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Zaziuma

Serplight Archetype (20/20)

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Serplight is an Archetype of Sea Serpent/DARK monsters with various Levels, but mostly consisting of Level 5 monsters. They focus on Normal Summoning monsters without Tributing them, and gaining effects should you do so. Each of the Level 5s have an effect that discards them, and one that works if you Normal Summoned them without Tributing. Along with that, they combine themselves with both a Level 5 Synchro and a Rank 5 Xyz Monster as well, which is slightly weird, but they can boost themselves should you do so. They have later gotten Level 7 support as well, in form of a Main Deck, Synchro and Xyz Monster. Their name is a portmanteau of Serpent and Plight, or if you wish, Blight works as well, and they live in swamp areas and they are mysterious monsters that drag people into the water.
 
Main Deck Monsters:
 
Serplight Bogling
Sea Serpent/DARK/Tuner
Level 2
If you control no monsters in your Main Monster Zone: You can Special Summon this card from your hand, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Sea Serpent monsters. If this card is sent from the field to the GY: You can add 1 "Serplight" monster from your Deck to your hand, except "Serplight Bogling". You can only use each effect of "Serplight Bogling" once per turn.
400/400
 
Serplight Swampling
Sea Serpent/DARK
Level 3
When this card is Normal or Special Summoned: You can Special Summon 1 "Serplight" monster from your hand, but its ATK and DEF are halved, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Sea Serpent monsters. If this card is sent from the field to the GY: You can add 1 "Serplight" Spell/Trap from your Deck to your hand. You can only use each effect of "Serplight Swampling" once per turn.
500/1000
 
Serplight Wetling
Sea Serpent/DARK
Level 3
You can target 1 "Serplight" card you control; return it to the hand, and if you do, Special Summon this card from your hand. If this card is sent from the field to the GY: You can Special Summon 1 Sea Serpent monster from your hand as a Level 3, 5 or 7 monster, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Sea Serpent monsters. You can only use each effect of "Serplight Wetling" once per turn.
1500/0
 
Serplight Creeper
Sea Serpent/DARK
Level 5
You can discard this card; this turn, you can Normal Summon "Serplight" monsters without Tributing. If this card was Normal Summoned without Tributing, it gains this effect.
● Your opponent cannot Sea Serpent monsters you control for attacks or with effects, except the monster with the highest ATK.
1000/2200
 
Serplight Diver
Sea Serpent/DARK
Level 5
You can discard this card, then target 1 "Serplight" Spell/Trap in your GY; add it to your hand. If this card was Normal Summoned without Tributing, it gains this effect.
● You can target 1 "Serplight" monster in your GY; Special Summon it it, but its ATK and DEF are halved, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Sea Serpent monsters.
You can only use each effect of "Serplight Diver" once per turn.
1700/1700
 
Serplight Snatcher
Sea Serpent/DARK
Level 5
You can discard this card, then target 1 "Serplight" monster in your GY, except "Serplight Snatcher"; add it to your hand. If this card was Normal Summoned without Tributing, it gains this effect.
● You can target 1 card on the field; return it to the hand, then its controller draws 1 card.
You can only use each effect of "Serplight Snatcher" once per turn.
2000/1500
 
Serplight Lurker
Sea Serpent/DARK
Level 5
You can discard this card; this turn, the Summon of Sea Serpent monsters cannot be negated, also your opponent cannot activate cards or effects when you Summon a Sea Serpent monster(s). If this card was Normal Summoned without Tributing, it gains this effect.
● During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Sea Serpent monster.
You can only use each effect of "Serplight Lurker" once per turn.
2200/0
 
Serplight Spreader
Sea Serpent/DARK
Level 5
You can discard this card, then target 1 "Serplight" monster you control with a Level and declare a Level between 3-to-7; that target's Level becomes the declared Level until the end of this turn. If this card was Normal Summoned without Tributing, it gains this effect.
● Once per turn: You can target 1 Sea Serpent monster you control; reduce or increase its Level by up to 2.
2100/1100
 
Serplight Terrortorial
Sea Serpent/DARK
Level 7
If this card is Tribute Summoned by Tributing a Sea Serpent monster: Its ATK/DEF become 3000. If this card was Normal Summoned without Tributing, it gains this effect.
● (Quick Effect): You can target 1 Field Spell on the field; return it to the hand, and if you do, you can activate 1 Field Spell from your Deck.
1500/2500
 
