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Deals with Devils - Faustian Archetype (Written)


Grins McKenzie

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This is my first attempt at creating an archetype and I decided to combine the two most evil things in the universe: demonic entities and businessmen.

 

Monsters

 

Faustian Investor

DARK

Level 2

Fiend/Effect

When this card is Normal Summoned or Special Summoned: Your opponent gains 1200 LP.

ATK:400 DEF:1200

 

Faustian Speculator

DARK

Level 2

Fiend/Effect

When this card is sent to the graveyard: Your opponent gains 1200 LP

ATK:400 DEF:1200

 

Faustian Peddler

DARK

Level 3

Fiend/Effect

Once per turn: You can discard 1 card and if you do your opponent gains 1200 LP.

ATK:600 DEF:1600

 

Faustian Merchant

DARK

Level 3

Fiend/Effect

Once per turn: You can destroy 1 card that you control and if you do your opponent gains 1200 LP.

ATK:600 DEF:1600

 

Faustian Broker

DARK

Level 3

Fiend/Effect

During each of your Standby Phases: Your opponent gains 800 LP.

ATK:600 DEF:1600

 

Faustian Bursar

DARK

Level 3

Fiend/Effect

When your opponent gains LP, except by the effect of "Faustian Bursar": Your opponent gains 400 LP.

ATK:600 DEF:1600

 

Faustian Trader

DARK

Level 3

Fiend/Effect

When this card destroys a monster by battle: Your opponent gains 800 LP.

ATK:1800 DEF:200

 

Faustian Supervisor

DARK

Level 4

Fiend/Effect

Once per turn: If your opponent gained 2000 or more LP this turn: Special Summon 1 "Faustian" monster from your hand.

ATK:1200 DEF:1800

 

Faustian Inventory Manager

DARK

Level 4

Fiend/Effect

Once per turn: If your opponent gained 2000 or more LP this turn: Add 1 card from you graveyard to your hand.

ATK:1200 DEF:1800

 

Mephistopheles, Faustian Tycoon

DARK

Level 4

Fiend/Effect

When your opponent gains LP: For every 400 LP your opponent gains: Your opponent sends 1 card from the top of their deck to the graveyard.

ATK:800 DEF:2000

 

Spells

 

Faustian Asset Turnover

Quick-Play Spell

Destroy any number of spell or trap cards that you control; Set the same number of spell or trap cards from your hand.

 

Faustian Pyramid Scheme

Quick-Play Spell

Tribute any number of "Faustian" monsters; Special Summon the same number of "Faustian" monsters from your hand.

 

Faustian Insurance

Equip Spell

When this card is equipped to a monster: Its controller sends 1 card from the top of their deck to the graveyard. When the equipped monster is destroyed: Its controller gains 1200 LP.

 

Faustian Recruitment Drive

Continuous Spell

Once per turn: If your opponent gained 1000 or more LP this turn: Add 1 "Faustian" monster from your deck to your hand and shuffle your deck.

 

Faustian Advertisement Campaign

Continuous Spell

Once per turn: your opponent gained 1000 or more LP this turn: Add 1 spell or trap card from your deck to your hand and shuffle your deck.

 

Faust Incorporated

Continuous Spell

When your opponent gains LP: For every 400 LP your opponent gains: Your opponent sends 1 card from the top of their deck to the graveyard.

 

Traps

 

Faustian Rent Payment

Normal Trap

Activate only when your opponent gains LP. For every monster your opponent controls: Your opponent sends 1 card from the top of their deck to the graveyard.

 

Faustian Storage Payment

Normal Trap

Activate only when your opponent gains LP. For every spell or trap card your opponent controls: Your opponent sends 1 card from the top of their deck to the graveyard.

 

Faustian Vandalism Charge

Normal Trap

Activate only when your opponent activates the effect of a spell or trap card. That card is destroyed and your opponent sends 1 card from the top of their deck to the graveyard.

