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[AGM] Fantasy Kingdom Archetype


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I'm not exactly sure where I was going with the Synchro monster. Anyone have suggestions for its effect?

 

[spoiler=Show Monster Cards]

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Pendulum Effect:Once per turn, during either player's turn: When a Fairy-Type monster would be destroyed by a card effect, you can banish the top card of your Deck; it is not destroyed.

 

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Pendulum Effect:You can increase or decrease the Level of a face-up "Fantasy Kingdom" monster on the field by up to 2. If a "Fantasy Kindgom" monster would be destroyed by battle: You can banish the top card of your Deck instead. You can only activate each of the effects of "Saga, Guardian Angel of the Fantasy Kingdom" once per turn.

 

LORE:A mysterious being in the kingdom. Due to her kind and gentle nature, along with how she protects inhabitants of the kingdom in combat, and her soft wings, she is believed to be a guardian angel.

 

LORE:Little is known about this swordmistress; when all hope seemed lost, she descended from the sky and smite the enemy forces. All that is known is that she wields two swords, can somewhat speak the language of the kingdom, and contains power unknown to the kingdom.

 

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LORE:When this card is Normal Summoned: You can Special Summon a "Fantasy Kingdom" monster with a different name from your hand; this card cannot declare an attack this turn. Once per turn: If this card would be destroyed by a card effect, it is not destroyed. When this card is Special Summoned: You can shuffle 1 of your banished "Fantasy Kingdom" monsters into your Deck.

 

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LORE:When this card is Normal Summoned: You can Special Summon a "Fantasy Kingdom" monster with a different name from your Graveyard; this card cannot declare an attack this turn. Once per turn: If this card would be destroyed by a card effect, it is not destroyed. When this card is Special Summoned: You can shuffle 1 "Fantasy Kingdom" monster from your Graveyard into your Deck.

 

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LORE:While you control no monsters, you can Tribute Summon this card using an opponent's monster as if you controlled it. This card is also treated as a DARK monster. Once per turn, during either player's turn: If a "Fantasy Kingdom" monster would be destroyed by battle, it is not destroyed. When this card is Special Summoned: You can increase your Life Points by 1000.

 

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LORE:Once per turn: If a "Fantasy Kingdom" card would be destroyed: You can banish the top 2 cards of your your Deck; it is not destroyed. When this card is Normal Summoned: You can Special Summon 1 "Fantasy Kingdom" monster from your Deck; you cannot Special Summon other monsters this turn. When this card is Special Summoned: Gain Life Points equal to the number of cards your opponent controls x 200.

 

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LORE:Once per turn, during either player's turn: If a "Fantasy Kingdom" monster would be destroyed by a card effect, you can pay 500 Life Points; it is not destroyed. When this card leaves the field: You can Special Summon 1 "Fantasy Kingdom" monster that is banished. When this card is Special Summoned: You can switch its original ATK and DEF.

 

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LORE:While you control a "Fantasy Kingdom" monster, you can Special Summon this card from your hand. If a "Fantasy Kingdom" card would be destroyed, you can destroy this card instead. When this card is Special Summoned (except by its own effect): You can double this card's original ATK.

 

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LORE:If a "Fantasy Kingdom" monster would be destroyed: You can discard this card; it is not destroyed. When this card is Normal Summoned: You can Special Summon 1 "Fantasy Kingdom" monster from your hand or Graveyard, but it is sent to the Graveyard during the End Phase. When this card is Special Summoned: You can shuffle 1 of your banished "Fantasy Kingdom" monsters into your Deck.

 

 

 

[spoiler=Show Spell Cards]

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LORE:Add 1 "Fantasy Kingdom" monster from your Deck to your hand.

 

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LORE:Each time a "Fantasy Kingdom" card is destroyed: Place 1 Fantasy Counter on this card. During your Main Phase: You can remove any number of Fantasy Counters from this card; Special Summon 1 "Fantasy Kingdom" monster from your Deck whose Level is equal to the number of Counters removed from this card.

