Deck Spotlight: Naroom

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UberTrainerMinusInfinity
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Deck Spotlight: Naroom

Post #1 by UberTrainerMinusInfinity » Fri Oct 28, 2022 10:12 pm

Naroom
https://www.duelingbook.com/deck?id=11290981
Year of Origin: 2000, as part of Magi-Nation Duel, though some cards are based off it's TV show in 2007
Is it real?: Yes
Ace Monster: Naroom Magi Tony Jones
The Main Races: Pyro
The Main Attributes: EARTH
Extra Monsters: Synchro
Attack: 4/5
Defence: 3/5
Strategy: 5/5
Intellect: 3/5
Luck: 5/5
THE STORY:
Within the Moonlands lies the Naroom tribe, a civilization of forests and mysterious magic. When the Shadow Magi Agram threatens to take over these lands by using the Shadow Geysers to weaken his prison, the Naroom tribe gains a new recruit known as ''The Final Dreamer''....an ordinary teenage kid known as Tony Jones.
STRATEGY:
Witness the art of the Double KO! When battling, the Naroom can guantee a Double KO if the monster they're battling is a lower level than them. Some monsters gain benefits when killed by a Double KO.
This deck runs on the energy of the otherwise useless Naroom Essence. By discarding it, you can activate various effects, such as Special Summoning from the deck, and resetting the state of Naroom Gaze, which can protect a Naroom from destruction effects. There are also plenty of ways to get all 3 copies of Naroom Essence into your hand, and to recycle it, such is the cycle of life!
The Naroom also specialize in changing levels, making it easier to guarantee a Double KO. For example, Naroom Vortex Of Knowledge can make your enemy monsters lose 4 levels, and it can even disrupt level-based strategies by becoming a Quick Play spell card if you control a level 12 monster!
Best of all, this decks goes all the way to level 12! If you can get the right monsters, you can Delta Accel Synchro Summon Naroom Magi Tony Jones! Not only can't he be destroyed by battle, and that he protects your Naroom monsters from enemy monster effects, he can also stop any Quick Effect dead in it's tracks: Yes, that even includes the infamous Ash Blossom & Joyous Spring! He also comes with a Macro Cosmos attached to him.
KILLER COMBOS:
Naroom Energy is a killer combo by itself. With the cost of 1500 LP, you can use it to search out three Naroom Essences and Naroom Furrok. Summon Naroom Furrok and use his effect to discard a Naroom Essence to bring out Naroom Stagadan, then use his effect to discard a Naroom Essence to bring out another Naroom Furrok, which in turn brings out a second Naroom Stagadan by discarding the third Naroom Essence. Tune the Naroom Furroks and Naroom Stagadans to form 2 Naroom Magi Orwins, use their effects to make their levels 6, then tune them together for a potential turn 1 Naroom Magi Tony Jones!
If Naroom Energy does'nt turn up in your opening hand, there is still some combos to be done. Naroom Rudwot can bring out a Naroom from your hand for an easy Synchro Summon, Naroom Twee can discard itself to search out the three Naroom Essences, which can lead to the above combo if Naroom Furrok is in your hand, and Naroom Hyren has an easy Special Summoning condition, can be brought out by Naroom Rudwot, has a high enough level to reliably Double KO most monsters, and takes a card with it when it's destroyed during your Battle Phase.

UberTrainerMinusInfinity
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Post #2 by UberTrainerMinusInfinity » Sun Oct 30, 2022 8:43 pm

On Hallow's eve, the deck spotlights grieve! A review of them, they would receive!

Christen57
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Post #3 by Christen57 » Wed Nov 02, 2022 10:07 pm

Recommend making these changes to your archetype's main deck monsters' wording to improve their readability.

Naroom Balamant
If this card attacks, neither player can activate cards or effects until the end of the Damage Step, except the following effect. If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. You can only use each of the following effects of "Naroom Balamant" up to twice per turn.
● You can target 1 "Naroom" monster you control and declare a Level from 1 to 10; Special Summon this card from your hand in Attack Position, and if you do, that target becomes that Level (until the end of this turn), and if it does, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card.
● You can target 1 "Naroom" Spell in your GY; add it to your hand, and if you do, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card.



Naroom Furok
If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. You can only use each of the following effects of "Naroom Furok" up to twice per turn.
● When this card is Summoned: You can discard 1 "Naroom" Spell; Special Summon in Attack Position 1 "Naroom" monster from your hand or Deck, except "Naroom Furok".
● If a "Naroom" Spell(s) is added from your GY to your hand: Draw 1 card, and if you do, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card.


