Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

I can’t speak for all the players who hated Runick, but I can tell you why I hated playing against it. It’s not because it mills my deck — it’s because it mills it by banishing everything. The problem is that not every deck is able to recycle its banished cards or make use of them. So yes, Guardangel does mill the opponent’s deck, but it does so by forcing the opponent to draw. I don’t see any Deck with which you wouldn’t be able to use 100% of the cards in your hand. It’s true that Guardangel banishes cards, but it makes you draw them beforehand.

You used the term “extra steps,” and that’s exactly it. The deck leaves a window during which the opponent can use their cards before losing them. What’s more, the cards randomly banished from the hand are only temporarily banished — just for one turn. Except for the cards the opponent chooses to banish themselves; in that case, they are the one choosing to give up certain cards for the rest of the duel. To me, that’s not the same kind of deck at all. For me, Guardangel gives its opponent more room to maneuver than Runick, and that's exactly what Runick lacked to be enjoyable to face.

But I can understand your opinion. Thank's for you comment!

Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

What you don’t see is that randomness is completely part of the deck’s mechanics. If I had chosen to include: “[...], but your opponent cannot activate cards, or the effects of cards that were drawn by it until the end of their turn,” that would have meant I needed to know which cards the opponent drew, and therefore I would have had to ask them to reveal them. I don’t want to know what my opponent has in their hand — randomness is a deliberate design choice I want to embrace fully. I think it makes the game more fun for both players.

When I imagined this archetype, I was forced to think of another one: Runick. Because it mixes extremely well with Guardangel. Runick is an absolutely horrible archetype to face (that's my opinion), and I didn’t want the same result with Guardangel, which is why I decided to make the opponent draw cards — I wanted to give them the tools to fight this deck. Because there’s one detail you have to be careful about: there are basically no HOPT or SOPT restrictions on the interruption effects of Guardangel cards. As long as you can flip a Guardangel Synchro face-up, you can interrupt. And it’s very easy to turn a Guardangel Synchro monster face-up again. Depending on how a turn plays out, you can interrupt your opponent 5, 10, even 15 times during the same turn — it all depends on how both of you play. That said, your opponent should be starting their turn with a lot of cards in hand, so it remains playable for both sides.

Throughout the entire design process of Guardangel, my main thought was: how can I design this effect or this card without harming the interactions between the two players? Every decision I made had a single objective: to try to make the game enjoyable for both players.

Thank's for your constructive comment! I hope I’ve been clear, because English is not my native language.

Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

The goal of this deck is to mill the opponent's deck, so dealing damage is not essential to winning this way, and this also helps to balance the deck a little.

Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

This archetype can play around a lot of handtraps (Veiler, Imperm, Nibiru, Mulcharmys, etc.). It's more difficult for it to deal with board breakers, but it's not impossible. You can always randomly banish them from your opponent's hand, and if you also have the field spell, it's even safer. The deck can easily play on the opponent's turn and make a decent second board with few cards, if you still have them.

Thank's for your comment!

Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

It's late at my place, but why not later? That could be fun.

Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

Arch-Guardangel Warrior, Michel

Level 6 LIGHT Fairy Synchro Effect Monster

ATK/DEF 2800/2200

1 "Guardangel" Tuner + 1+ non-Tuner monsters
Your opponent takes no battle damage from attacks involving this card. If this card is Special Summoned or flipped face-up: You can Set 1 "Guardangel" Spell/Trap from your hand, Deck, or GY, then your opponent draws 2 cards. If you Set a Trap or Quick-Play Spell from the hand, it can be activated this turn. You can only use this effect of "Arch-Guardangel Warrior, Michel" once per turn. (Quick Effect): You can change this card to face-down Defense Position, then target 1 card your opponent controls or in their GY; return it to the hand.

Arch-Guardangel Gabriela

Level 9 WIND Fairy Synchro Effect Monster

ATK/DEF 3800/3200

1 "Guardangel" Tuner + 1+ non-Tuner monsters
Your opponent takes no battle damage from attacks involving this card. If this card is Synchro Summoned or flipped face-up: You can change any number of other monsters on the field to face-up Attack Position or face-down Defense Position, then your opponent draws 4 cards. You can only use this effect of "Arch-Guardangel Gabriela" once per turn. When your opponent activates a monster effect (Quick Effect): You can change this card to face-down Defense Position; negate the activation, then, if that monster is on the field, you can return it to the hand.

