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kanokarob

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Posts posted by kanokarob


  1. 13 hours ago, Darj said:

    Still grasping how the entire archetype works but got some thoughts already.
    - Note that these cross-support with other Djinn monsters, like the Ritual and Xyz Djinns.
    - A couple of conflicts with precedence and mechanics. Creeping Shade and Para Gate have effects that destroy as cost, and so far that is not a thing and usually is done as part of the effect (e.g Odd-Eyes Pendulum Dragon). There is destruction as maintenance cost, but that's a different matter.
    - Likewise, IDK why but there is no precedence of a Pendulum Effect that activates the moment the card is activated, Tenki-like, like Wall does. Instead, the closest is like Monkeyboard, Dag Daggerman, Zany Zebra, an effect you can activate during the Main Phase of the turn the card was activated as a Spell. Thus, if you want to stay consistent with Konami's trends, I suggest to make Wall's effect more like Monkeyboard's.
     - I don't quite get why you remade the Guardians as Spellcasters and all with the same ATK. Don't see why they don't keep their original ATK and Types.

    1. Yes, they do, but that would greatly detract from the efficacy of the rest of the deck, so if people want to use alternative Djinns to make it harder to summon IGG and ultimately make it weaker, then by all means.

    2. Not having a precedent doesn't make it incorrect, and there would be reasons to want destruction in the cost; for example, to force the user to have to utilize that resource even if the effect is negated. Since both Shade and Para Gate utilize a card in a Pendulum Zone in a resource, it can't just be Tributed for cost, hence destroy. And since none of the Labyrinthine Pendulum monsters have effects that activate when they're destroyed, there's no conflict of interest in using them as costs.

    3. Again, there's no need for a precedent in this situation for it to be incorrect, but there's certainly no reason in this case that I can't adjust it to match the current trend.

    4. While the deck has no direct Spellcaster support, since I opted to drop the original names for their retrains and unite them under the almost-common "Djinn" sounds, it made sense to make them all Spellcasters for consistency across them. Regarding the ATK, I gave them all 2400 ATK for balance purposes; 2400 is already fairly high for a Link 2, even if it permanently halves its ATK to activate an effect. Conveniently, in addition to being the lowest ATK among the original trio, Kazejin, 2400 is easy to halve several times if it stays on the field long enough to do so, helping both players to quickly read the boardstate as opposed to going from 2500>1250>625 or 2600>1300>650.

    If you'd like a better explanation of how the deck works, I can update the OP with further details of intended synergies and such.


  2. This set serves as a total retrain not only of Gate Guardian and his three pieces -- Kazejin, Suijin, and Sanga of the Thunder -- but also as a retrain of the Labyrinth cards/ideas used by the Paradox Bros. in the anime, merging the two groups into one coherent deck.

    The Labyrinthine cards focus on generating board presence in preparation for the Djinns and Gate Guardian. They have effects dependent on monsters with 2000 or less DEF, which means paying attention to your available Main Deck resources, as the Djinns and Gate Guardian are all Link monsters.

    Kazejin, Suijin, and Sanga have been reimagined as Link 2 monsters, using monsters with 2000 or more DEF as Link materials. They all have a targeted disruption effect on-summon, and an effect that halves their ATK to perform some advantage-generating effect, such as in Kazejin and Sanga's cases, or a defensive effect in Suijin's case. They're also no longer called by these names. Immortal Gate Guardian, the retrain of his mortal counterpart, is a Link 6 monsters that uses 3+ Djinns with different names as Link materials. While you have Labyrinthine Pendulum Spells, he's unaffected by other card effects, but is hampered by his non-optional effect that can change the way both you and your opponent proceed with the game. His high ATK makes up for this, though.

    Click the image below to see the set on DuelingBook, or look further down for the written stats and effects.

    GiYoCyU.png

    Main Deck Monsters

    Spoiler

    Labyrinthine Wall
    Level 5 EARTH Rock Pendulum Normal
    Scale 3
    0 ATK / 3000 DEF
    Pend Effect:
    Once per turn, during your Main Phase, if this card was activated this turn: You can change the Battle Position of 1 monster you control; add 1 "Labyrinthine" card from your Deck to your hand.
    Monster Effect:
    In time, the darkness in the Labyrinth grew more powerful, and the maze became more treacherous. The evils inside were becoming too great and too numerous to contain. The threshold needed guarding, and the guardian needed improving.

