Toatem Archetype

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NeoPhantom
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Toatem Archetype

Post #1 by NeoPhantom » Tue May 11, 2021 12:06 am

Hello,

This is my first archetype in quite some years, so it may be a bit unbalanced.

Theme: Aboriginal Tribe. There are two types of monsters: humanoid Tribe members with titles/jobs related mostly to the spiritual side of indigenous cultures and Spirits inhabiting Totems, hence the archetype’s namesake. The first group of monsters are Tuner monsters while the second are Rock monsters with effects that allow them to be placed as Continuous Spells (in other words placed as Totems or summoned as spirits).

Playstyle: Combo. This archetype seeks to have card advantage while using the effects of monsters in the Spell & Trap Zone, as well as using said monsters as materials for both extra deck monsters and main deck midbosses if necessary. In its current iteration, the archetype has an easy time getting advantage due to only the Toatem Tribe effects being Hard-Once-Per-Turn, while the Toatem Spirits being Soft-once-per-turn, thus being able to reuse their effects if you get multiples of said spirits. Of particular note, Fox which searches for Toatem Tribe monsters on special summon.

The monsters were designed with the idea of pairs, so every pair have effects which play into each other, but still open enough to play into the effects of other monsters if necessary/available. For example: Shaman discards self to mill Lynx, who places self in S&T when sent to GY (except from field), then Shaman revives self when Lynx is placed in S&T.

The extra deck is divided into two main themes: Totem Poles and Ancestral Totem. The first is composed of Xyz and Link monsters whose effects allow them to immediately place themselves in S&T after bringing some advantage, then provide a passive effect (usually protective). The second group of Ancestral Toatems are Sunchro monsters which are more active having a variety of active effects. The two top bosses of the archetype being a Level 12 monster that can get Xyz Toatem Poles directly to your S&T to grt their passive effects and a Level zero (Ultimaya Tzolkin) with potential of very high stats and an ability to reuse Spirits in GY.

Alternative effects are welcome for various cards.

Note: the images are placeholders for ease of use; Im not that great or fast at designing or drawing.

https://www.duelingbook.com/deck?id=8017516


The following is a rather simple deck example for testing purposes:

https://www.duelingbook.com/deck?id=8056089

The archetype itself does not have spells/traps, but does not forbid their inclusion in any way, though space in the backrow will be tight.

Example End Board: Turn 1

Image


Synergy with other cards:

The Toatem Spirits have good synergy with the Adamancipator archetype, which benefits from this archetype’s ability to put Level 3 materials in the field for a Synchro Summon (Raptite). You can for example special summon Researcher then use its effecf to get a Toatem Spirit in the field, then proceed to Synchro Summon Risen - Raptite then climb to Dragite. Seeker and Analyzer also work as starters, but will likely eat up your normal summon which you might want for a Toatem Tribe monster instead. Adamancipator Signs is also a good card for the archetype as monsters such as Wolf, Fox and Elk have effects which activate on Special Summon. Generic revival spells such as Monster Reborn can play the same role, but Signs is at 3. Adamancipator Friends is an option, but it will lock you out of special summoning the Toatem Tribe monsters, as well as all in-archetype synchro monsters. You’ll still be able to Xyz summon the Toatem Pole monsters though, as well as the Adamancipator Risen Synchro monsters.

Gold Sarcophagus acts as a way to get a free monster in the field by banishing a Monkey, which special summons itself when banished. This can help you place your Toatem Spirits as Continuous Spells without using up your Normal Summon or using Shifter’s effect.

Doki Doki has some strange, but fun synergy as a normal summon. Discard a Lynx and it will place itself as a Continuous Spell. If you already have a Toatem Tribe in GY, you can summon Wolf to revive it. Special summon Fox and you get to search a Toatem Tribe monster. The main problem with Doki Doki is getting rid of it afterwards, but if you summon Presider you can synchro summon Dragite using them; though you then miss out on Presider’s revival effect.
Last edited by NeoPhantom on Thu May 13, 2021 8:49 pm, edited 5 times in total.

