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Idol Warriors (incomplete Archetype)


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The Idol Warriors are a chess themed archetype of  Rock monsters that care about which zones cards are in, an underutilized gimmick in my opinion ever since the introduction of link monsters. the archetype is split into two groups of six, Light main deck monsters and dark link monsters, each representing a different chess piece. currently the deck is a bit directionless but the intention is for the regular effect monsters to be the stars of the deck while the links act as support pieces meant to clear out obstacles or act as control elements to help force your opponents board into a state that gives you the advantage. at the moment i don't have any spell/traps, as i haven't finished all the monsters, but i imagine they would be somewhat similar in theme to the chess archfiend support, with cards representing a chess board, putting an opponent in check, capturing pieces, ect.

 

Main Monsters

Marble Scout, the white pawn, is a decent starter while going second (unintentionally ironic given white is the starting player) it's self SS (representing the pawns en passant ability) allows you to start the game with a tribute available on your first turn assuming your opponent doesn't destroy it and it's "promotion" effect let's you immediately break out your boss monster should your opponent leave an opening (or should you find a way to create one). this card also shows the current issue the deck has, while on the play it's options are incredibly limited as this and it's Link counterpart are the deck's only openers a the moment.

WPawn.png.ffdd296fb748ca1762c950ff3131a33b.png

"When your Opponent Summons a monster and you have no monsters in that column, you can Special Summon this card from your Hand, you can only activate this effect of "Idol Warrior - Marble Scout" Once per turn. This card can attack directly while your opponent controls no monsters in this card's column. If this card inflicts battle damage to your opponent you can tribute this card; Special Summon one LIGHT or DARK Rock monster from your Deck or GY."

The white knight card i don't particularly like, it's effect feels too generic and to abusable without some form of restriction but i don't want it to be a OPT effect, the idea is to bounce it around your field popping opponent cards to somewhat mimic the knights unusual movement pattern. I chose to make both it's movement and destruction effects mandatory to try to force players to think about how they use it, as destroying your own cards is a possible consequence of a misplay.

WKnight.png.bd31d7bb43a4e7d45fc1f08f3378c7c7.png

"When this card enters a Main Monster Zone destroy one card in that Column. Once per turn move this card to an empty adjacent Main Monster Zone."

It's stats are kind of just a stand in at the moment but the idea is for it to act as an annoying form of protection that also lets you rearrange both yours and your opponent's field. unlike Marble Rider, the white bishop is intentionally generic and meant to work in any rock deck. avoiding cards in the same column is suppose to reference the bishops diagonal movement.

WBishop.png.6d3bdc31292442e29bdc558402e8a38a.png

"Rock monsters you control cannot be destroyed by cards in the same column. Once per turn you can target one card on the field; move it to an appropriate empty zone in a different column."

The white rook's effect is a reference to castling, a special move that allows the rook and king to (almost) swap places as a defensive maneuver. currently this is the only card that exclusively supports the archetype.

WRook.png.e736929c51abd984238717a9390db769.png

"Once Per Turn, when an "Idol Warrior" you control would be targeted for battle or card effects, you can switch the zones of this card and that monster; this card becomes the target."

it's board wipe ability represents the queen's unrivaled movemnt, able to capture any piece while unobstructed. it's summon requirement meant to restrict it to teh archetype as it's effect's condition is to easy to set up, considering adding that you can't attack the turn you use it along with changing the restriction to require more setup. currently unsure about it's ATk and DEF, therefore set to 0 for now.

WQueen.png.255ce13fe6ad82214f28f8dc5d4dfd83.png

"Cannot be Normal Summon/Set and can only be Special Summoned from the hand by tributing two "Idol Warrior" monsters you control. When this card is summoned, if there are no monsters adjacent to it or in the same column, you can destroy all other cards on the field."

The White king is meant to be your boss monster, it's protection is both in theme with the archetype's zone movement shenanigans and allows your opponent to "check" your king. an addition/alternative to it's current battle protection i'm considering is "if this card battles a monster in the same column destroy this card before the damage step, this card must attack if able". Like the rook it's zone swapping ability is a reference to castling, allowing your king to escape threats but only during your battlephase.

