Dova Posted February 22, 2016 Report Share Posted February 22, 2016 [spoiler=Monsters: (6)]Amurite Eupera EARTH - Level 6 - Sea Serpent/Effect - 2200/2200 You can Set this card (from your hand) in your Spell/Trap Zone as a Trap Card by revealing this card and 1 Set "Amurite" Trap card on the field, or 1 "Amurite" monster on the field, and returning it to your hand. During your opponent’s turn, when this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it, then shuffle all monsters on the field with no Level to the Deck. When a monster is Xyz Summoned: Return it to the Extra Deck. This card is unaffected by Xyz Monster’s effects. Amurite Dreissena EARTH - Level 6 - Sea Serpent/Effect - 1000/2800 You can Set this card (from your hand) in your Spell/Trap Zone as a Trap Card by revealing this card and 1 Set "Amurite" Trap card on the field, or 1 "Amurite" monster on the field, and returning it to your hand. During your opponent’s turn, when this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it, then equip all Synchro monsters on the field to this card. Neither player can Summon Tuner monsters.This card gains 1000 ATK for each Synchro Monster equipped to this card. This card is unaffected by Synchro Monster’s effects. Amurite Fusconaia EARTH - Level 6 - Sea Serpent/Effect - 2300/1900 You can Set this card (from your hand) in your Spell/Trap Zone as a Trap Card by revealing this card and 1 Set "Amurite" Trap card on the field, or 1 "Amurite" monster on the field, and returning it to your hand. During your opponent’s turn, when this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it, then banish all Fusion Monsters on the field and in both player’s Graveyards. Negate all Spell Cards and effects that would Summon a monster(s) from the Extra Deck. Amurite Leptodea EARTH - Level 6 - Sea Serpent/Effect - 2400/1200 You can Set this card (from your hand) in your Spell/Trap Zone as a Trap Card by revealing this card and 1 Set "Amurite" Trap card on the field, or 1 "Amurite" monster on the field, and returning it to your hand. During your opponent’s turn, when this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it, then shuffle all Pendulum Monsters and Spell Cards into the Deck. Place all Pendulum Monsters that would be Summoned or Pendulum Spell Cards that would be activated in the Graveyard. Amurite Psidium EARTH - Level 6 - Sea Serpent/Effect - 1800/2700 You can Set this card (from your hand) in your Spell/Trap Zone as a Trap Card by revealing this card and 1 Set "Amurite" Trap card on the field, or 1 "Amurite" monster on the field, and returning it to your hand. During your opponent’s turn, when this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it, then, if player has no cards in their Extra Deck, send all cards they control to the Graveyard. Negate all monster effects activated and on the field of the player(s) with no cards in their Extra Deck(s). Amurite Bithynia EARTH - Level 6 - Sea Serpent/Effect - 1800/1900 You can Set this card (from your hand) in your Spell/Trap Zone as a Trap Card by revealing this card and 1 Set "Amurite" Trap card on the field, or 1 "Amurite" monster on the field, and returning it to your hand. During your opponent’s turn, when this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it, then return all monsters Summoned from the Extra Deck on the field to the Extra Deck. If a monster would be Summoned from the Extra Deck, it is banished instead. [spoiler=Spells: (1)]Havoc of the Amurites Field Spell Once per turn: You can shuffle all cards Set in your Spell/Trap Zone. Once during either player's turn, when your opponent activates a card that would target exactly 1 card: You can reveal 1 Set "Amurite" card you control; the card/effect now targets that revealed card. [spoiler=Traps: (5)]Amurite Shell Normal Trap “Amurite” monsters cannot be destroyed by battle this turn. During your Main Phase: You can Special Summon this card from your Graveyard as an Effect Monster (Sea Serpent/EARTH/Level 5/ATK 1800/DEF 1800). (This card is still treated as a Trap Card.) If Summoned this way, this card gains this effect: ● If this card would be sent to the Graveyard, it is Set in your Spell/Trap Zone instead. Amurite Tentacles Normal Trap “Amurite” monsters cannot be destroyed by card effects this turn. During your Main Phase: You can Special Summon this card from your Graveyard as an Effect Monster (Sea Serpent/EARTH/Level 5/ATK 1800/DEF 1800). (This card is still treated as a Trap Card.) If Summoned this way, this card gains this effect: ● If this card would be sent to the Graveyard, it is Set in your Spell/Trap Zone instead. Amurite Enclave Normal Trap “Amurite” cards are unaffected by card effects that target them this turn. During your Main Phase: You can Special Summon this card from your Graveyard as an Effect Monster (Sea Serpent/EARTH/Level 5/ATK 1800/DEF 1800). (This card is still treated as a Trap Card.) If Summoned this way, this card gains this effect: ● If this card would be sent to the Graveyard, it is Set in your Spell/Trap Zone instead. Amurite Trench Normal Trap “Amurite” cards and their effects cannot be negated this turn. During your Main Phase: You can Special Summon this card from your Graveyard as an Effect Monster (Sea Serpent/EARTH/Level 5/ATK 1800/DEF 1800). (This card is still treated as a Trap Card.) If Summoned this way, this card gains this effect: ● If this card would be sent to the Graveyard, it is Set in your Spell/Trap