    Labyrinthine Creeping Shade
    Level 4 DARK Fiend Pendulum Effect
    Scale 3
    1300 ATK / 2000 DEF
    Pend Effect:
    You can destroy this card in the Pendulum Zone; activate 1 face-up "Labyrinthine" monster from your Extra Deck in your Pendulum Zone. You can only activate this effect of "Creeping Labyrinthine Shade" once per turn.
    Monster Effect:
    If you control a "Labyrinthine" card in a Spell/Trap Zone, this card can attack directly. When this card inflicts battle damage to your opponent: Change its Battle Position; Special Summon 1 "Wall Shadow Token" (1600 ATK/2000 DEF/DARK/Fiend/Level 4) in Defense Position.

    Labyrinthine Shadow Gate
    Level 6 DARK Rock Pendulum Effect
    Scale 8
    0 ATK / 3000 DEF
    Pend Effect:
    Discard 1 monster with 2000 or more DEF; draw 1 card. You can only activate this effect of "Labyrinthine Shadow Gate" once per turn.
    Monster Effect:
    If the effect of a "Djinn" monster is activated: Draw 1 card. During the End Phase of the turn this effect was activated: Change this card's Battle Position.

    Labyrinthine Shadow Ghoul
    Level 7 DARK Fiend Pendulum Effect
    Scale 8
    1600 ATK / 2000 DEF
    Pend Effect:
    You cannot Pendulum Summon more than 1 monster. When you Pendulum Summon a "Labyrinthine" monster: Special Summon 1 "Wall Shadow Token" (1600 ATK/2000 DEF/DARK/Fiend/Level 4) in Defense Position.
    Monster Effect:
    If you control a "Labyrinthine" card: You can banish this card from your hand; Special Summon 1 "Wall Shadow Token" (1600 ATK/2000 DEF/DARK/Fiend/Level 4) in Defense Position. During your End Phase, if you control a "Djinn" Link monster: You can Special Summon this banished card to a zone that monster points to.

    Labyrinthine Tanker
    Level 7 EARTH Machine Pendulum Effect
    Scale 3
    2400 ATK / 2400 DEF
    Pend Effect:
    When a "Labyrinthine", "Djinn", or "Gate Guardian" monster you control destroys an opponent's monster by battle: You can draw 1 card.
    Monster Effect:
    This card inflicts piercing damage. When this card destroys an opponent's monster by battle: You can add 1 "Labyrinthine" card from your Deck, or face-up from your Extra Deck, to your hand.

    Labyrinthine Para Gate
    Level 5 EARTH Rock Pendulum Effect
    Scale 3
    1300 ATK / 2000 DEF
    Pend Effect:
    If you don't control "Labyrinthine Dox Gate" in your other Pendulum Zone, this card's Pendulum Scale becomes 5. "Djinn" and "Gate Guardian" cards you control cannot be targeted by cards or effects.
    Monster Effect:
    While this card is in your hand: You can destroy 1 card in your Pendulum Zone; for the rest of this turn, you cannot Summon "Gate Guardian" monsters, also Special Summon 1 "Wall Shadow Token" (1600 ATK/2000 DEF/DARK/Fiend/Level 4) in Defense Position. You can only activate this effect of "Labyrinthine Para Gate" once per turn.

    Labyrinthine Dox Gate
    Level 5 EARTH Rock Pendulum Effect
    Scale 8
    500 ATK / 2800 DEF
    Pend Effect:
    If you don't control "Labyrinthine Para Gate" in your other Pendulum Zone, this card's Pendulum Scale becomes 5. Other "Labyrinthine" cards you control cannot be targeted by card effects.
    Monster Effect:
    Reveal this card in your hand; for the rest of this turn, you cannot Summon "Gate Guardian" monsters, also if you would Link Summon a "Djinn" monster, you can use Tokens your opponent controls as Link Materials as though you controlled them. You can only activate this effect of "Labyrinthine Dox Gate" once per Duel.

