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Zaziuma

Wicked Warrior Archetype (15/15)

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Wicked Warrior is an Archetype of Warrior/DARK monsters with various Levels. They focus on having no cards in your hand, as well as Normal Summoning, with their gimmick being that they are able to Normal Summon from the GY. Each monster has an effect that activates on Normal Summon, which is boosted should you have no cards in your hand, and then the effect that allows you to Normal Summon other Wicked Warriors from your GY, but they are banished when they leave the field, and lastly a condition of not being able to Normal Summon or Special Summon from your Extra Deck, except for Wicked Warriors.
 
Their playstyle revolves mainly around the card Wicked Warrior's Revelation, which is a Continuous Spell that is another way to Normal Summon them from the GY, since they only can do that if a monster is on the field, and also allows extra Normal Summons if you have no cards in your hand, up to the number of Revelations you control.
 
Their name refers to their DARK Attribute, and their weird playstyle, and each card has "ation" in their name, though the monsters and Spells/Traps are worded slightly different to make it easier to tell which are which. I wanted to come up with more of a theme around them, but could really not think of anything, so these are super generic in that regard, but I am thinking that they are based around knights whom has discovered a mysterious way of reviving themselves, and then become more populous, yet evil and wicked.
 
Main Deck Monsters:
 
Wicked Warrior of Destination
Warrior/DARK
Level 1
When this card is Normal Summoned You can send 1 "Wicked Warrior" monster from your Deck to your GY, except "Wicked Warrior of Destination", then if you have no cards in your hand, you can choose 1 "Wicked Warrior" card from your Deck, and either send it to your GY or banish it. You can only use this effect of "Wicked Warrior of Destination" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
0/2000
 
Wicked Warrior of Accumulation
Warrior/DARK
Level 2
When this card is Normal Summoned: You can discard 2 cards; Special Summon 1 "Wicked Warrior" monster from your Deck, then if you have no cards in your hand, you can add 1 "Wicked Warrior" card from your Deck to your hand, except "Wicked Warrior of Accumulation". You can only use this effect of "Wicked Warrior of Accumulation" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
500/1000
 
Wicked Warrior of Duplication
Warrior/DARK
Level 2
When this card is Normal Summoned: You can target 1 "Wicked Warrior" card in your GY; banish that target, then if you have no cards in your hand, add 1 card from your Deck to your hand with the same name as that target. You can only use this effect of "Wicked Warrior of Duplication" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
800/700
 
Wicked Warrior of Exploration
Warrior/DARK
Level 4
When this card is Normal Summoned: You can discard 1 card, then target 1 of your banished "Wicked Warrior" monsters; add it to your hand, or if you have no cards in your hand, you can Special Summon it instead. You can only use this effect of "Wicked Warrior of Exploration" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
1500/1500
 
Wicked Warrior of Dedication
Warrior/DARK
Level 6
When this card is Normal Summoned: You can discard any number of cards, then target the same number of cards your opponent control; return them to the hand, then if you have no cards in your hand, draw 1 card. You can only use this effect of "Wicked Warrior of Dedication" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
2200/0
 
Wicked Warrior of Summation
Warrior/DARK
Level 7
When this card is Normal Summoned: You can discard up to 3 cards; all Normal Summoned monsters you control gain 500 ATK for each card discarded, then if you have no cards in your hand, you can banish 1 card your opponent controls. You can only use this effect of "Wicked Warrior of Summation" once per turn. You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
1500/2500
 
Extra Deck Monsters:
 
Wicked Warrior of Meditation
Warrior/DARK/Link
Link Arrows: Down, Bottom Right
2 "Wicked Warrior" monsters
When this card is Link Summoned while you have no cards in your hand: You can add 1 "Wicked Warrior" card from your Deck to your hand. Gains ATK equal to the combined ATK of all Normal Summoned monsters this card points to. While you have no cards in your hand, your linked "Wicked Warrior" monsters cannot be destroyed by battle or your opponent's card effects and you take no damage from battles involved them.
0/LINK-2
 
Wicked Warrior of Isolation
Warrior/DARK/Link
Link Arrows: Bottom Left, Right, Up
3 "Wicked Warrior" monsters
Your opponent cannot target Normal Summoned "Wicked Warrior" monsters you control for attacks or effects. When your opponent declares an attack or activate a card or effect while you have no cards in your hand (Quick Effect): You can negate that attack or effect. When this Link Summoned card is destroyed: You can target up to 3 of your banished "Wicked Warrior" monsters; return them to your GY. You can only use each effect of "Wicked Warrior of Isolation" once per turn.
2500/LINK-3
 