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Post #2 by Christen57 » Wed May 12, 2021 1:09 am

Firstly you should put the image right in the forum post itself instead of linking to it externally. Just do this:

Code: Select all

[img]https://i.ibb.co/4TvKjfh/E2839-F6-E-0-FD6-4158-A79-D-20-E3-BE094-F22.jpg[/img]


and your image should appear like so:

Image

Now, as for the archetype itself, most of the cards have grammar/spelling/PSCT errors. For example...

You can make the effect of Toatem Spirit - Elk shorter and easier to read by changing the effect from:

When card is Special Summoned from the GY: Return this card to your hand; Special Summon 1 “Toatem Tribe” monster from your GY. If you control a “Toatem” card: You can place this card (from your hand) in your Spell & Trap Zone as a face-up Continuous Spell, and if you do, this card gains the following effect: You can shuffle this card into your Deck; Special Summon 1 "Toatem Tribe" monster from your GY. During your End Phase: Return this face-up card to the owner's hand.

to

If this card is Special Summoned from the GY: Return it to the hand; Special Summon 1 “Toatem Tribe” monster from your GY. If you control a “Toatem” card: You can place this card from your hand face-up in your Spell & Trap Zone as a Continuous Spell. You can shuffle this Continuous Spell into the Deck; Special Summon 1 "Toatem Tribe" monster from your GY. During your End Phase: Return this card to the hand.

Any mandatory "when" effect can be changed to a mandatory "if" effect to make said effect shorter. Since the effect to place itself in the spell/trap zone is an activated effect, you don't need to surround "from your hand" with parentheses. You don't need to make it have to give itself the additional effect as a continuous spell. You can just make it automatically have that effect when it's a continuous spell. You don't need to specify "face-up" card or the "owner's" hand, since all cards that would return themselves to the hand have to be face-up by default to activate those effects, and always by default return themselves to the owner's hand.

You probably shouldn't even bother making your monsters spirit monsters since you intend for them to be special summoned, and returned to the hand even outside of turns where they're normal summoned or flipped face-up. Spirit monsters usually aren't supposed to be able to be special summoned outside of maybe the Shinobaron Ritual Monsters and the Level 5 WIND Warrior Spirit monsters we currently have.

The same thing goes for the rest of the main deck monsters.

Your archetype's highest pendulum scale shouldn't be 7 since you have main deck monsters higher than level 6. Since your archetype's highest main deck monster level is 9, your archetype's highest pendulum scale should be 10. Pendulum archetypes should have their pendulum scales be "wide" enough to pendulum summon all of it's pendulum summonable monsters, or at least as many of them as possible.

Continuous Spells should not have quick effects, so the effect of Toatem Spirit - Bear which makes itself a continuous spell should be changed from:

If you would shuffle a card in your GY into your Deck as cost to activate a “Toatem” card’s effect: You can shuffle this card in your hand instead. If you control a “Toatem” card: You can place this card (from your hand) in your Spell & Trap Zone as a face-up Continuous Spell, and if you do, this card gains the following effect: Once per turn (Quick Effect): You can target 1 “Toatem” monster you control; It gains ATK equal to its DEF until the end of your opponent’s turn. During your End Phase: Return this face-up card to the owner's hand.

to

If you would shuffle a card(s) from your GY into the Deck to activate a “Toatem” card or effect, you can reveal this card in your hand and shuffle it from your hand into the Deck instead of 1 of those cards. If you control a “Toatem” card: You can place this card from your hand face-up in your Spell & Trap Zone as a Continuous Spell. Once per turn, if this card is a Continuous Spell: You can target 1 “Toatem” monster you control; it gains ATK equal to its DEF until the end of the next turn. During your End Phase: Return this card to the hand.