Extra Deck Monsters:
 
Serplight Submerger
Sea Serpent/DARK/Synchro
Level 5
1 Sea Serpent Tuner + 1+ non-Tuner Sea Serpent monsters
When this card is Special Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Level 5 or higher Sea Serpent monster without Tributing, also you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except Sea Serpent monsters. If this card is sent to the GY: You can target 1 Sea Serpent Xyz Monster you control; attach this card to that target as material. You can only use each effect of "Serplight Submerger" once per turn.
2000/2000
 
Serplight Sinker
Sea Serpent/DARK
Rank 5
2+ Level 5 Sea Serpent monsters, including a Synchro Monster
You can detach 1 material from this card; Special Summon 1 "Serplight" monster from your hand or Deck, and if you Special Summoned a Level 5 or higher monster it is treated as being Normal Summoned without Tributing. You can only use this effect of "Serplight Sinker" once per turn. Once per turn, if this card battles an opponent's monster that was not Normal Summoned, at the start of the Damage Step: You can banish that monster. While this card has a Synchro Monster as material, it cannot be targeted by or destroyed by your opponent's card effects.
2500/2500
 
Serplight Monstrosity
Sea Serpent/DARK/Synchro
Level 7
1 Sea Serpent Tuner + 1+ non-Tuner Sea Serpent monsters
When this card is Synchro Summoned: You can banish all other monsters on the field there were not Normal Summoned. Once per turn: You can target 1 other Sea Serpent monster you control; that target's Level becomes 7 until the end of this turn. An Xyz Monster that has this card as material gains this effect.
● Once per turn: You can target 1 Sea Serpent monster in your GY; attach it to this card as material.
2500/2500      
 
Serplight Abomination
Sea Serpent/DARK/Xyz
Rank 7
2+ Level 7 Sea Serpent monsters, including a Synchro Monster
You can also Xyz Summon this card by detaching 1 Synchro Monster from a Sea Serpent Xyz Monster you control and using that monster as material. (Transfer its materials to this card.) Up to twice per turn: You can detach 1 material from this card; banish 1 random card from your opponent's hand. Once per turn, if this card inflicts battle damage to your opponent: You can target 1 Sea Serpent monster in your GY; Special Summon it, and if you Special Summoned a Level 5 or higher monster it is treated as being Normal Summoned without Tributing. While this card has a Synchro Monster as material, it is unaffected by your opponent's card effects.
2700/2700
 
Spells/Traps:
 
Serplight Boglands
Field Spell
During the turn player's Main Phase, they can Normal Summon 1 Sea Serpent monster in addition to your Normal Summon/Set. (This effect can only be gained once per turn.) Once per turn: The turn player can return 1 Tribute Summoned Sea Serpent monster they control to the hand; that player Special Summons 1 Sea Serpent monster from their Deck. If a "Serplight" monster(s) you control would be destroyed by battle or card effect, you can return this card to your hand instead. 
 
Serplight Swamplands
Field Spell
Each turn, the turn player can Normal Summon 1 Level 5 or higher Sea Serpent monsters without Tributing. Level 5 and higher Sea Serpent  on the field cannot be targeted by or destroyed by their opponent's card effects. All "Serplight" monsters you control gain 300 ATK and DEF.
 
Serplight Wetlands
Field Spell
Once per turn: The turn player can discard 1 Sea Serpent monster; immediately after this effect resolves, Normal Summon 1 Level 5 or higher Sea Serpent monster without Tributing. While you control a Level 5 or higher Sea Serpent monster that was Normal Summoned without Tributing, "Serplight" Spells/Traps you control cannot be targeted by or destroyed by your opponent's card effects.
 
Serplight Territory
Continuous Spell
Activate by sending 1 "Serplight" Field Spell from your hand or field to the GY; this card's name becomes that card's name, and replace this effect with that card's original effects. If you control a Level 5 or higher Sea Serpent monster that was Normal Summoned without Tributing, you can send the Field Spell from your Deck to your GY instead.
 
