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MLOP- A Rethinking of Union Monsters


Pon3

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Allow me to start with an opening statement: This Deck is NOT for beginners. To run this Deck effectively, you will need to have an understanding on how to manage your resources, and understand the many different combos that can be made using these cards. Every single last monster in this Deck is a Union Monster, and many of them require them to be equipped to be useful. I created this Deck from a desire to see this interesting monster type to have a whole Deck of its own. I've run this Deck actively for the past 3 years, and after taking notes on player complaints, suggestions, and personal desire to see this Deck be both fair, and adept, I believe it's now time to seek guidance from people who are far more experienced than me, and those I play with. That being said, all advice is welcome, and I hope anyone seeing this will find the Deck interesting.

-Basic Monsters-
[spoiler=-Basic Monsters-]
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-Spells-
[spoiler=-Spells-]
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-Traps-
[spoiler=-Traps-]
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-Synchros-
[spoiler=-Synchros-]
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-Fusions-
[spoiler=-Fusions-]
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-XYZ-
[spoiler=-XYZ-]
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-All The Cards In Text Form-
[spoiler=-All The Cards In Text Form-]
-Basic Monsters-
[spoiler=-Basic Monsters-]
MLP- The Book Reading Mare
Level 4
[spellcaster/Union]
This card is treated as a Tuner. Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. Once per turn, You can discard 1 card: You can Special Summon 1 "MLP" monster from your graveyard (except for monsters discarded by this effect).
1700 ATK / 1000 DEF

MLP- The Weather Mare
Level 3
[Winged Beast/Union]
Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Normal Summoned, you can Special Summon a level 4 or lower "MLP" monster from your hand. If the equipped monster deals battle damage to your opponent, you can draw 1 card. If the equipped monster would be destroyed, destroy this card instead.
1600 ATK / 1400 DEF

MLP- The Hard Working Mare
Level 3
[beast/Union]
Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Normal or Special Summoned, you can add 1 level 3 or lower "MLP" monster to your hand from your Deck, except for "MLP- The Hard Working Mare". While equipped by this effect, the equipped monster can attack twice during the same Battle Phase. If the equipped monster would be destroyed, you can destroy this card instead.
1800 ATK / 700 DEF

MLP- The Partying Mare
Level 3
[beast/Union]
Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. Once per turn, you can Target 1 "MLP" Monster you control, that card gains up to 2 levels until your End Phase, and loses 300 ATK for each level added. If the equipped monster would be destroyed, destroy this card instead.
1500 ATK / 1200 DEF

 

MLP- The Dress Making Mare

Level 3

[spellcaster/Union]

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. Each time a “MLP” monster(s) is Summoned, place 1 “MLP” Counter on this card. When your opponent activates a Spell/Trap card, you can remove 2 "MLP" counters from this card to negate the activation, and if you do, set it face-down instead of sending it to the Graveyard (it can not be activated again this turn).

1700 ATK / 1900

 

MLP- The Caretaker Mare

Level 4

[Winged Beast/Union]

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Special Summoned: You can Special Summon (from your Deck or banished pile) 1 "MLP- The Bunny".  Once per turn, if the equipped monster is targeted for an attack: You can negate the attack.

200 ATK / 1800 DEF

 

MLP- The Bunny

Level 2

[beast/Union]

Once per turn, you can: Target a "MLP- The Caretaker Mare" you control, then equip this card to that target, OR: un-equip this card and Special Summon it. The equipped monster gains 1800 ATK. You can Special Summon this card (from your hand or graveyard) if "MLP- The Caretaker Mare" is face-up on your field. If the equipped monster would be destroyed, destroy this card instead.

500 ATK / 600 DEF

 

MLP- The Boasting Mare

Level 6

[spellcaster/Union]

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. This card can be special summoned (from your hand) if "MLP- The Book Reading Mare" is face up on your field, or if you Discard 1 card. While equipped: when your opponent Summons a monster, you can send this card back to the hand; negate the Summon, and if you do, Banish that monster. That monster is returned to the hand their next End Phase.

1500 ATK / 1300 DEF

 

MLP- The Lazy Eyed Mare

Level 2

[Winged Beast/Union]

This monster is treated as a tuner. Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it.  When this card is Normal Summoned, select 3 cards from your Deck, shuffle your Deck, then place those 3 cards on the bottom of the Deck. The equipped monster cannot be targeted for an attack while in defense position.

1200 ATK / 1000 DEF

 

MLP- The Exotic Mare

Level 4

[spellcaster/Union]

Once per turn you can equip this card to any "MLP" monster on your field, or un-equip this and Special Summon this card to your field. While equipped, when a monster is successfully Summoned during either player's turn: You can target 1 monster your opponent controls; send that card back to the hand, and Banish this card, and if you do, this card is sent to the bottom of the Deck during the End Phase.

1900 ATK / 200 DEF

 
MLP- The Aspiring Fillies

Level 6

[beast/Union]

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. While you control 4 or more “MLP” Cards, you can Special Summon this card (from your hand or Deck.) You can only Special Summon “MLP - The Aspiring Fillies” once per turn this way. You can shuffle this card into the Deck: Draw 1 card. You can only use this effect of “MLP - The Aspiring Fillies” once per turn.

300 ATK / 1000 DEF

-Spells-

[spoiler=-Spells-]

Land of Ponies

Field Spell

Any "MLP" card that is equipped to a monster on the field can be Special Summoned if the equipped card would be removed from the field. Once per turn, you can banish a monster card from your graveyard, draw 1 card. When you discard a "MLP" monster, you can Special Summon it instead.

 

Letter of Ponies

Add 1 "MLP" monster to your hand from your Deck. If it has equal to or less than 1500 ATK, you can discard 1 card, and if you do, Special Summon it.

 

Unity of Ponies

Quick-Play Spell

Target up to 2 "MLP" monsters in your graveyard, discard 1 card, and equip those targets to a "MLP" monster you control.

 

Tolerance of Ponies

Quick-Play Spell

Pay 800 life points; special summon 1 level 4 or lower "MLP" monster from your hand, or target 1 "MLP" monster in your Graveyard; add it to your hand.

 

Mail Delivery of Ponies

If you control a "MLP" monster when this card is activated: For the next three turns: Both players draw from the bottom of the Deck instead of the top, and both players draw 2 cards during the Draw Phase. If not: Your opponent draws 3 cards.

 

Harmony of Ponies

Activate only while you control 3 or more "MLP" monsters. You cannot declare an attack this turn. Target 3 “MLP” cards you control; return them to the hand, and if you do, send all monsters your opponent controls to the Graveyard.

 

Friendship of Ponies

Continuous Spell

All "MLP" monsters on the field gain 500 ATK for each face-up Attack position "MLP" monster you control. Your opponent's monster effects are negated during the Battle Phase. When this card leaves the field, change all monsters you control to face-down Defense position.

 

Night of Ponies

Quick-Play Spell

Pay 1000 life points, Special Summon from your Extra Deck, 1 "MLP- The Moon Summoning Mare", and place 3 Dream Counters on it. Dream Counters on that card are treated as XYZ materials.

 

Uprising of Ponies

Discard 1 card; Draw cards equal to the amount of equipped "MLP" cards you control.

-Traps-

[spoiler=-Traps-]

Pony Gathering

Continuous Trap

When this card is activated: Place 2 “MLP” Counters on this card. Once per turn, when a “MLP” monster is Summoned: You can remove 1 “MLP” Counter from this card; add 1 card from your Deck or Graveyard to your hand with the same name as that card, or specifically lists that card, and add it to your hand, OR place 1 “MLP” Counter on this card . During your Main Phase: You can send this card to the Graveyard.

 

Pony's Play

Activate during the End Phase: Send 3 spell-cards from your Deck to the Graveyard; All "MLP" cards that were destroyed this turn can be Special Summoned. Any monster not Special Summoned this way, that could be, can be equipped to a "MLP" monster you control instead.

 

Pony Synthesis

Activate when your opponent declares a "MLP" monster you control as an attack target. Special Summon a "MLP" monster from your spell/trap card zone, then change the target of the attack to another "MLP" monster you control, and the attacking monster loses 1000 ATK.

