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First try at making an Archtype. "Lith"


Riogh

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I've been messing around with making a decks worth of cards. Wanted to make it gimmicky but good. Consistent but not like a world class deck. I guess something I'd have fun playing. Plan to update this with 12 Main Deck Monsters and 6 Extra Deck, along with around 8 Spells/Traps.SaoLith.thumb.jpeg.f68f0c0b44c06c8278c6621d47e8dc95.jpeg

SaoLith - Fairy/Effect, Light, 1*, ATK 400, DEF 500.

You can tribute this face-up card, Special Summon 1 Light "Lith" monster (other than "SaoLith") from your deck or hand to the field.

If this card is sent from the Banish zone to the GY, Special Summon it.EadroLith.thumb.jpeg.c59cbd07b4a4ff3ec0f38be11d0943b1.jpeg

EadroLith - Warrior/Effect, Light, 2*, ATK 600, DEF 500.

Once per turn, when "EadroLith" is Normal/Special Summoned you may send 1 "Lith" card from your deck to the GY to have this card gain the following effects, based on it's type.
Monster: Gain ATK equal to the level of the sent monster ×200 until the End phase.
Spell/Trap: Cards and effects cannot be activated during the Battle phase this turn.
BasLith.thumb.jpeg.0668b785a82a72d6d528a589e7c65357.jpeg

BasLith - Fiend/Effect, Dark, 3*, ATK 1500, DEF 1000.

When BasLith enters the GY apply the appropriate effect based on the method it was sent.
Card effect: Target 1 Spell/Trap your oppenent controls, destroy it.
Battle: Target 1 Monster your opponent controls, destroy it.
UiceLith.thumb.jpeg.46feb513478f9f5703cfd51b223f6d28.jpeg

UiceLith - Fish/Effect, Water, 4*, ATK 1600, DEF 1200.

If this Face-down card on the field is targeted for an attack or by a card effect: Flip this card Face up, negate it, and target one card your opponent controls. Equip this card to it, a card equipped by this effect cannot attack, and has it's effects negated as long as this card remains face up on the field. This card may be tributed for the Summon of a "Lith" monster while in the in the Spell/Trap zone. TintreLith.thumb.jpeg.e8b186c126b8aea56544157a81c24fc8.jpeg

TintreLith - Thunder/Effect, Wind, 5*, ATK 2100, DEF 1500.

When this card is Normal/Special summoned Banish 1 Spell/Trap your oppenent controls. If this card is targeted by a card effect you may banish this card, negate the effect and return this card during the next Standby phase.DorchaLith.thumb.jpeg.161dedb570b68e4919cf6b55ce7f2164.jpeg

DorchaLith - Spellcaster/Effect, Dark, 6*, ATK 1800 DEF/1100.

When the opponent Special Summons a Monster you may Special Summon this card from your Hand or GY. If Summoned this way, skip the Battle phase this turn.LaibLith.thumb.jpeg.68a84faadb0e1e6243f1819f582249c9.jpeg

LaibLith - Dragon/Effect, Fire, 7*, ATK 2700, DEF 2100.

This cards attacks per turn are equal to the number of different Attributes on the field. Negate the effects of all Monsters your Opponent controls that share an Attribute with a Monster you control.TalamLith(1).thumb.jpeg.7acfddfbec5add666e5383e21078e95b.jpeg

TalamLith - Beast-Warrior/Effect, Earth, 8*, ATK 2000 DEF 3000.

When your opponents monster declares an attack, you may Special Summon this Card from your hand. This Face up Card cannot be targeted or destroyed by card effects.

GaoLith(1).thumb.jpeg.d14e6a4a20fdd07842036765842c1a69.jpeg

GaoLith - Psychic/Effect, Wind, 9*, ATK 2000, DEF 2000.

Target 1 Monster you control and 1 your opponent controls. Shuffle them into the deck, then each player may Special Summon 1 Monster of a different Attribute, Level, and Type then their sent Monster from the deck. You can only activate the effect of "GaoLith" once per turn.

OigLith.thumb.jpeg.3c6cd3c375a84f2cb212805d19a3d01f.jpeg

OigLith - Aqua/Effect, Water, 10*, ATK 2000, DEF 2500.

When this card is Summoned, flip 1 card on the field Face down. Monsters cannot change their battle positions and cards cannot be flipped Face-up except by card effects. When this card leaves the field banish all Facedown cards on the field.

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They have some interesting mechanics.  FYI, PSCT (Problem-Solving Card Text) will make these a lot easier to understand.  It may seem complicated at first, but there are specific rules for how PSCT works and so it's quite simple to write effects once you understand it.

Saolith – Fairy/Effect, LIGHT, 1*, ATK 400, DEF 500. “You can Tribute this face-up card; Special Summon 1 LIGHT “Lith” monster from your hand or Deck, except “Saolith”. If this banished card is sent to the GY, Special Summon it.”

An extremely powerful first effect. Effects like that usually need a hard once-per-turn clause attached to them, since there are plenty of ways to loop the effect for almost infinite advantage. Especially if the deck has any way to revive monsters from the GY. The second effect is a bit more difficult for most decks to pull off, but if returning banished cards to the GY is a mechanic this deck can easily achieve, that’s a strong #2 effect as well. It also needs a HOPT to be balanced, or else spamming shenanigans will make it busted.

Eadrolith – Warrior/Effect, LIGHT, 2*, ATK 600, DEF 500. “When this card is Normal or Special Summoned, you can send 1 “Lith” card from your Deck to the GY, and if you do, this card gains the appropriate effect, based on the sent card:
Monster: This card gains ATK equal to that sent monster’s Level x200, until the End Phase.
Spell/Trap: Cards and effects cannot be activated during the Battle Phase this turn.

