Tojin Posted July 9, 2017 Report Share Posted July 9, 2017 So the idea for these guys came about after seeing Number 68: Sanaphond the Sky Prison revealed about a month ago. I started thinking of what deck could reliably summon and use Sanaphond, and since there really isn't one as far as I know, I decided to make one! Deep Dreamers superficially resemble Lightsworns, in that they're both mill-focused, and as such, are very Graveyard-heavy. However, that's about where the similarities end (other than a few Wulf-style effects). For one, Deep Dreamers are all level 8, and therefore also have many ways to summon themselves easily. Their milling also mainly affects both players, rather than just yourself. The last major difference is that Deep Dreamers are a lot more dedicated to the monster mash playstyle - there is not a single piece of Spell or Trap support in the archetype, but there are several Graveyard lockdown effects that prevent things that have been milled from doing stuff. Of course, that doesn't prevent them from using outside support, like Trade-In or Allure of Darkness, but it's best to keep cards like that at a minimum. Oh, and they're all named after major Mesopotamian deities. Please let me know if these guys are broken in any way. I have a suspicion that they're pretty ridiculous, especially the Xyz Monsters. [spoiler=Main Deck (14)]Deep Dreamer AdadLevel 8DARKAqua/Effect1200/150You can send the top 3 cards of both player’s Decks to the Graveyard: Special Summon this card from your hand or Graveyard. Each time you Summon a “Deep Dreamer” monster, send the top card of both player’s Decks to the Graveyard. Deep Dreamer NinhursagLevel 8DARKRock/Effect0/1700Each time a card is sent from the Deck to the Graveyard, except by the effect of “Deep Dreamer Ninhursag”, send the top card of both player’s Decks to the Graveyard. Once per turn, if this card is in your Graveyard, you can target 3 other cards in your Graveyard: shuffle them into your Deck, then Special Summon this card from your Graveyard, and if you do, draw 1 card. Activate this effect only if there are no Spell/Trap cards in your Graveyard. Deep Dreamer NabuLevel 8DARKSpellcaster/Effect900/900When this card is sent from the Deck to the Graveyard: Special Summon this card from the Graveyard. Once per turn, you can target 1 “Deep Dreamer” monster you control: it gains 100 ATK for each monster in the Graveyards, also when it destroys a monster by battle, send the top 3 cards of both player’s Decks to the Graveyard. Deep Dreamer NergalLevel 8DARKFiend/Effect1900/0If your opponent has a Spell/Trap card in their Graveyard and you do not, you can Special Summon this card from your hand or Graveyard. You can banish 4 monsters from the Graveyard(s): Special Summon a “Deep Dreamer” monster from your Deck. You can only activate this effect of "Deep Dreamer Nergal" once per turn. Deep Dreamer AshurLevel 8DARKWinged Beast/Effect1300/1300You can Normal Summon this card without Tributing. Once per turn, you can Tribute 1 other “Deep Dreamer” monster you control: monsters cannot activate their effects in the Graveyard this turn, except “Deep Dreamer” monsters. Deep Dreamer DagonLevel 8DARKPlant/Effect1700/100When a card is sent from the Deck to the Graveyard, you can Special Summon this card from your hand, and if you do, send the top 3 cards of both players’ Decks to the Graveyard. Once per turn, you can banish up to 5 cards from either player’s Graveyard. Deep Dreamer EreshkigalLevel 8DARKZombie/Effect1800/0When a “Deep Dreamer” monster is Normal or Special Summoned, you can Special Summon this card from your Graveyard. Once per turn, during either player’s turn, you can banish 1 Spell/Trap from either player’s Graveyard: Special Summon 1 “Deep Dreamer” monster from your Graveyard, or that is currently banished, with less ATK than this card’s original ATK. Deep Dreamer IshtarLevel 8DARKFairy/Effect2000/0If this card is in your hand or Graveyard while you control no monsters, you can Special Summon this card. An Xyz Monster that uses this card as Xyz Material gains the following effect:When this card is Xyz Summoned, attach 1 “Deep Dreamer” monster from your Graveyard to this card as Xyz Material. Deep Dreamer NansheLevel 8DARKFish/Effect300/1400You can discard 1 card to Special