-Synchros-

[spoiler=-Synchros-]

 

MLP- The Young Dragon

Level 5

[Dragon/Union]

1 "MLP" Tuner + 1 or more "MLP" non-tuner

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Synchro Summoned, you can Special Summon a "MLP" monster from your hand, or Graveyard. The equipped monster gains 800 ATK. Once per turn, you can add 1 "MLP- The Book Reading Mare" to your hand from your Deck, Graveyard, or banish pile.

1600 ATK / 1300 DEF

 

MLP- The Greedy Dragon

Level 9

[Dragon/Union]

1 "MLP" Tuner + "MLP- The Young Dragon"

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Synchro Summoned, you can draw 2 cards. The equipped monster gains 2000 ATK, cannot be targeted by your opponent’s card effects, and is unaffected by the effects of your opponent’s Trap Cards.

3500 ATK / 2750 DEF

 

MLP- The Love Inspiring Mare

Level 6

[spellcaster/Union]

1 "MLP" Tuner + 1 or more "MLP" non-Tuners

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Synchro Summoned, you can Special Summon 1 "MLP" monster from your hand or Graveyard. The first time each “MLP” monster you control would be destroyed by battle, it is not destroyed.

1800 ATK / 2550 DEF

 

MLP- The Dimension Jumping Mare

Level 7

[spellcaster/Union]

1 "MLP" Tuner + 1 or more "MLP" non-Tuner Monsters

1 "MLP" Tuner + 1 or more "MLP" non-Tuner Monsters

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Special Summoned, you can target 1 card on the field: Banish it. Once per turn, during either player’s turn: You can target 1 face-up card your opponent controls; shuffle 1 of your opponent’s banished cards into their Deck, and if you do, negate its effects until the end of this turn.

2200 ATK / 1000 DEF

 

MLP- The Sun Summoning Mare

Level 8

[spellcaster/Union]

1 "MLP" Tuner + 1 or more "MLP" non-tuner

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, and if you do, draw 1 card, OR: un-equip this card and Special Summon it. When this card is Synchro Summoned, you can Special Summon 1 "MLP" monster from your hand, or graveyard. When this card is Special Summoned: Banish 3 cards from the top of your opponent's Deck face-down.

2400 ATK / 2000 DEF

 

MLP- The Wunderkind Mare

Level 12

[spellcaster/Union]

"MLP- The Book Reading Mare" + "MLP- The Sun Summoning Mare"

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. Can only be Synchro Summoned, or Special Summoned by its own effect. This card cannot be targeted AND is unaffected by the effects of your opponent's Monsters, Spells, and Traps. During your Standby Phase, Banish 4 cards from the top of your opponent's Deck face-down.

3000 ATK / 2500 DEF

 

MLP- The Great Magician Stallion

Level 10

[spellcaster/Union]

"MLP- The Book Reading Mare" + "MLP- The Boasting Mare"

This card can only be Summoned by its own effect. Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Special Summoned: Target monsters on the field, up to the amount of "MLP" monsters you control. Banish the targeted monsters. Monsters banished by this effect can be Special Summoned during your opponent's next End Phase.

3000 ATK / 3000 DEF

 

MLP- The Great Tribes' Assistants

Level 5

[beast/Union]

1 "MLP" Tuner + 1 or more "MLP" non-Tuner monsters

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. If this card is equipped to "MLP- The Great Tribes' Leaders", then the monster can declare an attack twice, or attack your opponent directly. If "MLP- The Great Tribes' Leaders" is equipped to this card, then during your End Phase: Banish 4 cards from the top of your opponent's Deck face-down.

2100 ATK / 1300 DEF

 

MLP- The Great Tribes' Leaders

Level 9

[beast/Union]

1 "MLP" Tuner + "MLP- The Great Tribes' Assistants"

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Synchro Summoned, you can Special Summon a "MLP" monster from your Graveyard. If this card is in face-up Attack position during your End Phase: Send the top 5 cards of your Deck to the Graveyard.

3000 ATK / 2500 DEF

 

MLP- The Spirits of Harmony

Level 9

[spellcaster/Union]

1 "MLP" Tuner + 1 or more "MLP" non-tuner monsters

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. If you control "MLP- The Wunderkind Mare", you can Synchro Summon this card from the Extra Deck by discarding 2 cards instead. Once per turn, during your Standby Phase, if this card is equipped to "MLP- The Wunderkind Mare": Banish cards from the top of your opponent's Deck face-down, up to the number of "MLP" cards you control.

0 ATK / 0 DEF

 

MLP- The Reformed Cultist Mare

Level 7

[spellcaster/Union]

1 "MLP" Tuner + "MLP" non-Tuner

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is equipped to the target monster: You can send 1 "MLP" monster from your Graveyard to the top of your Deck. When this card is Special Summoned: You can discard 1 card, and if you do, Banish 2 cards from the top of your opponent's Deck face-down. When a card is banished: Each player draws 1 card (max 2.)

2700 ATK / 2000 DEF

 

MLP- The Infestation

Level 4

[insect/Union]

1 "MLP" Tuner + "MLP" non-Tuner

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. When this card is Special Summoned, add 1 MLP counter to this card. When this card is Special Summoned, your opponent either discards 1 card, or sends the top cards of their Deck to the Graveyard, equal to the amount of MLP counters on this card.

500 ATK / 2550 DEF

-Fusions-

[spoiler=-Fusions-]

MLP- The Discordic Draconequus

Level 9

[spellcaster/Union]

1 "MLP" monster + 1 equipped "MLP" card

This card can only be Special Summoned by removing the above cards from play on your side of the field (you do not use Polymerization). Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. Once per turn: You can reveal all Set cards in your opponent’s Spell & Trap Card Zone, then return them to their original position. Once per turn, target 1 Banished "MLP" monster; equip that monster to a "MLP" monster you control.

2500 ATK / 3000 DEF

-XYZ-

[spoiler=-XYZ-]

MLP- The Moon Summoning Mare

Rank 4

[spellcaster/Union]

3 Level 4 "MLP" Monsters

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it; if you do, the materials remain attached to this card. When a "MLP" card would be destroyed: you can detach 1 Xyz material: negate the destruction. When this card has no XYZ materials attached to it, you can send it back to the Extra Deck. While this card is face-up on the field, you can view your opponent's face-down banished cards.

1300 ATK / 2100 DEF



-How It Works-
[spoiler=-How It Works-]
Essentially, the goal of this Deck is to use the Union gimmick to power up, and protect monsters in the front row. The Main Deck has support for just about any situation that you may face, all you have to do is know how to use them. Expect to win by heavy use of the Side Deck, where most of your combos will be pulling from. The Deck has the ability to win by both Beating Down the opponent, and Milling out the opponent. Leading up to either of those win conditions, it is important that you practice ruthless field control, as a card with 5 others attached to it with no protection will completely devastate your chances to win if anything happens to that front card.