 

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LORE:Target 1 "Fantasy Kingdom" card on the field; until the End Phase, it is unaffected by your opponent's card effects.

 

 

 

[spoiler=Show Synchro Monster Cards]

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LORE:1 LIGHT Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn, during either player's turn: If a face-up card would be destroyed by a card effect: You can pay 1000 Life Points; it is not destroyed. When your opponent Special Summons a monster, you can Special Summon 1 "Fantasy Kingdom" monster from your Graveyard.

 

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LORE:1 LIGHT Tuner + 1 or more non-Tuner "Fantasy Kingdom" monsters
This card gains 500 ATK for each card your opponent controls. Other monsters you control cannot declare an attack. Once per turn: If another card you control would be destroyed: You can pay 1000 Life Points; it is not destroyed.

 

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LORE:1 DARK Tuner + 1 or more non-Tuner "Fantasy Kingdom" monsters
This card is also treated as a DARK monster. Once per turn: You can pay 1000 Life Points; Special Summon 1 "Fantasy Kingdom" monster from your Graveyard. If a "Fantasy Kingdom" card would be destroyed, you can destroy this card instead.

 

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LORE:1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can Special Summon 1 "Fantasy Kingdom" monster from your hand or Graveyard. Immediately after this card resolves, Synchro Summon monster using this card and that monster only. Once, while this card is face-up on the field: If this card would be destroyed: You can pat 1000 Life Points; it is not destroyed.
 

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LORE:1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can pay 800 Life Points; add 1 "Fantasy Kingdom" Spell Card from your Deck or Graveyard to your hand or Special Summon 1 Level 4 or lower "Fantasy Kingdom" monster from your Graveyard. Once per turn: If this card would be destroyed (either by battle or by card effect): You can banish the top 2 cards of your Deck; it is not destroyed.

 

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LORE:1 LIGHT Tuner + 1 or more non-Tuner "Fantasy Kingdom" monsters
When this card is Synchro Summoned: You can Special Summon 1 "Fantasy Kingdom" monster that is banished or in your Graveyard. If a card on the field would be destroyed: You can pay 1500 Life Points; it is not destroyed.
 

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LORE:1 LIGHT Tuner + 1 or more non-Tuner "Fantasy Kingdom" monsters
If 1 or more "Fantasy Kingdom" cards would be destroyed: You can send this card to the Graveyard instead.

 

 

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I really enjoy the set of cards, the various methods of special summons are helpful and the effects are nice bonuses. I only really had an issue with the fact that you only have 1 tuner. I don't really mind that you can special summon you're level 5 tuner with card affects but there should be other combinations incase you lose that card. I recommend turning Ra'Sca into a turner since I see an easy 3 summon combo with the cards for the Sychro Monster. I wouldn't know how much to change Ultimecia but she's rather underwhelming for a level 9. I think you should change it's destruction effect for a successful summon condition. It'll stay consistent with the other's ability to swarm the field. Something like "When this card is successfully Sychro Summoned: Special Summon 1 (or 2; the range is up to you) "Fantasy Kingdom" monster(s) with a different name from your hand."

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I really enjoy the set of cards, the various methods of special summons are helpful and the effects are nice bonuses. I only really had an issue with the fact that you only have 1 tuner. I don't really mind that you can special summon you're level 5 tuner with card affects but there should be other combinations incase you lose that card. I recommend turning Ra'Sca into a turner since I see an easy 3 summon combo with the cards for the Sychro Monster. I wouldn't know how much to change Ultimecia but she's rather underwhelming for a level 9. I think you should change it's destruction effect for a successful summon condition. It'll stay consistent with the other's ability to swarm the field. Something like "When this card is successfully Sychro Summoned: Special Summon 1 (or 2; the range is up to you) "Fantasy Kingdom" monster(s) with a different name from your hand."

Osch & Kuro are capable of Tribute Summoning by using an opponent's monster as if you controlled it; anyways, changed "Ra' Sca, Lance of the Fantasy Kingdom". And the theme of the archetype isn't exactly to spam Special Summons; it's to protect themselves and each other from destruction. Thus, Ultimecia's first effect.