For Totem Tribe - Brave, you should change "If this card would be removed from the field (Quick Effect): You can shuffle 1 “Toatem” card you control into your Deck instead, then increase this card’s DEF by 1000" to "If this card would be destroyed, you can shuffle 1 “Toatem” card you control into the Deck instead, and if you do, this card gains 1000 DEF".

Cards should never protect themselves from outright leaving the field by any means, and you don't need to make such protections "quick effects".

For the xyz monsters, you should change "You can also Xyz Summon this card by using “Toatem” monsters in your Spell & Trap Zones as material using its printed level" to "You can also use up to 2 “Toatem” Monster Cards in your Spell & Trap Zone as material to Xyz Summon this card" similar to how Underworld Goddess of the Closed World is worded.

When referring to multiple cards in the spell & trap zone, you don't need to make spell & trap zone plural. You don't need to specify any "printed level" either, since all xyz and synchro summons use appropriate levels by default unless an effect says otherwise.

Ancestral Toatem - Sovereign Spirit should just have 1 star on it if it's going to be level 1, instead of having no stars and an effect that says what it's level is. Also you can't synchro summon a level 1 using 2 level 9s, so it's materials for it's synchro summon along with it's level should be changed.

I also don't understand these effects it has:

If a Synchro monster was used as a material for the Synchro Summon of this card: This card gains ATK and DEF equal to twice their ATK and DEF respectively. While this card remains face up in the field: You can activate the effects of “Toatem Spirit” monsters in your GY, which would allow themselves to be placed in your Spell & Trap Zones as face-up Continuous Spells, as if they were in your hand, but shuffle them into your Deck once they leave the field. You can use this effect of “Ancestral Toatem – Sovereign Spirit” once per differently named “Toatem Spirit” monster per turn. You can only control 1 “Ancestral Toatem – Sovereign Spirit”.

You should just change the first one to "Gains ATK equal to the total original ATK of the materials used for its Synchro Summon".

It's second effect would be less confusing if you just make it so it special summons a Toatem Spirit from your graveyard in Defense Position, makes it's ATK/DEF 0, and places it on the bottom of the deck when it leaves the field, if you want to be able to access your Toatem Spirit monsters while they're in your graveyard.

It's third sentence is too confusing and should just be changed to
You can only use each effect of "Ancestral Toatem - Sovereign Spirit" once per turn.

Also, all of the archetype's monsters should have the dashes removed from their names, so their names simply say "Toatem Spirit Elk" instead of "Toatem Spirit - Elk" and so on. That way it's easier to read, and easier when writing effects for. The Xyz and Link Monsters already have no dashes, so the rest of the monsters should have no dashes too.

If you want to be able to pendulum summon to the zones Jeering Toatem Post points to, just make it's arrows point ↙↓↘ and change it's entire effect from:

You can also Link Summon this card by using “Toatem” monsters in your Spell & Trap Zones as material. When this card is Link Summoned: Place it in your Spell & Trap Zone as a face-up Continuous Spell, and if you do, this card gains the following effect: When Pendulum Summoning “Toatem” monsters: You can Pendulum Summon them into Main Monster Zones this card in your Spell & Trap Zone is pointing to. You can only control 1 “Jeering Toatem Post”.

to just

You can also use up to 2 “Toatem” Monster Cards in your Spell & Trap Zone as material to Link Summon this card.

Maybe also add an effect when it's link summoned to add back a "Toatem" card from your Extra Deck or graveyard to your hand so you make up for the resources used to link summon it.

Also, when specifying '3 "Toatem" monsters' as it's link materials, "monsters" should not be capitalized. You only capitalize "monsters" if you're starting a sentence with it, having it after a colon, or referring to Normal, Effect, Ritual, Fusion, Synchro, Xyz, Pendulum, or Link Monsters.

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Post #3 by NeoPhantom » Wed May 12, 2021 1:36 am

I sincerely thank you for the advise and will take my time correcting those errors and oversights you mentioned.

I see your point regarding the “Spirit” ability. I guess I wanted to allow the cards to be in tune with the Spirit theme. But in the course of designing and redesigning, they do kinda no longer need said ability to function.