 

Faustian Assault Charge

Normal Trap

Activate only when your opponent declares an attack. The attack is negated and your opponent sends 2 cards from the top of their deck to the graveyard.

 

Faustian Harassment Charge

Normal Trap 

Activate only when your opponent activates the effect of a monster. The effect is negated and your opponent sends 2 cards from the top of their deck to the graveyard.

 

Faustian Trespassing Charge

Normal Trap

Activate only when your opponent Normal Summons or Special Summons a monster. That card is destroyed and your opponent sends 1 card from the top of their deck to the graveyard.

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Looking at this from a meta standpoint, this set seems incredibly slow and troll-y.

 

As far as I can see, the tactic is to stall your opponent out to either the point of decking out or making them ragequit. But because the main stallers require your opponent to have an obscene amount of LP to even get out, and the LP gain of the set doesn't quite cut it, methinks either a buff or some S/Ts would be good.

 

Now, there doesn't really seem to be a wincoin in all this, besides the assumed deck out/ ragequit. I would suggest either putting in a milling engine or an altwin such as "If your opponent's LP are 25,000 or more, you win the duel." type of thing. 

 

If you do decide to go the milling route, I would suggest another card that stops effects from activating in grave, since shaddolls and BA exist. 

 

I also think that the no ss clauses on the stallers could be modified, if not removed entirely. I would either make it so that they can't be ss'd unless the opp has the super high LP, but can be summoned normally. Or, alternatively, you could ake it so that their effs are negated until the opp has the super life. But as for now, they just seem too slow. 

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Thank you for your feedback. I was already re-considering my decision on s/t support and I will be sure to add some now. The LP thing was a mistake, it was meant to be 16000, I will correct it immediately. I was under the impression that a victory by "lockdown" was an accepted mechanic of the game but I will do my best to rework these guys.

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Thank you for your feedback. I was already re-considering my decision on s/t support and I will be sure to add some now. The LP thing was a mistake, it was meant to be 16000, I will correct it immediately. I was under the impression that a victory by "lockdown" was an accepted mechanic of the game but I will do my best to rework these guys.

as far as I know, a complete lockdown is not possible atm, but there is no rule that says if you can't make a move you lose, so you would really just be stalling them out or waiting till they ragequit.

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Complete Lockdown could be like:

 

Anti-Spell + (possibly) Macro Cosmos (to prevent stuff like Breakthrough in grave/Veiler/etc) + Denko (since both of your only two Traps would be face-up) + Last Warrior.

Sure, they can set monsters, but they can't do anything else besides that. And you just recycle draws with Magical Blast until they deck out.

 

You can summon both Denko + LW by using Chalice to temporarily negate one, or use Dress on Denko so that Last Warrior's self-nuke of your own monsters doesn't kill it.

 

But yeah, this seems too slow/inefficient.

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I'm going to skip the monsters for right now and focus on the spells and traps (though I will mention that Merchant is missing ATK and DEF).

 

~~~~~

 

Spells

 

Pyramid Scheme looks kinda meh. If it was a Quick-play it'd be much better, functioning as a sort of evasion effect.

 

Recruitment Drive is, at first glance, stupid OP. The standard for search cards like that is 1 for 1; if you put some kind of limiter on it, like making it be unable to search above a certain ATK value, then I could see it being 2 for 1. Though I suppose that since this deck has no SSing power outside of Pyramid Scheme, as well as no monsters stronger than 1800 ATK (as well as having one of those monsters be level 6), it could be justified as being 2 for 1. I'll leave it to someone more experienced.

 

Insurance looks kinda lackluster. Maybe give it an effect similar to Faustian Trader, where when it kills a monster, the person whose monster was killed gains a certain amount of LP.

 

Incorporated looks great, and really gives the deck a solid win condition. I'm a tad worried about 200 LP = mill 1, but given the lack of any other wincons, I think it's fine as is.

 

Traps

 

Rent Payment and Storage Payment are pretty straightforwards, but they're also pretty decent. I'm willing to bet that they're going to be a good 2-3 cards most of the time.

 

The other four traps either need to have other effects pertinent to what their requirements are (i.e. the attack one also negates the attack, the S/T one negates the S/T effect and destroys it, and so forth), or be Continuous Traps. Either way, they also need to mill more. If you go the continuous route, then 2 would be good. If you go the other way, I'd say 3 would be a good number.

 