-Ban List-
The Deck is balanced with the following "Ban List" in mind:
[spoiler=-Ban List-]
Key:
No Stars= Unlimited
*= Semi-Limited
**= Limited
Basic Monsters-
MLP- The Book Reading Mare*
MLP- The Boasting Mare
MLP- The Partying Mare
MLP- The Hard Working Mare
MLP- The Weather Mare
MLP- The Exotic Mare
MLP- The Lazy Eyed Mare
MLP- The Caretaker Mare
MLP- The Bunny**
MLP- The Dress Making Mare
MLP- The Aspiring Fillies**
Spell Cards-
Uprising of Ponies*
Harmony of Ponies
Friendship of Ponies**
Land of Ponies
Unity of Ponies
Tolerance of Ponies*
Night of Ponies
Letter of Ponies
Trap Cards-
Pony’s Play**
Pony Synthesis
Pony Gathering*
Fusion Monsters-
MLP- The Discordic Draconequus
Synchro Monsters-
MLP- The Young Dragon*
MLP- The Greedy Dragon**
MLP- The Great Tribes’ Assistants
MLP- The Great Tribe’s Leaders**
MLP- The Great Magician Stallion**
MLP- The Love Inspiring Mare
MLP- The Wunderkind Mare**
MLP- The Spirits of Harmony*
MLP- The Reformed Cultist Mare**
MLP- The Dimension Jumping Mare**
MLP- The Infestation**
Xyz Monsters

MLP- The Moon Summoning Mare

 

[spoiler=-Deck Builds-]

[spoiler=-My Personal Deck Build-]

Main Deck- 40

Basic Monsters- 21
2 -MLP- The Book Reading Mare*
2 -MLP- The Boasting Mare
3 -MLP- The Partying Mare
2 -MLP- The Hard Working Mare
3 -MLP- The Weather Mare
1 -MLP- The Exotic Mare*
2 -MLP- The Lazy Eyed Mare
2 -MLP- The Caretaker Mare
1 -MLP- The Bunny**
2 -MLP- The Dress Making Mare
1 -MLP- The Aspiring Fillies**
Spell Cards- 15
1 -Uprising of Ponies*
1 -Harmony of Ponies
1 -Friendship of Ponies**
2 -Land of Ponies
3 -Unity of Ponies
2 -Tolerance of Ponies*
2 -Night of Ponies
3 -Letter of Ponies
Trap Cards- 4
1 -Pony’s Play**
1 -Pony Synthesis
2 -Pony Gathering*
Extra Deck- 15

Fusion Monsters- 1
1 -MLP- The Discordic Draconequus
Synchro Monsters- 13

2 -MLP- The Young Dragon*

1 -MLP- The Greedy Dragon**
1 -MLP- The Great Tribes’ Assistants
1 -MLP- The Great Tribe’s Leaders**
1 -MLP- The Great Magician Stallion**
1 -MLP- The Love Inspiring Mare
1 -MLP- The Sun Summoning Mare

1 -MLP- The Wunderkind Mare**
1 -MLP- The Spirits of Harmony*
1 -MLP- The Reformed Cultist Mare**
1 -MLP- The Dimension Jumping Mare**
1 -MLP- The Infestation**

XYZ Monsters- 1

1 -MLP- The Moon Summoning Mare

 

-Combos-

[spoiler=-Combos-]
Below are a couple of Combos that were discovered outside of intended design. For example, using "MLP- The Book Reading Mare" and "MLP- The Boasting Mare" to summon "MLP- The Great Magician Stallion" is obvious, and entirely intended, so I won't show how to do it. This section is for more... creative uses. If you find a new Combo, I may consider adding it here with credit! (or nerf it. Depends on what it does.)

-The Partying Mare + The Bunny-
The most iconic combo that I use to quickly build up for a win condition.
[spoiler=-The Partying Mare + The Bunny-]
TB_TPM_Step_1.jpg
To start, these are all the pieces that are in play, and where they should roughly be.
TB_TPM_Step_2.jpg
Start by Synchro Summoning (Five) using "MLP- The Partying Mare" (whose effect treats her as a Tuner) and "MLP- The Bunny". You're summoning "MLP- The Young Dragon".
TB_TPM_Step_3.jpg "MLP- The Partying Mare" and "MLP- The Bunny" are sent to the Graveyard, then "MLP- The Young Dragon" is Synchro Summoned.
TB_TPM_Step_4.jpg
Reading "MLP- The Young Dragon"'s effect: "When this card is Synchro Summoned, you can Special Summon a "MLP" monster from your hand, or Graveyard.", Target "MLP- The Partying Mare" and Special Summon it. Then using "MLP- The Bunny"'s effect: "You can Special Summon this card (from your hand or Graveyard) if "MLP- The Caretaker Mare" is face-up on your field.", Special Summon it.
TB_TPM_Step_5.jpg
Repeat this process, and you will have exhausted the 2 available "MLP- The Young Dragon" cards in your Extra Deck. In this situation, you would most likely Equip the cards as shown above. "MLP- The Caretaker Mare"'s ATK will be boosted to 3600 (1600 from both "MLP- The Young Dragon"s, and 1800 from "MLP- The Bunny"), with both "MLP- The Partying Mare" and "MLP- The Bunny" protecting the front card from destruction. Cards like "Compulsory Evacuation Device" and "Swords of Concealing Light" will completely destroy everything this combo worked for. Be on the lookout for effects like these, and try to have something ready to deal with this possibility.


I will post more combos as I think of practical ones.

 

-Card Changes & Reasons-

[spoiler= -Card Changes & Reasons-]

[spoiler=10-28-2015]

Buffs/Nerfs/Fixes/Unchanged/Balances Count:

Buffs:12 Nerfs:1 Fixes:7 Unchanged:13 Balances: 4

[spoiler= -Basic Monsters-]

MLP- The Book Reading Mare- Nerfed/Buffed

-Removed Effect Negation and replaced it with Graveyard Special Summoning. Changed the 'cost' from controlling 3 "MLP" cards to Discarding 1. This is a more reasonable cost, and since the changes to "Land of Ponies" turn Discards into Special Summons, it adds amazing speed and insane possibilities to combos. Her effect also allows her to recycle cards in the Grave, supporting the idea that Death isn't something Ponies need to worry about Lore-Wise. Made her a Spellcaster.

 

MLP- The Weather Mare- Unchanged

-Made her a Winged Beast.

 

MLP- The Hard Working Mare- Buffed

-Changed her Search ability to be triggered by Normal and Special Summons, and prevented her from searching herself. Slightly altered the wording on her 'Attack Twice' effect for protection against being stolen.

 

MLP- The Partying Mare- Buffed

-She no longer needs to be equipped to change other "MLP" monster Levels, because I've never used that effect in a duel ever because of how slow that process is.

 

MLP- The Dress Making Mare- Fixed

-Changed how tokens are placed (on her rather than on any card.) Made her a Spellcaster.

 

MLP- The Caretaker Mare- Unchanged

-Made her a Winged Beast.

 

MLP- The Bunny- Unchanged

-Changed Nothing.

 

MLP- The Boasting Mare- Buffed

-Added an additional way to Special Summon her: Discarding 1. Again, this is a great synergy with the new "Land of Ponies", netting you 2 Special Summons basically for free. Made her a Spellcaster.

 

MLP- The Lazy Eyed Mare- Unchanged

-Made her a Winged Beast

 

MLP- The Exotic Mare- Unchanged

-Made her a Spellcaster.

 

MLP- The Aspiring Fillies- Fixed

-Properly worded their effect as OPT.

 

 

[spoiler= -Spells-]

Land of Ponies- Buffed

-Fixed wording on the Union Protection effect. Removed the limiting of 1 Spell/Trap per turn for opponents. Added Draw 1 effect for banishing a monster from the Grave, and added Special Summoning instead of Discarding. This was done to add support for the many other cards which were changed to have costs of Discarding. This turned a previously "Meh" card into a "I want this in my hand first turn." card.

 

Letter of Ponies- Nerfed/Buffed

-Added a cost for Special Summoning: Discard 1 card. Because of "Land of Ponies", whether this is a Nerf or Buff is entirely dependent on that card's presence on the field. I guess a better sense, it's been balanced.

 

Unity of Ponies- Buffed

-Completely changed this card's effect, so it's no longer useless. It now allows up to 2 equips straight from the Grave, at the cost of Discarding 1. This card is now incredibly useful, and again, reinforces the idea that Ponies never die!

 

Mail Delivery of Ponies- Nerfed/Buffed

-Added a requirement for the 'desired' effect: Controlling a "MLP" monster. This effect was also reworded, and now causes both players to draw 2 cards instead of the typical 1. If you don't control a "MLP" monster, then your opponent draws 3 for free. I don't see how you'd want that, but I suppose some Deck somewhere might. I'm sorry if this breaks the meta...

 

Harmony of Ponies- Unchanged

-Changed nothing.