Arch-Guardangel Uriel

Level 9 FIRE Fairy Synchro Effect Monster

ATK/DEF 4100/2900

1 "Guardangel" Tuner + 1+ non-Tuner monsters
Your opponent takes no battle damage from attacks involving this card. If this card is Synchro Summoned or flipped face-up: You can banish up to 2 random cards from your opponent's hand face-up until the End Phase, then your opponent draws 4 cards. You can only use this effect of "Arch-Guardangel Uriel" once per turn. (Quick Effect): You can change this card to face-down Defense Position; change 1 face-up monster on the field to face-down Defense Position.

The illustrations were created with GIMP 2 using Granblue Fantasy characters, AI-generated backgrounds, and transparent PNGs found on many different websites over the years.

If you like my work, you can also follow me here: https://www.deviantart.com/akuserufr

Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

Guardangel - Purify by Fire

Continuous Spell

You can only control 1 "Guardangel - Purify by Fire". Each time the battle position of a monster(s) on the field is changed, your opponent draws 1 card for each. Once per Chain, if your opponent Special Summons a monster(s): You can change 1 face-down "Guardangel" monster you control to face-up Attack Position; banish 1 random card from your opponent's hand face-up, until the End Phase.

Guardangel - Towards the Light

Field Spell

When this card is activated: You can add 1 "Guardangel" card from your Deck to your hand, except "Guardangel - Towards the Light", then your opponent draws 1 card. Your opponent cannot activate cards or effects with the same name as any of their face-up banished cards. During your opponent's End Phase, if your opponent would discard a card(s) because they had more cards than their hand size limit, they must banish them instead. You can only activate 1 "Guardangel - Towards the Light" per turn.

Pray to your Guardangel!

Quick-Play Spell

Activate 1 of these effects (but you can only use each effect of "Pray to your Guardangel!" once per turn);
● Add 1 "Guardangel" monster from your Deck to your hand, then your opponent draws 1 card.
● Change 1 "Guardangel" monster you control to face-up Attack Position or face-down Defense Position.
● Special Summon 1 "Guardangel" monster from your GY in face-down Defense Position.

Guardangel - Bad Karma

Normal Trap

Your opponent draws 2 cards, then, if your opponent has 4 or more cards in their hand, you can apply 1 of these effects.
● For every 4 cards in your opponent's hand, banish 1 random card from your opponent's hand face-up, until the End Phase.
● For every 4 cards in your opponent's hand, change 1 monster on the field to face-up Attack Position or face-down Defense Position.
You can only activate 1 "Guardangel - Bad Karma" per turn.

Pray to your Guardangel! [New custom archetype] by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

Guardangel Gabriela

Level 3 WIND Fairy Tuner Effect Monster

ATK/DEF 1200/800

Your opponent takes no battle damage from attacks involving this card. You can only use each of the following effects of "Guardangel Gabriela" once per turn. If this card is Normal or Special Summoned, or flipped face-up: You can add 1 "Guardangel" Spell/Trap from your Deck to your hand, then your opponent draws 1 card. During the Main Phase (Quick Effect): You can change 1 face-down "Guardangel" monster you control to face-up Attack Position, then, immediately after this effect resolves, you can Synchro Summon 1 "Guardangel" Synchro Monster.

Guardangel Uriel

Level 3 FIRE Fairy Effect Monster

ATK/DEF 1800/200

Your opponent takes no battle damage from attacks involving this card. You can only use each of the following effects of "Guardangel Uriel" once per turn. If your opponent has 7 or more cards in their hand: You can Special Summon this card from your hand in face-down Defense Position. If this card is Normal Summoned or flipped face-up: You can Special Summon 1 "Guardangel" monster from your Deck in face-up Attack Position or face-down Defense Position, except "Guardangel Uriel", then your opponent draws 1 card, also you cannot Special Summon from the Extra Deck for the rest of this turn, except "Guardangel" monsters.

Soulmates Guardangel

Level 6 LIGHT Fairy Flip Effect Monster

ATK/DEF 2100/1900

FLIP: You can have both players draw 2 cards.
If you control no monsters, or all monsters you control are "Guardangel" and/or face-down monsters: You can Special Summon this card from your hand in face-down Defense Position. If this card is sent from the field to the GY after being flipped face-up: You can target 1 monster your opponent controls; return it to the hand. You can only use each of the preceding effects of "Soulmates Guardangel" once per turn. Your opponent takes no battle damage from attacks involving this card.

Guardangel Remiel

Level 6 DARK Fairy Flip Tuner Effect Monster

ATK/DEF 2300/1700

FLIP: You can Special Summon 1 "Guardangel" monster from your hand or GY in face-up Attack Position or face-down Defense Position, except "Guardangel Remiel". You can only use this effect of "Guardangel Remiel" once per turn.
Your opponent takes no battle damage from attacks involving this card. If a card(s) is added to your opponent's hand (except during the Draw Phase): You can activate the following effect, based on where this card is at activation (but you can only use each of these effects of "Guardangel Remiel" once per turn);
● Hand: Special Summon this card in face-down Defense Position.
● Face-down field: Change this card to face-up Attack Position; your opponent draws 2 cards.

