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Fearen

"Flotsam" Pendulum Fusion Archetype

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Flotsam is an Water Pendulum Fusion archetype that I rediscovered while looking at old archetypes I had made before link summons were a thing. I don't think I ever posted them and their mechanics work pretty well with the new pendulum rules so I thought I might as well now. They're loosely based on the movie "Cast Away" and focus on recovering monsters "lost at sea" in the extra deck and graveyard. They don't have much removal, but they have powerful board swarming with pendulum summons and their fusion cards. I had a lot of fun designing this archetype and I hope that it shows in the cards.

Main Deck Monsters

Spoiler

Stranded Flotsam
Level 4 Water Warrior
Normal Pendulum Scale 0
1600 ATK / 1800 DEF
Pendulum Effect: You can target 1 "Flotsam" card in your GY; add it to your hand. You can only use this Pendulum Effect of "Stranded Flotsam" once per turn.
Normal Monster: Will she ever make it home?

Friendly Flotsam
Level 1 Water Fairy
Normal Pendulum Scale 6
0 ATK / 0 DEF
Pendulum Effect: (Quick Effect): You can Fusion Summon 1 "Flotsam" Fusion Monster, using monsters from your hand and up to 1 Pendulum Monster you control or in your Pendulum Zones as Fusion Materials. You can only use this effect of "Friendly Flotsam" once per turn.
Normal Monster: It doesn't talk much, but it makes good company all the same.

Flotsam Rubbish
Level 2 Water Aqua
Effect Pendulum Scale 2
900 ATK / 500 DEF
Pendulum Effect: You can place 1 face-up "Flotsam" monster from your Extra Deck into your Pendulum Zone. You can only use this effect of "Flotsam Rubbish" once per turn.
Monster Effect: If you can Pendulum Summon Level 2: You can activate this effect; add this card from your Extra Deck to your hand. If this card is sent to the GY: you can Special Summon 1 face-up "Flotsam" monster from your Extra Deck. You can only use each Monster Effect of "Flotsam Rubbish" once per turn.

Flotsam Vessel
Level 5 Water Machine
Effect Pendulum Scale 3
2300 ATK / 1500 DEF
Pendulum Effect: (Quick Effect): You can target 1 other
face-up "Flotsam" card you control; return it to the hand. You can only use this Pendulum Effect of "Flotsam Vessel" once per turn.
Monster Effect: If you can Pendulum Summon Level 5: You can activate this effect; add this card from your Extra Deck to your hand. If this card is destroyed by battle or by card effect: You can Special Summon 1 "Flotsam" monster from your Deck, except "Flotsam Vessel"  You can only use each Monster Effect of "Flotsam Vessel" once per turn.

Flotsam Waterlog
Level 3 Water Plant
Effect Pendulum Scale 5
200 ATK / 1900 DEF
Pendulum Effect: You can target 1 "Flotsam" Pendulum Monster in your GY; place it in your Pendulum Zone. You can only use this Pendulum Effect of "Flotsam Waterlog" once per turn.
Monster Effect: If you can Pendulum Summon Level 3: You can activate this effect; add this card from your Extra Deck to your hand. You can only use this effect of "Flotsam Waterlog" once per turn. If this card is Normal Summoned: You can add 1 "Flotsam" card from your Deck to your hand.

Spell Cards

Spoiler

Flotsam Fusion
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials. If Summoning a "Flotsam" Fusion Monster this way, you can also send face-up monsters from your Extra Deck to the GY as Fusion Materials. If this card is in your GY: You can shuffle this card into the Deck, and if you do, place 1 face-up "Flotsam" monster from your Extra Deck into your Pendulum Zone. You can only use each effect of "Flotsam Fusion" once per turn.

Flotsam Island
Field Spell
Once per turn: You can activate this effect; excavate cards from the top of your Deck equal to the number of "Flotsam" cards you control, you can add 1 excavated "Flotsam" Pendulum monster to your Extra Deck face-up, also send the rest to the GY. Once per turn (Quick Effect): You can target 1 face-up "Flotsam" Pendulum Monster you control or in your Pendulum Zone; add it to your Extra Deck face-up.

Extra Deck Monsters

Spoiler

Flotsam Raft
Level 6 Water Plant
Fusion Pendulum Scale 8
2100 ATK / 2400 DEF
Pendulum Effect: (Quick Effect): If a card(s) you control is targeted by an opponent's card or effect; you can destroy that targeted card(s), and if you do, draw 1 card.
Monster Effect: 2 Level 3 or lower "Flotsam" monsters
If this card is Special Summoned: You can send 1 "Flotsam" card from your Deck to the GY. While this card is face-up in your Extra Deck: you can destroy 1 card in your Pendulum Zone, and if you do, place this card in your Pendulum Zone. You can only use each Monster Effect of "Flotsam Raft" once per turn.