WKing.png.4c9466bd19591de7d7689e6bb9a18457.png

"This card cannot be destroyed by opponent's card effects and cannot be targeted for attacks except by monsters in the same column. When this card declares an attack You can target one LIGHT or DARK monster you control, switch this card and that monster's zones."

Link Monsters

Like it's light counterpart, onyx scout can be a powerful starter while going second with a similar promotion ability but no en passant effect.

BPawn.png.693f786ade9afc5b614794d98512a48b.png

"1 LIGHT or DARK Rock Monster
This card in an Extra Monster Zone can attack directly unless there is a linked monster. When this card inflicts battle damage to your opponent you can reveal one "Idol Warrior" Link Monster from your Extra Deck; tribute this card and send LIGHT Rock monsters from your Deck to the GY equal to that monsters Link Rating then Special Summon that monster (this is treated as a Link Summon).
"

it's arrows and effects reference the bishops diagonal movement. the intention is to force your opponent to use their normal summon to stop it from dealing damage while still locking down the other zone. considering changing it's destruction effect to any SS monster to prevent extra linking.

BBishop.png.28bc2b8b14629de61114fe99ed9d9a48.png

"2 LIGHT or DARK Rock Monsters
This card can attack directly unless there is a linked monster. When your Opponent Special Summons a Monster to a Linked Zone destroy that monster.
"

like the bishop, the black knight is meant to help clear out monsters or force your opponent to place them in certain zones but from a different angle. due to it's side arrows I feel it's movement effect needs a cost of some kind, as summoning rider and moving it to a main monster zone can give you an extra link, something this deck isn't suppose to do easily.

BKnight.png.da553594e98f5522079bf1f6162f471e.png

"3 LIGHT or DARK Rock Monsters
This card in an Extra Monster Zone can attack directly unless there is a linked monster. Once per turn you can move this card to an empty Monster Zone. If this card attacks a monster in a different column destroy that monster before the damage step.
"

Like the white rook, Onyx Fortress is a more defensive option. considering splitting the fortress' between battle and effect protection, onyx staying mostly the same and Marble being immune to card effects and keeping it's zone swap target change gimmick.

BRook.png.ed3384e1d32e931b30ea3860bc7d60a9.png

"2+ LIGHT or DARK Rock Monsters
This card cannot be destroyed by battle or monster effects. Linked monsters your opponent controls must attack this card if able, your Linked Monsters cannot be targeted for battle or the effects of monsters your opponent controls
."

For now that's everything, the Black King and Queen currently do not have cards as i'm still tweaking what's seen here.

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To prevent the Onyx Rider from being used for extra linking shenanigans you could limit the effect to only being able to move it to the other extra monster zone and then change one of the side arrows to a down, down left, or down right arrow. Also, the Marbel Rider needs a specific time to trigger its effect like during the end of the Main Phase to be mandatory.

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changes and a couple new cards after playing around with adamancipators as an engine, firstly the changes @LazerSwordKirbo suggested were a good way to fix the issues i had with marble/onyx rider, i also found the restriction of specifically dark/light rocks to be a bit much on the lower links. as a minor note, Marble Scout and Exarch had their levels switched primarily for flavor reasons

Onyx scout was changed to specifically require an "Idol Warrior" as a bit of future proofing

 BPawn.png.bf4883f9be5977a386be34cab4b22268.png

"1 "Idol Warrior" Monster
This card in an Extra Monster Zone can attack directly unless there is a linked monster. When this card inflicts battle damage to your opponent you can reveal one "Idol Warrior" Link Monster from your Extra Deck; tribute this card and send LIGHT Rock monsters from your Deck to the GY equal to that monsters Link Rating then Special Summon that monster (this is treated as a Link Summon).
"

Marble Fortress' "castling" effect was made a quick effect and it was given destruction protection to split it and Onyx Fortress between card effect and battle protection

WRook.png.474bab6ffe22ca741a60ed17cce8d87d.png

"Once per turn (quick effect), when an "Idol Warrior" you control would be targeted by an opponent's card effect: you can switch the zones of this card and that monster; this card becomes the target. This card cannot be destroyed by card effects."