Summon this card from your hand or Graveyard. When this card is Summoned, you can add 1 “Deep Dreamer” card from your Deck to your hand. You can only activate this effect of “Deep Dreamer Nanshe” once per turn. Deep Dreamer NinlilLevel 8DARKWinged Beast/Effect1600/400If your opponent controls more monsters than you do, you can Special Summon this card from your hand. Once per turn, you can send the top 2 cards of both players’ Decks to the Graveyard. Deep Dreamer NinurtaLevel 8DARKWarrior/Effect1200/1500You can reveal 1 “Deep Dreamer” card in your hand: Special Summon this card from your hand or Graveyard. Once per turn, you can banish 1 card from your Graveyard: add 1 “Deep Dreamer” monster from your Graveyard to your hand. Deep Dreamer ShamashLevel 8DARKFairy/Effect100/1800If your opponent controls a monster that was Special Summoned from the Extra Deck and you do not, you can Special Summon this card from your hand or Graveyard. Once per turn, you can target 1 Spell/Trap card in your Graveyard: Set it, but banish it when it leaves the field. It cannot be activated this turn. Deep Dreamer NannaLevel 8DARKBeast-Warrior/Effect500/500If your opponent has more cards in your hand than you do, you can Special Summon this card from your hand or Graveyard. Once per turn, you can discard 1 “Deep Dreamer” card: draw 1 card. Deep Dreamer TamuzLevel 8DARKPlant/Effect1200/50You can Special Summon this card (from your hand or Graveyard) by detaching all Xyz Materials from a face-up Xyz Monster you control. Monsters you control gain 100 ATK for each “Deep Dreamer” monster in your Graveyard. [spoiler=Extra Deck (4)]Deep Dreamer AnRank 8DARKWinged Beast/Xyz/Effect2000/26002 Level 8 monstersWhile this card has Xyz Material, during your turn, any card that would be sent to your opponent’s Graveyard is banished instead. Once per turn, during either player’s turn. you can detach 1 Xyz Material from this card and target up to 3 “Deep Dreamer” cards in your Graveyard: shuffle those targets into the Deck, and if you do, return a number of cards your opponent controls to the hand equal to the number of “Deep Dreamer” cards shuffled into the Deck - 1. You can only control 1 face-up “Deep Dreamer An”.Deep Dreamer EnkiRank 8DARKAqua/Xyz/Effect2700/27002 Level 8 monstersWhile this card has Xyz Material, Spell/Trap cards in both players’ Graveyards are treated as Monster cards instead, and cannot activate their effects in the Graveyard. Once per turn, during either player’s turn, you can detach 1 Xyz Material from this card and target 1 monster on the field: send cards from the top of both players’ Decks to the Graveyard equal to its Level/Rank, then reduce the target’s Level/Rank by 2. You can only control 1 face-up “Deep Dreamer Enki”.Deep Dreamer AdramelechRank 8DARKPyro/Xyz/Effect2900/30003 Level 8 monstersWhile this card has Xyz Material, negate the effects of cards your opponent controls that would send a card from the hand to the Graveyard as a cost. Inflict 200 damage to your opponent each time a card is sent from their Deck to the Graveyard. Once per turn, during either player’s turn, you can detach any number of Xyz Materials from this card to select and activate the appropriate effect.1: Target 1 Xyz Monster you control: it gains 300 ATK for each Xyz Material attached to it until the End Phase.2: Inflict 500 damage to your opponent for each face-up monster on the field.3+: All face-up monsters you control gain 1000 ATK until your opponent’s next End Phase.You can only control 1 face-up “Deep Dreamer Adramelech”.Deep Dreamer MardukRank 8DARKRock/Xyz/Effect3100/37003 Level 8 “Deep Dreamer” monstersWhile this card has Xyz Material, cards cannot leave your opponent’s Graveyard. This card inflicts piercing damage. Once per turn, during either player’s turn, you can detach any number of Xyz Materials from this card, then activate the appropriate effect.1: Add 1 “Deep Dreamer” card from your Deck or Graveyard, or that is currently banished, to your hand with a different name from the detached Xyz Material.2: This card cannot leave the field this turn, except by battle.3+: Your opponent cannot activate card effects during the Battle Phase this turn.You can only control 1 face-up “Deep Dreamer Marduk”. Link to comment Share on other sites More sharing options...
