Xenomorph Archtype (15/15, PSCT, Balanced, Nice Art)

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ThrottleKitty
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Xenomorph Archtype (15/15, PSCT, Balanced, Nice Art)

Post #1 by ThrottleKitty » Tue Mar 26, 2019 2:32 am

This thread is a showcase for my Custom Card archtype "Xeno / Facehugger". (AKA Alien) My cards are balanced mostly for use with themselves, but have restrictive but fair PSCT to generally stop them from being abused with other cards. (Both in the game itself, and with your own "balanced" custom cards) I focus on creating cards that are unique and fun to play, so they often have powerful effects and distinct weaknesses. This makes balancing them tricky, so if you can point out an unseen broken aspect to a card I will errata it. Please give me feedback, but be constructive.

Key Cards:

Absolute Isolation - Field Spell Card
"Neither player can Special Summon monsters. Effects of monsters in the hand and graveyard cannot be activated. Negate any card effect that would move a card(s) in the Deck to a different place. A player who controls this card cannot Normal Summon or set monsters. This card cannot be removed from the field except by a card effect that specifically targets a Field Spell(s)."

This card forms the backbone of this decks playstyle. Themed around the original "Alien" movie and the "Alien Isolation" deck, it is designed to leave the opponent feeling powerless, alone, and frightened. This forces the opponent to adapt to this deck on the fly. it also strongly restricts this deck to using only cards specifically designed to be used with it, as it's effect is very restrictive to the user as well.
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Facehugger - Quickplay Spell Card
(This card is not treated as a Spell Card at any time.)
Target one opponent's Monster: Equip this card to that monster. It cannot attack, and its effect(s) are negated. During your Main Phase, except during the turn this card was activated: Tribute the equipped monster; Activate one "Xenomorph" card from your hand or graveyard, ignoring its activation conditions.


This card is the key piece in the engine of the deck. You'll notice the effects already starting to get a little weird, with things like not being treated as a Spell Card, a quickplay turning into an equip card, and activating cards directly from the graveyard. It'll all make sense after the next entry.
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Xenomorph Drone - Normal Spell Card
(This card is not treated as a Spell Card at any time.)
Pay 800 LP: Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2000 ATK. If this card destroys a monster in battle: You can pay 500 LP; Draw 1 card (Ignoring the effect of "Absolute Isolation").


With this entry the strangeness of this deck can start to sink in. On first glance this might seem confusing, but it's actually pretty simple. They act closer to tokens than trap monsters, with the distinct effect of not being a spell, or a monster. This means to destroy them you need cards that destroy generic "cards", not monsters or spells. Like Link monsters they have no DEF and cannot be in defense mode. All Xenomorph monsters fit this same theme, but as this one lets you draw, it is a key piece of the engine of the deck.
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Xeno Evolution - Acid Blood - Continuous Spell Card
(This card is not treated as a Spell Card at any time.)
You can only control one "Xeno Evolution - Acid Blood". If your opponent activates a card effect or declares an attack that causes a "Xenomorph" or "Facehugger" card to leave the field: Inflict 1000 damage to your opponent for each of those cards. (This card does not need to be face-up on the field for this effect to resolve.)


This card acts as one of the main forms of defense for this deck, as the deck swarms the field with medium sized monsters that aren't incredibly hard to destroy. Nuking the field can result in an instant duel loss for the opponent while this card is face-up, though it's often such a deterrent the opponent will play around it more often then they will be hit by it. The deck doesn't need it to function, however.
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Xeno Hive - Swarm Brood - Normal Spell Card
(This card is not treated as a Spell Card at any time.)
Add one "Xeno" card from your deck or graveyard to your hand (Ignoring the effect of "Absolute Isolation"). You can only activate one "Xeno Hive" card per turn, and only once that turn.


One of two "searcher" cards in this deck. The other is exactly the same, just replace "Xeno" with "Facehugger", as the archtype is broken into pieces to balanced the facehugger cards from being abused. These cards are not only a hard once per turn, they stop the other from being activated as well. The offer a free, powerful search through the field spell, so this restriction makes them fair.
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Xenomorph Chestburster - Normal Spell Card
(This card is not treated as a Spell Card at any time.)
Can only be activated by the effect of "Facehugger". Target the opponent's monster that left the field as the result of that "Facehugger"'s activation: Pay 1000 LP; Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with the target monsters ATK, and it's effect becomes that targeted monster's effect.


