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Draconus297Soulflow - An Archetype of Protagonist Reference
#1
With the infinite wisdom of hindsight, Mayufutsusa was a mistaken method applied to a fun concept. Protagonists using entirely different Summoning methods, and cards designed entirely as a reference to those protagonists, was a mistake from the ground up.

Instead, the ideal approach is a bit closer to something like @Ignister, D/D/D, or Odd-Eyes- making every Summoning mechanic readily accessible at any moment, but making the Main Deck good at their jobs. 

So, the basic idea is as follows- 
1. A simple, functioning lineup of Main Deck Effect monsters that features a mix of Pendulums that see solid use in what Continuous Spells would do for any other archetype, with the significant bonus that some of them apply effects if you Pendulum Summon an archetypal monster (say, one lets you Special Summon a Level 4 or lower archetypal monster from the Graveyard, for instance, on a successful Pendulum Summon).
2. Condensing references to the different characters into a Summoning mechanic that represents them, but applying those references in a sensible manner. For instance, referencing Yugi monsters in Rituals, but keeping all the Ritual Spells solidly functioning in the archetype, and using sub-clauses to make them all into Pre-Prep targets; referencing Jaden's stuff through omni-HERO style Fusions, but using some of the better effects across the omni-Fusion, Masked HERO, and Neos Fusion of each respective Attribute, maybe even blending in some of the better effects of the old HERO Fusions; Keeping the Yusei references down to a small lineup of Synchros referencing, say, the better Warriors and some members of the Stardust lineup; making Yuma references function through a simple engine of low-Rank Xyz to use the Main Deck monsters, and maybe a few high-Rank Xyz that require the other Summoning mechanics to work, and maybe a few Rank-Ups that you can Summon with Pendulum Scale effects as opposed to potentially bricky RUM cards; allowing the Monster effects of some of the Pendulums to reference some of Yuya's better monsters, and giving the big Level 7 Pendulum an effect where, if it's used for an ED Summon, gives the monster it was used as Material for the effect of a monster of the appropriate Type (say, if it's used for a Fusion, said Fusion gets something from Starving Venom or one of Yuya's other Fusions, granting one of the effects of Clear Wing or Enlightenment Paladin to a Synchro made with it, giving whatever Xyz it's made with a Dark Rebellion effect, and maybe granting the effects of other Yuya monsters to the Rituals and Links); and, of course, the Links being slightly more combo-centric equivalents to the Code Talkers, with a couple Link-1s and Link-2s, and of course a big Link- ideally, something like Darkfluid that benefits from using all the Summoning mechanics just to drive the point home.
3. Ideally, a player is incentivized to mix-and-match mechanics, to combine the best effects of the different mechanics, the different protagonists. For example, Super Polying out the DARK Fusion to get a Dark Law effect online, using the special Pendulum to get a negate online with Clear Wing's effects on top of a Stardust-esque effect, and getting the WATER Link pointing to both of them so it can triple-attack once your next turn rolls around. 
4. Consistency effects out the ass. This Deck, just by its nature, is going to struggle to accomplish anything if it can't absolutely go off. The Ritual Spells could work like Gishki Aquamirror, shuffling themselves back into the Deck to draw a card, or like Vendread Origin, banishing themselves to protect your board. The act of Pendulum Summoning should be a huge swing (ha) in advantage. An easily-accessible EARTH or FIRE to take advantage of your Nova Master/Dian Fusion effects. Recoverable Tuners to make the Synchros function. The sky's the limit.
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#2
Soulflow Fusion Effect recommendations-

DARK
If your opponent adds a card(s) from their Deck or Graveyard to their hand by a card effect: Banish 1 random card from your opponent's hand. Once per turn: You can target 1 face-up card your opponent controls; negate that target's effects on the field, also, if that target leaves the field while targeted by this effect, banish it. You can only target 1 card at a time with this effect. 
(Dark Law / Dark Neos)

EARTH
Once per turn, you can target 1 face-up monster your opponent controls: Halve that target's ATK, and if you do, this card gains 200 ATK. If this card destroys your opponent's monster by battle: You can Special Summon 1 Level 4 or lower "Soulflow" monster from your Deck. 
(Gaia / Dian)

FIRE
This card gains 400 ATK for each "Soulflow" card on the field. If this card destroys your opponent's monster by battle: You can draw 1 card.
(Flare Neos / Nova Master)

LIGHT
This card gains 300 ATK for each of your banished "Soulflow" cards. Once per turn, you can target 1 card your opponent controls; destroy it, and if you do, apply the appropriate effect depending on its Type. ●Monster: This card cannot attack or be selected as an attack target this turn. ●Spell: If it is your turn, this card can attack directly this turn. ●Trap: Change 1 monster on the field to Defense Position. 
If this card is destroyed in a Monster Zone, you can add up to 2 of your banished "Soulflow" cards to your hand. 
(The Shining / Glow Neos)

WATER 
All three effects here are good- OPT Confiscation, a Raigeki on exit, and a Feather Duster on-Summon. Feel free to take what you like. 

WIND
All three effects suck- ATK gain if you're losing, OPT MST, and halving the ATK of a monster on-Summon. Take what you need.

Oh, and the weirdness in the LIGHT one's effect is because I imagine one of your Fusion cards turning the activated effects of whatever you Summon into Quick Effects, letting the EARTH one play shenanigans in Damage Step and the DARK one act as an RDA Abyss, on top of the LIGHT one being a Drident.
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#3
Recommendations for "Soulflow" Rituals:

Level 5
Given that the only Level 5s consistently associated with Yugi are Jack's Knight and Curse of Dragon, a self-recursion effect or Summon from Deck is the easiest association. Catapult Turtle is mostly associated with burn and walling up, neither of which belongs in a combo Deck imo. Kuribabylon has a tag-out effect letting you revive monsters whose total Levels equal 5, so there's that as well. Curse of Dragon associations feel necessary, letting you revive this one as a HOPT if you control an archetypal monster.

Level 6
Dark Magician Girl is an obvious option if you want a beater here, Summoned Skull associations give you targeted destruction or targeting protection hilariously, and association with Archfiend of Gilfer gives you ATK reduction and yet more recursion. No recommendations.

Level 7
Dark Magician itself is an option for reference, given its associations with backrow for either removal, consistency, or yet more recursion, Buster Blader has its entire connection with beatdown and lockdown, and while Gaia is also here, its primary affiliations are piercing damage and things to do with Capapult Turtle. Dark Magician is the obvious recommendation, but adding some Buster Blader flavor is fun.

Level 8
HOO BOY are you loaded on options. You might want two or three Level 8 Rituals because of how many Level 8 options you have. Dark Magician of Chaos has its associations with effect negation and Spell consistency, BLS is likely just going to end in a reference to Envoy with protection on top, Valkyrion is another option if you want a tag-out effect, Gandora for a powerful nuke, Silent Magician and Swordsman frequently got to this Level for Spell lockdown (which can easily be negation) in a Deck like this. If you care, the Legendary Knights are all here. A lot of these options are VERY GOOD for a boss Ritual.

Level 9
Dark Paladin's negation association and Black Skull Dragon's burn association, combined with both having an ATK boost thing going, are your only options, and are easily combined. I don't recommend going as far as Dragoon, but there's a reason it has the effects it does.
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