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Draconus297Kolset - The Attributes of Campaigning!
#1
This archetype is the next group design, and given that we have only 4 or 5 people actively following the Neo AGM site we can create a much more concise and focused version of what I initially tried to do with Sclera Guild- a representation of an archetype repeatedly receiving support in later eras. Because of that, I think we can allow more support per "wave". I'm starting with a 16-card early 5Ds pack filler archetype, leaving 6 mini-eras that can be designed in:

Late 5Ds, the era of DandyDoppel Quasar builds, T.G. swarm nonsense, Plant Synchro, and Reborn Tengu.
Early ZeXal, where Wind-Ups and Inzektors warred for dominance with Warrior Rank 4 spam and Trains.
Late ZeXal, where the undying Dragon Rulers and resource-gathering Spellbooks had to be banned to pass on to the beloved HAT format and the extra-fun Battlin' Boxers and Star Seraphs.
Early Arc-V, with Qli, Majespecters, Yosenju, and Nekroz representing stun to Shaddolls, BA, and tellar spam. Kozmo sorta filled a middle ground. 
Late Arc-V, where we went from one absurdly dominant monstrosity of a Deck to another: PePe, True Draco, Zoo, and Pendulum Magicians (hiya, Astrograph!) all causing suffering to everything rogue that wasn't a dinosaur or possessing blue eyes. 
Lastly, early VRAINS, which quickly jumped into SPYRALs, then FTKs and Extra Links for like a year. Say hi to Trickstars and Altergeists when they appear. 

Now, you don't need to create something that can compete with the above meta Decks of each macroformat, but I'd like you to keep your chosen era in mind when you make your support lineup. 

As for the original, early 5Ds line? They're roughly based on a D&D campaign, and are as follows:

NON-TUNERS:

Almistrel, Bard of Kolset
WIND - Level 4 - Fairy/Effect - 1600/1200
If this card is Normal Summoned: You can Special Summon 1 "Kolset" monster from your hand of the same Attribute as a monster on the field. 

Nalkata, Mage of Kolset
FIRE - Level 4 - Fairy/Effect - 1700/200
If this card is Special Summoned, you can place 2 Kolset Counters on each card you can place a Kolset Counter on. If either player Normal Summons a monster that is the same Attribute as a "Kolset" monster you control, you can target 1 monster your opponent controls: Destroy that target.

Namadata, Cleric of Kolset
WATER - Level 4 - Fairy/Effect - 1200/1800
If this card is destroyed: You can Special Summon 1 "Kolset" Tuner monster from your Deck. If a monster is Normal Summoned that is the same Attribute as a "Kolset" monster you already control: You can add 1 "Kolset" Spell/Trap Card from your Deck to your hand. 

Aestrix, Berserker of Kolset
EARTH - Level 4 - Fairy/Effect - 1900/1100
If a monster is Normal Summoned that is a different Attribute from all "Kolset" monsters you control: This card gains 200 ATK. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Kolset" Tuner monster from your Graveyard in Defense Position. 

TUNERS: 

Kolset Servant Gustania
WIND - Level 1 - Fairy/Tuner/Effect - 0/800
If this card is Special Summoned: You can add 1 non-Tuner "Kolset" monster from your Deck to your hand. You cannot Synchro Summon the turn you activate this effect, except to Synchro Summon a "Kolset" monster. 

Kolset Servant Blazalle
FIRE - Level 2 - Fairy/Tuner/Effect - 600/200
If a "Kolset" monster is targeted for an attack: You can Special Summon this card from your hand, and this card becomes the new attack target. Once per turn, this card cannot be destroyed by battle. 

Kolset Servant Waven
WATER - Level 3 - Fairy/Tuner/Effect - 1000/300
If this card is Normal Summoned, you can target 1 Level 4 or lower "Kolset" monster in your Graveyard: Special Summon that target in Attack Position with its ATK reduced to 0.

Kolset Servant Groundna
EARTH - Level 4 - Fairy/Tuner/Effect - 700/2000
If this card is Normal Summoned: Change this card and 1 monster your opponent controls to Defense Position.

SYNCHROS:

Tempest Spirit of the Kolset
WIND - Level 5 - Fairy/Synchro/Effect - 2000/2200
1 Tuner + 1 or more non-Tuner monsters 
If this card is Synchro Summoned, you can target a number of Spell/Trap Cards your opponent controls up to the number of "Kolset" monsters you control with different Attributes: Destroy those targets. 

Inferno Spirit of the Kolset
FIRE - Level 6 - Fairy/Synchro/Effect - 2300/1200
1 Tuner + 1 or more non-Tuner "Kolset" monsters 
This card's maximum number of attacks during your Battle Phase is equal to the number of "Kolset" monsters you control with different Attributes. If this card destroys your opponent's monster by battle: Inflict damage to your opponent equal to the destroyed monster's Level x100.

Oceanic Spirit of the Kolset
WATER - Level 7 - Fairy/Synchro/Effect - 1800/3000
1 Tuner + 1 or more non-Tuner "Kolset" monsters 
If either player Normal Summons a monster of the same Attribute as a monster already on the field: Draw 1 card. Once during either player's Standby Phase, you can target 1 monster in your Graveyard whose Level is less than or equal to the number of "Kolset" monsters you control with different Attributes: Special Summon that target. 