One thing to note regarding the Pendulum scales is that the level 9 are not meant to be able to be pendulum summoned, though I did forget to add said clause to Bear and Ox. Speaking of the pendulum monsters, while the idea was sound at the time, I’m more and more considering just reworking them as just effect monsters due to the fact that you frankly dont need to pendulum summon and when available you usually prefer to use a different tactic. Another option is to rework their effects and pendulum effects. In fact, the only ones Im happy seeing most of the time are Sage and to a lesser extent Guru, as they recycle monsters.

Both Link monsters are remnants of an original idea in which they could place themselves as Field Spell Cards, but as that is not possible in duelingbook, I had to redesign them. Still not wholly happy with how they ended up as testing shows that only the first one is useful for the strategy, and usually as a method to send a Toatem Spirit to GY to trigger Healer in hand, or as a target for Lynx to destroy on turn 1. Your suggestion for Jeering is VERY good though and I might just take up this one word for word.

The image I tried to post it directly, but did not work, hence why I left it as a link in hopes someone would correct me in how to properly post it (which worked out nicely haha)

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Post #4 by NeoPhantom » Wed May 12, 2021 1:54 am

Sovereign Spirit’s level zero synchro summoning mechanic was based on the Ultimaya Tzolkin card, though admittedly worded much worse than the actual card. As I wrote that effect I was thinking of the Ursarctic level 1 Synchro monster who is summoned by a difference in level rather than addition.

Most likely I’ll reword it similar to Ultimaya.

Its third sentence effect was based on Ignister AILand, which reads: “once per turn, per attribute”. Though as they are all Earth that wasnt gonna work well, hence the “differently named” clause. Though it may be true that limiting it to just once would be better.

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Post #5 by DarwisBellium92 » Wed May 12, 2021 3:12 pm

NeoPhantom wrote:Hello,

This is my first archetype in quite some years, so it may be a bit unbalanced.

Theme: Aboriginal Tribe. There are two types of monsters: humanoid Tribe members with titles/jobs related mostly to the spiritual side of indigenous cultures and Spirits inhabiting Totems, hence the archetype’s namesake. The first group of monsters are Tuner monsters while the second are Rock monsters with effects that allow them to be placed as Continuous Spells (in other words placed as Totems or summoned as spirits).

Playstyle: Combo. This archetype seeks to have card advantage while using the effects of monsters in the Spell & Trap Zone, as well as using said monsters as materials for both extra deck monsters and main deck midbosses if necessary. In its current iteration, the archetype has an easy time getting advantage due to only the Toatem Tribe effects being Hard-Once-Per-Turn, while the Toatem Spirits being Soft-once-per-turn, thus being able to reuse their effects if you get multiples of said spirits. Of particular note, Fox which searches for Toatem Tribe monsters on special summon.

The monsters were designed with the idea of pairs, so every pair have effects which play into each other, but still open enough to play into the effects of other monsters if necessary/available. For example: Shaman discards self to mill Lynx, who places self in S&T when sent to GY (except from field), then Shaman revives self when Lynx is placed in S&T.

The extra deck is divided into two main themes: Totem Poles and Ancestral Totem. The first is composed of Xyz and Link monsters whose effects allow them to immediately place themselves in S&T after bringing some advantage, then provide a passive effect (usually protective). The second group of Ancestral Toatems are Sunchro monsters which are more active having a variety of active effects. The two top bosses of the archetype being a Level 12 monster that can get Xyz Toatem Poles directly to your S&T to grt their passive effects and a Level zero (Ultimaya Tzolkin) with potential of very high stats and an ability to reuse Spirits in GY.

Alternative effects are welcome for various cards.

Note: the images are placeholders for ease of use; Im not that great or fast at designing or drawing.

https://www.duelingbook.com/deck?id=8017516


The following is a rather simple deck example for testing purposes:

https://www.duelingbook.com/deck?id=8056089

The archetype itself does not have spells/traps, but does not forbid their inclusion in any way, though space in the backrow will be tight.