Serplight Toxins
Normal Trap
Target 1 Level 5 or higher "Serplight" monster you control that began the Duel in the Main Deck; treat it as being Normal Summoned without Tributing, also it gains 500 ATK and DEF. If this card is in your GY: You can banish 1 or 2 "Serplight" monsters from your GY; Special Summon this card as a Normal Monster (Sea Serpent/DARK/Level ?/0 ATK/2000 DEF) (This card is NOT a Trap). Its Level becomes 5 if you banished 1 monster or 7 if you banished 2 monsters. If you control a "Serplight" Field Spell, you can activate this card from your hand. You can only use each effect of "Serplight Toxins" once per turn.
 
Serplight Shallowness
Continuous Trap
You can target 1 other "Serplight" card you control; return it to your hand, then immediately after this effect resolves, you can Normal Summon 1 Sea Serpent monster. You can only use this effect of "Serplight Shallowness" once per turn. If you control a Sea Serpent monster that was Special Summoned from the Extra Deck, you can activate this card from your hand.
 
Serplight Drowning
Counter Trap
If you control a Level 5 or higher Sea Serpent monster that was Normal Summoned without Tributing, when your opponent would Summon a monster(s): Negate the Summon, and if you do, banish that monster(s), then if you control a Sea Serpent monster that was Special Summoned from the Extra Deck, you can Set this card instead of sending it to the GY. You can only activate 1 "Serplight Drowning" per turn.
Edited by Zaziuma

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From the name I was expecting an archetype of LIGHT/Reptiles xD
These look well done. Some effects are basic, like the extra Normal Summons, or the discard effects of Diver and Snatcher, but their "when Normal Summoned, gains X effect" effects add a flavorful, archetype-feeling touch.
Seems you want to keep them in check with their "you can only Special Summon Sea Serpents" restrictions, but I wonder if that's too much and if you may loosen it up a bit without breaking anything. IDK really, since they do appear to be decent at swarming, especially with the Level 2 and 3 that can function as an engine of sorts due to their floating effects. For instance, using both for a Synchro or Link Summon nets you 2 searchers, almost like Goukis xD

I appreciate that these are somewhat compatible with Gishilnodon since it's a Level 5 Sea Serpent Synchro. Brionac is an option too, although they can't go for Synchro 6s without techs.
With some Level 7 members, maindeck, Synchro and Xyz monsters, they could do something with Danger! Nessie!. Just a thought.


Pretty sure Boglands needs some text fixes. I would write it like this:

During the turn player's Main Phase, they can Normal Summon 1 Sea Serpent monster in addition to your Normal Summon/Set. (This effect can only be gained once per turn.) [since it applies to both players] Once per turn: The turn player can return 1 Tribute Summoned Sea Serpent monster they control to the hand; that player Special Summons 1 Sea Serpent monster from their Deck. If a "Serplight" monster(s) you control would be destroyed by battle or card effect, you can return this card to your hand instead.
 
By the way, Swampland is a Field Spell. Not sure if that's intended, of it it's meant to be a Continuous Spell, or else it clashes with Boglands.
 
 

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9 minutes ago, Darj said:

From the name I was expecting an archetype of LIGHT/Reptiles xD
These look well done. Some effects are basic, like the extra Normal Summons, or the discard effects of Diver and Snatcher, but their "when Normal Summoned, gains X effect" effects add a flavorful, archetype-feeling touch.
Seems you want to keep them in check with their "you can only Special Summon Sea Serpents" restrictions, but I wonder if that's too much and if you may loosen it up a bit without breaking anything. IDK really, since they do appear to be decent at swarming, especially with the Level 2 and 3 that can function as an engine of sorts due to their floating effects. For instance, using both for a Synchro or Link Summon nets you 2 searchers, almost like Goukis xD

I appreciate that these are somewhat compatible with Gishilnodon since it's a Level 5 Sea Serpent Synchro. Brionac is an option too, although they can't go for Synchro 6s without techs.
With some Level 7 members, maindeck, Synchro and Xyz monsters, they could do something with Danger! Nessie!. Just a thought.


Pretty sure Boglands needs some text fixes. I would write it like this:

During the turn player's Main Phase, they can Normal Summon 1 Sea Serpent monster in addition to your Normal Summon/Set. (This effect can only be gained once per turn.) [since it applies to both players] Once per turn: The turn player can return 1 Tribute Summoned Sea Serpent monster they control to the hand; that player Special Summons 1 Sea Serpent monster from their Deck. If a "Serplight" monster(s) you control would be destroyed by battle or card effect, you can return this card to your hand instead.
 