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I had misread the effect for Osch & Kuro that is my fault. I have to admit the theme did feel like it was Special Summon with some nice back-up effects. I understand now what you wanted with Ultimecia's first effect but I will agree the second effect seems off for it.

Altered the effect of "Ultimecia, Goddess of the Fantasy Kingdom".

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I am a fan of this archetype. They really do feel like they'd go well into the current rotation of decks in use in the game. The fact that they protect themselves is important, but consider this: with Ultimecia's effect, you effectively shut down Infernoids, who have several effects which deal with destruction, You could also stop a Burning Abyss monster from imploding itself! The list really does just go on.

 

I do hesitate about swarm-y they are when coupled with their protection effects... But I'm no YGO expert, so I can't say for certain.

 

Good job!

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I am a fan of this archetype. They really do feel like they'd go well into the current rotation of decks in use in the game. The fact that they protect themselves is important, but consider this: with Ultimecia's effect, you effectively shut down Infernoids, who have several effects which deal with destruction, You could also stop a Burning Abyss monster from imploding itself! The list really does just go on.

 

I do hesitate about swarm-y they are when coupled with their protection effects... But I'm no YGO expert, so I can't say for certain.

 

Good job!

Thank you!

 

Normal Pendulum cards added.

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Ahem...I do have a few complaints on the archetype...

 

"Osch & Kuro" is Op no matter how I see it. Using your opponent's monster as tribute is really an incredibly strong effect (since it can defeat indestructible monsters), most monsters with effects like these actually summon your monster to the opponent, because of how overwhelming this effect can be, and this one gains a free tribute summon and has 2400 ATK to boot. Also, you should give it some restrictions to make it an actual "Fantasy Kingdom" card, because right now this card is asking to be splashed in any deck, since there's nothing holding it's benefits to this archetype (plus it's a tuner).

By the way, why exactly it's also treated as a DARK monster? The deck doesn't benefits from it in the slightest and just feels random.

 

Anyway, besides this card, the deck is really lacking some plays to do besides summoning their goddess. The cards allow you to summon your stuff from pretty much anywhere (it got a bit too much Special Summons), but besides summoning a 2500 ATK beater (who is also a tuner), the deck can't do a thing. Sure, everything got a protection effect (by the way, not every card needs a built-in protection effect), but in the end, all your monsters are going to be is a bunch of annoying spammable monsters who are hard to destroy. They don't have anything that affects your opponent's monsters or that can increase their threat. If the enemy summons a monster with 3000 ATK, there's nothing you can do with these cards (except using Osch & Kuro, but they are a problem card).

 

If the deck is about synchroning, you should seriously add more synchros to it. It feels weird for the deck to have 3 tuners and only 1 synchro.

The thing about the deck is that summoning Ultimecia feels like the only purpose of your plays, plus if you actually want this deck to summon non-"Fantasy Kingdom" cards (like synchros and xyz), their protection effects becomes pointless, and you may as well be using another deck. They really need a more broad range of options.

 

Also, I'm not sure how the pendulum ones were supposed to be a good addition. The deck benefits way too much from normal summons (like, pretty much everyone summons something when normal summoned), and they have enough built-in Special Summons as is, they don't really need pendulum summons. 3/4 games you won't really want to use them in their pendulum zones, since it's a waste of resources in this deck, you may as well summon them to eventually summon Ultimecia (which again, is the only consistent play the deck has). Well, you could want to put them in the P.zone for the effects, but everyone has a built-in protection as well, so it would rarely be a worth deal. 

 

About the Spells, Dawn is probably the only card worth running, but it's actually a really boring card (maybe give it a small restriction with some grave effect, or anything that changes this from the most boring card possible). But I agree the deck really lacks search. I think Emi is the only one who does that, but SS directly from the deck is a troublesome effect, even without being able to synchro, both monsters can attack in the same turn, and you can freely summon a 2500 ATK card with it. Nevertheless, you should consider adding some search effects to the monsters, perhaps change the effect when Special Summoned of one or two of them to a search effect. 