~~~~~

 

Overall, these look like they're coming along nicely. I look forwards to seeing the finished product!

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Interesting, an archetype that increases your opponent LP and deck them out, i wonder if that list still grow?

[spoiler=This might be your best friends'']HopeforEscape-STOR-EN-R-UE.png

 

[spoiler=Sadly this card doesn't work even though it is Faustian'']FaustianBargain-SOVR-EN-C-1E.jpg

 

 

Umm . . . that deck is slow, so you might try giving it more speed or at least card effects that maintain their field presence

 

Also Faustian Recruitment Drive is too much since you always +1 card when activated. You could at least put this "Your opponent gains 500 LP for each "Faustian" card added by this effect"

 

And correction :

> Faustian Broker : "In each of your Standby Phases . . ." should be "During each of your Standby Phases . . ."

 

Hope this helps~

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Your feedback was really helpful, thank you. It looks like I messed up the balancing on the spells and traps but I'll make sure to correct that. On Incorporated: I'm thinking of making it so 500 LP = 1 mill since Mephistopheles has the same effect. On Insurance: I think it's fine how it is; this way you can use it as a tribute deterrent on an opponent's monster or as an attack deterrent on your own, you can also combo it with an attack or destruction effect. Also, thanks for the OCG fix.

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As much as everybody said it, I feel I'm gonna have to repeat it again, this archetype is REALLY slow. The concept is decent. it has some potent if handled properly to Deckout the opponent and take away resources they were looking forward to getting later on. But on top of the rather slow speed, it's really hard to enable stuff. Tycoon is unreasonably hard to get out, a lot of this depends on your opponent, and milling your opponent's Deck just isn't that great anymore. Much like Iron Chain, this concept really feels outdated, as you are minusing yourself (Especially with Peddler and Merchant)to give your opponent advantage at times, and really that is the downfall of this archetype in general. Everytime it attempts to make up for a problem, it ends up getting another one, and it exhausts itself into one unplayable mess. A good example is Pyramid Scheme. While Pyramid Scheme would be excellent to get out Tycoon and trigger more effects, it only Special Summons Level 4 or lower, essentially eliminating most of its most promising uses. Insurance would have been a nice opportunity to give the strategy something to fall back on, but unfortunately the card has no use other than to give your opponent more LP. The Traps are really good because there are a nice amount, but they do not prevent your opponent from doing anything, wherein lies them being not that great. Recruitment Drive is nuts, but in the Deck it is in feels rather lackluster. While yes, you can also use things like Bad Reaction to Simochi and Hope for Escape to have some hope for an out, it feels rather pointless when the Deck is so Normal Summon dependant. The need for speed is much to be desired here and in general some consistency to access the cards you need, Tycoon and Incorporated. As of now though, I unfortunately don't see these being very practical at all, and just feel like one of those concepts Konami failed to approach correctly and thus fell off the map.

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I agree with most of what has been said here, but I think this kind of deck can work. Just make sure you benefit off of giving your opponents lifepoints. Hope for Escaoe is a good example of that kind of card. If it were me I'd fix this by adding this effect to your level four and lower monsters- every time your opponent gains life points, you can special summon on Faustian monster level four or lower. I'd also add something like  ruinous deal type card. For example, a card that forces your opponent to discard their entire hand and give them 1000 life points per card. Basically, don't keep the effects and the life point increase so separate, mix the two in one card. 

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One of my more thematic concerns is that both Companies and Devils exchange things with you. You give something to get something. What they give you usually screws you over, but you get something. This deck is really more about what you get being poisoned and a false good thing. Which fits in with the Devil theme, but not really the company one. 

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