of materials used to Fusion Summon this card, to your Spell/Trap Zone. If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. Once per chain (Quick Effect): You can can send 1 Set Spell/Trap to the GY, and if it is a Monster target 1 face-up card your opponent controls; negate that target's effects. Domestican Wild Elk 2 Level 10 EARTH monsters. During the Main Phase, this card can only be Summoned if you would control no other monster. If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. Once per turn (Quick Effect): You can Tribute this card; destroy all monsters on the field. Domestican God Turtle 2+ Level 10 EARTH monsters. During the Main Phase, this card can only be Summoned if you would control no other monster. When this card is Fusion Summoned: Draw cards up to the number of material used to Fusion Summon this card. Cannot be destroyed by card effects. If "Domestic Underworld" is on the field, Once per turn (Quick Effect): You can Set this card in your Spell/Trap Zone, then you can reveal 1 Set Spell/Trap and if it is a "Domestica" Monster, Special Summon it. DUELING BOOK Deck Sample: https://www.duelingbook.com/deck?id=11065868 SO WHAT DO YOU THINK? Link to comment Share on other sites More sharing options...
Loleo Posted August 25, 2022 Report Share Posted August 25, 2022 I think this is pretty awesome! Got some wonderful additions to this forest! (Rabbit doesn't have the aforementioned fixes) 1. I think the S/T zone is going to get pretty clogged. 2. The summoning restriction is harsh 3. The deck feels pretty uninteractive. Fixes: 1. The level 5 main deck monsters set themselves and each have an additional quick effect triggered by tributing set cards. 2. Fix rabbit (Already told you how) 3. Change the summoning condition to be "If you would control less monsters than your opponent" and only during your MP1 for the fusions. 4. Have more effects that send set cards from your S/T zone to the GY as cost. General Stuff: 1. For the main deck level 5 monsters: "If your opponent controls more monsters than you do or you control no monsters, you can Special Summon this card (from your hand). You can only Special Summon 'x' once per turn this way." 2. Domestication should add "Domestic Fusion" from GY if you sent at least 1 "Domestica" card from the deck to the GY by its effect. 3. Domestic Fusion should specify it can set the monster from your GY. 4. Change should do something each time you Special Summon a "Domestica" monster like force your opponent to return a card they control to their hand. 5. All the Traps should be Continuous and HOPT. 6. Because of taming if you reveal any set monster in your S/T zone you should be able to Special Summon it. (If a non "Domestica" monster is revealed in your S/T zone by the effect of a "Domestica" card you control: You can Special Summon it. The turtle isn't OP but just a real nuisance and unfun. All and all love it! Link to comment Share on other sites More sharing options...
TheDeckmaker Posted August 25, 2022 Author Report Share Posted August 25, 2022 20 hours ago, Loleo said: I think this is pretty awesome! Got some wonderful additions to this forest! (Rabbit doesn't have the aforementioned fixes) 1. I think the S/T zone is going to get pretty clogged. 2. The summoning restriction is harsh 3. The deck feels pretty uninteractive. Fixes: 1. The level 5 main deck monsters set themselves and each have an additional quick effect triggered by tributing set cards. 2. Fix rabbit (Already told you how) 3. Change the summoning condition to be "If you would control less monsters than your opponent" and only during your MP1 for the fusions. 4. Have more effects that send set cards from your S/T zone to the GY as cost. General Stuff: 1. For the main deck level 5 monsters: "If your opponent controls more monsters than you do or you control no monsters, you can Special Summon this card (from your hand). You can only Special Summon 'x' once per turn this way." 2. Domestication should add "Domestic Fusion" from GY if you sent at least 1 "Domestica" card from the deck to the GY by its effect. 3. Domestic Fusion should specify it can set the monster from your GY. 4. Change should do something each time you Special Summon a "Domestica" monster like force your opponent to return a card they control to their hand. 5. All the Traps should be Continuous and HOPT. 6. Because of taming if you reveal any set monster in your S/T zone you should be able to Special Summon it. (If a non "Domestica" monster is revealed in your S/T zone by the effect of a "Domestica" card you control: You can Special Summon it. The turtle isn't OP but just a real nuisance and unfun. All and all love it! @Loleo Thanks as always. You give great ideas and recommendations. Here's my take: 1. I actually thought I fixed rabbit. I put the level limit on the card to Level 5 and lower so it wouldn't have the pleasure of straight up copying the effects of op effect monsters. But if that doesn't seem to be enough, no problem. 2. The Spell/Trap Zones being clogged is very true. That is why I refrained from making Change, Taming continuous. underworld is intended to be continuous. That was a mistake on my part when recreating the card. If the other traps were continuous, they would take up space that the Fusions could take. I could find a work-around for this problem though. 3. Ah, and yes the summoning condition. It's not that bad. Trust me. I play-tested it, and the deck operates in a way that you can set up your board with a clear field. Maybe I should put up some replays from dueling book so you see what I am referring to hopefully. The Summoning condition does has its downsides. It's downside is not the fact that it hinders itself when it comes to setting up your board, but it runs into problems when you try to bring in other archetypes into the mix. I discovered this when trying to run the domestica archetype in tag duels. 4. Sending from Spell/Trap zone to GY as cost is actually brilliant. One of the reasons I made great grandeer. Link to comment Share on other sites More sharing options...
Loleo Posted August 25, 2022 Report Share Posted August 25, 2022 8 minutes ago, TheDeckmaker said: @Loleo Thanks as always. You give great ideas and recommendations. Here's my take: 1. I actually thought I fixed rabbit. I put the level limit on the card to Level 5 and lower so it wouldn't have the pleasure of straight up copying the effects of op effect monsters. But if that doesn't seem to be enough, no problem. Rabbit needs to copy the name of the monster whose effect it copies, otherwise none of the effects it copies that were HOPT will remain that way. 2. The Spell/Trap Zones being clogged is very true. That is why I refrained from making Change, Taming continuous. underworld is intended to be continuous. That was a mistake on my part when recreating the card. If the other traps were continuous, they would take up space that the Fusions could take. I could find a work-around for this problem though. Maybe make them activatable from your hand if you control exactly 1 Domestica monster? 3. Ah, and yes the summoning condition. It's not that bad. Trust me. I play-tested it, and the deck operates in a way that you can set up your board with a clear field. Maybe I should put up some replays from dueling book so you see what I am referring to hopefully. The Summoning condition does has its downsides. It's downside is not the fact that it hinders itself when it comes to setting up your board, but it runs into problems when you try to bring in other archetypes into the mix. I discovered this when trying to run the domestica archetype in tag duels. Would love to see some replays. 4. Sending from Spell/Trap zone to GY as cost is actually brilliant. One of the reasons I made great grandeer. Yep! One last thing, does the deck respond well to what your opponent does in practice? Link to comment Share on other sites More sharing options...
Kollin Odneal Posted August 25, 2022 Report Share Posted August 25, 2022 anytime and for the last question yes and if you need any ideas ask me ok Link to comment Share on other sites More sharing options...
TheDeckmaker Posted August 26, 2022 Author Report Share Posted August 26, 2022 8 hours ago, Loleo said: One last thing, does the deck respond well to what your opponent does in practice? @LoleoYes it does. Had good duels with this deck. The Mechanics of the archetype make the cards pretty much non-targettable. If you know what I mean. So it's not even that easy to interrupt in the first place. Completely shuts off cards like Imperm. 8 hours ago, Kollin Odneal said: anytime and for the last question yes and if you need any ideas ask me ok @Kollin OdnealI'm sorry. What do you mean?? Link to comment Share on other sites More sharing options...
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