 

Friendship of Ponies- Buffed

-This card has always been incredibly scary to run. Not because it risks my Monster being flipped face-down, therefore sending my equips straight to the Grave 9/10 times, but because it takes up ONE OF MY SPELL/TRAP CARD ZONES. So since this essentially forces me into all-out attack mode, I figured added protection during the Battle Phase would be totally fine. Totally.

 

Night of Ponies- Fixed

-This card no longer breaks the game! It does the same as before, but uses "MLP" counters instead of Tokens to summon "MLP- The Moon Summoning Mare".

 

Uprising of Ponies- Nerfed/Buffed

-Added the cost of Discarding 1. This can be a little bad, or incredibly good depending on the cards on the field.

 

 

[spoiler= -Traps-]

Pony Gathering- Buffed

-Added the ability to Self-Destruct this card, to clear up precious Spell/Trap Card Zone slots.

 

Pony's Play- Fixed

-Fixed the wording to make the card more TCG friendly.

 

Pony Synthesis- Buffed

-Made the ATK reduction non-targeting, because in this Meta, targeting is child's play.

 

 

[spoiler= -Synchros-]

MLP- The Young Dragon- Unchanged

-Changed nothing.

 

MLP- The Greedy Dragon- Fixed

-Reworded the Anti-Targeting and Trap Protection effects to make them more clear and easily understood.

 

MLP- The Love Inspiring Mare- Fixed

-Reworded the Destruction Protection OPT effect so it's more TCG friendly. Made her a Spellcaster.

 

MLP- The Dimension Jumping Mare- Nerfed

-Well, this is the only card I've directly Nerfed on this list, and it's never even been beneficial to summon her yet! Her Banishment effect is now a Targeting effect. Made her a Spellcaster.

 

MLP- The Sun Summoning Mare- Fixed

-Reworded the 'Draw 1 upon equip' effect to make it more TCG friendly. Made her a Spellcaster

 

MLP- The Wunderkind Mare- Buffed

-Added 'Opponent's' to the 'unnaffected by list of conditions, so other "MLP" monsters can Equip, and give their effects. Made her ATK 3500. Made her a Spellcaster.

 

MLP- The Great Magician Stallion- Unchanged

-Made him a Spellcaster.

 

MLP- The Great Tribes' Assistants- Unchanged

-Changed nothing.

 

MLP- The Great Tribes' Leaders- Unchanged

-Changed nothing.

 

MLP- The Spirits of Harmony- Buffed

-Added an additional way to Synchro Summon this monster: Discarding 2 cards while you control "MLP- The Wunderkind Mare". Otherwise, this card is kinda useless, and it works in a semi-lore friendly sense.

 

MLP- The Reformed Cultist Mare- Unchanged

-Made her a Spellcaster.

 

MLP- The Infestation- Unchanged

-Changed nothing.

 

 

[spoiler= -Fusions-]

 

MLP- The Discordic Draconequus- Unchanged

-Made him a Spellcaster.

 

 

[spoiler= -XYZ-]

 

MLP- The Moon Summoning Mare- Buffed

-Dropped the requirement to be equipped to prevent destruction. Added the ability to clear herself from the field when she has no XYZ Materials, to help keep the field clean without relying on the opponent. Fixed wording on the ability to view the opponent's Banished FD cards. Made her a Spellcaster.

 

 

 

 

 

 

 

Thanks for taking the time to look through these cards, and I hope to hear what you have to say!

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  • 2 weeks later...

I don’t know much about MLP other than bits of random trivia from some reviews of the show by SF Debris, so unfortunately I won’t be able to discuss how well they fit the lore, sorry about that. Anyway, I see you made a custom ban list, I’ll try to keep it in mind, but I will say I prefer it when a designer goes in with the intention of making cards that will all function in the current game state without needing hits. Though I admit with the way the current meta is, you almost have to design cards that you know will get hit after half a year or so if you want them to compete.

 

The Book Reading Mare: You can just put Beast-Type/Union/Tuner in the typing, there’s no need for it to be part of the card effect, unless you for some reason want that effect to be negatable by Skill Drain I guess. Next, I believe all Union monsters include this text: “If the equipped monster would be destroyed by battle or card effect, destroy this card instead.” Also, that effect is way too strong, the only monster I can think of that can negate multiple effects per turn is “Herald of Perfection”, and it requires you to discard LIGHT Fairies from your hand, and the best of Herald decks will usually only generate 4 LIGHT Fairies in their hand on the first. Sending Spell Cards from your Deck to the Graveyard will result in you having 10-15 negates possible within a turn, which is way too ridiculous, as if you equipped this to a strong monster, your opponent would be left unable to do anything unless they had a Kaiju to get rid of one of your monsters. Make it have an actual cost, like a Spell Card from the hand or something, or make it only OPT. Even then, I’d consider both of these a bit too strong, considering “Solemn Judgment” is banned, and it requires half of your LP to activate.

 

The Weather Mare: Decent enough swarming effect to help you swarm the field, I can appreciate it. However, I think you’d put it before the “Once per turn, you can: Target 1…” as abilities that activate upon Summon should usually be at the front of the card.

 

The Hard Working Mare: So like Weather Mare, but a searcher. I feel like this search could also be on Special Summon, as you say “When”, so it misses timing, it doesn’t get your Level 4 or higher Ponies, and none of the other major monsters have easy self-SS conditions, just make sure to specify it can’t search itself. Also, I believe you’d word the effect as “While equipped by this effect, the equipped monster can attack twice during the same Battle Phase.” This is done so that if it somehow gets equipped to some other monster by other means, it doesn’t give them this effect.

 

The Partying Mare: Not a big fan of this card, you have to equip it to use its level modulation effect, you might as well run “Synchro Boost” honestly since it won’t take up your Normal Summon. That should be an inherent effect at the very least.

 

The Dress Making Mare: That first part should read as, “Each time a “MLP” monster(s) is Summoned, place 1 “MLP” Counter on any “MLP” card.” However, the problem with this, is that this generates a lingering effect, as it implies that even if this leaves the field, you can still remove counters to use its effect, and that’s a big no-no in YuGiOh. So it’d be better to have the counters placed on this card alone. Second, negating any Spell/Trap for counters is pretty strong, and if you find a way to spam out a few in a turn or two, that could result in multiple spell/trap negates a turn, so set a Max. 2 or 3 on it or something so it can’t get abused.

 

The Caretaker Mare: Don’t really understand why this equips cards from the banished pile, as you haven’t given any prior significance to it, just feels out of place at this point, other than it helps cover the areas not covered by Bunny’s self SS condition. Also, make sure to capitalize the first letter of the first word following a colon, as you forgot to twice here.

 

The Bunny: I mean, I like the idea of Caretaker Mare/Bunny beatdown, but it feels like you’d have to build a deck focusing around it, as it does require you to get at least two bunnies equipped to Caretaker to get it up to a respectable 3800, and although the SS condition from the hand/Graveyard isn’t once per turn, so it’s a lot easier to do, it ignores that if the equipped monster would be destroyed once, all Union monsters equipped to it are destroyed, not just one of them, so this could go from 5600 ATK to 200 ATK just from 1 targeting destruction effect, and that’s ignoring things like Castel that would just spin it away, and equipping multiple means less usable backrow to prevent its destruction by other means.

 

The Boasting Mare: Seems a bit too strong and a bit too restricted. It requires “Book Reading Mare” since you don’t have any other means of easy SS in your main monster line-up, and it doesn’t seem too good at generating Tribute fodder. Make sure to capitalize “Special Summon” but don’t capitalize “banish”. Anyway, negating a summon is pretty strong, and making it unusable in any capacity until the the End Phase is pretty harsh, maybe consider just having it destroy a summoned monster, so your opponent has a chance to respond, but allow it to be SS’d while you control any MLP monster. Negating summons seems like something better suited for a boss monster.

 

Lazy Eyed Mare: You don’t need to specify that the deck must be shuffled, it is assumed whenever you search through the deck you must shuffle it after doing so. Anyway, combine this with Convulsion of Nature, and it’s pretty powerful, I could easily see this being run in a gimmick deck centered around it, since the bottom of the Deck is where you draw from while its active. Anyway, I’d consider putting this on one of your boss monsters instead, as getting any card you need to be where you need it is a bit strong, even if it does require a bit of set up, so tie it to the archetype better so it isn’t so generic.