By the way, Swampland is a Field Spell. Not sure if that's intended, of it it's meant to be a Continuous Spell, or else it clashes with Boglands.
 
 

I went with a restriction to avoid them going for other stuff than their intended purpose, as I can see their easy Summons to simply become Link Monster machines if I don't stomp that down, and I have more easy Summons on the way, so I want to keep that in check. A Level 7 member is coming indeed, there's a reason they say Level 5 or higher. Swamplands is suppose to be a Field Spell indeed, they are intended to return their Field Spells often for their effects so you can replace them without having to worry about putting them in the GY. There's also another Field Spell coming, thinking of how F.A. kind of does things, so may offer some support that enables them to switch them out perhaps. Yeah, that wording is probably better, will fix that later.

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I see. I hope the multiple Field Spell strategy works out because F.A.s and other decks that also have multiple Fields, such as Ghostricks and Triamids, have not been able to execute the concept properly. Although to be fair, the case of the latter archetype could be mainly due to their lack of power and impact.

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Last cards are up!

New Cards:
Serplight Wetling (Level 3 Effect Monster)

Serplight Spreader (Level 5 Effect Monster)

Serplight Terrortorial (Level 7 Effect Monster)

Serplight Monstrosity (Level 7 Synchro Monster)

Serplight Abomination (Rank 7 Xyz Monster)

Serplight Wetlands (Field Spell)

Serplight Territory (Continuous Spell)

Serplight Toxins (Normal Trap)

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Let's see.... you added Level-modulation monsters, Extra Deck monsters, a Prime Monarch-like Trap Monster, and 2 cards that support Field Spell play. Kind of tough to see the full picture without practice but at first glance it looks fine. Seems the archetype tries to do many things and while that can be spicy and all, it also adds consistency risks by relying on combos. Thus, personally I would focus on working with their inherent levels instead of trying to modulate them. Also I'm skeptical on the effectiveness of their Field Spell swap play. If anything I would play Territory to effectively have 2 Fields at once but it can backfire if I don't have a Serpent Normal Summoned without Tributing.

The only card I have a issue with is the Xyz: banishing 2 cards from the hand is a nasty move to do on an opening turn, and with decent dedication that shouldn't be a difficult thing to do so. Pair it with other cards such as Gumblar and PSYFrame Omega and it gets too close to an pseudo-FTK through handkill. At the moment it may be difficult to access because the only Synchro7 Serpent is the one introduced in this archetype, and in turn, it's bound to Sea Serpent materials, but it's still lacking futureproofing because that can change pretty much as soon as koomy introduces a more flexible Synchro7 Serpent.

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5 hours ago, Darj said:

Let's see.... you added Level-modulation monsters, Extra Deck monsters, a Prime Monarch-like Trap Monster, and 2 cards that support Field Spell play. Kind of tough to see the full picture without practice but at first glance it looks fine. Seems the archetype tries to do many things and while that can be spicy and all, it also adds consistency risks by relying on combos. Thus, personally I would focus on working with their inherent levels instead of trying to modulate them. Also I'm skeptical on the effectiveness of their Field Spell swap play. If anything I would play Territory to effectively have 2 Fields at once but it can backfire if I don't have a Serpent Normal Summoned without Tributing.

The only card I have a issue with is the Xyz: banishing 2 cards from the hand is a nasty move to do on an opening turn, and with decent dedication that shouldn't be a difficult thing to do so. Pair it with other cards such as Gumblar and PSYFrame Omega and it gets too close to an pseudo-FTK through handkill. At the moment it may be difficult to access because the only Synchro7 Serpent is the one introduced in this archetype, and in turn, it's bound to Sea Serpent materials, but it's still lacking futureproofing because that can change pretty much as soon as koomy introduces a more flexible Synchro7 Serpent.

Yes, people say that often about my archetypes, but I always want to have various options instead of just the one style of play, so having them able to change their Levels like that is helpful, and also to make your previous statement about being able to make Level 6 Synchros possible in Deck. I figured that the new Xyz may be a bit powerful to some people, but keep in mind that they are still mostly Level 5 focused, so you have to jump through hoops to make that happen. I don't think these are something the meta would have to worry about, though they can be powerful in the right situations.

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