Example End Board: Turn 1

Image


Synergy with other cards:

The Toatem Spirits have good synergy with the Adamancipator archetype, which benefits from this archetype’s ability to put Level 3 materials in the field for a Synchro Summon (Raptite). You can for example special summon Researcher then use its effecf to get a Toatem Spirit in the field, then proceed to Synchro Summon Risen - Raptite then climb to Dragite. Seeker and Analyzer also work as starters, but will likely eat up your normal summon which you might want for a Toatem Tribe monster instead. Adamancipator Signs is also a good card for the archetype as monsters such as Wolf, Fox and Elk have effects which activate on Special Summon. Generic revival spells such as Monster Reborn can play the same role, but Signs is at 3. Adamancipator Friends is an option, but it will lock you out of special summoning the Toatem Tribe monsters, as well as all in-archetype synchro monsters. You’ll still be able to Xyz summon the Toatem Pole monsters though, as well as the Adamancipator Risen Synchro monsters.

Gold Sarcophagus acts as a way to get a free monster in the field by banishing a Monkey, which special summons itself when banished. This can help you place your Toatem Spirits as Continuous Spells without using up your Normal Summon or using Shifter’s effect.

Doki Doki has some strange, but fun synergy as a normal summon. Discard a Lynx and it will place itself as a Continuous Spell. If you already have a Toatem Tribe in GY, you can summon Wolf to revive it. Special summon Fox and you get to search a Toatem Tribe monster. The main problem with Doki Doki is getting rid of it afterwards, but if you summon Presider you can synchro summon Dragite using them; though you then miss out on Presider’s revival effect.

Spells/Traps are missing in the this archetype. Very weak without that cards
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Post #6 by NeoPhantom » Wed May 12, 2021 3:34 pm

DarwisBellium92

The monsters themselves provide a multitude of effects and act as pseudo spells for the archetype, hence the reason for no in-archetype spells.

Draw, search, recovery from gy and banished, special summon from hand, gy or banished, monster removal, spell/trap removal... All these are covered, what effect would be useful for an in-archetype spell with being the case?

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Post #7 by DarwisBellium92 » Wed May 12, 2021 3:50 pm

NeoPhantom wrote:DarwisBellium92

The monsters themselves provide a multitude of effects and act as pseudo spells for the archetype, hence the reason for no in-archetype spells.

Draw, search, recovery from gy and banished, special summon from hand, gy or banished, monster removal, spell/trap removal... All these are covered, what effect would be useful for an in-archetype spell with being the case?

You forget about Handtraps like Ash and company.
Your archetype is very vulnerable to negation and destruction. It doesn't take much to negate or banish your cards.
Logic.
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Post #8 by greg503 » Wed May 12, 2021 3:56 pm

DarwisBellium92 wrote:
NeoPhantom wrote:DarwisBellium92

The monsters themselves provide a multitude of effects and act as pseudo spells for the archetype, hence the reason for no in-archetype spells.

Draw, search, recovery from gy and banished, special summon from hand, gy or banished, monster removal, spell/trap removal... All these are covered, what effect would be useful for an in-archetype spell with being the case?

You forget about Handtraps like Ash and company.
Your archetype is very vulnerable to negation and destruction. It doesn't take much to negate or banish your cards.
Logic.

Does that make it bad?
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Post #9 by DarwisBellium92 » Wed May 12, 2021 4:02 pm

greg503 wrote:
DarwisBellium92 wrote:
NeoPhantom wrote:DarwisBellium92

The monsters themselves provide a multitude of effects and act as pseudo spells for the archetype, hence the reason for no in-archetype spells.

Draw, search, recovery from gy and banished, special summon from hand, gy or banished, monster removal, spell/trap removal... All these are covered, what effect would be useful for an in-archetype spell with being the case?