Tojin Posted July 9, 2017 Author Report Share Posted July 9, 2017 Bump. Link to comment Share on other sites More sharing options...
Tojin Posted July 11, 2017 Author Report Share Posted July 11, 2017 Bump? Link to comment Share on other sites More sharing options...
Dokutah Posted July 12, 2017 Report Share Posted July 12, 2017 i'm gonna review the 1st half of your cards for now. for starter, the theme choice is intriguingly awesome. the blend of play style of Lightsworn and SHS is both unorthodox yet making sense...as any deck that capable of self milling can emulate better consistencies as the game goes which what a Monster Mash type deck probably need. well i kinda worried about this deck aspect of dual-milling although from a quick skimmed-over seems like most plays of the time will only milled about 5-6 cards from your opponent deck which can help your opponent more over time rather than disturb their card advantage so for now i let it slide let's go to the individual cards: Adad: rather simple self summon monster. pretty nice for starting the play. Ninhursag: quite a value for the deck mini version Avarice, a monster, a draw, and a possible card advantage for you to add next turn. Nabu: with 3 being a golden number of mill for this deck. i can see that this card will provide boost on around 400-600+ in earlier turns. which is quite substantial for all the main deck roster other than Ninhursag and itself Nergal: i kinda bothered this card to be honest, its an easy to summon monster with a quite sufficient body for early game (and gets better with cards like Nabu) that able to banish a great number of cards (which often can be most of your opponent milled cards) for summon his other brethren including another copy of itself (or that copy will do that job on himself if you accidentally milled it) without any HOPT so you can loop it with the summoned copy for instant 4 mat R8NK xyz(s). so yeah, doesn't seems that fair Ashur: and we have a weaker version of Abyss Dweller. which can be amazing on its own right if not for that measly stat. should have been being 1 of the Xyz bosses IMO. Dagon: the self summon is fine. but i'm not quite sure about SOPT Soul Release...that card doesn't have much impact to the game and yet can be deadly with any unspent grave-resource your opponent may have left (or get milled in this case). i don't say that its a straight up OP but also being unsure for it being the otherways Ereshkigal: oh nice, a card that could enabling the S/T tech upon the deck. that dual summon effect (itself and the banish 1 S/T > other fellow) is nice too to be use as fodder and blocker interchangeably. Isthar: woah, genuine good Xyz enabler. reusable self summon and additional attach in the same packaged. Nanse: Finally our searcher, and he really good. you can summon him from the grave as well Link to comment Share on other sites More sharing options...
Tojin Posted July 13, 2017 Author Report Share Posted July 13, 2017 Thanks for the review, Doc! I did forget to put a HOPT on Nergal, so I'll fix that real quick.* I'm not too concerned about its ATK though; 1900 on a Level 8 monster, even one that can summon itself easily, isn't that much. If you've got multiple Dagons on the field, then the banishing could get a little ridiculous, I guess, but I think it's fine as is for right now. ----- *Or at least, I would fix it, if I didn't keep getting a strange error that prevented me from properly editing my post. So while I can't actually add the HOPT to Nergal right now, just know that in the final version it will have a HOPT. Link to comment Share on other sites More sharing options...