Marble Noble was tweaked slightly, reducing it's DEF to 0 and forgoing it's battle and monster effect protection to make Onyx Fortress more useful.WKing.png.8b7185f3fd30b1aea901b2e6ccbe4a76.png

"This card is immune to the effects of Spell/Trap cards in other columns. When this card declares an attack you can target one LIGHT or DARK monster you control: switch this card and that monster's zones."

Marble Rider changed as per recommendation for it's effect to work as intended.

WKnight.png.6b1198a5ca7579fa7a886a8039e5e4f7.png

"When this card enters a Main Monster Zone destroy one card in that Column. Once per turn, during your mainphase 2, move this card to an empty adjacent Main Monster Zone."

Onyx rider was changed as per recommendation, it along with Onyx Exarch were changed to require only Rock monsters to be easier to summon.

BKnight.png.29e5842bbd59cb88ee66472b4c3c9a94.png

"3 Rock Monsters
This card can attack directly unless there is a linked monster. Once per turn you can move this card to an empty Extra Monster Zone. If this card attacks a monster in a different column destroy that monster before the damage step.
"

new cards

Onyx Noble is meant to be an alternate wincon to Marble Noble, not entirely sure how i feel about it currently, it's protection is stronger at the cost of being unable to attack directly and easily removed by battle.

BKing.png.f46befec13778954353171e0e65eeb75.png

"2+ Idol Warrior Monsters
This card cannot declare direct attacks. Once per turn you can move this card to a linked zone. When this card battles a monster, unless that monster is in linked zone, destroy this card. If this card would leave the field you can tribute one "Idol Warrior" monster linked to this card instead.
"

Set The Board is meant to be a powerful going first starter, thinking about removing the option to add a spell/trap to hand. the other Spell/Traps have seconary effects meant to be paired with either this card or Marble Rider

SetTheBoard.png.04f1e0a42363b449cf16e3f437a7d8da.png

"(This card is always treated as an "Idol Warrior" card)
Discard one Rock Monster and Send cards from the top of your Deck to the GY equal to that monsters Level; target one "Idol Warrior" card sent to the GY this way, if that card is a Monster Special Summon it, if that card is a Spell/Trap card add it to your hand then, if ithis is the first card you've played, repeat this process.
"

Gambit is meant to combo with one of the traps during an opponent's turn or provide easy materials during yours.

Gambit.png.6af64ccad73edb92cd6e6958d9c469bc.png

"Tribute one "Idol Warrior" you control; Special Summon monsters from your Hand or Deck with the same name but destroy them during the endphase. If this card is sent to the GY but was not activated Special Summon one "Idol Warrior" from your deck that shares a name with a monster you control."

Fool's Mate is just an archetypal solemn that, if used properly, can revive one of your Marble Nobles.

FoolsMater.png.277234474f5b1775c8a49bad910a6d31.png

"(This card is always treated as an "Idol Warrior" card.)
When a monster would be summoned or a spell/trap card is activated: discard one "Idol Warrior" card that shares a type with it; negate that summon or activation then, if your opponent controls no cards in this card's column, Special Summon one "Idol Warrior" monster from your GY in this card's Column. during your turn you can banish this card from your GY; Special Summon one "Idol Warrior" Monster from your GY.
"

Unforced Error is intended to act as recovery should a Marble Noble be destroyed but could be paired with Marble Rider as a play extender on turn 3+ or be used to further punish an opponent whose monster you've destroyed

UnforcedError.png.0b0c092a0d35ee758947f2817e153af8.png

"(This card is always treated as an "Idol Warrior" card)
When a monster in this card's column leaves the field, except as a tribute; Special Summon "Idol Warrior" monsters from your Deck whose combined level(s) are less than or equal to that monster's. You can banish this card from your GY as material for the Link Summon of an "Idol Warrior Monster.
"

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