 

The Exotic Mare: Compulse is pretty decent, and since it leaves to the bottom of the Deck its honestly fair enough.

 

The Aspiring Fillies: Somewhat interesting, it functions as an Upstart Goblin or +1 if you have 4 “MLP” cards on the field. I feel like a lot of players would find ways to shenanigan out 4 MLP cards in the first turn, and then use its effect to go +1, as going +1 is pretty strong in this meta, especially since it’s a reusable +1, so you only need to run 1, meaning it’s less likely to brick, and even if it is in the hand, it’ll just serve as an Upstart Goblin. Anway, wording on the effect is a bit off, let me fix it. “While you control 4 or more “MLP” Cards, you can Special Summon this card (from your hand or Deck.) You can only Special Summon “MLP - The Aspiring Fillies” once per turn this way. You can shuffle this card into the Deck: Draw 1 card. You can only use this effect of “MLP - The Aspiring Fillies” once per turn.”

 

Land of Ponies: I’m really not sure how you would word that first effect, I feel like it would rather be, “If an “MLP” monster you control leaves the field by an opponent’s card effect: You can Special Summon as many Union monsters that were equipped to it from your Graveyard” I’m not sure about that, so you might want to talk with someone more qualified. Also, as for that second effect, I’d say no, it’s just begging to be ran in an Exodia deck since it mills the Deck and nets you a card without a HOPT. Seriously, I think it might be stronger than Chicken Game. If you want it to boost consistency, just have its effect be OPT discard 1 card, add 1 “MLP” card from your Deck to your hand, or something. Also, make it a HOPT, so you can’t abuse it. At least, that’s what I would suggest, but seeing as “Letter of Ponies” is a thing, you might just want to find some other way for it to boost consistency. Whether it be adding 1 “of Ponies” card to your hand upon activation, or allowing an extra Normal Summon/Set of an “MLP” monster, or acting like “Union Hanger” and automatically equipping a monster from your Deck to a summoned monster.

 

Letter of Ponies: No, archetypal search cards are fine, but that should be the only effect they have unless they’re Traps and slow, or have some other restriction. If you want it to have the secondary effect, make it an effect you can activate by banishing it from the Graveyard, however, it cannot activate the same turn that it was sent to the Graveyard.

 

Unity of Ponies: Now this is a card that honestly seems a bit pointless. If it was a Continuous Spell, I’d say it’d function as decent protection, but targeting protection for one turn only is kind of bad. In the current game state you either want quick cards that can net you advantage, or continuous protection cards to keep your field safe. This will probably brick you more often than not. At the very least it should be able to activate from the hand if a certain condition is met, like controlling 2 or more “MLP” monsters, similar to “Tachyon Transmigration” or some other cards that can activate directly from the hand. Also, this is a card that would definitely benefit from a secondary effect, like maybe offering you protection from destruction by battle or card effects, similar to “Return of the Dragon Lords” so they can operate safely.

 

Tolerance of Ponies: Fine enough as a multi-tool to either recover a piece from the Grave, or swarm the field. Not much else to say.

 

Mail Delivery of Ponies: This card is just convincing me that Convulsion of Nature would probably be a better choice. This card is slow, if you chose 3 cards to put on the bottom, you’re going to have to wait 3 turns to get to them all, and that’s only if you don’t do any searching, or else those cards will be shuffled back so that you can’t get them. Seeing this card, I think you need to make the Field Spell better operate with this idea, seeing as it’s much more easily gotten. Something like, “During your Draw Phase, instead of conducting your Normal Draw: You can Draw from the bottom of your Deck instead of the top.” Or maybe, “Once per turn, when an “MLP” monster is Summoned: You can place 1 “MLP” monster or “of Ponies” Spell Card on the bottom of your Deck.” Make the monsters able to better promote this idea, and make it viable, relying on a spell card to do so will probably result in bricks.

 

Harmony of the Ponies: That’s a lot of removal, but since you lock yourself out of the Battle Phase, and Floating effects are abundant, I think it should be fine. However, it should be “Target 3 “MLP” cards you control; return them to the hand, and if you do, send all monsters your opponent controls to the Graveyard.”

 

Friendship of Ponies: Pretty strong, with 5 Ponies on the field, that’s a 2500 ATK boost for each. However, that secondary effect is not needed as a punishment. Honestly they are a lot of beater cards, and the archetype as you have it so far doesn’t swarm fast enough that this card would be a problem, especially seeing as it’s a Continuous Spell, and therefore not searchable. Also, if they’re changed to face-down defense, all your Unions equipped to your monsters will be destroyed, and that’s a bit too annoying to consider running this.

 

Night of Ponies: Tokens can never be used as Xyz Material, don’t try to make a clause to have it so. Tokens cannot be sent to any destination, they can only exist on the field, as Xyz Material are consider to no longer be on the field, Tokens cannot be used as Xyz Material, so it breaks game mechanics. While experimenting with these types of card’s is fine, the Advanced Section is intended for designing cards that fit the mold of what’s expected out of the current game, so creating cards that temporarily bend the mechanics of the game are not really looked well upon. I think they’d function fine enough as just being usable as Synchro Material, so maybe consider that.

 

Uprising of Ponies: It’s fine enough as a draw power card I guess, but seeing as you have the possibility to go +3, I’d at least make it so that you have to discard 1 card instead.

 

Pony Gathering: Okay, there’s a whole slew of PSCT errors, so I’m just going to fix it right here: “When this card is activated: Place 2 “MLP” Counters on this card. Once per turn, when an “MLP” monster is Summoned: You can remove 1 “MLP” Counter from this card; add 1 card from your Deck or Graveyard to your hand with the same name as that card, or specifically lists that card, and add it to your hand, OR place 1 “MLP” Counter on this card . During your Main Phase: You can send this card to the Graveyard.”

 

Anyway, it seems fine, I like that it uses Counters as a way to limit the number of activations. I added a OPT clause so that if you get multiples to the field it doesn’t get ridiculous.

 

Pony’s Play: Seems fine, but it should be a Normal Trap, not a Counter, as you’re not activating it in response to something else, which is a requirement of a Counter Trap. Also, it should be ““MLP” monsters”, not cards, as you can’t Special Summon Spell Cards.

 

Pony Synthesis: Change the last part to, “you control, and the attacking monster loses 1000 ATK.”, and it’s solid. Granted, it’s a Trap that only works for battle, and as we know from a lot of other Battle Traps, they don’t tend to be run too often, as there are a lot of other forms of removal that you need to worry about, but at least it’s interesting.

 

The Young Dragon: Okay, first off I have to point out that you only have 1 Level 2 Tuner, I think you should at least have a few more to make this more accessible by its own archetype, especially since this is a consistency booster, by helping you recover resources or get them out of your hand. I’d add a HOPT to both of its effects though so they can’t be abused.

 

The Greedy Dragon: Since Young Dragon fetches your level 4 Tuner with ease, this isn’t too difficult to get out, so that’s nice. However, drawing 2 cards off a Synchro Summon, especially one without a HOPT is too much. At least make it so that you have to name cards off the bottom of your Deck, and if you get them right, you can add them to your hand, and if wrong, send them to the Graveyard (Look at “Ma’at” for how you might word such an effect). It makes it require a bit of set up, and ties into the previous thing you were trying to set up with putting cards on the bottom of the Deck. That last effect should be worded as so: “The equipped monster gains 2000 ATK, cannot be targeted by your opponent’s card effects, and is unaffected by the effects of your opponent’s Trap Cards.”

 

The Love Inspiring Mare: This is basically the same thing as the Young Dragon, except you can’t go into Greedy Dragon with it, and it offers battle protection. That last effect should be continuous, not an activating effect, so word it as so I believe (might want to check with someone else): “The first time each “MLP” monster you control would be destroyed by battle, it is not destroyed.”