This is probably the nastiest card in the deck. If any of them are broken, it's this one as "steal an effect" can be very unpredictable. It's a sort of tricky situational card, but if it goes off it can really serve to scare the opponent, as it combines their best card with the inherit immunity of Xeno archtype.
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Facehugger Egg - Continuous Spell Card
(This card is not treated as a Spell Card at any time.)
During either player's turn, if your opponent controls a monster: You can send this card you control to the graveyard; Attach one "Facehugger" from your hand, graveyard, or face-down on your side of the field to one of those monsters. You can only activate this effect of "Facehugger Egg" once per turn.


One of only two "Facehugger" cards, this card serves a very key part of keeping your field presence up and your engine going. It can be defensive or aggressive, and serves as yet another means of trying to unnerve the opponent with cards that can seem more threatening than they actually are. (Not that it's not threatening, it's just not as broken as it can seem at first glance)
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Xenomorph Queen - Normal Spell Card
(This card is not treated as a Spell Card at any time.)
Tribute one card in your monster zone; Place this card in that monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2500 ATK. Once per turn you can pay 500 LP; Target 1 "Facehugger" card in your Graveyard, add it to your hand.


One of two bosses of this deck. A bit underwhelming in terms of ATK for a boss, but it's effect makes it a great way of upping your field presence as your momentum increases. Keep in mind, these monsters don't "Normal Summon" so you can pay LP to summon/activate one Xeno and then tribute right away for this one. If you pay her LP cost you can go +1 balancing out that -1 so it's a -0.
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Xeno-Titan Swarm King - Normal Spell Card
(This card is not treated as a Spell Card at any time.)
If you control two or more face-up "Xenomorph" cards: Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 100 more ATK than the opponent's monster it is currently conducting battle with.


The second boss of this deck, and it's only real out to high ATK monsters it can't deal with otherwise. It's effect is weird, and situational, but it's an important card in the arsenal and serves as a shining example of "the best defense is a good offense" as it's main purpose is to scare opponents off of attacking the 2k~average ATK monsters you have out.
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Xeno Evolution - Adaptive Form - Quickplay Spell Card
(This card is not treated as a Spell Card at any time.)
If an opponent's card effect causes a "Xeno" or "Facehugger" card face-up on your side of the field to leave the field: "Xeno" and "Facehugger" cards you control are immune to the effects of all cards with that same name for the rest of the duel. You can only activate "Xeno Evolution - Adaptive Form" once per turn.


This is possibly the most over powered card in the deck, as it's hard for me to judge if it's concept is balanced. If it's not, I don't know if the card can be fixed, as I've already laid some hefty restrictions on it. I don't think I need to point out why this card is good, it's designed as the "back up button" on this deck, when it encounters a deck that seems to have an edge on it to keep it from being a blow out. However, it seems it can be a bit overwhelming to a deck already at a disadvantage. Of these cards, I feel it's the least balanced.
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(Please note, there are 5 more cards in this Archtype! They are all in the example deck bellow!)

Xenomorph - Example Deck Link
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Sevensoul
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Post #2 by Sevensoul » Fri Apr 19, 2019 2:57 am

Liked the idea but you can still make some PSCT.
1 - Since all you cards that add other cards from the Deck to your hand have the "(Ignoring the effect of "Absolute Isolation")" text, you can simply use "Negate any card that would move a card(s) in the Deck to a different place, except "Xeno" cards" on your field's text;
2 - Since ''Facehugger'' equips itself on a monster, he can change from a Quick-Play Spell to a Equip Spell (unless you want it to activate on you opponent's turn).
3 - ''Facehugger Egg'' says "attach" (as a material). I changed to "equip", because of the "Facehugger"'s effect.
4 - Sorry for some grammatical erros, English is not my first language.
5 - Sorry for change your cards, but i liked your theme and wanted to make your cards more clean and clear.

Absolute Isolation:
Current:
Neither player can Special Summon monsters. Effects of monsters in the hand and graveyard cannot be activated. Negate any card effect that would move a card(s) in the Deck to a different place. A player who controls this card cannot Normal Summon or set monsters. This card cannot be removed from the field except by a card effect that specifically targets a Field Spell(s).
Suggestion:
Neither player can Special Summon monsters. Effects of monsters in the hand and GY cannot be activated. Negate any effect that would move a card(s) in the Deck to a different place, except "Xeno" cards. You cannot Normal Summon/Set. This card cannot be removed from the field, except by a card effect that specifically targets a Field Spell(s).