Naroom Hyren
If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. You can only use each of the following effects of "Naroom Hyren" up to twice per turn.
● You can shuffle 1 Level 6 or lower "Naroom" monster from your GY into the Deck or return 1 Level 6 or lower Synchro Monster from your GY to the Extra Deck; Special Summon this card from your hand in Attack Position, and if you do, its Level becomes the shuffled/returned monster's until the end of this turn.
● During the Battle Phase, if this card is destroyed: Target 1 card; destroy it.


Naroom Plith
If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. You can only use each of the following effects of "Naroom Plith" up to twice per turn.
● When your Attack Position "Naroom" monster is destroyed: You can Special Summon 1 monster each from your hand and GY (this card and 1 non-Tuner "Naroom" monster), and if you do, immediately after this effect resolves, Synchro Summon 1 EARTH monster using only those monsters.
● During the Battle Phase, if this card is destroyed: Gain 1000 LP.


Naroom Rudwot
If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. You can only use each of the following effects of "Naroom Rudwot" up to twice per turn.
● When this card is Summoned: You can Special Summon 1 "Naroom" monster from your hand in Attack Position, except "Naroom Rudwot", and if you do, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card.
● During the Battle Phase, if this card is destroyed: Show your hand, also Special Summon 1 "Naroom" monster from it in Attack Position, and if you do, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card.


Naroom Stagadan
If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. You can only use each of the following effects of "Naroom Stagadan" up to twice per turn.
● When this card is Summoned: You can add 1 "Naroom" card from your Deck to your hand, and if you do, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card.
● When a monster effect is activated (Quick Effect): You can Tribute 1 "Naroom" monster; negate the activation, and if you do, destroy it.


Naroom Twee
If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. You can only use each of the following effects of "Naroom Twee" up to twice per turn.
● You can discard this card; add 3 "Naroom" Spells/Traps with different names from your Deck to your hand.
● You can discard 1 "Naroom" Spell; Special Summon this card from your hand in Attack Position.


Naroom Energy's effect should be shortened from:
Add 1 ''Naroom'' card from your deck to your hand, except this card. Then, if you added ''Naroom Essence'' this way, you may pay 800 LP: Activate this again. If a ''Naroom'' monster would be destroyed during the Battle Phase: (Quick Effect) You can banish this from your GY instead.
to:
When you activate this card, you can also pay 800 LP; add 1 "Naroom" card from your Deck to your hand, except "Naroom Energy", then if this effect added "Naroom Essence" to your hand and you paid that 800 LP, you can add 1 "Naroom" monster from your Deck to your hand.

The last effect to protect stuff is unnecessary since you'll usually actually want your monsters destroyed in order to trigger their effects.

Naroom Essence's effect can be shortened from:
Target 1 ''Naroom'' monster you control: It gains 100 ATK/DEF until the end of this turn. At the start of the Draw Phase, instead of conducting your normal draw: You can add this from your GY to your hand. You can only use this effect once per turn.
to:
Target 1 face-up monster; this turn, it gains 500 ATK/DEF. During your Draw Phase, if this card is in your GY, before you draw: You can give up your normal draw this turn, and if you do, add this card to your hand.

There's no need for an effect that lets you give up your normal draw for a turn in exchange for something to have a hard once per turn, as you can only, by default, give up a normal draw once per turn anyways.

Naroom Flood Of Destiny should be deleted as I see no need for the archetype to have such a card that simply mills cards and offers slight destruction protection.

Naroom Vortex Of Knowledge should be renamed to Naroom Vortex Of Knowledge (where the "or" is lowercase), changed to an actual quick-play spell if you want it to function like one, and have its effect simplified from:
Activate only if you control a Pyro monster. All monsters your opponent controls lose 4 levels until the end of this turn, also they lose 500 ATK/DEF if you control a ''Naroom'' monster. If you control a level 12 monster, this is a Quick-Play Spell card.
to:
During the Main or Battle Phase (except during the Damage Step): Target any number of face-up monsters; reduce their Levels by 1 (until the end of this turn), and if you do, you can change the ATK/DEF of 1 face-up monster to 0 (until the end of this turn) if you control a "Naroom" monster, and if you do that, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card.

