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Posted: Sun Oct 10, 2010 5:37 pm
YGO! HD Decks: Ground Deck: Paradox Miller Monsters
Paradox Thief lvl4-Earth-Warrior/Effect When this card declares an attack, you may reduce the damage this card deals to 0 and make your opponent discard 1 card from their hand to the graveyard. ATK: 1500 DEF: 1800
Paradox Priest lvl3-Light-Spellcaster/Effect While this card is face-up on the field, any time your opponent discards a card due to a card effect, your opponent may draw 1 card for every card discarded. ATK: 800 DEF: 2000
Paradox Guardian lvl3-Light-Warrior/Tuner When this card deals battle damage, your opponent must discard 1 card from their hand. If your opponent attacks a monster you control, other than “Paradox Guardian”, you may discard a card to switch the attack target to this card. ATK: 300 DEF: 2100
Paradox Zombie lvl4-Dark-Zombie/Effect When this card attacks your opponent directly, you may reduce the damage dealt to 0 and send the top card of your opponent's graveyard to the bottom of their deck. ATK: 1900 DEF: 800
Paradox Mech lvl2-Earth-Machine/Tuner You may discard this card from your hand to send the top three cards of your opponent's deck to the graveyard. You may Special Summon this card from the graveyard by sending the top 2 cards of your opponent's graveyard to the bottom of their deck. ATK: 400 DEF: 600
Paradox Monolith lvl1-Earth-Rock/Effect While this card is face-up on the field, if either player shuffles their deck, this card deals 1000 points of direct damage to that player. ATK: 200 DEF: 1000
Paradox Phantom lvl5-Dark-Fiend/Tuner During your Standby Phase, you may pay 800 lifepoints to have all "Paradox" monsters you control unable to be destroyed by battle of cards effects until the End Phase of your opponent's next turn. ATK: 2200 DEF: 600
Paradox Elemental lvl7-Light-Thunder/Effect You may Special Summon this card from your hand by sending every card in your opponent's graveyard to the bottom of their deck. Once, during your End Phase, you may send cards from the top of your opponent's deck to the graveyard equal to the number of "Paradox" monsters in your graveyard. This card gains 500 ATK and DEF for every card in your opponent's graveyard. ATK: 0 DEF: 0
Paradox Hero lvl8-Earth-Warrior/Fusion/Effect “Paradox Thief” + “Paradox Priest” + “Paradox Zombie” This card can only be Special Summoned from the Extra Deck by removing from play the above monsters (you do not use Polymerization). Once per turn, you may Special Summon 1 “Paradox” monster from your hand or graveyard. If this card is destroyed, destroy all monsters Summoned with this card’s effect. Your opponent must send cards from the top of their deck equal tot he number of monsters destroyed this way. ATK: 2500 DEF: 2100
Paradox Ninja lvl5-Earth-Warrior/Fusion/Effect “Paradox Thief” This card may only be Fusion Summoned through the effects of “Paradoxical Evolution”.When this card destroys a monster, your opponent must discard a card from their hand. Once per turn, you may remove this card from play to make your opponent send the top 2 cards of their deck to the graveyard. Special Summon this card during the third End Phase after using this effect. ATK: 1900 DEF: 1800
Paradox Vampire lvl5-Dark-Zombie/Fusion/Effect “Paradox Zombie” This card may only be Fusion Summoned through the effects of “Paradoxical Evolution”. When this card is destroyed by battle and sent to the graveyard, Special Summon it during your next Standby Phase and send the top 2 cards of their graveyard to the bottom of their deck. ATK: 2300 DEF: 800
Paradox Dragon lvl10-Light-Dragon/Synchro/Effect 1 "Paradox" Tuner monster = 1 or more non-Tuner monster(s) While this card is in play, neither player may activate effects that would allow them to search their decks. Every time a "Paradox" monster destoys a monster by battle, the controller of the destroyed monster must discard 1 card from their hand. Any time a "Paradox" monster is destroyed by battle, the controller of the monster that destroyed them may draw 1 card. ATK: 2800 DEF: 2900
Paradox Lancer lvl6-Dark-Warrior/Synchro/Effect 1 “Paradox” Tuner monster + 1 or more non-Tuner monster(s) When this card deals damage to your opponent, your opponent must discard 1 card from their hand and draw 1 new card. When this attacking monster attacks a defense position monster with less DEF than this card’s ATK, deal battle damage equal to the difference. ATK: 2400 DEF: 1500
Spells
Para-Draw Spell Draw 2 cards. Your opponent may bring any two cards from their graveyard to the bottom of their deck.