    Spell/Trap Support

    Spoiler

    Labyrinthine Gate Threshold
    Continuous Spell
    When a monster is Link Summoned: Its controller Special Summons 1 "Wall Shadow Token" (1600 ATK/2000 DEF/DARK/Fiend/Level 4) in Defense Position. This effect of "Labyrinthine Gate Threshold" can only be activated once per turn. "Labyrinthine", "Djinn", and "Gate Guardian" monsters cannot be destroyed by battle, except by monsters with the same ATK.

    Labyrinthine Corridor
    Equip Spell
    Equip only to a monster with 2000 or more DEF. The equipped monster's ATK becomes 1000, also it cannot be destroyed by battle. If a "Djinn" monster is Special Summoned, or if this card is sent to the GY: You can add 1 "Labyrinthine" card from your Deck to your hand. You can only activate this effect of "Labyrinthine Corridor" once per turn.

    Gate Guardian's Riddle
    Normal Spell
    Add 1 "Labyrinthine Para Gate" and 1 "Labyrinthine Dox Gate" from your Deck to your hand. You cannot Summon monsters from the Extra Deck, or conduct your Battle Phase, during the turn you activate this card. If a "Labyrinthine" card in a Pendulum Zone would be destroyed by a card or effect, you can banish this card from your GY instead. You can only use each effect of "Gate Guardian's Riddle" once per turn.

    Extra Deck Monsters

    Spoiler

    Clouded Sky Djinn
    Link 2 WIND Spellcaster Effect
    2400 ATK
    2 monsters with 2000 or more DEF
    When this card is Link Summoned: You can target 1 card on the field; return it to the hand. During either player's turn: You can halve this card's ATK; add 1 "Labyrinthine" card from your Deck to your hand. You can only activate this effect of "Clouded Sky Djinn" once per turn.
    Arrows: Bottom Left, Bottom Right

    Swirling Mist Djinn
    Link 2 WATER Spellcaster Effect
    2400 ATK
    2 monsters with 2000 or more DEF
    When this card is Link Summoned: You can target 1 card on the field; shuffle it into the Deck. During either player's turn: You can halve this card's ATK and target 1 "Labyrinthine" card you control; this turn, it is unaffected by cards or effects. You can only activate this effect of "Swirling Mist Djinn" once per turn.
    Arrows: Top Right, Right

    Striking Thunder Djinn
    Link 2 LIGHT Spellcaster Effect
    2400 ATK
    2 monsters with 2000 or more DEF
    When this card is Link Summoned: You can target 1 card on the field; destroy it. During either player's turn: You can halve this card's ATK; Special Summon 1 monster with 2000 or more DEF from your hand or GY. You can only activate this effect of "Striking Thunder Djinn" once per turn.
    Arrows: Top Left, Left

    Immortal Gate Guardian
    Link 6 LIGHT Warrior Effect
    3750 ATK
    3+ "Djinn" monsters with different names
    As long as you control a "Labyrinthine" card in both of your Pendulum Zones, this card is unaffected by other card effects. As long as your opponent controls no Attack Position monsters, this card can attack directly. When a monster is Summoned to a zone this card points to: Change the Battle Position of every monster on the field.
    Arrows: Top Left, Top, Top Right, Bottom Left, Bottom, Bottom Left


  3. The H.M. Archetype (aka Human Machine) focuses on changing the names of opponent monsters as a means of disruption and control. Many cards feature either effects that facilitate this goal, or that reward the player for performing well with it. Because these effects can scale and become more effective the more monsters the opponent has, H.M.s become a powerful counter to decks that care about the names of their monsters on the field, either for Spell/Trap effects, or as materials for the summon of archetypal Extra Deck monsters.

    Click the image below to see the set on DuelingBook, or look further down for the written stats and effects.

    EOEjDJv.png

    Main Deck Monsters

    Spoiler

    H.M. Engineer
    Level 4 EARTH Cyberse Effect
    1450 ATK / 1750 DEF
    If this card is Summoned: You can target 1 monster your opponent controls; its name becomes "H.M. Footsoldier" (even if this card leaves the field). If a monster(s) your opponent controls becomes an "H.M." monster, except by this card's effect: You can add 1 "H.M." card from your Deck to your hand. You can only activate this effect of "H.M. Engineer" once per turn.