Wicked Warrior of Confrontation
Warrior/DARK/Link
Link Arrows: Top, Bottom, Left, Right
2+ "Wicked Warrior" monsters
When this card is Link Summoned: You can place up to 4 of your banished "Wicked Warrior" cards on top of your Deck. You can Normal Summon your banished "Wicked Warrior" monsters that began the Duel in your Main Deck, but place them on top of your Deck when they leave the field. If a monster is Normal Summoned to a zone this card points to: You can target 1 card your opponent controls; destroy that. When this Link Summoned card is destroyed, if you have no cards in your hand: Draw 2 cards. You can only use each effect of "Wicked Warrior of Confrontation" once per turn.
3000/LINK-4
 
Spells/Traps:
 
Wicked Warrior's Excavation
Normal Spell
If you have no cards in your hand: Excavate the top 5 cards of your Deck, send any excavated "Wicked Warrior" monsters to your GY, and if you sent any, you can add 1 excavated "Wicked Warrior" Spell/Trap to your hand, also, after that, shuffle the remaining cards in your Deck. You can only activate 1 "Wicked Warrior's Excavation" per turn.
 
Wicked Warrior's Revelation
Continuous Spell
You can Normal Summon "Wicked Warrior" monsters from your GY that began the Duel in your Main Deck, but banish them when they leave the field. If you have no cards in your hand, during your Main Phase, you can Normal Summon "Wicked Warrior" monsters from your GY in addition to your Normal Summon/Set, equal to the number of "Wicked Warrior's Revelation" you control. (You can only gain this effect once per turn.) You cannot Normal Summon monsters from your hand, nor Special Summon monsters from your Extra Deck, other than "Wicked Warrior" monsters.
 
Wicked Warrior's Salvation
Field Spell
When this card is activated while you have no cards in your hand: You can target 1 "Wicked Warrior" card in your GY; add it to your hand. While this card is on the field, all "Wicked Warrior" monsters that were Normal Summoned from your GY gain 1000 ATK during your turn, but lose 1000 DEF during your opponent's turn. Once per turn, if a "Wicked Warrior" monster is Normal Summoned from your GY while you have no cards in your hand: You can activate 1 "Wicked Warrior's Revelation" directly from your Deck or GY. You can only activate 1 "Wicked Warrior's Salvation" per turn.
 
Wicked Warrior's Resignation
Quick-Play Spell
Target 1 "Wicked Warrior" monster you control; return it to the hand, also immediately after this effect resolves, Normal Summon 1 "Wicked Warrior" monster with a different name from that target.
 
Wicked Warrior's Population
Normal Trap
Banish up to 3 "Wicked Warrior" monsters from your GY, then place the same number of "Wicked Warrior" cards from your Deck on top of your Deck. During your turn, except the turn it was sent to the GY: You can banish this card from your GY, then target 1 of your banished "Wicked Warrior" cards, except "Wicked Warrior's Population"; place it on top of your Deck. If you have no other cards in your hand, you can activate this card from your hand.
 
Wicked Warrior's Manipulation
Counter Trap
When your opponent would Normal or Special Summon a monster(s) or activates a card or effect that Special Summons a monster: Negate that Summon or activation, and if you do, banish that card. You must control a Normal Summoned "Wicked Warrior" monster to activate and to resolve this effect. If you have no other cards in your hand, you can activate this card from your hand.

 

Edited by Zaziuma
New Cards

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Looks decent. I can tell the archetype falls back on Isolation and Manipulation for control, and to a lesser extent on Dedication for board clearing. Their xenophobia and Summon restrictions are annoying but at least you can go for the Link3, which is lacking the restrictions, to enable your plays again, provided you don't have Revelation active, or alternatively have a way to dispose of it in a practical manner (e.g. Dragonic Diagram engine?). Speaking of the Link3, I think it's a bit bland because it's just a straightforward omni-negator that even includes attacks, on top of their Solemn Warning Counter Trap. It would be less blatant if it didn't cover, well, everything, considering it comes with 2 other handy effects.

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12 hours ago, Darj said:

Looks decent. I can tell the archetype falls back on Isolation and Manipulation for control, and to a lesser extent on Dedication for board clearing. Their xenophobia and Summon restrictions are annoying but at least you can go for the Link3, which is lacking the restrictions, to enable your plays again, provided you don't have Revelation active, or alternatively have a way to dispose of it in a practical manner (e.g. Dragonic Diagram engine?). Speaking of the Link3, I think it's a bit bland because it's just a straightforward omni-negator that even includes attacks, on top of their Solemn Warning Counter Trap. It would be less blatant if it didn't cover, well, everything, considering it comes with 2 other handy effects.

