Deck Spotlight: Crocadoo

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UberTrainerMinusInfinity
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Deck Spotlight: Crocadoo

Post #1 by UberTrainerMinusInfinity » Fri Oct 28, 2022 9:17 pm

CROCADOO
https://www.duelingbook.com/deck?id=11438322
Year of Origin: 1996
Is it real?: Yes, it's an Australian TV Show!
Ace Monster: Crocadoo Boss Rufus B. Hardacre
The Main Races: Reptile
The Main Attributes: LIGHT
Extra Monsters: Ritual
Attack: 2/5
Defence: 3/5
Strategy: 5/5
Intellect: 5/5
Luck: 5/5
THE STORY:
A clan of Australian Crocodiles resolve to protect their land from being turned into a hotel by Rufus B. Hardacre, even if his ways to clear them out are quite looney indeed....and even if the Crocadoos are a master of jazz!
STRATEGY:
Place a Bounty on your enemy's heads! With the unique mechanic "Move the Bounty", you can place the Bounty on enemy monsters to severally weaken them: the common effect is negation, but with the right monsters you can also make their ATK/DEF 0, make them unable to be used as material, and make them vulnerable to the unnegatable Crocadoo Bomb!
When the monster with the Bounty is destroyed, with the right monsters out you can gain several benefits, such as card draw and searching abilities. You can also get benefits when it is moved, such as ATK boosts from Crocadoo Brian, or destruction from Crocadoo Jazz Club!
To bring the big guns out, bring out Crocadoo Boss Rufus B. Hardacre by Ritual Summoning him with Crocadoo Curtain Call. (In this deck, you need to tribute a level 4 and a level 3 to get him out) Crocadoo Boss Rufus B. Hardacre can destroy any monster with the Bounty, and it can trigger up to 6 times per turn! He also moves the Bounty to any enemy monster that is summoned.
KILLER COMBOS:
Crocadoo Boss Ajax, the deck's other Ritual monster, can toy with your opponents. Not only is he easy to Ritual Summon, since you only need a level 3, but he can copy any Crocadoo monster's effect simply by banishing it. And when he is destroyed, he sets up a Crocadoo Boss Rufus B. Hardacre Ritual summon!
Crocadoo Hit can move the Bounty during your opponent's turn: Use it on a combo starter to send your opponent spiralling into pure despair!
WHAT IS ''MOVE THE BOUNTY''?
(When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)

Christen57
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Post #2 by Christen57 » Sat Oct 29, 2022 1:06 am

I like this archetype's intended gimmick of putting bounties on the heads of your opponent's monsters to make getting rid of them more rewarding, similar to how bounty hunters in real life hunt down criminals/fugitives in exchange for large sums of money. However, instead of relying on putting bounty counters/markers on opponent's monsters to represent the bounties on their heads, your archetype would be easier to work with if you made these changes I recommend:

Rename Crocadoo Bargain to Crocadoo Bounty or something, change it to an equip spell card, and change its effect from:
If there is a monster on the field with the Bounty: Add 1 ''Crocadoo'' card from your deck to your hand, except this card. During your turn, if your GY has no Reptile monsters, you can banish this from your GY: Send 1-4 Reptile monsters from your deck to the GY, then move the Bounty. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
Equip only to an opponent's monster. It cannot be used as Xyz Material. While it is equipped with 2 or more "Crocadoo Bounty", it cannot activate its effects, also its effects are negated. While it is equipped with 3 or more "Crocadoo Bounty", your opponent cannot Summon Xyz Monsters or activate monster effects. If this card is sent to the GY because the equipped monster left the field or was flipped face-down: Add 1 "Crocadoo" card from your Deck or GY to your hand, and if you do, you can add to your hand or Special Summon in Attack Position 1 of your "Crocadoo" monsters that is in your Deck, GY, or banished, and if you do that, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck.

Shorten Crocadoo Brian's effect from:
If the Bounty was moved this turn: you can Special Summon this from your hand, but if you do, this cannot be used as material. Whenever the Bounty is moved, this gains 500 ATK/DEF. When the monster with the Bounty Marker is destroyed by a Reptile monster, either by battle or by card effects: Move the Bounty. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
If a card equipped to a monster this turn: You can Special Summon this from your hand. Cannot be used as Fusion, Synchro, or Link Material. Gains 1000 ATK for each "Crocadoo Bounty" you control. Once per Chain, if a monster equipped with "Crocadoo Bounty" is destroyed by battle or your monster effect: Target 1 "Crocadoo Bounty" in your GY and 1 opponent's monster; equip the first target to the second target.

