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Conglomerate Archetype [AGM, WRITTEN]


Tinkerer

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Hello, fine peoples! This is the first half of the duo Conglomerate/Amalgamation archetypes. The prompt for these guys is as follows:

 

Conglomerate/Amalgamation

Conglomerate monsters have a very cookie-cutter, formulaic Warrior Synchro 8 setup, one designed for fast plus at any cost- huge LP payments are not foreign to them at all, in fact being an expected part of their setup. Also, a few of them lock other monsters you control at Level 4, at the cost of locking both players out of Xyz Summon entirely.

 

Enjoy, and as always, CnC is much appreciated!

 

 

[spoiler=Monsters]

Conglomerate Panther

DARK ****

Rock/Tuner/Effect

Once per turn, you can pay 800 LP and target 1 set card on the field; destroy it. While this card is face-up on the field, all monsters on the field become level 4. Rank 4 monsters cannot be Summoned.

1200/2000

 

Conglomerate White Tiger

LIGHT ****

Rock/Tuner/Effect

You can send the top 3 cards from your Deck to the Graveyard and pay 600 LP; you can Normal Summon 1 additional time this turn. You can only gain this effect once per turn. While this card is face-up on the field, all monsters on the field become level 4. Rank 4 monsters cannot be Summoned.

1900/900

 

Conglomerate Cougar

EARTH ****

Rock/Tuner/Effect

When this card is Normal or Special Summoned from the Hand; you can pay 500 LP to add 1 “Conglomerate” or “Amalgamation” monster from your Deck to your Hand. While this card is face-up on the field, all monsters on the field become level 4. Rank 4 monsters cannot be Summoned.

1400/1200

 

Conglomerate Cheetah

WIND ****

Rock/Effect

This card cannot be Normal Summoned/Set. If this card is added to your Hand by a card effect, you can pay 500 LP; Special Summon this card. Once per turn, you can pay 300 LP; send 1 “Conglomerate” or “Amalgamation” card from your Deck to the Graveyard and, if you do, all monsters you control gain 200 ATK and DEF. While this card is face-up on the field, all monsters on the field become level 4. Rank 4 monsters cannot be Summoned.

800/2000

 

Conglomerate Snow Leopard

WATER ****

Rock/Effect

When this card is Normal Summoned, you can pay 1000 LP; draw 1 card. Once per turn, you can pay 300 LP and target 1 monster in your Graveyard; this card’s Attribute and effect becomes the same as the targeted monster until the End Phase.

1600/1200

 

Conglomerate Lion

FIRE ****

Rock/Effect

If you control a “Conglomerate” monster, you can discard this card and pay 800 LP, target 1 face-up card on the field; destroy it. If this card destroys a monster by battle, you can discard 1 card, add 2 “Conglomerate” or “Amalgamation” cards from your Deck to your Hand.

1800/1000

 

Conglomeration King Liger

EARTH 8*

Rock/Synchro/Effect

1 Rock-type tuner + 1 or more monsters

When this card is Synchro Summoned, you can pay 1000 LP; add up to 2 “Conglomerate” cards from your Graveyard to your Hand. If your opponent’s LP is at least 3000 higher than yours, you can tribute this card; shuffle all cards on the field, in the Graveyard, and that are banished into their owners’ deck, then draw 1 card. Your opponent takes no damage until the End Phase of the next turn.

2800/2500

 

 

[spoiler=Spell/Traps]Conglomerate Mayhem

Spell

Pay 2000 LP, Special Summon 2 “Conglomerate” monsters from your Graveyard in defense position. You cannot Special Summon monsters for the rest of the turn after you activate this effect. During either player’s turn, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard; Synchro Summon 1 monster using “Conglomerate” monsters you control as material.

 

Conglomerate Hunter

Trap

Add 1 “Conglomerate” monster from your Deck to your Hand. During the Main Phase, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard and tribute 1 “Conglomerate” monster; add 1 “Amalgamation” card from your Deck to your Hand, and if you do, you can add 1 “Polymerization” from your Graveyard to your Hand.

 

Conglomerate Burst

Continuous Trap

If your opponent’s LP is at least 3000 higher than yours, neither player can Special Summon monsters except rock-type monsters. If this card is destroyed by an opponent’s card effect and sent to the Graveyard, you can banish this card from your Graveyard; your opponent gains 1000 LP and you draw 1 card.

 

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You're missing the Type for Cougar and onward in the Main Deck; assuming they're Rock as well, but you should mention it here. 

 

As a whole, these guys are capable of locking out a very good amount of Decks nowadays, considering Konami decided to pamper R4 to hell and back (which most use). Anyway, suppose I'll review them individually.

  • Panther is basically a more limited MST (or I guess Galaxy Cyclone), but OPT. I do appreciate having access to blow out backrow if needed.
  • White Tiger fuels Level 8 plays (either into their Archetypal Synchros or whatever generic 8 you feel like going for). Suppose you can dump the Trap Cards for search purposes, or use members for Leopard to "copy". Though, it's also a sizable Level 4 beater if you don't have the luxury of Synchro Summoning that turn. 
  • Cougar is pretty much the searcher. A bit wary about it being not OPT (similar to how Stratos is), but it's from the hand so there shouldn't be too many red flags. Looking at the Archetype, there aren't any in-Archetype things to SS repeatedly. There are probably some generic ones, but I can't remember their names at present. 
  • Cheetah requires that Cougar searches it (or really, any of the support cards). Personally, I think you could afford to get rid of the LP cost in SSing it from the hand (if it's added to hand), though I guess it's needed with the amount of searching cards you have here. I don't really feel that the 200 ATK/DEF addition will really do much in the long run, but mostly for the combo pieces. 
  • Leopard is basically a NS version of Upstart. Guess they needed one after the recent hit, but either way, this goes really well with the other members; either to get secondary copies of effects or whatever. 
  • Lion is another power beater; a bit reliant of the Amalgamation stuff (which I haven't looked at yet) but least it's more searching. 
  • Liger recycles dead Archetype things and effectively a Fiber Jar when your opponent has more LP. Though, I guess that's why you need all the LP payment here, but since Fiber Jar was banned for the same thing, I feel that it's not a good idea to replicate it here, even if the opponent takes no damage for that turn. 
  • I would say Mayhem = instant Level 8 Synchro of choice, but there's the SS lock on it for the turn. Oh wait, it technically is an Urgent Tuning of sorts for them, so you can still make Omega (PSY-Framelord), Stardust, RDA or whatever generic 8s that exist. I would probably recommend a hard OPT on it, though I'm not sure how often you'll have multiple copies in Grave or even suitable monsters. 
  • Hunter is yet another searcher for this Archetype's members and adds Polymerization for Fusion Summoning Amalgamate bosses. 
  • Burst is Vanity's Emptiness except for Rocks. This/Amalgamations won't care much about the lock, as will stuff like Rock Stun, Tramids or some other Rock stuff. But yeah, you still get a free draw if opponent is careless enough to MST this (albeit adding more LP to them, though it adds on to the support cards feeding off of your lower LP)

As already noted above, I would revise Liger's effect so it's not a blatant Fiber Jar. 

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Thanks!

 

I added the missing types and switched up Burst to only draw 1 card considering how potent 2 cards + 2k life would play out with the Amalgamations (and also because I'm just realizing how much search/draw power there is between these 2).

 

I'll think of something else for Liger, but not right now.

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