Facehugger:
Current:
(This card is not treated as a Spell Card at any time.)
Target one opponent's Monster: Equip this card to that monster. It cannot attack, and its effect(s) are negated. During your Main Phase, except during the turn this card was activated: Tribute the equipped monster; Activate one "Xenomorph" card from your hand or graveyard, ignoring its activation conditions.
Suggestion:
(This card is NOT treated as a Spell.)
Target 1 monster your opponent controls; Equip this to that target. It cannot attack, and its effect(s) are negated. During your Main Phase, except during the turn this card was activated: Tribute the equipped monster; activate 1 "Xenomorph" card from your hand or GY (costs are not paid.)

Facehugger Egg:
Current:
(This card is not treated as a Spell Card at any time.)
During either player's turn, if your opponent controls a monster: You can send this card you control to the graveyard; Attach one "Facehugger" from your hand, graveyard, or face-down on your side of the field to one of those monsters. You can only activate this effect of "Facehugger Egg" once per turn.
Suggestion:
(This card is NOT treated as a Spell.)
If your opponent controls a monster (Quick Effect): You can send this card you control to the GY; Equip 1 "Facehugger" from your hand, GY, or face-down field to 1 monster they control. You can only activate 1 "Facehugger Egg" per turn.

Xeno Hive - Egg Hatchery:
Current:
(This card is not treated as a Spell Card at any time.)
Add one "Facehugger" card from your deck or graveyard to your hand (Ignoring the effect of "Absolute Isolation"). You can only activate one "Xeno Hive" card per turn, and only once that turn.
Suggestion:
(This card is NOT treated as a Spell.)
Add 1 "Facehugger" card from your Deck or GY to your hand. You can only activate 1 "Xeno Hive" card per turn, and only once that turn.

Xeno Hive - Swarm Brood:
Current:
(This card is not treated as a Spell Card at any time.)
Add one "Xeno" card from your deck or graveyard to your hand (Ignoring the effect of "Absolute Isolation"). You can only activate one "Xeno Hive" card per turn, and only once that turn.
Suggestion:
(This card is NOT treated as a Spell.)
Add 1 "Xeno" card from your Deck or GY to your hand. You can only activate 1 "Xeno Hive" card per turn, and only once that turn.

Xenomorph Chestbuster:
Current:
(This card is not treated as a Spell Card at any time.)
Can only be activated by the effect of "Facehugger". Target the opponent's monster that left the field as the result of that "Facehugger"'s activation: Pay 1000 LP; Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with the target monsters ATK, and it's effect becomes that targeted monster's effect.
Suggestion:
(This card is NOT treated as a Spell.)
Can only be activated by the effect of "Facehugger". Target the opponent's monster that left the field by the effect of that "Facehugger" card, then pay 1000 LP; place this card in your Monster Zone (This is not a Summon, this is not a monster). While in a monster zone, this card conducts all aspects of battle as if it is an Attack Position monster with that monster's ATK, and it gains that monster's original effects.

Xenomorph Warrior
Current:
(This card is not treated as a Spell Card at any time.)
Pay 1000 LP: Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2200 ATK. Once per turn, when your opponent activates a card/effect during the battle phase: You can pay 500 LP; Negate that card/effect.
Suggestion:
(This card is NOT treated as a Spell.)
Pay 1000 LP; Place this card in your Monster Zone (This is not a Summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2200 ATK. Once per turn, when a card or effect is activated during the Battle Phase: You can pay 500 LP; Negate the activation.

Xenomorph Drone
Current:
(This card is not treated as a Spell Card at any time.)
Pay 800 LP: Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2000 ATK. If this card destroys a monster in battle: You can pay 500 LP; Draw 1 card (Ignoring the effect of "Absolute Isolation").
Suggestion:
(This card is NOT treated as a Spell.)
Pay 800 LP; place this card in your Monster Z0one (This is not a Summon, this is not a monster). While in a Monster Zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2000 ATK. If this card destroys a monster by battle: You can pay 500 LP; draw 1 card.

Xenomorph Hunter
Current:
(This card is not treated as a Spell Card at any time.)
Pay 800 LP: Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2100 ATK. Once per turn, during your main phase: You can pay 500 LP; Send one card on the field to the graveyard.
Suggestion:
(This card is NOT treated as a Spell.)
Pay 800 LP; place this card in your Monster Zone (This is not a Summon, this is not a monster). While in a Monster Zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2100 ATK. Once per turn, during your main phase: You can pay 500 LP; send 1 card on the field to the GY.

Xenomorph Hunter
Current:
(This card is not treated as a Spell Card at any time.)
Pay 600 LP; Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 1800 ATK and piercing.
Suggestion:
(This card is NOT treated as a Spell.)
Pay 600 LP; place this card in your Monster Zone (This is not a Summon, this is not a monster). While in a Monster Zone: This card conducts all aspects of battle as if it is an Attack Position monster with 1800 ATK. If this card attacks a Defense Position monster, inflict piercing battle damage.