Paradox Summon Spell Select 1 “Paradox” monster in your graveyard and shuffle that monster into your opponent’s deck face-up. When your opponent draws that monster, it is immediately Special Summoned to your side of the field.
Paradoxical Evolution Spell (Quick-Play) Send the appropriate fusion material monster(s) from your side of the field to the graveyard to Special Summon 1 level 5 or lower “Paradox” fusion monster from your Extra deck. This counts as a Fusion Summon.
Paradox Revival Spell (Continuous) Once per turn, you may Special Summon 1 level 4 or lower "Paradox" monster from your graveyard. Your opponent may draw card(s) equal to the level of the Summoned monster.
Dimensional Lightning Spell (Quick-Play) Remove from play 1 Spell or Trap card on the field.
Traps
Para-Burn Trap Deal 100 points of damage times the number of cards in your opponent's deck.
Paradox Trap Hole Trap Activate this card when a “Paradox” monster you control is destroyed by battle. Destroy the monster that destroyed your monster and send cards from the top of the opponent’s deck to the graveyard equal to that monster’s level.
Paradox Water Wheel Trap (continuous) While this card is active, any time your opponent draws a card outside of their Draw Phase, send the top card of their graveyard to the bottom of their deck.
Mimic Trap Trap (Counter) Activate this card if it is the target of a card effect. Select 1 Spell or Trap card in your opponent’s graveyard. This card’s effect becomes the effect of the selected card. (This card is still treated as a Counter Trap card.)
Sky Deck: Sky Paradox
Monsters
Paradox Sky Pirate lvl4-Wind-Warrior/Effect When this card destroys a monster and sends it to the graveyard, the controller of the destroyed monster must discard cards from their hand equal to the number of Mach Counters on Sky World. ATK: 1800 DEF: 1000
Paradox Angel lvl2-Light-Fairy/Tuner When this card is Summoned, you may remove 1 Mach Counter from Sky World to send the top 3 cards of your opponent’s graveyard to the bottom of their deck. ATK: 400 DEF: 1700
Paradox Flying Squirrel lvl2-Wind-Beast/Effect When this card is destroyed by battle and sent to the graveyard, send the top card of your opponent’s deck to the graveyard and Special Summon up to 2 “Paradox Flying Squirrels” in face-down defense position. Add 1 Mach Counter to Sky World for every monster Special Summoned this way. ATK: 100 DEF: 1000
Paradox Pegasus lvl4-Wind-Winged-Beast/Tuner When this card is Summoned, add 1 Mach Counter to Sky World. When this card is used a material for a Syncho Summon, your opponent must search their deck for a monster who’s level is equal to the number of material monsters used to Synchro Summon and Special Summon that monster. ATK: 1600 DEF: 1000
Paradox Tengu lvl4-Dark-Beast-Warrior/Effect When this card destroys a monster and send it tot he graveyard, put one Mach Counter on Sky World. Once per turn, you may remove a Mach Counter from Sky World and make your opponent shuffle 1 monster card from their graveyard into their deck. ATK: 1800 DEF: 800
Paradox Firefly lvl1-Fire-Insect/Effect Discard this card to send the top 3 cards of your opponent’s graveyard to the bottom of their deck. You may Special Summon this card from your graveyard by sending the top card of your opponent’s deck to the graveyard. ATK: 0 DEF: 0
Paradox Fighter Jet lvl4-Light-Machine/Effect This card gains 500 ATK for every Mach Counter on Sky World. ATK: 200 DEF: 1800
Paradox Gremlin lvl3-Dark-Fiend/Effect While this card is in your graveyard, deal 800 points of damage to either player whenever they shuffle their deck. ATK: 100 DEF: 100
Paradox Sky Fortress lvl8-Wind-Machine/Synchro/Effect Once per turn, you may remove 1 Mach Counter from Sky World to send the top 3 cards of your opponent’s deck to the graveyard. During the End Phase, your opponent must select 1 card from their graveyard and shuffle that card into their deck. ATK: 2800 DEF: 2800
Spells
Cards from the Sky Spell Draw 2 cards by removing 1 Mach Counter from Sky World.