Flotsam Tools
Level 3 Water Machine
Fusion Pendulum Scale 7
300 ATK / 2200 DEF
Pendulum Effect: Once per turn (Quick Effect): You can add 1 "Flotsam" Pendulum Monster from your Deck to your Extra Deck.
Monster Effect: 1 "Flotsam" Monster + 1 Pendulum Monster
If this card is Special Summoned: You can add up to 1 "Flotsam" card from your Pendulum Zone to your hand, also place 1 "Flotsam" Pendulum Monster from your Deck or Extra Deck in your Pendulum Zone. You can only use this effect of "Flotsam Tools" once per turn.

Voyaging Flotsam
Level 7 Water Warrior
Fusion Pendulum Scale 1
2900 ATK / 2700 DEF
Pendulum Effect: (Quick Effect): if a Spell/Trap Card or Effect would be activated, or if a monster(s) would be Summoned; you can negate the summon or activation, and if you do, destroy both this card and those card(s). You can only use this Pendulum Effect of "Voyaging Flotsam" once per turn.
Monster Effect: 1 Fusion Monster + 1 "Flotsam" Normal Monster + 1 Pendulum Monster
(Quick Effect): Return 1 face-up card on the field to the hand, and if you do, you can place this card in your Pendulum Zone. You can only use this Monster Effect of "Voyaging Flotsam" once per turn.

 

Edited by Fearen

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Sorry for the late post! Entirely my own fault.

Not really much to say here, the archetype is fully functional in its own right, with a neat little array of effects letting it be consistent when it comes to making fields while not being entirely stuck on gimmicks. Flotsam Tools is lacking a means to get it into the Pendulum Zone, but other than that you do have a nice lack of on-field effects to create an interesting theme of staying off the field. I do have 2 big complaints though.

First is the lack of genericness. Not something that has to be "fixed", but Yu-Gi-Oh has such a wide card pool going for it; why not take advantage of many of the other numerous cards they have available? Maybe some WATER monsters, or an effect that requires you to have a certain amount of different Types but the same attribute in your GY. You don't have too many cards here, and that just opens the door for deck building.

Secondly, opponent interaction. You have all of two effects that can do something to your opponent, and they're both on one card, Voyaging Flotasm. Maybe you could say Raft does something, but it rather defensive, working only when you go first. The problem is that the metagame for the past decade as revolve around creating something with a ton of negates and removal, meaning your deck needs removal and counters to deal with this. All your opponent needs is 1 floodgate, and your archetype can do nothing without outside support. Even your Flotasm can only negate certain things, and it requires to ladder into its negating form first AND a ton of materials beforehand. If your opponent negates your Fusion Summon, what are you supposed to do about it?

Normally I see cards which are super self-supportive with boring effects, but fortunately while yours has the former it lacks the latter. All you need to do is adjust some of the more mediocre cards, like Rubbish, to actually do something to help set up when your opponent can deal with your plays.

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On 1/23/2019 at 6:49 PM, Dova said:

Sorry for the late post! Entirely my own fault.

Not really much to say here, the archetype is fully functional in its own right, with a neat little array of effects letting it be consistent when it comes to making fields while not being entirely stuck on gimmicks. Flotsam Tools is lacking a means to get it into the Pendulum Zone, but other than that you do have a nice lack of on-field effects to create an interesting theme of staying off the field. I do have 2 big complaints though.

First is the lack of genericness. Not something that has to be "fixed", but Yu-Gi-Oh has such a wide card pool going for it; why not take advantage of many of the other numerous cards they have available? Maybe some WATER monsters, or an effect that requires you to have a certain amount of different Types but the same attribute in your GY. You don't have too many cards here, and that just opens the door for deck building.

Secondly, opponent interaction. You have all of two effects that can do something to your opponent, and they're both on one card, Voyaging Flotasm. Maybe you could say Raft does something, but it rather defensive, working only when you go first. The problem is that the metagame for the past decade as revolve around creating something with a ton of negates and removal, meaning your deck needs removal and counters to deal with this. All your opponent needs is 1 floodgate, and your archetype can do nothing without outside support. Even your Flotasm can only negate certain things, and it requires to ladder into its negating form first AND a ton of materials beforehand. If your opponent negates your Fusion Summon, what are you supposed to do about it?