Subterranean Spirit of the Kolset
EARTH - Level 8 - Fairy/Synchro/Effect - 2800/2100
1 "Kolset" Tuner + 1 or more non-Tuner monsters 
If a monster is Normal Summoned that shares its Attribute with a face-up "Kolset" monster on the field: You can look at your opponent's hand and discard 1 monster from it. Your opponent must banish 1 card from their Graveyard each time they activate a Spell/Trap Card, otherwise that card is negated and returned to their hand.

BACKROW:

Kolset, the Grand Kingdom
Field Spell 
If a "Kolset" monster is Normal Summoned: Place 1 Kolset Counter on this card for each different Attribute of monster on the field. "Kolset" monsters you control gain 100 ATK for each Kolset Counter on this card. If a "Kolset" card(s) you control would be destroyed, you can remove 2 Kolset Counters from your field instead.

Kolset Barrier Wall
Continuous Spell 
If a "Kolset" monster is Normal Summoned: Place 1 Kolset Counter on this card for each different Attribute of monster on the field. Once per turn, you can target 1 "Kolset" monster in your Graveyard: Remove Kolset Counters from this card equal to that target's Level, then Special Summon that target. 

Kolset Oracle
Normal Spell 
Excavate the top 3 cards of your Deck. If you excavated a "Kolset" monster(s), you can add that excavated monster to your hand. If all 3 excavated cards were "Kolset" monsters, you can then Special Summon 1  "Kolset" monster from your hand. If you excavated no "Kolset" monsters, your opponent draws 1 card.  Regardless, shuffle your Deck afterward. You can only activate 1 "Kolset Oracle" per turn.

Heralding Horn of Kolset
Normal Trap 
If you control another "Kolset" card: Halve the ATK of all monsters your opponent controls, until the End Phase. After this card resolves, if you control a face-up "Kolset" Spell/Trap Card(s): You can place 1 Kolset Counter on each of them for each "Kolset" card on the field.
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#2
Given the new rules on design notes, I'll be adding them in to this thread, but I'm aggressively verbose and unsure if what I have to say on the initial 16 Kolset cards might hit the word cap. So . . .

First, on theme. Essentially, their design comes from a kind of MMO D&D idea I'd had, where players would get their own tutorial fairies with randomized personality values, that could assist somewhat with combat (but mostly existed as a creative way to handle things like menuing, your friends list, quest management, etc.) That's why each of the "party members" (the non-Tuners) has a corresponding Tuner "Servant". I also just stuck with the Fairy typing to avoid things like Type inconsistency, and left the Chaos Attributes open to an "era" design slot with more freedom with the power of its effects (even late 5Ds would be allowed to make a Faultroll or Shi En).

In terms of the individual monsters, Almistrel drops Gustania from hand and gets you a search even if you had nothing else, granting a basically free Tempest Spirit. For the ZeXal designers, Almistrel can also drop a free copy of itself from hand, or any other WIND Kolset monster, with zero setup if you want an easy design avenue. Gustania being the searcher makes it a backwards Genex Blastfan, with an added restriction that would make sense in the 5Ds era due to it being a Level 1 Tuner easily available from the Deck with the then-new One for One.

Nalkata can put 2 counters on the Continuous Spell to allow you to revive Blazalle, or on the Field to allow for cheap and easy protection of your entire board when necessary. Also, it has the really solid pop effect because, as a FIRE monster, it has the least support of all four Elemental Attributes, so it is least likely to trigger without additional support. Due to its weakness as a monster, Blazalle exists as an attack redirector that can cheaply shield your LP, that also doubles as a Rekindling target for generic FIRE Decks.

Namadata, being the cleric, has the most straight support-oriented effects, granting a backrow search on the NS of anything that shares Attributes with a Kolset (only slightly more likely to trigger on your opponent's turn without support than Nalkata), and, like was pretty common in 5Ds, buffing old battle floaters by letting them trigger if popped, but making them unable to fetch copies of themselves anymore as compensation. However, Nalkata's own Servant isn't actually the one you want to bring out- you're probably sending out a Gustania for a search or a Blazalle for a necessary wall. Waven is really good in its own right, being a basically free Level 7 Synchro if one of the Level 4 monsters winds up in the Graveyard for whatever reason, but doesn't specifically interact with Nalkata, because a support class likely won't be using their support fairy all that much.

Aestrix is a beater you need in an early Synchro Deck, and slowly gets bigger with each added NS of an appropriate monster. With the help of Double Summon, you can even bring out Groundna to switch your opponent's Stardust or RDA to Defense Position, boost Aestrix to 2100 to run over the big Synchro, and revive any archetypal Tuners stuck in your Graveyard.

The Synchros are basically campaign bosses, who drop a spirit version of themselves on defeat that works like a Summon from FF/KH. Their effects are pretty self-explanatory, though.

For the backrow, I noticed a lot of old 5Ds backrow triggered based on the Normal Summon, Oracle is one of those "archetype thing that's better than the generic equivalent but still has its own drawbacks" thing 5Ds liked to do, and Heralding Horn is basically the obligatory early-5Ds battle trap that has some other purpose.
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#3
Just to clarify stuff, you DON'T have to write design notes like I required 2 years ago, though for those who aren't privy to stuff, it helps.

(And that really applies only for the general area)

===
Might add something later, but IDK. Hopefully we can get the rest of the AGM here.
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