Shorten Crocadoo Gina's effect from:
Once per turn, when a ''Crocadoo'' monster inflicts damage to your opponent, move the Bounty. Whenever the Bounty is moved, if this is in Attack Position; (Quick Effect) You can have this attack the monster with the Bounty. While this is on the field, the monster with the Bounty cannot be Tributed or used as material. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
Monsters equipped with "Crocadoo Bounty" cannot be Tributed or used as Fusion, Synchro, or Link Material. Once per turn, if your opponent takes damage: You can target 1 opponent's monster; equip 1 "Crocadoo Bounty" from your Deck or GY to it. Once per Chain, if a "Crocadoo Bounty" equips to a monster: You can target 1 monster with 1500 or less ATK or DEF; destroy it. You must control this Attack Position card to activate and resolve this effect.

Shorten Crocadoo Jazz's effect from:
When this is summoned: Move the Bounty. Once per turn, whenever the Bounty is moved: Add 1 ''Crocadoo'' card from your deck to your hand, except this card, but discard it at the end of this turn if it is still in your hand. When the monster with the Bounty Marker is destroyed by a Reptile monster, either by battle or by card effects: draw 1 card. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
When this is Summoned: You can target 1 opponent's monster; equip 1 "Crocadoo Bounty" from your Deck or GY to it. Once per turn, if a "Crocadoo Bounty" equips to a monster: You can add 1 of your "Crocadoo" cards that is in your Deck, GY, or banished to your hand, and if you do, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck. Once per Chain, when a monster equipped with "Crocadoo Bounty" is destroyed by battle or your monster effect: Draw 1 card, and if you do, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck.

Shorten Crocadoo Melba's effect from:
FLIP: Move the Bounty.
When this is summoned, you can Special Summon 1 ''Crocadoo'' monster from your hand. If the Bounty was moved this turn, you can then add 1 Ritual monster from your deck to your hand. While this is on the field, the monster with the Bounty does not prevent you from attacking directly, but you can only attack with Reptile monsters while it is on the field. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)

to:
FLIP: You can target 1 opponent's monster; equip 1 "Crocadoo Bounty" from your Deck or GY to it.
When this is Summoned: You can Special Summon 1 ''Crocadoo'' monster from your hand in Attack Position, and if you do, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck. Your monsters can attack directly while your opponent controls a monster equipped with "Crocadoo Bounty" and controls no monsters not equipped with "Crocadoo Bounty". Once per turn, if a card equipped to a monster this turn: You can add 1 of your Ritual Monsters or Ritual Spells that is in your Deck, GY, or banished to your hand, and if you do, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck.


Shorten Crocadoo Waldo's effect from:
When this is summoned: You can destroy the monster with the Bounty. When this is destroyed, you can target 1 ''Crocadoo'' monster in your GY, except this card: Special Summon it, then if you summoned a Ritual monster this way, move the Bounty. While this is on the field, the ATK/DEF of the monster with the Bounty is 0. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
When this is Summoned: You can target face-up cards on the field up to the number of "Crocadoo Bounty" you control; destroy them. Up to twice per turn (Quick Effect): You can target 1 monster equipped with "Crocadoo Bounty"; this turn, its ATK/DEF become 0. When this card is destroyed: You can target 1 ''Crocadoo'' monster in your GY, except "Crocadoo Waldo"; Special Summon it, then if you Summoned a Ritual Monster this way, you can add 1 Equip Spell from your Deck or GY to your hand, and if you do, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck.

Shorten Crocadoo Boss Ajax's effect from:
Can be Ritual Summoned with ''Crocadoo Curtain Call''. While on the field, this is also a Winged-Beast monster. Once per turn; (Quick Effect) You can banish 1 ''Crocadoo'' monster from your hand, field, or GY, except a Ritual monster: this card gains that monster's effects until the end of this turn. If the Bounty is moved during the turn this effect is activated, this instead lasts while this is on the field. When this is destroyed: You can add 1 level 7 or higher Ritual monster from deck/GY to your hand, then target 1 ''Crocadoo Curtain Call'' in your GY: add it to your hand, but it can only be used to Ritual Summon the monster you added this way. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
You can Ritual Summoned this card with ''Crocadoo Curtain Call''. While face-up on the field, this is also Winged Beast-Type. You can only use each of the following effects of "Crocadoo Boss Ajax" once per turn.
● (Quick Effect): You can banish 1 ''Crocadoo'' monster from your hand or GY; until the End Phase, this card's name becomes that monster's original name and replace this effect with that monster's original effects.
● If a "Crocadoo Bounty" equips to a monster: You can target 1 of your "Crocadoo" monsters that is banished or in your GY; add it to your hand or Special Summon it in Attack Position.
● When this card is destroyed: You can add 1 Level 7 or higher Ritual Monster and 1 Ritual Spell from your Deck and/or GY to your hand, and if you do, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck.