They are meant to be "xenophobic", since Normal Summoning from the GY can be quite a powerful tool, and they are suppose to be able to play with just spamming monsters rather than going into the Extra Deck. I also plan to have a LINK-4 later on.

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3 hours ago, Zaziuma said:

They are meant to be "xenophobic", since Normal Summoning from the GY can be quite a powerful tool, and they are suppose to be able to play with just spamming monsters rather than going into the Extra Deck. I also plan to have a LINK-4 later on.

Yeah, the xenophobia is fine. For example, BAs are xenophobic too and and they were top tier in a couple formats, while nowadays they do relatively well. Besides, you can kind of play around it by going into the Link3, as I pointed out, which is lacking the xenophobic restrictions.
I'm more concerned about the negation effect of the Link3, since it feels like a lazy "I will just make it negate anything and call it a day" approach. I would prefer if the negations of the Link3 and Counter Trap were swapped, actually: make the Link3 hold the Warning negation, and the Counter Trap the "negate anything" effect.
A Link4 should be fine, I guess, but I don't think they really need it, unless it's something overpowering like the Astram Link4. You seem to think these guys have a high swarming power, but they actually rely on multiple copies of Revelation to swarm, and having no hand. I would say that's more impractical that it looks on paper, despite the plethora of consistency and set-up effects you gave them. But IDK, this is where practical tests would come in.
I noticed that despite their xenophobia clauses, they still allow Special Summons from hand and GY, and that means they can potentially make use of cards such as Destrudo, Plaguespreader, Jet Synchron, and, more notably, Dangers!, which not only can assist with emptying your hand through their hand effects, also they are DARK for Attribute synergy, and you can play a bit the disruption+beat game with Bigfoot and Thunderbird without relying too much on your Extra Deck that more often than not will be locked.
 

Edited by Darj

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4 hours ago, Darj said:

Yeah, the xenophobia is fine. For example, BAs are xenophobic too and and they were top tier in a couple formats, while nowadays they do relatively well. Besides, you can kind of play around it by going into the Link3, as I pointed out, which is lacking the xenophobic restrictions.
I'm more concerned about the negation effect of the Link3, since it feels like a lazy "I will just make it negate anything and call it a day" approach. I would prefer if the negations of the Link3 and Counter Trap were swapped, actually: make the Link3 hold the Warning negation, and the Counter Trap the "negate anything" effect.
A Link4 should be fine, I guess, but I don't think they really need it, unless it's something overpowering like the Astram Link4. You seem to think these guys have a high swarming power, but they actually rely on multiple copies of Revelation to swarm, and having no hand. I would say that's more impractical that it looks on paper, despite the plethora of consistency and set-up effects you gave them. But IDK, this is where practical tests would come in.
I noticed that despite their xenophobia clauses, they still allow Special Summons from hand and GY, and that means they can potentially make use of cards such as Destrudo, Plaguespreader, Jet Synchron, and, more notably, Dangers!, which not only can assist with emptying your hand through their hand effects, also they are DARK for Attribute synergy, and you can play a bit the disruption+beat game with Bigfoot and Thunderbird without relying too much on your Extra Deck that more often than not will be locked.
 

Well, the reason for the negation is that they lack any other form of protection, sure the Counter Trap is handy, but it's a one-time thing, having it on a monster is more consistent too. As for the LINK-4 being useless, well they currently lack a powerhouse, and with little other options, especially since you can't make anything with the monsters other than these two Link Monsters, I want some more options for them in case their Main Deck isn't cutting it.

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17 hours ago, Zaziuma said:

Well, the reason for the negation is that they lack any other form of protection, sure the Counter Trap is handy, but it's a one-time thing, having it on a monster is more consistent too. As for the LINK-4 being useless, well they currently lack a powerhouse, and with little other options, especially since you can't make anything with the monsters other than these two Link Monsters, I want some more options for them in case their Main Deck isn't cutting it.

That's my issue with the negation effects. The Link3 is relatively more consistent to access and has multiple, OPT uses, while the Counter Trap is a 1-for-1 that has to be searched or drawn. The Link3 having the omni negation is more oppressive than if it had the Warning negation, which otherwise would give the opponent an opening to play around with removal before summoning anything. But that's just my stance on the matter, ED negators are a thing after all, although they rarely negate as many things at this.
More options in the form of a Link4 ought to be welcomed.

Edited by Darj

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Last cards are up! Also, Isolation is edited to require no cards in your hand for its negation effect.

New Cards:
Wicked Warrior of Summation (Level 7 Effect Monster)
Wicked Warrior of Meditation (LINK-2 Link Monster)
Wicked Warrior of Confrontation (LINK-4 Link Monster)
Wicked Warrior's Salvation (Field Spell)
Wicked Warrior's Resignation (Quick-Play Spell)

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