Custom Archetype "Paradigm Warp": Big Ships that attack the Main Deck
Posted: Fri Mar 05, 2021 10:24 am
Hi, this will be my third go at a custom archetype. My last two needed major overhauls, but I hope this one won't as much. I decided to make this archetype because I needed a break from tweaking my other two.
The basic idea of the archetype is to summon the level-1 monster, then Special Summon the massive level 8-12 monsters from your Deck. However, these behemoths can't actually attack or deal damage. Instead, during the battle phase, they will be able to banish the top card of your opponent's deck equal to the number of them on the field. However, none of these giant guys can actually Summon themselves (only Summon the others), which means the level-1 (and field spell) are the only way to summon them. The main plan is to summon a lot of these and then banish cards from your opponent's deck, face-down, in place of attacking their Life Points. But Skill Drain will make them big hitters, but getting advantage out of Skill Drain via big unga-bunga damage is nigh-impossible due to how hard they are to summon. Agent (the level-1), like what actual agents do, is like a scout that checks what your opponent is doing and summons the appropriate disruption.
TLDR; The deck wins by milling the opponent, like facing a 'Pot of Desires' on legs, only you don't get to draw.
(Still not sure if this is busted because I've only seen 1 or 2 cards that banish from the top of the Deck, face-down)
Art Source: No idea. I googled image'd my way and cropped images I thought looked good enough, but the images are mostly from ArtStation or from something called Pixiv Fantasia. Kudos to the actual artists though, because they make me look like a guppy.
Cards: https://www.duelingbook.com/deck?id=7576368
Sample Deck: https://www.duelingbook.com/deck?id=7576372 (Standard going-first Deck)
Replays (Outdated):
https://www.duelingbook.com/replay?id=621063-26300464
https://www.duelingbook.com/replay?id=621063-26307003
https://www.duelingbook.com/replay?id=621063-26324613 (Recent Public Game, against custom LIGHT Machine Union support)
EDIT: On second thought, it is kinda busted I'm going to be reviewing this and see what to nerf, which will probably be the field spell. Maybe just make it Special Summon from the hand? Yeah, I'll probably do that. The Field Spell now summons from your hand 1 level 8 or higher archetype monster in addition to the Battle Protection and Enemy Deck Banish, face-down.
EDIT 2: I've added two new cards because the archetype looked a bit barren in the Spell/Trap department. Paradigm Warp Outpost and Paradigm Warp Reactor.
The ideal hand you want consists of 4 archetype cards. Agent, Outpost, Grid, and Emissary. Though, you can offset any of the ones (other than Agent) by using Agent to Summon Carrier and add the missing card(s). Though, it should not be your priority.
The basic idea of the archetype is to summon the level-1 monster, then Special Summon the massive level 8-12 monsters from your Deck. However, these behemoths can't actually attack or deal damage. Instead, during the battle phase, they will be able to banish the top card of your opponent's deck equal to the number of them on the field. However, none of these giant guys can actually Summon themselves (only Summon the others), which means the level-1 (and field spell) are the only way to summon them. The main plan is to summon a lot of these and then banish cards from your opponent's deck, face-down, in place of attacking their Life Points. But Skill Drain will make them big hitters, but getting advantage out of Skill Drain via big unga-bunga damage is nigh-impossible due to how hard they are to summon. Agent (the level-1), like what actual agents do, is like a scout that checks what your opponent is doing and summons the appropriate disruption.
TLDR; The deck wins by milling the opponent, like facing a 'Pot of Desires' on legs, only you don't get to draw.
(Still not sure if this is busted because I've only seen 1 or 2 cards that banish from the top of the Deck, face-down)
Art Source: No idea. I googled image'd my way and cropped images I thought looked good enough, but the images are mostly from ArtStation or from something called Pixiv Fantasia. Kudos to the actual artists though, because they make me look like a guppy.
Cards: https://www.duelingbook.com/deck?id=7576368
Sample Deck: https://www.duelingbook.com/deck?id=7576372 (Standard going-first Deck)
Replays (Outdated):
https://www.duelingbook.com/replay?id=621063-26300464
https://www.duelingbook.com/replay?id=621063-26307003
https://www.duelingbook.com/replay?id=621063-26324613 (Recent Public Game, against custom LIGHT Machine Union support)
EDIT: On second thought, it is kinda busted I'm going to be reviewing this and see what to nerf, which will probably be the field spell. Maybe just make it Special Summon from the hand? Yeah, I'll probably do that. The Field Spell now summons from your hand 1 level 8 or higher archetype monster in addition to the Battle Protection and Enemy Deck Banish, face-down.
EDIT 2: I've added two new cards because the archetype looked a bit barren in the Spell/Trap department. Paradigm Warp Outpost and Paradigm Warp Reactor.
The ideal hand you want consists of 4 archetype cards. Agent, Outpost, Grid, and Emissary. Though, you can offset any of the ones (other than Agent) by using Agent to Summon Carrier and add the missing card(s). Though, it should not be your priority.