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Wild Haven and Putrid Plague Party - Zombie and Tri-type Support


Sugar The Kid

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Howdy,

I wanted to make an extender for blind 2nd Scareclaw that didn't say Scareclaw on it, so I conceived of this. I'm not sure if restricting the effect to Special Summon to your opponent controlling a card is a case of over balancing considering cards like Emergency Teleport exist, but I was afraid that I underestimate the combo ability of Lyrilusc and other tri-type decks I'm unfamiliar with. 

I also wanted to mess around with the old Plaguespreader Zombie Synchros. Plague Swordsman is meant to be a Zombie counterpart of (Blue) Flame Swordsman, matching the Red-Eyes Zombie Dragon.

Wild Haven

Continuous Spell

Any damage you take from battle or an opponent's card effect while you control a Beast, Beast-Warrior, or Winged Beast monster is halved. Once per turn, if your opponent controls a card: You can Special Summon 1 Beast, Beast-Warrior, or Winged Beast monster with 0 ATK from your Deck to your field in Defense Position. While you control a monster summoned by this effect, you cannot Special Summon monsters with more than 1500 ATK. Once per turn, if exactly 1 face-up Beast, Beast-Warrior, or Winged Beast monster you control is destroyed or banished by an opponent's activated monster effect (except during the Damage Step): You can target 1 monster your opponent controls; take control of it until the End Phase.  You can only control 1 "Wild Haven".

Putrid Plague Party

Continuous Spell

 When this card is activated: You can target 1 monster on the field and send 1 "Plaguespreader Zombie" or a monster that mentions from your hand or Deck to the GY; if the targeted monster was a Zombie, all Zombie monsters currently on the field gain 400 ATK and DEF, otherwise it becomes a Zombie. Once per turn, if your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can target 2 Zombie monsters with different levels in your GY or banishment; shuffle them both into the Deck and if you do Special Summon 1 "Plaguespreader Zombie" or a monster that mentions it from your Main/Extra Deck and then you can negate the effects of 1 monster on the field with equal or higher ATK than the Summoned monster. You can only activate 1 "Putrid Plague Party" per turn.

Plague Swordsman

FIRE Level 4

Zombie/Synchro/Effect

1800 ATK / 1600 DEF

"Plaguespreader Zombie" + 1+ non-Tuner monster(s)
If this card is Special Summoned: You can send your hand to the GY (min. 1); Send the same number of cards from the top of your Deck to the GY, then if a Zombie monster was sent to your GY by this effect, all Zombie monsters you control will gain 600 ATK and DEF this turn. You can only use this effect of "Plague Swordsman" once per turn. If a Zombie monster battles, your opponent cannot activate cards or effects until the end of the Damage Step.

Neophyte Necromancer

LIGHT Level 4

Zombie/Effect

1200 ATK / 600 DEF

If this card is in your hand: You can discard this card; Add 1 "Putrid Plague Party" from your Deck or GY to your hand, also, you cannot Special Summon monsters from the GY for the rest of the turn, except Zombie monsters. If a Zombie Tuner is Special Summoned to your field while this card is the GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Neophyte Necromancer" once per turn. A Synchro monster summoned using this card as material gains the following effect:
-Once per turn, if a monster on the field or GY is banished (except during the Damage Step): You can Special Summon 1 "Plaguespreader Zombie" from your hand or GY.

EDIT 1: Added 'except during the Damage Step' to some places I forgot to add it. 

EDIT 2: Changed the first effect of Neophyte Necromancer from 'If this card is Normal Summoned or Special Summoned from the GY: You can Set 1 "Putrid Plague Party" from your Deck or GY to your field.' to 'If this card is in your hand: You can discard this card; Add 1 "Putrid Plague Party" from your Deck or GY to your hand, also, you cannot Special Summon monsters from the GY for the rest of the turn, except Zombie monsters'. 

Edited by Sugar The Kid
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Hi!

Wild Haven is pretty good. I think with the restrictions you put on it, it doesn't need to require your opponent controlling something. I would also say that taking control of a monster maybe doesn't have to target since you have to lose one of your own monsters for it to go off. That would make it better going second.

Plague Party is a good card that helps fix the problem with Zombies needing to be in the GY. I think it's very useful and breathes new life into the Plaguespreader Synchros, which are honestly still pretty good.

Plague Swordsman has a similarly good effect but is a little bit difficult to summon in Zombies because of its' level. 

I would change Necromancer to summon itself from the hand, maybe by discarding, then search Party. Zombies already use their normal summon for other cards like Uni-Zombie, Solitaire, Samurai Skull, etc. They don't have ways to Special Summon from the hand, except Jack O-Bolan, which makes them slower than a lot of other decks and weaker to disruption. Other than that, the effect is good. 