    H.M. Sharpshooter
    Level 3 EARTH Cyberse Effect
    1950 ATK / 450 DEF
    When this card attacks: Destroy 1 "H.M." card on the field or in your hand. If an "H.M." card in your possession is destroyed: You can target 1 monster your opponent controls; its name becomes "H.M. Footsoldier (even if this card leaves the field).

    H.M. Mastertracks
    Level 7 EARTH Cyberse Effect
    1150 ATK / 2850 DEF
    If all monsters on the field are "H.M." monsters (min. 1), you can Special Summon this card from your hand. If this card is Summoned: You can draw 1 card for each "H.M." monster your opponent controls.

    H.M. Mobilizer
    Level 4 EARTH Cyberse Effect
    1550 ATK / 1550 DEF
    If your opponent controls an "H.M." monster, you can Special Summon this card from your hand. When you Link Summon an "H.M." monster using this card as a Link Material: The names of all monsters your opponent controls become "H.M. Footsoldier".

    H.M. Covert Operative
    Level 2 EARTH Cyberse Effect
    1250 ATK / 1350 DEF
    (Quick Effect): You can discard this card and target 1 monster your opponent controls; its name becomes "H.M. Footsoldier". (Quick Effect): You can banish this card from your GY and target 1 "H.M." monster you control; this turn, when that monster battles an opponent's "H.M." monster, your battling monster gains 1250 ATK during damage calculation only. You can only activate 1 effect of "H.M. Covert Operative" each turn, and only once that turn.

    H.M. Cannoneer
    Level 4 EARTH Cyberse Effect
    1850 ATK / 250 DEF
    If this card is Summoned: You can destroy 1 "H.M." card you control or in your hand; Special Summon 1 Level 6 or lower "H.M." monster from your hand. If you summoned a "Heinous" monster this way, the name of 1 monster your opponent controls becomes "H.M. Footsoldier" (even if this card leaves the field).

    H.M. Heinous Mainframe
    Level 1 EARTH Cyberse Effect
    250 ATK / 1050 DEF
    Cannot be destroyed by battle, except with an "H.M." monster. If this card in your possession is destroyed: You can Special Summon 1 "Heinous" monster from your hand or Deck whose Level is less than or equal to the number of "H.M." monsters on the field and in the GYs, except "H.M. Heinous Mainframe".

    H.M. Admiral Heinous
    Level 6 EARTH Cyberse Effect
    2250 ATK / 1950 DEF
    If your opponent controls an "H.M" monster, you can Normal Summon this card without Tributing. When a monster(s) is Normal Summoned under your opponent's control: That monster(s) name becomes "H.M. Footsoldier" (even if this card leaves the field). If this card in your possession is destroyed: You can add 1 "Heinous" card from your Deck to your hand.

    H.M. General Heinous
    Level 8 EARTH Cyberse Effect
    2650 ATK / 2450 DEF
    When a monster(s) is Summoned under your opponent's control: That monster(s) name becomes "H.M. Footsoldier" (even if this card leaves the field). This card cannot be targeted by the effects of, or for attacks by, "H.M." monsters. If this card in your possession is destroyed: You can target 1 "H.M." monster in your GY, except a "Heinous" monster; Special Summon it.

    Spell/Trap Support

    Spoiler

    H.M. Organuke Ground - Zero
    Field Spell
    When this card is activated: Target 1 other card on the field; destroy it. This card is unaffected by effects of "H.M." cards. "H.M." monsters cannot be destroyed by battle, except with "H.M." monsters. When an "H.M." monster(s) is destroyed: Its owner(s) draws 1 card.

    H.M. Data Download
    Equip Spell
    Equip only to an "H.M." monster. The equipped monster cannot target "H.M." monsters for attacks, also if the equipped monster is a "Heinous" monster, it can attack directly. If this card leaves the field: You can target 1 monster your opponent controls; its name becomes "H.M. Footsoldier".