Also, why exactly the effect of most of them when Special Summoned is about your banished cards? The deck really doesn't have a consistent way of banishing it's own monsters, and even if it had, why would you bother placing them into the deck again? It's not like you have the searchers.

 

The field spell "Fantasy Kingdom" would be a quite decent (and actually fair) card in most decks, except in this one. Your monsters already can protect themselves like crazy, and you don't have enough searchers to trigger it consistently, you would rarely use this effect more than once (maybe twice) in a duel. The card kinda doesn't have a place here. But well, having a field named like that makes the deck way cooler, but right now it's pretty much a dead draw (way too slow for this deck). I would recommend actually making this field spell the search card the deck needs (and scrapping the first spell), just give it a more fitting trigger and an effect that add them to the hand, since this field as the searcher would fit the theme really well (it's their land, after all), if you do that, someone who also searches the field spell would be advised. The other spell right now is hardly worth running as well, since your monsters already protect themselves from destruction, there's quite a small range of effects this card can cover, running forbidden dress probably fills it's role better.

 

All in all... You should really try to make your cards a bit more... Special. For instance, since they bleed protection effects, cards like "Destroy 1 Fantasy Kingdom card you control and an opponent's card" would really give this deck some flavor, or a card that works like torrential tribute, or anything that gives more of an edge to your monsters because they are harder to destroy. Cards that grant extra benefits for how much F. Kingdoms you have on field fits the deck nicely as well (i.e: "if you control 3 or more Fantasy Kingdom monsters, destroy all cards on the field" or something).

 

After all, you should just emphasize what makes your deck unique, I believe.

Cheers and good luck, anyway.

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Ahem...I do have a few complaints on the archetype...

 

"Osch & Kuro" is Op no matter how I see it. Using your opponent's monster as tribute is really an incredibly strong effect (since it can defeat indestructible monsters), most monsters with effects like these actually summon your monster to the opponent, because of how overwhelming this effect can be, and this one gains a free tribute summon and has 2400 ATK to boot. Also, you should give it some restrictions to make it an actual "Fantasy Kingdom" card, because right now this card is asking to be splashed in any deck, since there's nothing holding it's benefits to this archetype (plus it's a tuner).

By the way, why exactly it's also treated as a DARK monster? The deck doesn't benefits from it in the slightest and just feels random.

 

Anyway, besides this card, the deck is really lacking some plays to do besides summoning their goddess. The cards allow you to summon your stuff from pretty much anywhere (it got a bit too much Special Summons), but besides summoning a 2500 ATK beater (who is also a tuner), the deck can't do a thing. Sure, everything got a protection effect (by the way, not every card needs a built-in protection effect), but in the end, all your monsters are going to be is a bunch of annoying spammable monsters who are hard to destroy. They don't have anything that affects your opponent's monsters or that can increase their threat. If the enemy summons a monster with 3000 ATK, there's nothing you can do with these cards (except using Osch & Kuro, but they are a problem card).

 

If the deck is about synchroning, you should seriously add more synchros to it. It feels weird for the deck to have 3 tuners and only 1 synchro.

The thing about the deck is that summoning Ultimecia feels like the only purpose of your plays, plus if you actually want this deck to summon non-"Fantasy Kingdom" cards (like synchros and xyz), their protection effects becomes pointless, and you may as well be using another deck. They really need a more broad range of options.

 

Also, I'm not sure how the pendulum ones were supposed to be a good addition. The deck benefits way too much from normal summons (like, pretty much everyone summons something when normal summoned), and they have enough built-in Special Summons as is, they don't really need pendulum summons. 3/4 games you won't really want to use them in their pendulum zones, since it's a waste of resources in this deck, you may as well summon them to eventually summon Ultimecia (which again, is the only consistent play the deck has). Well, you could want to put them in the P.zone for the effects, but everyone has a built-in protection as well, so it would rarely be a worth deal.