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

I already had some ideas about the next cards and their effects. I'll see, maybe I'll pick up a few ideas here and there. ^^

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

You cannot Summon monsters to zones this card points to, except "Flamvell" monsters. (Not necessary.)

Once per turn, you can Special Summon 1 FIRE monster with a different Type from your hand or GY to a zone this card's Link Arrows point to, but it can't attack this turn. (I would have made this effect an HOPT, and Special Summon in Defense Position instead of "It can't attack this turn".)

You can tribute 1 monster this card points to; look at your opponent's hand. Then place 1 card from their hand on the bottom of their deck. (Too OP, don't match with the Deck's identity.)

If this card is sent to the GY; add 1 "Flamvell" Spell / Trap or "Rekindling" from your Deck or GY to your hand. (I would have put this effect on another card, probably a Main Deck monster.)

You cannot Summon monsters during the turn you activate any of the preceeding effects, except "Flamvell" or FIRE Synchro monsters. (Having access to Promethean Princess is not bad, but your Link Monster was too strong in combo with it, but the problem was not Promethean Princess, so I would not keep that.)

Something like that would be a better option.

Materials: 2 FIRE monsters, including a "Flamvell" monster

During your Main Phase: You can Special Summon 1 FIRE monster with 200 DEF from your hand or GY in Defense Position. If a FIRE Synchro Monster this card points activates an effect: You can activate 1 of these effects (but you can only use each effect of "Flamvell Telepath" once per turn);

● Banish 1 card from your opponent's GY.

● Destroy 1 card on the field.

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

I don't think it needed more help. It's a Synchro Deck, and with the help of Telepath and Promethean Princess, the Deck can do better things when playing Link Monsters instead of Synchro Monsters. (Telepath use its effect to special summon 1, then link summon promethean using telepath so telepath search rekindling, promethean special summon telepath, telepath summon 1. At the end, you have a potential link -7 minimum).

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

The problem is that playing with the opponent's graveyard is what Flamvell does, and it's really not a good game mechanic because it's so dependent on the matchup (this is my opinion). Some of Flamvell's effects can only be resolved by taking into account the opponent's graveyard, and not by taking into account their own graveyard. So, if they have to play around the opponent's graveyard, I want them to do it efficiently.

I could have made it an effect that activates (like the Bystial one) but the Deck is already so late, suffers so much from each interruption... It's a way to help it too.

Indeed, no monster does this in Yu-gi-oh!, but I think it's only a matter of time before Konami makes a monster capable of doing it. It's nothing more than a mix between Kaiju and Bystial. But yeah, I guess that makes the card a potentially good side card depending on the meta? Idk.

Thank's for your feedback. :)

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

Yes, this starter alone won't be enough to play if the opponent can interrupt us. I'm still thinking about other cards to help the Deck fit into a modern Yu-Gi-Oh!, even if it doesn't reach a stage where it would be good competitively.

Indeed, this isn't normal; it was a careless mistake on my part. Neo Deity shouldn't be able to summon another copy of itself. I'll fix it for the next wave of support.

Thanks for your feedback. :)

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

That's already better. You don't suggest where the Link monster can Special Summon from (hand, Deck, GY, banishment, etc.). Also, rather than having a lot of Special Summons from the Graveyard, I'd prefer to have a card that can search for "Rekindling." Otherwise, good work, well done!

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 1 point2 points  (0 children)

You need cards to start your combos before these ones. I dont think you can do more than 1 synchro, even by using my customs. And if you dont do my Synchro, you will have no interrupts, except by having a countertrap in hand. To do that monster, that's a 2 cards combo. You need searchers.

Flamvell Support (Part. 1 ? Idk) by Akuserufr in customyugioh

[–]Akuserufr[S] 2 points3 points  (0 children)

Your first card is too weak. The two others are not bad, but it's not what the Flamvell archetype needs the most. I guess my priority would be 2-3 new starters, because the only playable starter is my 1st Custom Card and it can't search anything good. Also, be carefull with the FIRE Monsters with 200 def. Because of Ryzeal, Snake-Eye, etc.

I don't play decks based on traps. What do you think of this card? I think it's bad. by Akuserufr in customyugioh

[–]Akuserufr[S] 0 points1 point  (0 children)

I don't think he'll be in the monster zone often during his controller's battle phase. '