    H.M. Digital Tactics
    Continuous Spell
    Once per turn, when a monster is Summoned under your opponent's control: That monster's name becomes "H.M. Footsoldier" (even if this card leaves the field). "H.M" monsters your opponent controls lose 100 ATK for each of those monsters they control. If you control no "H.M." monsters, destroy this card.

    H.M. Capture Client
    Normal Trap
    Target 1 monster that was Summoned this turn; its name becomes "H.M. Footsoldier", also it loses 700 ATK. When an "H.M." monster(s) you control is destroyed, except during the turn this card was sent to the GY: You can banish this card from your GY; the names of all monsters your opponent controls become "H.M. Footsoldier".

    H.M. Guerrilla Warfare
    Normal Trap
    The first time an "H.M." monster declares an attack each turn, it gains 1 of the following effects, depending on who controls it.
    ● You: That monster is unaffected by your opponent's cards and effects until end of turn.
    ● Opponent: If that monster would inflict battle damage to you this turn, you can destroy 1 "H.M." card you control or in your hand instead.

    Extra Deck Monsters

    Spoiler

    H.M. War Hero
    Link 1 EARTH Cyberse Effect
    1650 ATK
    1 "H.M." monster
    Cannot be destroyed by battle with an "H.M." monster. When this card declares an attack: You can target 1 monster your opponent controls; its name becomes "H.M. Footsoldier" (even if this card leaves the field). Other "H.M." monsters you control gain 100 ATK for each "H.M." monster your opponent controls.
    Arrows: Bottom

    H.M. Payload
    Link 2 EARTH Cyberse Effect
    1950 ATK
    2 "H.M." monsters
    If you would Link Summon this card to an Extra Monster Zone, you can use "H.M." monsters in Zones this card would point to as Link Materials. When this card is Summoned: The controller(s) of a monster(s) used as a Link Material(s) for this card's Summon draws 1 card for each of those monsters they controlled. You can only Link Summon "H.M. Payload" once per turn.
    Arrows: Top Left, Top Right

    H.M. Sergeant Heinous
    Link 2 EARTH Cyberse Effect
    2050 ATK
    2 "H.M." monsters
    When this card is Link Summoned: You can Special Summon 1 "Heinous" monster from your hand or Deck to a zone this card points to. (Quick Effect): Destroy 1 card you control or in your hand; the names of all monsters your opponent controls become "H.M. Footsoldier". If this card in your possession is destroyed: You can target 1 "H.M." Link monster in your GY, except "H.M. Sergeant Heinous"; Special Summon it.
    Arrows: Left, Right

    H.M. Shining Soldier
    Link 3 EARTH Cyberse Effect
    2250 ATK
    2+ "H.M." monsters
    Negate the effects of all monsters named "H.M. Footsoldier". When an "H.M. Footsoldier" declares an attack: You can target 1 other card on the field; draw 1 card, and if you do, destroy that target.
    Arrows: Top, Bottom Left, Bottom Right

    H.M. Last Resort
    Link 4 EARTH Cyberse Effect
    3050 ATK
    3+ "H.M." monsters, including a "Heinous" monster
    (This card is always treated as a "Heinous" card.)
    When this card is Link Summoned: Destroy all cards in zones this card points to, except "H.M." cards. Other "Heinous" monsters you control cannot be destroyed by battle. When this card in your possession is destroyed or leaves the field due to an opponent's card or effect: Destroy all cards on the field, except "H.M." cards, and if you do, you can Special Summon 1 "Heinous" monster from your hand or GY, except "H.M. Last Resort". You can only activate this effect of "H.M. Last Resort" once per turn.
    Arrows: Top, Bottom Left, Bottom, Bottom Right

    Important Rulings:

    • A monster whose name has been changed to H.M. Footsoldier is not treated as a monster of any other name, including due to conditions ala Summoned Skull.
    • If an H.M. Footsoldier would have its name be treated as another monster's name due to another effect, it is still also named H.M. Footsoldier.
    • If an H.M. Footsoldier would have its name changed due to another effect, if that effect wears off, it returns to its original name.
    • If an H.M. Footsoldier would be affected by another effect that changes its name to H.M. Footsoldier, that effect it treated as having changed the name successfully.
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