 

Dimension Jumping Mare: For the first effect, nope, if “Trishula” has taught us anything, it’s that having non-targeting Banishing effects that activate upon Synchro Summon are a big red flag. However, this one activates upon being Special Summoned, so its loopable if you find a way to send it to the Graveyard, and revive it, then repeat this process until you banish your opponent’s entire field. Anyway, as for how to better word that last effect: “Once per turn, during either player’s turn: You can target 1 face-up card your opponent controls; shuffle 1 of your opponent’s banished cards into their Deck, and if you do, negate its effects until the end of this turn.” I added a OPT clause to it, because you could loop this indefinitely, because if you banished the card you just negated, you could shuffle that card to negate another effect and banish another card your opponent controls. I’d rather not have an unholy amalgamation of “Hot Red Dragon Archfiend Abyss”, and “Trishula, Dragon of the Ice Barrier”.

 

Sun Summoning Mare: Eh… I mean milling your opponent’s deck is nice, but it’s not doing too much, unless you focus the deck around this card and milling your opponent’s deck by Special Summoning it from the Grave multiple times, I don’t think it’ll be doing too much damage since “Pot of Cupidity” is a card. Also, that draw effect should be put in the first line as such: “then equip this card to that target, and if you do, draw 1 card.”

 

The Wunderkind Mare: You should have it say “Can only be Synchro Summoned, or Special Summoned by its own effect.” If you only have it Special Summonable by its own effect, that would mean you couldn’t Synchro Summon it. Eh, feel like it should have at least 3500 ATK to match “Ultimate Falcon” and the other unaffected monsters, as is, it can easily get run over by common stuff. Also, if this can’t be targeted and is unaffected by other cards effects, then that means your Union monsters wouldn’t be able to equip themselves to it, or affect it.

 

Great Magician Stallion: Honestly, since it targets, and is limited to only monsters, you could probably have it just banish them for good. This seems like a decent card to let you clear the field and OTK, but its non-generic nature makes me question how effective it would be at doing so.

 

The Great Tribes’ Assistants: Again, its specific requirement to be equipped makes me think this would wouldn’t be run, unless the Deck was dedicated to putting it out. It’s better have more generic cards nowadays, and if you do want to get specific, then you need to build the Deck around 1 monster, like say how “Dark Magician” and “Blue-Eyes” are centered around a single Normal Monster. Anyway, the effects have a decent idea behind them, as granting multi attacks or direct attacks is something loved by many people.

 

The Great Tribes’ Leaders: Not sure why you have this mill your own deck, since none of your cards seem to benefit from milling.

 

The Spirits of Harmony: Targeting protection for the crew is nice, but that level seems especially awkward for this archetype, requiring 3 Level 3’s or 1 Level 2, 3, & 4. Add a OPT clause on that banishing effect at the end.

 

The Reformed Cultist Mare: This has a lot of interesting effects on it, but they don’t exactly feel focused on anything in particular. While I like the effects, I can’t really say all that much about it.

 

The Infestation: You have two separate effects activating on SS, I don’t think you’re allowed to do that. You’d need to combine them into one sentence somehow. Maybe just cut the Counters part altogether, as it’s not really necessary.

 

The Discordic Draconequus: Change that effect to “Once per turn: You can reveal all Set cards in your opponent’s Spell & Trap Card Zone, then return them to their original position.” Anyways, it’s pretty easily summonable, but it only allows you locate your opponent’s vital Spell/Traps, so it’s fine for what it is.

 

The Moon Summoning Mare: Again, you’re breaking game mechanics with this effect, so I can’t really say much, also, you can’t prevent your opponent from looking at their face-down banished cards, they have to ensure they can make legal moves by viewing said cards to ensure they have the cards still in their Deck they intend to search. If you want it to have a decent Xyz effect, you could have it instead be: “Once per turn: You equip all Union Monsters attached to this card as Xyz Material to appropriate cards you control.” Or something similar. Or maybe make it like “Lead Yoke” where it can protect other monsters within the archetype by just detaching 1 Xyz Material to basically negate the destruction of that other card.

 

Overall: This set of cards felt a bit gimmicky. A lot of the effects didn’t feel focused on a win condition, and while a lot of them were interesting, they seemed situational, and better suited for Extra Deck monsters, as they’re able to be gotten out easier in the situations that require them without running the risk of bricking you. I’d consider trimming this archetype a bit, focus more on what you intend the win condition of this deck to be, and design the cards to help promote that win condition, while offering some versatility for other situations.

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[spoiler=Awesome Review]

I don’t know much about MLP other than bits of random trivia from some reviews of the show by SF Debris, so unfortunately I won’t be able to discuss how well they fit the lore, sorry about that. Anyway, I see you made a custom ban list, I’ll try to keep it in mind, but I will say I prefer it when a designer goes in with the intention of making cards that will all function in the current game state without needing hits. Though I admit with the way the current meta is, you almost have to design cards that you know will get hit after half a year or so if you want them to compete.

 

The Book Reading Mare: You can just put Beast-Type/Union/Tuner in the typing, there’s no need for it to be part of the card effect, unless you for some reason want that effect to be negatable by Skill Drain I guess. Next, I believe all Union monsters include this text: “If the equipped monster would be destroyed by battle or card effect, destroy this card instead.” Also, that effect is way too strong, the only monster I can think of that can negate multiple effects per turn is “Herald of Perfection”, and it requires you to discard LIGHT Fairies from your hand, and the best of Herald decks will usually only generate 4 LIGHT Fairies in their hand on the first. Sending Spell Cards from your Deck to the Graveyard will result in you having 10-15 negates possible within a turn, which is way too ridiculous, as if you equipped this to a strong monster, your opponent would be left unable to do anything unless they had a Kaiju to get rid of one of your monsters. Make it have an actual cost, like a Spell Card from the hand or something, or make it only OPT. Even then, I’d consider both of these a bit too strong, considering “Solemn Judgment” is banned, and it requires half of your LP to activate.

 

The Weather Mare: Decent enough swarming effect to help you swarm the field, I can appreciate it. However, I think you’d put it before the “Once per turn, you can: Target 1…” as abilities that activate upon Summon should usually be at the front of the card.

 

The Hard Working Mare: So like Weather Mare, but a searcher. I feel like this search could also be on Special Summon, as you say “When”, so it misses timing, it doesn’t get your Level 4 or higher Ponies, and none of the other major monsters have easy self-SS conditions, just make sure to specify it can’t search itself. Also, I believe you’d word the effect as “While equipped by this effect, the equipped monster can attack twice during the same Battle Phase.” This is done so that if it somehow gets equipped to some other monster by other means, it doesn’t give them this effect.

 

The Partying Mare: Not a big fan of this card, you have to equip it to use its level modulation effect, you might as well run “Synchro Boost” honestly since it won’t take up your Normal Summon. That should be an inherent effect at the very least.

 

The Dress Making Mare: That first part should read as, “Each time a “MLP” monster(s) is Summoned, place 1 “MLP” Counter on any “MLP” card.” However, the problem with this, is that this generates a lingering effect, as it implies that even if this leaves the field, you can still remove counters to use its effect, and that’s a big no-no in YuGiOh. So it’d be better to have the counters placed on this card alone. Second, negating any Spell/Trap for counters is pretty strong, and if you find a way to spam out a few in a turn or two, that could result in multiple spell/trap negates a turn, so set a Max. 2 or 3 on it or something so it can’t get abused.

 

The Caretaker Mare: Don’t really understand why this equips cards from the banished pile, as you haven’t given any prior significance to it, just feels out of place at this point, other than it helps cover the areas not covered by Bunny’s self SS condition. Also, make sure to capitalize the first letter of the first word following a colon, as you forgot to twice here.

 

The Bunny: I mean, I like the idea of Caretaker Mare/Bunny beatdown, but it feels like you’d have to build a deck focusing around it, as it does require you to get at least two bunnies equipped to Caretaker to get it up to a respectable 3800, and although the SS condition from the hand/Graveyard isn’t once per turn, so it’s a lot easier to do, it ignores that if the equipped monster would be destroyed once, all Union monsters equipped to it are destroyed, not just one of them, so this could go from 5600 ATK to 200 ATK just from 1 targeting destruction effect, and that’s ignoring things like Castel that would just spin it away, and equipping multiple means less usable backrow to prevent its destruction by other means.