 

About the Spells, Dawn is probably the only card worth running, but it's actually a really boring card (maybe give it a small restriction with some grave effect, or anything that changes this from the most boring card possible). But I agree the deck really lacks search. I think Emi is the only one who does that, but SS directly from the deck is a troublesome effect, even without being able to synchro, both monsters can attack in the same turn, and you can freely summon a 2500 ATK card with it. Nevertheless, you should consider adding some search effects to the monsters, perhaps change the effect when Special Summoned of one or two of them to a search effect.

Also, why exactly the effect of most of them when Special Summoned is about your banished cards? The deck really doesn't have a consistent way of banishing it's own monsters, and even if it had, why would you bother placing them into the deck again? It's not like you have the searchers.

 

The field spell "Fantasy Kingdom" would be a quite decent (and actually fair) card in most decks, except in this one. Your monsters already can protect themselves like crazy, and you don't have enough searchers to trigger it consistently, you would rarely use this effect more than once (maybe twice) in a duel. The card kinda doesn't have a place here. But well, having a field named like that makes the deck way cooler, but right now it's pretty much a dead draw (way too slow for this deck). I would recommend actually making this field spell the search card the deck needs (and scrapping the first spell), just give it a more fitting trigger and an effect that add them to the hand, since this field as the searcher would fit the theme really well (it's their land, after all), if you do that, someone who also searches the field spell would be advised. The other spell right now is hardly worth running as well, since your monsters already protect themselves from destruction, there's quite a small range of effects this card can cover, running forbidden dress probably fills it's role better.

 

All in all... You should really try to make your cards a bit more... Special. For instance, since they bleed protection effects, cards like "Destroy 1 Fantasy Kingdom card you control and an opponent's card" would really give this deck some flavor, or a card that works like torrential tribute, or anything that gives more of an edge to your monsters because they are harder to destroy. Cards that grant extra benefits for how much F. Kingdoms you have on field fits the deck nicely as well (i.e: "if you control 3 or more Fantasy Kingdom monsters, destroy all cards on the field" or something).

 

After all, you should just emphasize what makes your deck unique, I believe.

Cheers and good luck, anyway.

The main premise of the archetype is to protect themselves. Also, I plan on adding more Synchro Monsters.
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Interesting combination of working with banishing and plain going to the Graveyard, leads to some nice combos. High-Level tuners sound fun, but although Ultimecia is rather easily summoned with this deck (Level 5 Tuner + Level 4, Level 1 Tuner + 2 Level 4s), the second one I see only being summonable with the Level 1 Tuner and Saga, either with her as Material or her effect.

 

I like the theme of destruction resistance, only on card effects and not multiple times per turn, so that works. I'm a bit iffy about Ultimecia's Summoning effect on your opponent's SS. I feel there should be a restriction there, especially since of the protection granted by the other Fantasy Kingdoms.

 

With the Dawn, I think a hard OPT might work there, but since it can't search itself, it will probably be fine. The field is....neat. Since the archetype works on protecting against destruction, I feel it's rather balanced, even with the fact that not all counters are removed.

 

Monster-wise, they're probably okay. No problems that I see, and they seem to have nice speed, but not too fast as to be really dangerous, although Osch might need some nerfing with the Summoning effect? Perhaps an effect activation in hand, first?

 

Sorry for the haphazard reviewing, I just look at the ones which jump out at me first. Interesting cards, nice work! Just some possible nerfing here and there.

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Interesting combination of working with banishing and plain going to the Graveyard, leads to some nice combos. High-Level tuners sound fun, but although Ultimecia is rather easily summoned with this deck (Level 5 Tuner + Level 4, Level 1 Tuner + 2 Level 4s), the second one I see only being summonable with the Level 1 Tuner and Saga, either with her as Material or her effect.

 

I like the theme of destruction resistance, only on card effects and not multiple times per turn, so that works. I'm a bit iffy about Ultimecia's Summoning effect on your opponent's SS. I feel there should be a restriction there, especially since of the protection granted by the other Fantasy Kingdoms.

 

With the Dawn, I think a hard OPT might work there, but since it can't search itself, it will probably be fine. The field is....neat. Since the archetype works on protecting against destruction, I feel it's rather balanced, even with the fact that not all counters are removed.