Xenomorph Queen
Current:
(This card is not treated as a Spell Card at any time.)
Tribute one card in your monster zone; Place this card in that monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2500 ATK. Once per turn you can pay 500 LP; Target 1 "Facehugger" card in your Graveyard, add it to your hand.
Suggestion:
(This card is NOT treated as a Spell.)
Tribute 1 card in your Monster Zone; place this card in that Monster Zone (This is not a Summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 2500 ATK. Once per turn, you can pay 500 LP, then target 1 "Facehugger" card in your GY; add it to your hand.

Xenomorph Gatherer
Current:
(This card is not treated as a Spell Card at any time.)
If you have not activated "Xenomorph Gatherer" this turn: Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 1900 ATK. If this card destroys a monster as a result of battle: You gain 1500 LP.
Suggestion:
(This card is NOT treated as a Spell.)
If you have not activated "Xenomorph Gatherer" this turn: Place this card in your Monster Zone (This is not a Summon, this is not a monster). While in a Monster Zone: This card conducts all aspects of battle as if it is an Attack Position monster with 1900 ATK. If this card destroys a monster by battle: You gain 1500 LP.

Xeno-Titan Swarm King
Current:
(This card is not treated as a Spell Card at any time.)
If you control two or more face-up "Xenomorph" cards: Place this card in your monster zone (This is not a summon, this is not a monster). While in a monster zone: This card conducts all aspects of battle as if it is an Attack Position monster with 100 more ATK than the opponent's monster it is currently conducting battle with.
Suggestion:
(This card is NOT treated as a Spell.)
If you control two or more face-up "Xenomorph" cards: Place this card in your Monster Zone (This is not a Summon, this is not a monster). While in a Monster Zone: This card conducts all aspects of battle as if it is an Attack Position monster with 100 more ATK than the opponent's monster its battling.

Xeno Evolution - Adaptive Form
Current:
(This card is not treated as a Spell Card at any time.)
If an opponent's card effect causes a "Xeno" or "Facehugger" card face-up on your side of the field to leave the field: "Xeno" and "Facehugger" cards you control are immune to the effects of all cards with that same name for the rest of the duel. You can only activate "Xeno Evolution - Adaptive Form" once per turn.
Suggestion:
(This card is NOT treated as a Spell.)
If a face-up "Xeno" or "Facehugger" card leaves the field because of an opponent's effect: "Xeno" and "Facehugger" cards you control are immune to the effects of cards with that same name for the rest of the Duel. You can only activate "Xeno Evolution - Adaptive Form" once per turn.

Xeno Evolution - Survival Instinct
Current:
(This card is not treated as a Spell Card at any time.)
You can only control one "Xeno Evolution - Survival Instinct". Once per turn, if a "Xeno" card you control leaves the field as the result of battle: You can pay 1000 LP; Add that "Xeno" card to your hand, then monsters with the same name as that opponent's monster have their ATK halved while you control this face-up card.
Suggestion:
(This card is NOT treated as a Spell.)
You can only control 1 "Xeno Evolution - Survival Instinct" card. Once per turn, if a "Xeno" card you control leaves the field by battle: You can pay 1000 LP; add that "Xeno" card to your hand, then monsters with the same name as that opponent's monster have their ATK halved while you control this face-up card.

Xeno Evolution - Acid Blood
Current:
(This card is not treated as a Spell Card at any time.)
You can only control one "Xeno Evolution - Acid Blood". If your opponent activates a card effect or declares an attack that causes a "Xenomorph" or "Facehugger" card to leave the field: Inflict 1000 damage to your opponent for each of those cards. (This card does not need to be face-up on the field for this effect to resolve.)
Suggestion:
(This card is NOT treated as a Spell.)
You can only control 1 "Xeno Evolution - Acid Blood" card. If a"Xenomorph" or "Facehugger" card leaves the field by battle or by an opponent's effect: Your opponent takes 1000 damage. This card does not need to be face-up field to resolve this effect.

Y_V
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Post #3 by Y_V » Mon May 13, 2019 3:42 pm

You say this is balanced, but just reading the first card effect, it is already a broken stun deck. Did you not think of burn decks that spam spell/trap cards? They would really like that field spell.

LensStorm
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Post #4 by LensStorm » Wed Jul 10, 2019 7:27 pm

There are a lot of burn decks that spam backrow, so this is really busted.


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