Dokutah Posted July 14, 2017 Report Share Posted July 14, 2017 yeah our post editor is going bananas for probably a long time but you can still use the function by right clicking the editor button instead of left clicking and open it in a new tab (full editor) Link to comment Share on other sites More sharing options...
Tojin Posted July 15, 2017 Author Report Share Posted July 15, 2017 That did indeed work. Thanks! Nergal has been fixed, and I tweaked Adramelech a little as well. Link to comment Share on other sites More sharing options...
Dokutah Posted July 16, 2017 Report Share Posted July 16, 2017 oh well i have to properly finish it Ninlil: pretty standard for what he does. self-summon for setup. mill effect is tame Ninurta: another self-summon. an easily-recurring one at that. also it helps you to get a piece you accidentally milled before you can search with Nanse. nice Shamash: quite tricky to be summon. but im slightly not comfortable with that generic Set effect albeit its slowness. but in all fairness im not gonna suggest you change it since i understand the logic behind it is to use (or reuse) any generic S/T you tech inside your build so it wont "clog" your playstyle much Nanna: woah another self summon. guess building board is definitely an easy jobs for these Mesopotamian gods (and i personally enjoy the accidental intellect-level-pun). draw effect is really nice to have so you can run less non-archetype draw spell for the intented monster mash deck Tamuz: im not sure that this will see play. most of your Xyz like to keep its material as possible, and it will take a turn or two for this card stat boost to reach at least 1000. there not many monster that benefit from gaining less An: hold up there mate. sure it need Xyz Materials but...its basically a less hoop-jumping Dark Law that simply replace its anti-search effect with potentially Triple Spin. a OP card Enki: i like this one very much. it has unique way to enable addition of S/T, the Mill effect potentially damaging instead of helping which fit in with the rest of the archetype as the boss monster, and the stat is not that terrible either Adramelech: im a bit confused with its negation effect, while i understand it general utility i just can't define the range of "sending as cost" traits it envelop on. are tributing cards on hand or field is count? discards? well as for the rest of it. its an extremely aggro monster whose its merits is hardly live in this deck as i understand it as a rather slow deck out deck. but oh well its a really good plan b if you ask me...especially maybe against 60 card deck thats really hard to chipped on Marduk: so its more harsher version of Necrovalley. honestly i agree more on this than An since it doesn't truly stop grave-shenanigans. also it has nice "plan C" effects and stats pair for going aggro Link to comment Share on other sites More sharing options...
Tojin Posted July 17, 2017 Author Report Share Posted July 17, 2017 In order... I think you missed Tamuz there, Doc. :p Also, you seem to have misinterpreted An a bit. It's not ripping off Dark Law completely, but Macro Cosmos on legs is still pretty strong. I think I'll change it to only work on your turn, since that's when most of the milling will happen. Also, the most you can spin with An's second effect is two cards. I did word that effect pretty weirdly though, so that's my fault. Adramelech's negation effect is gonna get another fix, yeah. It's way too broad as of now. I was mainly thinking of things like Ghost Ogre when I made that part of the effect, so I think I'll restrict it to sending things from the hand to the Graveyard. As a side note, I wouldn't really call this deck slow, since you can run 3 each of Allure of Darkness and Trade-In and just about always have an applicable target. ----- Thanks a bunch for the reviews! I really appreciate it. :) Link to comment Share on other sites More sharing options...
Dokutah Posted July 17, 2017 Report Share Posted July 17, 2017 oops... updated the post technically the wording on An's Spin effect is fine for my standard it is i who misinterpret it. that being said, well its less destructive...idk i still dont think it was fine as it is. i kinda compare it to the likes of Shinobaron Peacock which require more hoop-jumping than just simply making a 2 mat Xyz (Six sam dual weild trap is closer but the point still stand) Link to comment Share on other sites More sharing options...
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