 

The Boasting Mare: Seems a bit too strong and a bit too restricted. It requires “Book Reading Mare” since you don’t have any other means of easy SS in your main monster line-up, and it doesn’t seem too good at generating Tribute fodder. Make sure to capitalize “Special Summon” but don’t capitalize “banish”. Anyway, negating a summon is pretty strong, and making it unusable in any capacity until the the End Phase is pretty harsh, maybe consider just having it destroy a summoned monster, so your opponent has a chance to respond, but allow it to be SS’d while you control any MLP monster. Negating summons seems like something better suited for a boss monster.

 

Lazy Eyed Mare: You don’t need to specify that the deck must be shuffled, it is assumed whenever you search through the deck you must shuffle it after doing so. Anyway, combine this with Convulsion of Nature, and it’s pretty powerful, I could easily see this being run in a gimmick deck centered around it, since the bottom of the Deck is where you draw from while its active. Anyway, I’d consider putting this on one of your boss monsters instead, as getting any card you need to be where you need it is a bit strong, even if it does require a bit of set up, so tie it to the archetype better so it isn’t so generic.

 

The Exotic Mare: Compulse is pretty decent, and since it leaves to the bottom of the Deck its honestly fair enough.

 

The Aspiring Fillies: Somewhat interesting, it functions as an Upstart Goblin or +1 if you have 4 “MLP” cards on the field. I feel like a lot of players would find ways to shenanigan out 4 MLP cards in the first turn, and then use its effect to go +1, as going +1 is pretty strong in this meta, especially since it’s a reusable +1, so you only need to run 1, meaning it’s less likely to brick, and even if it is in the hand, it’ll just serve as an Upstart Goblin. Anway, wording on the effect is a bit off, let me fix it. “While you control 4 or more “MLP” Cards, you can Special Summon this card (from your hand or Deck.) You can only Special Summon “MLP - The Aspiring Fillies” once per turn this way. You can shuffle this card into the Deck: Draw 1 card. You can only use this effect of “MLP - The Aspiring Fillies” once per turn.”

 

Land of Ponies: I’m really not sure how you would word that first effect, I feel like it would rather be, “If an “MLP” monster you control leaves the field by an opponent’s card effect: You can Special Summon as many Union monsters that were equipped to it from your Graveyard” I’m not sure about that, so you might want to talk with someone more qualified. Also, as for that second effect, I’d say no, it’s just begging to be ran in an Exodia deck since it mills the Deck and nets you a card without a HOPT. Seriously, I think it might be stronger than Chicken Game. If you want it to boost consistency, just have its effect be OPT discard 1 card, add 1 “MLP” card from your Deck to your hand, or something. Also, make it a HOPT, so you can’t abuse it. At least, that’s what I would suggest, but seeing as “Letter of Ponies” is a thing, you might just want to find some other way for it to boost consistency. Whether it be adding 1 “of Ponies” card to your hand upon activation, or allowing an extra Normal Summon/Set of an “MLP” monster, or acting like “Union Hanger” and automatically equipping a monster from your Deck to a summoned monster.

 

Letter of Ponies: No, archetypal search cards are fine, but that should be the only effect they have unless they’re Traps and slow, or have some other restriction. If you want it to have the secondary effect, make it an effect you can activate by banishing it from the Graveyard, however, it cannot activate the same turn that it was sent to the Graveyard.

 

Unity of Ponies: Now this is a card that honestly seems a bit pointless. If it was a Continuous Spell, I’d say it’d function as decent protection, but targeting protection for one turn only is kind of bad. In the current game state you either want quick cards that can net you advantage, or continuous protection cards to keep your field safe. This will probably brick you more often than not. At the very least it should be able to activate from the hand if a certain condition is met, like controlling 2 or more “MLP” monsters, similar to “Tachyon Transmigration” or some other cards that can activate directly from the hand. Also, this is a card that would definitely benefit from a secondary effect, like maybe offering you protection from destruction by battle or card effects, similar to “Return of the Dragon Lords” so they can operate safely.

 

Tolerance of Ponies: Fine enough as a multi-tool to either recover a piece from the Grave, or swarm the field. Not much else to say.

 

Mail Delivery of Ponies: This card is just convincing me that Convulsion of Nature would probably be a better choice. This card is slow, if you chose 3 cards to put on the bottom, you’re going to have to wait 3 turns to get to them all, and that’s only if you don’t do any searching, or else those cards will be shuffled back so that you can’t get them. Seeing this card, I think you need to make the Field Spell better operate with this idea, seeing as it’s much more easily gotten. Something like, “During your Draw Phase, instead of conducting your Normal Draw: You can Draw from the bottom of your Deck instead of the top.” Or maybe, “Once per turn, when an “MLP” monster is Summoned: You can place 1 “MLP” monster or “of Ponies” Spell Card on the bottom of your Deck.” Make the monsters able to better promote this idea, and make it viable, relying on a spell card to do so will probably result in bricks.

 

Harmony of the Ponies: That’s a lot of removal, but since you lock yourself out of the Battle Phase, and Floating effects are abundant, I think it should be fine. However, it should be “Target 3 “MLP” cards you control; return them to the hand, and if you do, send all monsters your opponent controls to the Graveyard.”

 

Friendship of Ponies: Pretty strong, with 5 Ponies on the field, that’s a 2500 ATK boost for each. However, that secondary effect is not needed as a punishment. Honestly they are a lot of beater cards, and the archetype as you have it so far doesn’t swarm fast enough that this card would be a problem, especially seeing as it’s a Continuous Spell, and therefore not searchable. Also, if they’re changed to face-down defense, all your Unions equipped to your monsters will be destroyed, and that’s a bit too annoying to consider running this.

 

Night of Ponies: Tokens can never be used as Xyz Material, don’t try to make a clause to have it so. Tokens cannot be sent to any destination, they can only exist on the field, as Xyz Material are consider to no longer be on the field, Tokens cannot be used as Xyz Material, so it breaks game mechanics. While experimenting with these types of card’s is fine, the Advanced Section is intended for designing cards that fit the mold of what’s expected out of the current game, so creating cards that temporarily bend the mechanics of the game are not really looked well upon. I think they’d function fine enough as just being usable as Synchro Material, so maybe consider that.

 

Uprising of Ponies: It’s fine enough as a draw power card I guess, but seeing as you have the possibility to go +3, I’d at least make it so that you have to discard 1 card instead.

 

Pony Gathering: Okay, there’s a whole slew of PSCT errors, so I’m just going to fix it right here: “When this card is activated: Place 2 “MLP” Counters on this card. Once per turn, when an “MLP” monster is Summoned: You can remove 1 “MLP” Counter from this card; add 1 card from your Deck or Graveyard to your hand with the same name as that card, or specifically lists that card, and add it to your hand, OR place 1 “MLP” Counter on this card . During your Main Phase: You can send this card to the Graveyard.”

 

Anyway, it seems fine, I like that it uses Counters as a way to limit the number of activations. I added a OPT clause so that if you get multiples to the field it doesn’t get ridiculous.

 

Pony’s Play: Seems fine, but it should be a Normal Trap, not a Counter, as you’re not activating it in response to something else, which is a requirement of a Counter Trap. Also, it should be ““MLP” monsters”, not cards, as you can’t Special Summon Spell Cards.

 

Pony Synthesis: Change the last part to, “you control, and the attacking monster loses 1000 ATK.”, and it’s solid. Granted, it’s a Trap that only works for battle, and as we know from a lot of other Battle Traps, they don’t tend to be run too often, as there are a lot of other forms of removal that you need to worry about, but at least it’s interesting.

 

The Young Dragon: Okay, first off I have to point out that you only have 1 Level 2 Tuner, I think you should at least have a few more to make this more accessible by its own archetype, especially since this is a consistency booster, by helping you recover resources or get them out of your hand. I’d add a HOPT to both of its effects though so they can’t be abused.