Shorten Crocadoo Boss Rufus B. Hardacre's effect from:
Can be Ritual Summoned with ''Crocadoo Curtain Call''. While on the field, this is also a Warrior monster. Whenever your opponent summons a monster; (Quick Effect) Move the Bounty. At the end of each phase: (Quick Effect) You can destroy the monster with the Bounty. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
You can Ritual Summoned this card with ''Crocadoo Curtain Call''. While face-up on the field, this is also Warrior-Type. You can only use each of the following effects of "Crocadoo Boss Rufus B. Hardacre" up to twice per turn.
● When a monster(s) is Summoned to your opponent's field: You can target 1 of them; equip 1 "Crocadoo Bounty" from your Deck or GY to it, and if you do, you can shuffle 3 of your cards that are banished and/or in your GY into the Deck.
● When a Spell/Trap Card, or non-Ritual Monster effect, is activated (Quick Effect): You can target 1 monster equipped with "Crocadoo Bounty" destroy it.


Shorten Crocadoo Curtain Call's effect from:
Can be used to Ritual Summon any Reptile Ritual monster, by tributing monsters from your hand/field those total levels equal the level of the Ritual monster you are trying to summon. Then, if you only tributed ''Crocadoo'' monsters this way: Move the Bounty, then if you only tributed monsters on the field, the effects of your ''Crocadoo'' cards cannot be negated until the end of this turn. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
This card can be used to Ritual Summon any WIND Ritual Monster. You must also Tribute WIND monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then if you only Tributed ''Crocadoo'' monsters for this Ritual Summon, you can add 1 Equip Spell from your Deck or GY to your hand.

Shorten Crocadoo High Drive's effect from:
Discard 1 card: Move the Bounty, then if you discarded a Reptile Ritual monster this way, you can target 1 card on the field: destroy it. Then, if you control 3 or more ''Crocadoo'' cards: draw 1 card. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
Discard 1 WIND monster; add 1 Equip Spell from your Deck or GY to your hand.

Shorten Crocadoo Jazz Club's effect from:
When this is activated: Move the Bounty. All Reptile monsters gain 300 ATK/DEF. Once per turn, except on the turn this was activated, whenever the Bounty is moved, the turn player targets 1 card they control: they can pay 500 LP to negate this effect, otherwise destroy if it is not a ''Crocadoo'' card. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
If this is activated: Add 1 Equip Spell from your Deck or GY to your hand, but if you do, you cannot activate cards or effects for the rest of this turn, except "Crocadoo" cards and effects. Once per Chain, if a "Crocadoo Bounty" equips to a monster: The turn player targets 1 card they control, except a "Crocadoo" card; they can pay 1000 LP to negate this effect, otherwise they destroy that targeted card.

Shorten Crocadoo Bomb's effect from:
Destroy the monster with the Bounty. This cannot be negated. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
When a card or effect is activated: Negate the activation, and if you do, destroy 1 monster equipped with "Crocadoo Bounty". This card's activation and effect cannot be negated.

Shorten Crocadoo Hit's effect from:
Move the Bounty. (When a card tells you to move the Bounty, move the Bounty Marker to a monster your opponent controls. If no monsters have the Bounty Marker, place it on a monster your opponent controls. While there is a ''Crocadoo'' monster in your field/GY, the effects of the monster with the Bounty Marker are negated.)
to:
If a "Crocadoo" monster is on your field or GY: Target 1 opponent's monster; equip 1 "Crocadoo Bounty" from your Deck or GY to it.

I also strongly recommend deleting the archetype's continuous trap, as the archetype already has 11-12 different main deck cards and thus can fit in a few generic cards not part of the archetype to make a 40-card deck.

UberTrainerMinusInfinity
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Post #3 by UberTrainerMinusInfinity » Sat Oct 29, 2022 8:35 am

Christen57's changes are now live on Dueling Book! Now, instead of moving the Bounty Marker, the Crocadoos make use of the Equip Spell known as Crocadoo Bounty to weaken enemy monsters more than ever! Don't forget to check my other deck spotlights if you haven't done so already!


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