You forget about Handtraps like Ash and company.
Your archetype is very vulnerable to negation and destruction. It doesn't take much to negate or banish your cards.
Logic.

Does that make it bad?

It is like an SHS (SuperHeavy Samurai) but without the Spell/Trap limitation.
Many things are missing, a deck with only monsters risks an Inferno Tempest or similar in the face.
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Post #10 by NeoPhantom » Wed May 12, 2021 4:18 pm

DarwisBellium92 wrote:
greg503 wrote:
DarwisBellium92 wrote:You forget about Handtraps like Ash and company.
Your archetype is very vulnerable to negation and destruction. It doesn't take much to negate or banish your cards.
Logic.

Does that make it bad?

It is like an SHS (SuperHeavy Samurai) but without the Spell/Trap limitation.
Many things are missing, a deck with only monsters risks an Inferno Tempest or similar in the face.


Fair point regarding Ash Blossom, though the same can be said about just about every archetype to one or two hand traps. Negation is only a worry with the Toatem Tribe monsters as those are HOPT, but the Toatem Spirits can be reused easily. A single negation sounds terrible on paper, but in play you’ll likely have some way to extend in your hand and recover from there. A worse counter to this archetype would be a Nibiru at points you dont have any S&T Toatems, as that could easily end your turn on an empty board.

However, to say the archetype is bad because it cannot negate Ash... name any archetype card which is used by today which can respond to it effectively? And I mean during the combo, not mentioning say a link monster with monster negation which you need to summon without being first countered by Ash. Also it cannot be generic otherwise the argument is why not run it here as well. Im not being sassy here, but I want to get an idea of which card you might determine would overcome this weakness and require being an in-archetype spell/trap.

Inferno Tempest is less of a risk, as the archetype is more likely to OTK if it goes for battle. Furthermore, I did provide some examples of out-of-archetype spells that can be added to the deck.

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Post #11 by DarwisBellium92 » Wed May 12, 2021 4:25 pm

NeoPhantom wrote:
DarwisBellium92 wrote:
greg503 wrote:Does that make it bad?

It is like an SHS (SuperHeavy Samurai) but without the Spell/Trap limitation.
Many things are missing, a deck with only monsters risks an Inferno Tempest or similar in the face.


Fair point regarding Ash Blossom, though the same can be said about just about every archetype to one or two hand traps. Negation is only a worry with the Toatem Tribe monsters as those are HOPT, but the Toatem Spirits can be reused easily. A single negation sounds terrible on paper, but in play you’ll likely have some way to extend in your hand and recover from there. A worse counter to this archetype would be a Nibiru at points you dont have any S&T Toatems, as that could easily end your turn on an empty board.

However, to say the archetype is bad because it cannot negate Ash... name any archetype card which is used by today which can respond to it effectively? And I mean during the combo, not mentioning say a link monster with monster negation which you need to summon without being first countered by Ash. Also it cannot be generic otherwise the argument is why not run it here as well. Im not being sassy here, but I want to get an idea of which card you might determine would overcome this weakness and require being an in-archetype spell/trap.

Inferno Tempest is less of a risk, as the archetype is more likely to OTK if it goes for battle. Furthermore, I did provide some examples of out-of-archetype spells that can be added to the deck.

If you go against my Schrodinger, Darkfuture, FTK decks (Adamantine and Elettropylon/Elettro) and Oblivion, you have fully lost. Ahahaha
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Post #12 by Lil Oldman » Wed May 12, 2021 5:03 pm

DarwisBellium92 wrote:
NeoPhantom wrote:
DarwisBellium92 wrote:It is like an SHS (SuperHeavy Samurai) but without the Spell/Trap limitation.
Many things are missing, a deck with only monsters risks an Inferno Tempest or similar in the face.


Fair point regarding Ash Blossom, though the same can be said about just about every archetype to one or two hand traps. Negation is only a worry with the Toatem Tribe monsters as those are HOPT, but the Toatem Spirits can be reused easily. A single negation sounds terrible on paper, but in play you’ll likely have some way to extend in your hand and recover from there. A worse counter to this archetype would be a Nibiru at points you dont have any S&T Toatems, as that could easily end your turn on an empty board.

