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[Written]Ghost Rider Archetype


TF2_The_Scout

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I've had an idea for a deck with this play style for a while now. You can only control one monster in the set and can special summon them by discarding them by the effect of a certain card. Thanks to Gadjiltron for properly wording the effects. There will be more. I'm posting this at midnight here.

Comache, Native Ghost Rider
Level 6
Fiend/Effect
FIRE
ATK: 2300 DEF: 1700

Cannot be Norma Summoned/Set. If this card is discarded by the effect of
"Hell" card: All "Ghost Rider" monsters are unaffected by your opponent's card effects this turn. If this card is banished: Add 1 banished "Ghost Rider" monster to hand. Once per turn: You can banish 1 "Ghost Rider" monster from your Graveyard; Your opponent cannot activate card effects during the Battle Phase this turn.
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Hukiro, Kamikaze Ghost Rider
Level 7
Fiend/Effect
FIRE
ATK: 2600 DEF: 1800

Cannot be Normal Summoned/Set. You can only control 1 "Ghost Rider" monster. If this card is discarded by the effect of a "Hell" card: You can target 1 card on the field; Send it to the Graveyard. If this card is banished: Banish 1 card your opponent controls. During either player's turn, if a monster effect is activated: You can discard this card; Negate the activation, and if you do, destroy the monster.
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Romulus, Roman Ghost Rider
Level 6
Fiend/Effect
FIRE
ATK: 2300 DEF: 1700

Cannot be normal Summoned/Set. You can only control 1 "Ghost Rider" monster. If this card is discarded by the effect of a "Hell" card: Target 1 of your banished "Ghost Rider" monsters; add it to your hand. If this card is banished: Add 1 "Hell" card from your Deck to your hand. If this card is summoned: You can banish 1 "Ghost Rider" monster from your Graveyard; Send 1 card on the field to the Graveyard.
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Vladius, Cossack Ghost Rider
Level 7
Fiend/Effect
FIRE
ATK: 2600 DEF: 1900

Cannot be Normal Summoned/Set. You can only control 1 "Ghost Rider" monster. If this card is discarded by a "Hell" card: Halve the ATK of all monsters your opponent controls. If this card is banished: The current ATK of all monsters your opponent controls becomes 0. During either player's Damage Step, if a "Ghost Rider" monster you control battles: You can discard this card; That monster gains 2600 ATK until the end of this turn.
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Hell's Highway
field spell

If a "Ghost Rider" monster is destroyed by battle: You can Special Summon 1 "Ghost Rider" monster with a different name than the destroyed monster from your hand, and if you do, inflict 500 damage to your opponent. Once per turn: You can banish 1 "Ghost Rider" monster from your Graveyard; Add 1 "Ghost Rider" monster from your Deck to your hand.
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Contract with Hell
continuous spell

Cannot be destroyed by card effects. You can Special Summon 1 "Ghost Rider" monster from your hand, and if you do, discard 1 "Ghost Rider" monster with a different name than the monster summoned.
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Hell's Requisition
Spell

Shuffle as many banished "Ghost Rider" monsters with different names into your deck. Send the top cards of your Deck to the Graveyard, up to the number of monsters shuffled by this effect.
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Deal with Hell
Spell

Add 1 banished "Ghost Rider" monster to hand, then discard 1 "Ghost Rider" monster.
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Hell's Vengeance
Trap

If a "Ghost Rider" monster you control is destroyed and sent to the Graveyard: Banish the destroyed monster; Special Summon, from your Deck, 1 "Ghost Rider" monster with the same name as that monster.
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Hell's Bounty
Trap

If exactly 1 "Ghost Rider" monster is sent to the Graveyard by an opponent's card(either by battle or by card effect): Special Summon that monster, and if you do, send 1 monster your opponent controls to the Graveyard

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As befitting a series of ghost rider monsters, on paper this archetype appears to be pretty fast. Once one Ghost Rider appears on-field, things quickly escalate.

Personally, I find the ghost riders' effects to be quite... Potent. Maybe even too much so. These monsters would also make way too much use of "skill drain" in order to mount multiple riders on the field and also because they don't hold much field presence but use the Graveyard as their second Hand.

As for their support cards, "Contract" is their go-to card since it gets the riders out to start things. However, I feel its protection effect is just too much. I mean, I think it would be fine without it since one should have other methods in place to Special Summon the riders once the first is dealt with (field spell, call of haunted, oasis of dragon souls, etc).

Highway, Vengeance, and Bounty all do a similar job... Maintain field presence while also plussing you (or minusing your opponent) in some way. Personally, I'm fine with these as they are reactive and thus weak to S/T removal as well as on-summon effects.

Finally, "Deal" and "Requisition" focus on restoring your resources. Requisition is clearly the weakest link in the deck as restoring resources is its only use. It's mill effect would be helpful if their effects triggered when sent to the Graveyard in any manner by a Hell card. Of course, out of the vacuum of this thread, Requisition is a lot more deadly when combined with a grave-oriented deck like Shaddolls or Zombies.

Funilly enough, the deck appears to strike a similar chord with the current Fiend FIRE archetype, Infernoids, as both decks work as a boss-rush. This one seems perhaps more consistent but has the "downside" of being very difficult/near impossible to run purely if only because of their high levels and their inability to be Normal Summoned/Set.

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