Zone instead. Amurite Spawn Normal Trap Reveal 1 "Amurite" monster in your hand: Set 1 "Amurite" monster from your Deck in your Spell/Trap Zone as a Trap Card. During your Main Phase: You can Special Summon this card from your Graveyard as an Effect Monster (Sea Serpent/EARTH/Level 5/ATK 1800/DEF 1800). (This card is still treated as a Trap Card.) If Summoned this way, this card gains this effect: ● If this card would be sent to the Graveyard, it is Set in your Spell/Trap Zone instead. [spoiler=Origin: (AGM)]Amurite A Sea Serpent archetype designed entirely to screw with people: The monsters, like Artifacts, can be Set in Spell/Trap Zones . . . and like Phantom Knights, the Traps can be monsters once activated from the Graveyard. However, they're prone to atrocious loops: If the Traps are destroyed as monsters, they Set themselves back as Traps. If the monsters are destroyed as Traps, they Summon themselves. They're heavy on mind games, with a UA mechanic that allows Set and monster members to swap out from your hand whenever you damned well please, and each member is designed to utterly troll a specific setup (Synchro, Fusion, Xyz, Pendulum, no ED, or even mixed). No ED of their own, and their mirror matches are inherently frustrating because they don't designate which side of the field they swap from, meaning you can switch your opponent's Amurite for one of your own. Well, I feel as though I've succeeded in making these, but I'm not...satisfied. Unsure whether they're too OP or too Generic or both. Thoughts? Link to comment Share on other sites More sharing options...
Guest BGMCANN0N Posted February 22, 2016 Report Share Posted February 22, 2016 I like how you are being mindful about not making them too much like what happened to Artifact Morallitach and Scythe where people don't even use them in there dedicated deck anymore. In comparison to Artifacts: a lot of these guys would be viewed as potential generic sides if it weren't for their requirement to reveal another "Amurite". That is what gives them their exclusivity. People would have to side/ main quite abit for these guys not to be dead draws and be able to use their powerful effects. Though these guys would share similar support with Artifacts... I think it would be in your best interest to maybe give them their own support card that would trigger their effects or at least help facilitate it since they are more reliant on being destroyed than Artifacts. Idea: What if you gave them a Field Spell that could do some of these effects (or at least 1):Once per turn, you can shuffle your Set S/T cardsOnce during either player's turn, when your opponent activates a card that would target exactly 1 card: You can reveal 1 Set "Amurite" card you control and target that card; the card/effect now targets the new target.Once during either player's turn, when your opponent activates a card effect: you can make that activated card effect become "Destroy 1 Set Card your opponent controls". One last thing for me to note. I think they could use a search card of some sort as well since the deck looks like it could suffer from not having the right counters due to overall slowness... Maybe like a Trap that could set an Amurite card directly from the Deck by revealing another Amurite to still keep the archetypes overall goal of exclusivity. Link to comment Share on other sites More sharing options...
Dova Posted February 22, 2016 Author Report Share Posted February 22, 2016 Once per turn, you can shuffle your Set S/T cardsOnce during either player's turn, when your opponent activates a card that would target exactly 1 card: You can reveal 1 Set "Amurite" card you control and target that card; the card/effect now targets the new target.Once during either player's turn, when your opponent activates a card effect: you can make that activated card effect become "Destroy 1 Set Card your opponent controls". One last thing for me to note. I think they could use a search engine of some sort as well since the deck looks like it could suffer from not having the right counters due to overall slowness... Maybe like a Trap that could set an Amurite card directly from the Deck by revealing another Amurite to still keep the archetypes overall goal of exclusivity. Well I....wow. Stop being so good at reviewing cards! :P Changes will be made. Link to comment Share on other sites More sharing options...
dustdevil9 Posted February 22, 2016 Report Share Posted February 22, 2016 So much added Synergy with Artifacts I mean wow, Beageltech would always have strong targets. Otherwise this deck needs to have some kind of trigger a way to kick start things. But kinda late to the party on any extra advice @Egmoedeus XVII beat me to it Link to comment Share on other sites More sharing options...
Dova Posted February 24, 2016 Author Report Share Posted February 24, 2016 So much added Synergy with Artifacts I mean wow, Beageltech would always have strong targets. Otherwise this deck needs to have some kind of trigger a way to kick start things. But kinda late to the party on any extra advice @Egmoedeus XVII beat me to it Setting is not that easy though, you would mainly have to do pure. Thanks for the comment though! Link to comment Share on other sites More sharing options...
Dova Posted February 26, 2016 Author Report Share Posted February 26, 2016 Bump. Link to comment Share on other sites More sharing options...
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