However, to say the archetype is bad because it cannot negate Ash... name any archetype card which is used by today which can respond to it effectively? And I mean during the combo, not mentioning say a link monster with monster negation which you need to summon without being first countered by Ash. Also it cannot be generic otherwise the argument is why not run it here as well. Im not being sassy here, but I want to get an idea of which card you might determine would overcome this weakness and require being an in-archetype spell/trap.

Inferno Tempest is less of a risk, as the archetype is more likely to OTK if it goes for battle. Furthermore, I did provide some examples of out-of-archetype spells that can be added to the deck.

If you go against my Schrodinger, Darkfuture, FTK decks (Adamantine and Elettropylon/Elettro) and Oblivion, you have fully lost. Ahahaha

That sounds more of a you problem, but ok lol
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Post #13 by NeoPhantom » Wed May 12, 2021 5:24 pm

Lil Oldman wrote:
DarwisBellium92 wrote:
NeoPhantom wrote:
Fair point regarding Ash Blossom, though the same can be said about just about every archetype to one or two hand traps. Negation is only a worry with the Toatem Tribe monsters as those are HOPT, but the Toatem Spirits can be reused easily. A single negation sounds terrible on paper, but in play you’ll likely have some way to extend in your hand and recover from there. A worse counter to this archetype would be a Nibiru at points you dont have any S&T Toatems, as that could easily end your turn on an empty board.

However, to say the archetype is bad because it cannot negate Ash... name any archetype card which is used by today which can respond to it effectively? And I mean during the combo, not mentioning say a link monster with monster negation which you need to summon without being first countered by Ash. Also it cannot be generic otherwise the argument is why not run it here as well. Im not being sassy here, but I want to get an idea of which card you might determine would overcome this weakness and require being an in-archetype spell/trap.

Inferno Tempest is less of a risk, as the archetype is more likely to OTK if it goes for battle. Furthermore, I did provide some examples of out-of-archetype spells that can be added to the deck.

If you go against my Schrodinger, Darkfuture, FTK decks (Adamantine and Elettropylon/Elettro) and Oblivion, you have fully lost. Ahahaha

That sounds more of a you problem, but ok lol


Agreed, a deck which cannot be interacted with and wins without the opponent being able to do anything about it is no fun at all. Otherwise a full deck of spell cards of different names all of which say draw 1 card or add a forbidden one to hand would definitely be the best deck.

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Post #14 by DarwisBellium92 » Wed May 12, 2021 6:23 pm

Lil Oldman wrote:
DarwisBellium92 wrote:
NeoPhantom wrote:
Fair point regarding Ash Blossom, though the same can be said about just about every archetype to one or two hand traps. Negation is only a worry with the Toatem Tribe monsters as those are HOPT, but the Toatem Spirits can be reused easily. A single negation sounds terrible on paper, but in play you’ll likely have some way to extend in your hand and recover from there. A worse counter to this archetype would be a Nibiru at points you dont have any S&T Toatems, as that could easily end your turn on an empty board.

However, to say the archetype is bad because it cannot negate Ash... name any archetype card which is used by today which can respond to it effectively? And I mean during the combo, not mentioning say a link monster with monster negation which you need to summon without being first countered by Ash. Also it cannot be generic otherwise the argument is why not run it here as well. Im not being sassy here, but I want to get an idea of which card you might determine would overcome this weakness and require being an in-archetype spell/trap.

Inferno Tempest is less of a risk, as the archetype is more likely to OTK if it goes for battle. Furthermore, I did provide some examples of out-of-archetype spells that can be added to the deck.