Naroom Gaze's effect can be buffed from:
When an effect is activated during the Battle Phase that would destroy or target a ''Naroom'' monster you control: negate that effect, then destroy the card that activated that effect. Then, you may discard 1 ''Naroom Essence'': Set this back face-down. If you control a face-up ''Naroom'' Synchro monster, this can be activated the turn it was set.
to:
When a card or effect is activated that targets a card(s) or includes a card destroying effect: Reveal in your hand or discard 1 "Naroom" card; negate the activation, and if you do, destroy it, also after that, if you discarded a "Naroom" Spell to activate this card, Set this card face-down instead of sending it to the GY. If you control at least twice as many monsters as your opponent does, you can activate this card the turn it was Set.

Naroom Life Sap's effect can be buffed from:
Whenever a ''Naroom'' monster is destroyed during the Battle Phase: Gain LP equal to it's ATK, then if it was destroyed because it attacked a monster, your opponent takes damage equal to half that monster's ATK. Once per turn, you can target 1 ''Naroom Essence'' in your GY: Add it to your hand, but if you do, you can only summon Pyro monsters this turn.
to:
Each time your face-up "Naroom" monster(s) is destroyed, gain LP equal to their total ATK, then if it was destroyed by battle while attacking, inflict 1000 damage to your opponent. You can target 1 "Naroom" card in your GY; add it to your hand, and if you do, you can shuffle 5 cards from your GY into the Deck, including a "Naroom" card. You can only use this effect of "Naroom Life Sap" once per turn.

6 different synchro monsters seems excessive for this archetype. Recommend deleting one of them, like maybe the level 12 one, especially since better synchro monsters not part of this archetype can fit into this archetype such as Naturia Beast.

Naroom Magi Forest Hyren's effect can be shortened from:
1 Pyro Tuner + 1 or more non-Tuner monsters
If this attacks a monster those level is less than or equal than this monster's level, you can activate this effect: this card's ATK becomes the same as the attack target's ATK until the end of the Battle Phase. When this is Synchro Summoned, you can add up to 3 ''Naroom Essence'' from your deck to your hand. Whenever you discard ''Naroom Essence'': this cannot be destroyed by battle until the end of this turn. Once per turn, if all monsters you control are Pyro monsters; (Quick Effect) You can pay 1000 LP, then target 1 monster on the field: it's level becomes 1 until the end of this turn, then you can discard 1 ''Naroom Essence'': send that monster to the GY.

to:
1 EARTH Tuner + 1+ non-Tuner EARTH monsters
When this is Synchro Summoned: You can add 3 "Naroom" cards with the same name as each other from your Deck to your hand. If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. Once per turn (Quick Effect): You can pay 1000 LP, then target 1 face-up monster; this turn, its Level becomes 1.


There's no need for this to have a battle protection effect, or for you to control only Pyro monsters to activate its quick effect.

Naroom Magi Orwin's effect can be shortened from:
1 Pyro Tuner + 1 or more non-Tuner monsters
If this attacks a monster those level is less than or equal than this monster's level, you can activate this effect: this card's ATK becomes the same as the attack target's ATK until the end of the Battle Phase. When this is Syncrho Summoned: You can target 1 ''Naroom'' monster in your hand/GY: Special Summon it. Once per turn, you may increase this card's level by 1. Once per turn, if a ''Naroom'' monster was destroyed this turn, you may discard 1 card: add 1 ''Naroom'' card from your deck to your hand, then if you discarded ''Naroom Essence'' this way, destroy all level/rank 3 or lower monsters your opponent controls.

to:
1 EARTH Tuner + 1+ non-Tuner EARTH monsters
When this is Synchro Summoned: You can Special Summon in Attack Position 1 "Naroom" monster from your hand or GY. If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. Once per turn: You can target 1 face-up monster; increase its Level by 1 until the end of this turn. Once per turn: You can discard 1 "Naroom" Spell; destroy all Level/Rank 3 or lower monsters your opponent controls.


This archetype already has enough search power, so this giving even more search power is a bit excessive.

Naroom Magi Paod's effect can be buffed from:
1 Tuner + 1 non-Tuner monster
If this attacks a monster those level is less than or equal than this monster's level, you can activate this effect: this card's ATK becomes the same as the attack target's ATK until the end of the Battle Phase. If a ''Naroom'' monster would be destroyed: (Quick Effect) You can discard 1 ''Naroom Essence'' instead. Whenever a ''Naroom'' monster is destroyed during your battle phase, you may shuffle it into your deck. If this is destroyed during your Battle Phase: You can target 1 Pyro Tuner monster in your GY: Special Summon it, but if you do, you can only summon Pyro monsters this turn.

to:
1 EARTH Tuner + 1 non-Tuner EARTH monster
If a "Naroom" monster(s) you control would be destroyed, you can discard 1 "Naroom" Spell instead. If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. During the Battle Phase, when a monster(s) is destroyed, even during the Damage Step: You can target 3 cards in any GY(s); shuffle them into the Deck. During the Battle Phase, if this card is destroyed: You can target 1 EARTH Tuner in your GY; Special Summon it in Attack Position. You can only use this effect of "Naroom Magi Paod" once per turn.