You can only use this effect of “Eadrolith” once per turn.”

This card’s best effect is actually the cost to activate its effect, which is sending a Lith from your Deck to the GY. Technically it could become a 3k beater if you sent a 12* monster card by this effect, but if you send a Spell/Trap card for the better effect, you don’t get the power boost. Overall this card could have some utility, but you probably wouldn’t want to run more than one copy in your Deck.

Baslith – Fiend/Effect, DARK, 3*, ATK 1500, DEF 1000. “When this card is destroyed by Battle and send to the GY, target 1 monster your opponent controls; Destroy it. When this card is sent to the GY by a card effect, target 1 Spell/Trap card your opponent controls; Destroy it.”

A very simple yet powerful effect on a monster that could potentially wipe your opponent’s entire field if left unchecked. It has a tougher time removing monster cards than Spell/Trap cards, but this effect definitely needs some sort of restriction on how many times per turn you can use each effect. Not necessarily once, either. You could probably limit each effect to twice per turn and it would be fine.

Uicelith – Fish/Effect, WATER, 4*, ATK 1600, DEF 1200. “If this face-down card on the Field is targeted for an attack or by a card effect: Flip this card face-up, negate that attack or card effect, then target 1 card your opponent controls and equip this card to it as an Equip Spell Card. A monster equipped by this effect cannot attack, also its effects are negated while this card remains face-up on the field. If the owner of this card Tribute Summons a “Lith” monster, this Equip Spell Card can be Tributed for that Summon.”

That last effect is tricky to word, but overall the effect is quite interesting and fairly powerful when it goes off. I really don’t see much wrong with this card, although effects like this are fairly slow in practice. Now, since it doesn’t require itself to be targeted by an opponent’s card effect in order to proc its effect, you could potentially target it yourself in order to trigger its equipping. It has some very interesting utility, and as a whole it seems balanced.

Tintrelith – Thunder/Effect, 5*, WIND, ATK 2100, DEF 1500. “When this card is Normal or Special Summoned: Banish 1 Spell/Trap card your opponent controls. If this card is targeted by a card effect (Quick Effect): You can banish this card; negate that effect. This card returns to the field during the next Standby Phase after this effect resolves.”

The first effect is overly strong without a HOPT clause, since it could easily be looped to wipe out an entire backrow. The second effect provides an interesting way to dodge targeting effects, though on a 2100 body it’s still fairly easy to beat over. Note that returning to the field is not considered a Summon, so when this card returns from the banish zone it won’t proc its own effect again. This card’s mechanics could potentially be very interesting to mess with.

Dorchalith – Spellcaster/Effect, DARK 6*, ATK 1800, DEF 1100. “When your opponent Special Summons a monster(s), you can Special Summon this card from your hand or GY. If Summoned this way, skip the Battle Phase this turn.”

Preventing the battle phase is potentially a massive bonus, especially if you can reuse it turn after turn. This card will definitely slow Duels down to give you a better chance to make your own plays later, and the mechanic is one I may have to start using on some of my own custom cards. This is a card that might even see competitive play in the TCG if it were real, since it becomes a free body with good type and attribute once it uses its effect.

Laiblith – Dragon/Effect, FIRE, 7*, ATK 2700, DEF 2100. “This card can attack a number of times per turn, up to the number of different Attributes on the field at the start of the Battle Phase. Negate the effects of monsters your opponent controls that share an Attribute with a monster you control.”

Oof. This one is another interesting one. The first effect has to have some sort of explanation for when the number of attacks are determined, as otherwise the number of attacks it has could change after it attacks once. For instance, if your opponent controls Wind, Water and Light monsters while you control this card, Laiblith has four attacks that turn. Laiblith attacks all of your opponent’s monsters in turn and now has one attack remaining. But now you revive a monster from your GY with a different attribute, so Laiblith’s number of attacks goes back up. And so on. It’s a potential rulings nightmare unless you state exactly when the maximum number of attacks Laiblith can make is determined.

Beyond that, the second effect is a very strong blanket negation effect. It’s somewhat balanced by the fact that this card only has 2700 ATK, so it isn’t impossible to beat over, but as a Continuous effect it can’t be stopped by opposing monster effects. If you summon this card on Turn 1 and then have more Lith monsters with different attributes on board, you’ll stop a lot of decks before they can even get started. This card is a decent win condition on its own.

Talamlith – Beast-Warrior/Effect, EARTH, 8*, ATK 2000, DEF 3000. “When an opponent’s monster declares an attack, you can Special Summon this card (from your hand). This face-up card cannot be targeted or destroyed by card effects.”

This card is probably the worst of the 5*+ Lith monsters. It requires your opponent to do something for its first effect to work, and if your opponent chains their own effect to an attack declaration (Borrelsword, for instance), the Summon effect can’t activate. The second effect is strong protection, certainly, but since this card has to hit the field first and its Summon might very easily be negated, this one doesn’t have anywhere near the power of Laiblith or Dorchalith. It has a beefy body if you do get it out, but it’s a do-nothing card that you probably wouldn’t use at more than one copy, if at all.

The primary issue with the deck thus far is that it doesn't have good ways to get to its win condition, namely Laiblith.  It also can't really search out Dorchalith, and Saolith can only summon Eadrolith.  The deck would very probably survive Turn 1 and maybe Turn 2, but further than that it'll just run out of steam since it has no real way to replenish resources. The concepts are in many cases very intriguing, but without more searchers it's going to be tough to make your plays even in a casual match.

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