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4 hours ago, Mzse1216 said:

Hi!

Wild Haven is pretty good. I think with the restrictions you put on it, it doesn't need to require your opponent controlling something. I would also say that taking control of a monster maybe doesn't have to target since you have to lose one of your own monsters for it to go off. That would make it better going second.

Plague Party is a good card that helps fix the problem with Zombies needing to be in the GY. I think it's very useful and breathes new life into the Plaguespreader Synchros, which are honestly still pretty good.

Plague Swordsman has a similarly good effect but is a little bit difficult to summon in Zombies because of its' level. 

I would change Necromancer to summon itself from the hand, maybe by discarding, then search Party. Zombies already use their normal summon for other cards like Uni-Zombie, Solitaire, Samurai Skull, etc. They don't have ways to Special Summon from the hand, except Jack O-Bolan, which makes them slower than a lot of other decks and weaker to disruption. Other than that, the effect is good. 

I go back and forward in my head a lot about Wild Haven. I do want to boost Tri-type decks, but then I recall the kind of boards Tri-Brigade/Lyrilusc could put up, so I'm worried that giving them an E-Tele to grab a Level 1 before making Recital Starling could get nasty. Again, because my mind was very Scareclaw-centric when I designed the card, the 'Change of Heart' effect is meant to enable you to punish your opponent for using something like a Knightmare Unicorn or S:P Little Knight to out your Tri-Heart. I guess I could make it non-targeting? I was a little worried about stacking too many benefits on a card that can already Special Summon from the deck, but it is difficult to think of situations where it makes a huge difference since it activates a new chain (unless you're playing versus Voiceless Voice, I guess).

Ye, I thought Putrid Plague Party could be fun for something like your opponent activating FK Island to set up popping your Doom King Balerdroch with the effect of Neo Kirin and then summoning Zombie Skull Archfiend to protect your board from effect destruction. In my first draft, it was actually a Continuous Trap card, which obviously has a whole different set of pros and cons.

Again, Plague Swordsman actually started as a Fusion Monster in my first draft ("Plaguespreader Zombie" + Level 3 or 4 Zombie monster), but I wasn't happy with it not fitting in with the others. At the same time, it didn't feel right to change the level of what was meant to be a Zombified version of a specific monster. I was envisioning more as something you summon with Putrid Plague Party on turn 2 or turn 3 to stop an OTK or boost your field and set up your GY for a final push but should probably be revised to have use outside of exactly Putrid Plague Party access. 

I'll take your suggestions on-board about Necromancer. 

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10 hours ago, Sugar The Kid said:

I go back and forward in my head a lot about Wild Haven. I do want to boost Tri-type decks, but then I recall the kind of boards Tri-Brigade/Lyrilusc could put up, so I'm worried that giving them an E-Tele to grab a Level 1 before making Recital Starling could get nasty. Again, because my mind was very Scareclaw-centric when I designed the card, the 'Change of Heart' effect is meant to enable you to punish your opponent for using something like a Knightmare Unicorn or S:P Little Knight to out your Tri-Heart. I guess I could make it non-targeting? I was a little worried about stacking too many benefits on a card that can already Special Summon from the deck, but it is difficult to think of situations where it makes a huge difference since it activates a new chain (unless you're playing versus Voiceless Voice, I guess).

Ye, I thought Putrid Plague Party could be fun for something like your opponent activating FK Island to set up popping your Doom King Balerdroch with the effect of Neo Kirin and then summoning Zombie Skull Archfiend to protect your board from effect destruction. In my first draft, it was actually a Continuous Trap card, which obviously has a whole different set of pros and cons.

Again, Plague Swordsman actually started as a Fusion Monster in my first draft ("Plaguespreader Zombie" + Level 3 or 4 Zombie monster), but I wasn't happy with it not fitting in with the others. At the same time, it didn't feel right to change the level of what was meant to be a Zombified version of a specific monster. I was envisioning more as something you summon with Putrid Plague Party on turn 2 or turn 3 to stop an OTK or boost your field and set up your GY for a final push but should probably be revised to have use outside of exactly Putrid Plague Party access. 

I'll take your suggestions on-board about Necromancer. 

I think with the restrictions, Wild Haven would be fine as an E-Tele. There are very few tri-types that have 0 ATK. I'm also not seeing how it would break Lyrilusc or Tri. Tri only has Nervall with 0 ATK and all of its Extra Deck are 1600+, so you would need additional cards to get Nervall off the field and search with it. Lyrilusc can use this to search with Cobalt and that's pretty much it. I think it would make the card more flexible, but it's up to you. 

Now that you pointed it out, I see what you're meant to do with Swordsman. I don't think you need to change the Level in that case.

Thanks for taking my suggestion about Necromancer. It looks much better now. 

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