Naroom Magi Wence's effect can be shortened from:
1 Pyro Tuner + 1 or more non-Tuner monsters
If this attacks a monster those level is less than or equal than this monster's level, you can activate this effect: this card's ATK becomes the same as the attack target's ATK until the end of the Battle Phase. Unaffected by your opponent's Trap cards. When a ''Naroom'' monster attacks a monster, you may activate this effect: that monster cannot be destroyed by that battle, then you may discard 1 ''Naroom Essence'': The attack target's level becomes 1 until the end of this turn.

to:
1 EARTH Tuner + 1+ non-Tuner EARTH monsters
Unaffected by Trap effects. If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. Once per turn (Quick Effect): You can discard 1 "Naroom" Spell, then target 1 face-up monster and declare a Level from 1 to 10; this turn, it becomes that Level.


Naroom Magi Yaki's effect can be buffed from:
1 Pyro Tuner + 1 or more non-Tuner monsters
If this attacks a monster those level is less than or equal than this monster's level, you can activate this effect: this card's ATK becomes the same as the attack target's ATK until the end of the Battle Phase. When this is Synchro Summoned, if a ''Naroom'' monster was destroyed this turn: You can add up to 3 ''Naroom Essence'' from your deck/GY to your hand. Once per turn, you can increase this card's level by 1. When an effect is activated that destroys a card: (Quick Effect) You can discard 1 ''Naroom Essence'': Negate the effects of the card that activated that effect for the rest of this turn.

to:
1 EARTH Tuner + 1+ non-Tuner EARTH monsters
Your opponent cannot activate Spell/Trap Cards with the same name as any Spell/Trap Card activated this turn. If this card attacks a monster with an equal or lower Level: You can change this card's ATK to that monster's until the end of the Damage Step. Once per turn: You can target 1 face-up monster; increase its Level by 1 until the end of this turn. Once per turn: You can discard 1 "Naroom" Spell, then target 1 monster (on the field or GY) and note its Type and Attribute; until the end of the next turn, your opponent cannot activate the effects of monsters with that Type and Attribute.


This monster needs no adding effect at the moment, as plenty of this archetype's other cards already do a bunch of searching.

UberTrainerMinusInfinity
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Post #4 by UberTrainerMinusInfinity » Wed Nov 02, 2022 10:28 pm

Christen57's changes are now live....and the Naroom faces a dark future against the Moonlands. Not only have they lost several of their combos, and their reliance on Naroom Essence had been significantly reduced, (Only one card supports it now) but THEY HAVE LOST THEIR ACE MONSTER, NAROOM MAGI TONY JONES! With Naroom Magi Forest Hyren as their replacement ace, and many of their old combos no longer possible....can Christen57 actually tell me how the new Narooms work?

Christen57
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Post #5 by Christen57 » Thu Nov 03, 2022 1:41 pm

UberTrainerMinusInfinity wrote:Christen57's changes are now live....and the Naroom faces a dark future against the Moonlands. Not only have they lost several of their combos, and their reliance on Naroom Essence had been significantly reduced, (Only one card supports it now) but THEY HAVE LOST THEIR ACE MONSTER, NAROOM MAGI TONY JONES! With Naroom Magi Forest Hyren as their replacement ace, and many of their old combos no longer possible....can Christen57 actually tell me how the new Narooms work?


You forgot to make the appropriate change to Naroom Gaze.

Also, the level 12, and the equip spell, can both certainly be deleted, as the archetype is such a strong combo deck without them. Here I was able to consistently end on Naturia Landoise (with plenty of spells in hand to use for its effect) or Naturia Beast, and when I open good enough, I can bring out both of these to heavily lock out my opponent. https://www.duelingbook.com/replay?id=58994-44151806

Also, Naroom Balamant and Naroom Magi Wence can have the part of their effect that says "Level from 1 to 10" changed to "Level from 1 to 5" since there's no longer any need for either of these monsters' effects to change levels to anything higher than 5.

UberTrainerMinusInfinity
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Post #6 by UberTrainerMinusInfinity » Thu Nov 03, 2022 3:30 pm

These three changes are now live. It's gonna be a rough beginning for the Naroom without their ace, so I wonder what was in Christen57's deck of his.....


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