 

Monster-wise, they're probably okay. No problems that I see, and they seem to have nice speed, but not too fast as to be really dangerous, although Osch might need some nerfing with the Summoning effect? Perhaps an effect activation in hand, first?

 

Sorry for the haphazard reviewing, I just look at the ones which jump out at me first. Interesting cards, nice work! Just some possible nerfing here and there.

Thank you! I'll add more Synchro Monsters to the archetype. Though, should Ultemicia's effect be "Once per turn"? Also, Osch & Kuro can only be Tribute Summoned using an opponent's monster while you control no monsters.

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First of all, I mean everything I say in a constructive way, even if it's criticism.

A few of my thoughts as I read over the deck:

E'Spada seems overpowered.
Basch being Level 2 doesn't make much sense even with 0 ATK.
Noir being Level 8 doesn't make much sense with his stats.

• Card text is well done.
Ultimecia has a cool picture.

Embrace seems overpowered. I don't see the interaction this card has with the deck that makes it different from say running Forbidden Lance. Just seems like a more powerful card just to be there.

• The Field Spell seems under-powered and sort of useless. Could easily be a Pendulum effect so that when it destroys itself you get a Pendulum Monster in your Extra Deck.

 

Conclusion:

When evaluating an archtype (especially my own) I personally enjoy is seeing either a new mechanic, an existing mechanic used in a new or interesting way, or a theme that tells a story. Your deck is taking anti-destruction effects and turning that into an archtype. I find that a bit generic, and I don't think the application is very interesting. The "Kingdom" theme also seems a bit generic. When facing a deck that is reliant on destruction it will be overpowered, when facing a deck that has numerous outs outside of destruction it will be very under-powered. The art is just so-so, a few cards look to have improper aspect ratios, and the clarity difference of the character and the background when photo-shopping makes some of them a bit awkward. The Pendulum monsters being in the deck also just feels a bit out of place. I know that I focused on the negatives so I can only hope you don't take me / my constructive criticism the wrong way. Saying "OH MAN THAT GUYS EFFECT IS COOL" probably doesn't help you get this deck to the level you're aiming for.

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First of all, I mean everything I say in a constructive way, even if it's criticism.

 

A few of my thoughts as I read over the deck:

E'Spada seems overpowered.

Basch being Level 2 doesn't make much sense even with 0 ATK.

Noir being Level 8 doesn't make much sense with his stats.

• Card text is well done.

Ultimecia has a cool picture.

Embrace seems overpowered. I don't see the interaction this card has with the deck that makes it different from say running Forbidden Lance. Just seems like a more powerful card just to be there.

• The Field Spell seems under-powered and sort of useless. Could easily be a Pendulum effect so that when it destroys itself you get a Pendulum Monster in your Extra Deck.

 

Conclusion:

 

When evaluating an archtype (especially my own) I personally enjoy is seeing either a new mechanic, an existing mechanic used in a new or interesting way, or a theme that tells a story. Your deck is taking anti-destruction effects and turning that into an archtype. I find that a bit generic, and I don't think the application is very interesting. The "Kingdom" theme also seems a bit generic. When facing a deck that is reliant on destruction it will be overpowered, when facing a deck that has numerous outs outside of destruction it will be very under-powered. The art is just so-so, a few cards look to have improper aspect ratios, and the clarity difference of the character and the background when photo-shopping makes some of them a bit awkward. The Pendulum monsters being in the deck also just feels a bit out of place. I know that I focused on the negatives so I can only hope you don't take me / my constructive criticism the wrong way. Saying "OH MAN THAT GUYS EFFECT IS COOL" probably doesn't help you get this deck to the level you're aiming for.

Noir's stats are to balance out with it's effect, Basch has 2000 DEF, one of the posters above you stated that the Pendulum cards are a waste of resources, Forbidden Lance is is limited to Spell/Trap cards, you didn't really mention anything about Ultimecia but the picture, and most of the effects that protect against destruction are optional.

 

And as for the archetype's mechanic, it is the main premise of the archetype.

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