If you go against my Schrodinger, Darkfuture, FTK decks (Adamantine and Elettropylon/Elettro) and Oblivion, you have fully lost. Ahahaha

That sounds more of a you problem, but ok lol

Tsk, you don't know my archetypes 100% and shut up.
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Post #15 by DarwisBellium92 » Wed May 12, 2021 6:25 pm

NeoPhantom wrote:
Lil Oldman wrote:
DarwisBellium92 wrote:If you go against my Schrodinger, Darkfuture, FTK decks (Adamantine and Elettropylon/Elettro) and Oblivion, you have fully lost. Ahahaha

That sounds more of a you problem, but ok lol


Agreed, a deck which cannot be interacted with and wins without the opponent being able to do anything about it is no fun at all. Otherwise a full deck of spell cards of different names all of which say draw 1 card or add a forbidden one to hand would definitely be the best deck.

But not really because you don't understand anything about CM.
Im cardmaker pioneer with 15 years experience, KONAMI member illustrator and 360 degrees artist
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"Not crediting an artist for your crappy custom cards is a world crime."
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Post #16 by Lil Oldman » Wed May 12, 2021 6:27 pm

DarwisBellium92 wrote:
NeoPhantom wrote:
Lil Oldman wrote:That sounds more of a you problem, but ok lol


Agreed, a deck which cannot be interacted with and wins without the opponent being able to do anything about it is no fun at all. Otherwise a full deck of spell cards of different names all of which say draw 1 card or add a forbidden one to hand would definitely be the best deck.

But not really because you don't understand anything about CM.

Aren't you confusing him with Zack223?
"Complacency? How rude. I live the stifling life of a high school student in our problematic modern society."
Help I cannot remove this music from my head
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Will try reviewing custom cards if they look interesting.

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Post #17 by Lil Oldman » Wed May 12, 2021 6:29 pm

DarwisBellium92 wrote:
Lil Oldman wrote:
DarwisBellium92 wrote:If you go against my Schrodinger, Darkfuture, FTK decks (Adamantine and Elettropylon/Elettro) and Oblivion, you have fully lost. Ahahaha

That sounds more of a you problem, but ok lol

Tsk, you don't know my archetypes 100% and shut up.

https://youtu.be/xzpndHtdl9A
"Complacency? How rude. I live the stifling life of a high school student in our problematic modern society."
Help I cannot remove this music from my head
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Will try reviewing custom cards if they look interesting.

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Post #18 by DarwisBellium92 » Wed May 12, 2021 7:38 pm

Lil Oldman wrote:
DarwisBellium92 wrote:
NeoPhantom wrote:
Agreed, a deck which cannot be interacted with and wins without the opponent being able to do anything about it is no fun at all. Otherwise a full deck of spell cards of different names all of which say draw 1 card or add a forbidden one to hand would definitely be the best deck.

But not really because you don't understand anything about CM.

Aren't you confusing him with Zack223?

Are you kidding me? Big idiot?
Im cardmaker pioneer with 15 years experience, KONAMI member illustrator and 360 degrees artist
Albaz/Branded and Gem-Knight/Tearlaments/Shaddoll player

"Not crediting an artist for your crappy custom cards is a world crime."
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Post #19 by Lil Oldman » Wed May 12, 2021 7:49 pm

DarwisBellium92 wrote:
Lil Oldman wrote:
DarwisBellium92 wrote:But not really because you don't understand anything about CM.

Aren't you confusing him with Zack223?

Are you kidding me? Big idiot?

I happen to be a big of an idot myself, but I don't see what that has to do with anything.
"Complacency? How rude. I live the stifling life of a high school student in our problematic modern society."
Help I cannot remove this music from my head
https://youtu.be/ZuXI7qcNsHQ
Will try reviewing custom cards if they look interesting.

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Post #20 by NeoPhantom » Wed May 12, 2021 7:50 pm

Come now, be nice.

I will thank you for reminding me of hand traps while I was thinking about how to make the Pendulum monsters a bit more appealing to use (compared to how they are currently best left out of the game). I might just make the two Toatem Spirit Pendulums into Hand Trap and Grave Trap respectively.


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