Draconus297 Posted March 20, 2018 Report Share Posted March 20, 2018 [spoiler=Prompt]Helkoar Are you ready to just throw your hands up in defeat? You sure? This FIRE Rock-Type archetype is just pure, unmitigated absurdity, for both because of what they can do and how many meme cards they can use to their advantage. You see, while each Helkoar immediately Special Summons itself after being shuffled into the Deck, the main way you accomplish this in-archetype is a slow, grindy Continuous Spell that shuffles your monsters from the Graveyard into the Deck to banish cards from your opponent's hand one at a time. Yes, three of these can utterly ruin your opponent while giving you tolerable field presence (considering that none of them can Special Summon themselves, although a few can bring each other out with some setup) . . . but anyone who knows certain old cards knows exactly where this is going. Reload becomes a Pendulum Summon that also refreshes your hand, Card Trader basically becomes an OPT Upstart that Summons out a monster, Localized Tornado low-key becomes a Soul Charge, Monster Recovery loses its cost, Jar of Avarice becomes "Soul Charge, then draw" . . . you get the point. While excavation doesn't set their effects off as they basically never left the Deck to begin with, this makes Helkoar absurdly powerful and almost hilariously memey. Unfortunately, that's about where their monster uniqueness ends. Not counting their unifying clause, each one has some sort of monster spam/battle-related effect, sometimes both, and that's about it. Their Levels are kinda scattered, but that only means that you have quite a lot of variety available in your Extra Deck toolbox. Most of their Traps are simple Graveyard support or consistency cards with secondary effects, and their Spells are all cheap ways to essentially revive a monster with a bonus effect going off, with the named example being the most powerful effect in the bunch. This is a pretty interesting concept, only because of what it implies. You can very quickly go from being at a hard disadvantage to very far ahead, due to the insanity of being able to Localized Tornado into a full board, or Jar of Avarice to do much the same with a bit more setup and a bit more payoff. I added a "Once per Chain" restriction to the Summoning condition to avoid a bunch of free and easy Xyz Summons with Summoning multiples of the same monster. That said, I ran into a bit of an issue when designing them, and it's not what you'd expect- I ran into a bit of a lack of focus. Unlike with my more recent projects, Rocknights and Intergaluster, the goal and gimmick was provided to me . . . but not a structure to the effect that could help one card flow into another, so to speak. I was essentially starting from square 1. This is quite possibly a work in progress, but this is a basis to start with if nothing else. [spoiler=Monsters]Helkoar FragmentFIRE - Level 2 - Rock/Effect - 1000/0If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain). If this card is Special Summoned: You can activate 1 "Helkoar" Spell Card from your Graveyard. You can Tribute this face-up card: Special Summon 1 "Helkoar" monster from your hand or Graveyard with its ATK increased by 500 (You can only activate this effect of this card's name once per turn). Helkoar BoosterFIRE - Level 3 - Rock/Effect - 1000/1500If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain). If this card is Normal or Special Summoned, you can target 1 "Helkoar" monster you control: That target gains 1 additional attack during your next Battle Phase. If this card is sent to the Graveyard: All face-up "Helkoar" monsters you control gain 300 ATK and DEF. Helkoar SpikeFIRE - Level 3 - Rock/Effect- 1300/1200If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain). If this card is Special Summoned, you can target 1 face-up Attack Position monster on the field: Halve its ATK, and gain LP equal to that lost ATK. If this card destroys your opponent's monster by battle: Inflict 500 damage to your opponent. Helkoar BoltFIRE - Level 5 - Rock/Effect - 2000/1500If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain). If this card is Special Summoned: You can add 1 "Helkoar" card from your Deck to your hand (You can only activate this effect of this card's name once per turn). Your opponent cannot activate Spell/Trap Cards or effects during the Battle Phase. Helkoar MortarFIRE - Level 6 - Rock/Effect - 2400/1800If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain). If this card is Special Summoned: All "Helkoar" monsters you control gain ATK equal to the combined Level of all monsters you control x100. If this card attacks: Inflict 600 damage to your opponent. Helkoar DetonatorFIRE - Level 7 - Rock/Effect - 2800/2100If this card is shuffled into your Deck from outside it: You can Special Summon this card from your Deck (you can only activate this effect of this card's name once per Chain). If this card is Normal or Special Summoned: All "Helkoar" monsters you currently control cannot be destroyed or targeted by your opponent's card effects until the 3rd End Phase after this effect resolves. At the end of the Damage Step, if this card battled: You can banish 1 card your opponent controls. [spoiler= Spells/Traps]Helkoar Assault UnitContinuous SpellOnce per turn, at the end of any Phase of either player's turn, you can shuffle 1 "Helkoar" monster from your field or Graveyard into your Deck to target 1 monster your opponent controls: Banish 1 that target . If this card is sent from the field to the Graveyard: You can send 1 "Helkoar" monster from your Deck to the Graveyard. Helkoar Rampart CannonContinuous Spell Once per turn, as a Quick Effect during your turn, you can shuffle 1 "Helkoar" monster from your Graveyard into your Deck: Banish 1 card from your opponent's hand at random. If this face-up card on the field is sent to the Graveyard: You can destroy up to 2 cards on the field. Helkoar Strike BlasterContinuous SpellOnce per turn, you can shuffle 1 "Helkoar" monster from your Graveyard into your Deck: Banish 1 card from your opponent's Graveyard, then inflict 100 damage to your opponent for each card in their Banished Zone. If this card is sent from the field to the Graveyard: You can discard 1 "Helkoar" monster, then draw 2 cards. Helkoar Barrage BatteryContinuous Spell Once per turn, during either player's turn, if a card your opponent controls is destroyed by battle with a "Helkoar" monster you control, you can shuffle 1 "Helkoar" monster from your Graveyard into your Deck: Banish the destroyed monster, then increase the ATK of all "Helkoar" monsters you control by 100 for each card in your opponent's Banished Zone. If this card is sent from the field to the Graveyard: You can shuffle this card and 1 "Helkoar" monster from your Graveyard into your Deck. Helkoar Blast ChargesNormal Trap Target up to 3 face-up cards on the field: Send "Helkoar" monsters from your Deck to the Graveyard for each card targeted, and if you do; send that target(s) to the Graveyard. If a "Helkoar" monster you control battles your opponent's monster, you can banish this card from your Graveyard: Reduce the opposing monster's ATK and DEF by the original ATK of your battling monster, then increase your battling monster's ATK by its original ATK. Helkoar False DefensiveNormal TrapActivate only during your opponent's Battle Phase. If you control a face-up "Helkoar" monster, you can activate this card from your hand. Send 1 "Helkoar" monster from your hand or Deck to the Graveyard: All monsters your opponent controls lose ATK equal to the sent monster's and cannot activate their effects, also all monsters your opponent controls must declare an attack, starting with the monster with the lowest ATK. Link to comment Share on other sites More sharing options...
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