My Yu-Gi-Oh! Archetype ideas
- Locked due to inactivity on Aug 4, '16 4:33pm
Thread Topic: My Yu-Gi-Oh! Archetype ideas
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I will list all of the cards I have thought of so far:
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They all have a common eff: This card is always treated as a "Night" Type card.
Dark Sun Black Cat
Level: 1 500 ATK/400 DEF Type: Night-Beast Att: Dark
Eff: When this card is destroyed by battle and sent to the Graveyard, you can add 1 "Night-Warrior" monster from your deck to your hand.
Dark Sun White Cat
Level: 1 400 ATK/500 DEF Type: Night-Beast Att: Light
Eff: When this card is destroyed by battle and sent to the Graveyard, you can add 1 "Night-Spellcaster" or "Night-Fairy" Type monster from your deck to your hand.
Dark Sun Wolf
Level: 3 900 ATK/1800 DEF Type: Night-Beast Att: Dark
Eff: FLIP: Add 1 "Night-Warrior" Type monster from your Graveyard to your hand.
Dark Sun Warrior
Level: 4 1200 ATK/1200 DEF Type: Night-Warrior Att: Light
Eff: This card gains 300 ATK for every "Night-Warrior" Type monster on your side of the field.
Dark Sun Skeleton
Level: 3 0 ATK/0 DEF Type: Night-Warrior Att: Dark
Eff: This card cannot be targeted by your opponent's card effects.
Dark Sun Pixie
Level: 2 1000 ATK/700 DEF Type: Night-Fairy Att: Light
Eff: When this card is destroyed by battle and sent to the Graveyard, if there is a face-up "Night-Warrior" Type monster on your side of the field, you can Special Summon 1 "Night-Warrior" Type monster from your deck or your hand.
Dark Sun Minister
Level: 6 800 ATK/2100 DEF Type: Night-Spellcaster Att: Dark
Eff: Once per turn: You can tribute 1 "Night-Warrior" Type monster on your side on the field; send 1 card your opponent controls to their hand or Extra Deck.
Dark Sun Wizard
Level: 7 2250 ATK/1200 DEF Type: Night-Spellcaster Att: Light
Eff: This card can only be Ritual Summoned by activating "Staff of the Dark Sun Wizard" and tributing two "Night-Warrior" Type monsters from your side of the field that equal this monster's level, and cannot be Special Summoned by other ways. You can remove 2 "Dark Sun" from play from the Graveyard; this card gains 1000 ATK.
Dark Sun Dragon
Level: 8 2600 ATK/1600 DEF Type: Night-Dragon Att: Dark
Eff: This card can only be Special Summoned by removing 3 "Dark Sun" monsters from play from your Graveyard, and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. When a "Dark Sun" monster you control is destroyed by battle and sent to the Graveyard; inflict 500 points of direct damage to your opponent.
Night of the Dark Sun (Normal Spell)
Eff: Discard 2 cards, then add 1 "Night-Warrior" Type monster from your Deck to your hand.
Staff of the Dark Sun Wizard (Ritual Spell)
Eff: This card is used to Ritual Summon "Dark Sun Wizard", You must also offer 2 "Night-Warrior" Type monsters from your side of the field that equal the level of "Dark Sun Wizard" as tributes.
Dark Sun Revival (Quick-Play Spell)
Eff: Activate only when you control 5 face-up "Dark Sun" monsters; shuffle all of your banished "Dark Sun" monster cards into your Deck.
There will be a Field Spell.
This is a work in progress, and I really can't tell if it's balanced at the moment. I'd really like some tips. Please, please tell me if you have any ideas. -
Oops, take out that last part of Pixie "to your hand". Wizard's eff should be once per turn. Dragon is destroyed during your next end phase. Sorry, mistakes D:
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Hmm.. I like it.
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Thank you! ^.^
Do you think it could be better? What kind of support should I make next? -
Traps.
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Dark Sun Antics (Normal Trap)
When an opponent's monster declares an attack against a "Dark Sun" monster you control: negate that monster's effects until the End Phase of your opponent's next turn. -
Their monster or your monster?
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Theirs.
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Hm... That's a little strange. The attack would still go through... But that still has it's uses. You could save yourself from Piercing..
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Do you think it's overpowered at all?
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The Archetype as a whole isn't op, but I'm used to dealing with crap like Scrap Iron Scarecrow, Obelisk, Ra, Slifer, and much more broken cards.
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Thank you for the feedback.
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