Normally I see cards which are super self-supportive with boring effects, but fortunately while yours has the former it lacks the latter. All you need to do is adjust some of the more mediocre cards, like Rubbish, to actually do something to help set up when your opponent can deal with your plays.

First of all thank you for the review! I've been mulling over this archetype for a long time and it's good to get some feedback. I'm going to address your points one by one because I do think that you bring up some good ones.

Flotsam Tools doesn't have an effect to get itself into the extra deck because Flotsam Fusion has an effect that lets you put a Flotsam monster from the ED into the pendulum zone, but I thought about what you said about rubbish as well and decided to make it a bit less, well, rubbish by changing it's pendulum effect.

Flotsam Rubbish Pendulum Effect changed from "If a "Flotsam" card(s) you control would be destroyed by battle or by card effect, you can destroy 1 card in your Pendulum Zones instead." to "You can place 1 face-up "Flotsam" monster from your Extra Deck into your Pendulum Zone. You can only use this effect of "Flotsam Rubbish" once per turn." The destruction redirection doesn't matter so much in a pendulum archetype, and I wanted the deck to have a theme of using the extra deck as sort of a 'supply storage' of sorts. I think that by making this effect slightly more prominent it will solidify a bit more of the mechanical themes of the archetype.

I also changed Flotsam Tools' Monster Effect from "If this card is Special Summoned: You can add up to 1 "Flotsam" card from your Pendulum Zone to your hand, also place 1 "Flotsam" Pendulum Monster from your Deck in your Pendulum Zone. You can only use this effect of "Flotsam Tools" once per turn." to "If this card is Special Summoned: You can add up to 1 "Flotsam" card from your Pendulum Zone to your hand, also place 1 "Flotsam" Pendulum Monster from your Deck or face-up in your Extra Deck in your Pendulum Zone. You can only use this effect of "Flotsam Tools" once per turn." I think that this doesn't change the power level too much while letting the deck be a bit more consistent once it's into it's plays.

As for the genericness of the deck, I had designed this deck as being an archetype that's meant to be mixed with other archetypes (metalfoes being what I had in mind making this deck) so I didn't think that it should be too supportive of the water typing, but I do like the idea of the different types thing. I don't really know how to implement it though. I will say that water cards do have some decent support that help this deck a lot (salvage and white howling being the best).

Opponent interaction was a bit less strong when I designed this archetype, but I do think that it's extremely important in the current meta-game. I designed the typing of this archetype so that it could go into both Toadally Awesome and Cyber Dragon Infinity with Rubbish and Vessel Respectively, and I think that between the ability of this archetype to churn out monsters for material, the ease with which you can combine it with other archetypes, and traps such as White Howling and Infinite Impermanence that this archetype shouldn't have too much dedicated interaction in its main kit. I'm not worried about the fusion summons of the Deck being negated since they're mostly free when summoned with Flotsam Fusion, but I do think that the interaction that it does have in Voyaging Flotsam should be stronger to reflect the current meta game. This is why I changed Voyaging Flotsams Pendulum Effect to include Trap cards. I felt full fledged removal would be too strong at that point, but now I think it probably needs it. I also changed its Monster Effect from "(Quick Effect): You can target 1 other card on the field; place this card in your Pendulum Zone, and if you do, return it to the hand." to "(Quick Effect): Return 1 face-up card on the field to the hand, and if you do, you can place this card in your Pendulum Zone." Being forced to have an empty Pendulum Zone to use the effect is just unrealistic, and too many cards have anti-targeting for a return to hand effect to be powerful.

Your review left me a lot to think about to really solidify the deck and it's themes, and I hope that these changes help the deck to fulfill its role as a supporting archetype.

Edited by Fearen

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      This was an idea I had in mind for a while. Originally I was just going to make a Fusion/Pendulum that had to be made from the old Performance of the Sword and Garma Sword, but Garma Sword is a rare piece of cardboard in this day and age, going for over $100 on ebay, etc. Really took the wind out of my sails. So instead she's more of a retrained Ritual of both the original cards, with the design being as if the Performance of the Sword/Commencement Dance girl is performing the Garma Sword Oath, etc. The reason I'm putting her here in Experimental instead of Singles is because A) As far as I know there has never been a Ritual Pendulum before so I'm not really sure how far I can take the "Ritual Summons itself" idea, and B) I really didn't know what to do for her effect. Any help would be appreciated.
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