 

The Greedy Dragon: Since Young Dragon fetches your level 4 Tuner with ease, this isn’t too difficult to get out, so that’s nice. However, drawing 2 cards off a Synchro Summon, especially one without a HOPT is too much. At least make it so that you have to name cards off the bottom of your Deck, and if you get them right, you can add them to your hand, and if wrong, send them to the Graveyard (Look at “Ma’at” for how you might word such an effect). It makes it require a bit of set up, and ties into the previous thing you were trying to set up with putting cards on the bottom of the Deck. That last effect should be worded as so: “The equipped monster gains 2000 ATK, cannot be targeted by your opponent’s card effects, and is unaffected by the effects of your opponent’s Trap Cards.”

 

The Love Inspiring Mare: This is basically the same thing as the Young Dragon, except you can’t go into Greedy Dragon with it, and it offers battle protection. That last effect should be continuous, not an activating effect, so word it as so I believe (might want to check with someone else): “The first time each “MLP” monster you control would be destroyed by battle, it is not destroyed.”

 

Dimension Jumping Mare: For the first effect, nope, if “Trishula” has taught us anything, it’s that having non-targeting Banishing effects that activate upon Synchro Summon are a big red flag. However, this one activates upon being Special Summoned, so its loopable if you find a way to send it to the Graveyard, and revive it, then repeat this process until you banish your opponent’s entire field. Anyway, as for how to better word that last effect: “Once per turn, during either player’s turn: You can target 1 face-up card your opponent controls; shuffle 1 of your opponent’s banished cards into their Deck, and if you do, negate its effects until the end of this turn.” I added a OPT clause to it, because you could loop this indefinitely, because if you banished the card you just negated, you could shuffle that card to negate another effect and banish another card your opponent controls. I’d rather not have an unholy amalgamation of “Hot Red Dragon Archfiend Abyss”, and “Trishula, Dragon of the Ice Barrier”.

 

Sun Summoning Mare: Eh… I mean milling your opponent’s deck is nice, but it’s not doing too much, unless you focus the deck around this card and milling your opponent’s deck by Special Summoning it from the Grave multiple times, I don’t think it’ll be doing too much damage since “Pot of Cupidity” is a card. Also, that draw effect should be put in the first line as such: “then equip this card to that target, and if you do, draw 1 card.”

 

The Wunderkind Mare: You should have it say “Can only be Synchro Summoned, or Special Summoned by its own effect.” If you only have it Special Summonable by its own effect, that would mean you couldn’t Synchro Summon it. Eh, feel like it should have at least 3500 ATK to match “Ultimate Falcon” and the other unaffected monsters, as is, it can easily get run over by common stuff. Also, if this can’t be targeted and is unaffected by other cards effects, then that means your Union monsters wouldn’t be able to equip themselves to it, or affect it.

 

Great Magician Stallion: Honestly, since it targets, and is limited to only monsters, you could probably have it just banish them for good. This seems like a decent card to let you clear the field and OTK, but its non-generic nature makes me question how effective it would be at doing so.

 

The Great Tribes’ Assistants: Again, its specific requirement to be equipped makes me think this would wouldn’t be run, unless the Deck was dedicated to putting it out. It’s better have more generic cards nowadays, and if you do want to get specific, then you need to build the Deck around 1 monster, like say how “Dark Magician” and “Blue-Eyes” are centered around a single Normal Monster. Anyway, the effects have a decent idea behind them, as granting multi attacks or direct attacks is something loved by many people.

 

The Great Tribes’ Leaders: Not sure why you have this mill your own deck, since none of your cards seem to benefit from milling.

 

The Spirits of Harmony: Targeting protection for the crew is nice, but that level seems especially awkward for this archetype, requiring 3 Level 3’s or 1 Level 2, 3, & 4. Add a OPT clause on that banishing effect at the end.

 

The Reformed Cultist Mare: This has a lot of interesting effects on it, but they don’t exactly feel focused on anything in particular. While I like the effects, I can’t really say all that much about it.

 

The Infestation: You have two separate effects activating on SS, I don’t think you’re allowed to do that. You’d need to combine them into one sentence somehow. Maybe just cut the Counters part altogether, as it’s not really necessary.

 

The Discordic Draconequus: Change that effect to “Once per turn: You can reveal all Set cards in your opponent’s Spell & Trap Card Zone, then return them to their original position.” Anyways, it’s pretty easily summonable, but it only allows you locate your opponent’s vital Spell/Traps, so it’s fine for what it is.

 

The Moon Summoning Mare: Again, you’re breaking game mechanics with this effect, so I can’t really say much, also, you can’t prevent your opponent from looking at their face-down banished cards, they have to ensure they can make legal moves by viewing said cards to ensure they have the cards still in their Deck they intend to search. If you want it to have a decent Xyz effect, you could have it instead be: “Once per turn: You equip all Union Monsters attached to this card as Xyz Material to appropriate cards you control.” Or something similar. Or maybe make it like “Lead Yoke” where it can protect other monsters within the archetype by just detaching 1 Xyz Material to basically negate the destruction of that other card.

 

Overall: This set of cards felt a bit gimmicky. A lot of the effects didn’t feel focused on a win condition, and while a lot of them were interesting, they seemed situational, and better suited for Extra Deck monsters, as they’re able to be gotten out easier in the situations that require them without running the risk of bricking you. I’d consider trimming this archetype a bit, focus more on what you intend the win condition of this deck to be, and design the cards to help promote that win condition, while offering some versatility for other situations.

 

 

[spoiler=Possible Fixes]

  I'll just quickly make some corrections to some of the bigger problems you pointed out that you didn't already solve.

 

The Book Reading Mare-
This card is treated as a Tuner. Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it. Once per turn, while you control 3 or more "MLP" cards: You can Special Summon 1 "MLP" monster from your graveyard.

 

Letter of Ponies-

Add 1 "MLP" monster to your hand from your Deck. If it has equal to or less than 1500 ATK, you can Discard 1 card, Special Summon it.

 

Night of Ponies-

Special Summon from your Extra Deck, 1 "MLP- The Moon Summoning Mare", and place 3 Dream Counters on it. Dream Counters on that card are treated as XYZ materials. Pay 1000 life points.

 

MLP- The Moon Summoning Mare

Once per turn, you can: Target 1 "MLP" monster you control, then equip this card to that target, OR: un-equip this card and Special Summon it; if you do, the materials remain attached to this card. When a "MLP" card would be destroyed: you can detach 1 Xyz material: negate the destruction. When this card has no XYZ materials attached to it, you can send it back to the Extra Deck. While this card is face-up on the field, you can view your opponent's face-down banished cards.

 

 

 

   Thank you so much for taking the time to review my cards! I greatly appreciate the feedback, and I'll definitely be correcting some cards. I hope you enjoyed reading them. You definitely could tell immediately which cards bricked me, and which ones I didn't run, I was really amazed by that. I have had trouble focusing the Deck on a win condition, and instead created them with versatility in mind, and the Deck really suffers because of it. Every time I run it in person, I find that its performance relies too heavily on drawing the right cards to counter the opponent, instead of simply forcing the opponent to counter me. While I can reliably out-beatstick just about any Deck, I usually can't actually protect my field until turn 4-6 if I do that. The Deck is also crippled sometimes by the Union gimmick, though I wouldn't have it any other way. I know it needs focus. I'll spend some time reworking the cards based on your advice above, thank you so much, you made my day by taking the time to do this.

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Edited nearly every card in the Deck. Will post reasons for each change later.

 

The Deck is now more focused on speed, and recovery/upkeep.

The biggest change to the Archetype is in the card "Land of Ponies", which now allows discarded "MLP" monsters to be Special Summoned, paring well with many other changes to cards and their effects.

MLOP has the speed it needs now, as well as the ability to synergize even further to keep up with the meta. Bricking cards have been remade into more useful cards, and in a sense, have become an essential piece in the machine. Check in the main post for update notes.

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