Mach-Speed Summon Spell Activate this card only if you have at least 2 Mach Counters on Sky World. Special Summon 1 monster from your graveyard in face-up attack position.
Sky World Reinforcement Spell (Continuous) Once per turn, you may discard 1 card from your hand to add 1 Mach Counter to Sky world.
Tropic Lightning Spell (Quick-Play) Remove 1 Mach Counter from the field to destroy 1 Spell or Trap card on the field.
Traps
Sky-Burn Trap Deal 100 points of damage times the number of Mach Counters on the field.
Paradox Typhoon Trap Activate this card when a “Paradox” monster you control is destroyed by battle. Remove 2 Mach Counters from your side of the field to destroy 1 card in play.
Paradox Windmill Trap (continuous) This card’s effect is only active while you have at least 3 counters on Sky World. While this card is active, any time your opponent Special Summons a level 5 or higher monster, send cards from the top of their deck to the bottom of their deck equal to the level of the Summoned monster.
Sky World Storm Trap (Counter) Activate this card when your opponent activates a destruction effect. Negate the effect of that card and add a Mach Counter to Sky World.
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Posted: Sun Oct 10, 2010 7:28 pm
no offense but the deck is terribad.
Ground version sucks something fierce your burn and deck out win condition (Well I think it is since your ground beaters negate damage to mill) is horrible and contradictory to make your win condition, to be honest, impossible, unless your opponent sucks something fierce
Sky Version is decent Firefly is broken beyond reason for milling. Windmill sucks something horrible Sky Fortress is meh Gremlin is pointless
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Posted: Sun Oct 10, 2010 10:18 pm
Explain to me how Firefly is broken. You give your opponent back 3 cards, and then it becomes a Treeborn Frog that mills a card upon it's Special Summon. And as far as I can tell, there are no cards in the Sky set (because you can't use Ground cards in your Sky deck IIRC) that could even consider taking advantage of it; all it does is give you a shield. Now, if actual cards are allowed in the RP, it will need some tweaks (like a uniqueness rule).
As for the actual set, it's completely up to the TC how they want their deck works for their character.
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Posted: Mon Oct 11, 2010 12:48 am
[-Zera-] Explain to me how Firefly is broken. You give your opponent back 3 cards, and then it becomes a Treeborn Frog that mills a card upon it's Special Summon. And as far as I can tell, there are no cards in the Sky set (because you can't use Ground cards in your Sky deck IIRC) that could even consider taking advantage of it; all it does is give you a shield. Now, if actual cards are allowed in the RP, it will need some tweaks (like a uniqueness rule).
As for the actual set, it's completely up to the TC how they want their deck works for their character. musta misread firefly. coulda swore it said discard top three cards to the graveyard. In anycase. his contradictory win conditons make his deck terribad, his only hope lies in beat sticking with minor burn
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Posted: Mon Oct 11, 2010 9:46 am
I misread Firefly the first go around as well. It's unfortunate though, as the effect I thought it had (and Paradox Mech) would have made for a really fun mill archetype.
But I digress, your input isn't really necessary nor was it asked for. Unless you will be using these cards for your character, their level of power isn't your business. You can point out broken cards for balancing reasons because it keeps the RP fair, but pointing out potentially underpowered cards for the sake of insulting them just makes you a d**k.
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Posted: Mon Oct 11, 2010 9:48 am
So, the play style with these guys isn't to deck the opponent out like a regular mill. What is does is keep the opponent from having a reliable deck/graveyard situation and burning them whenever they use searchers or do anything else that causes their deck to shuffle.
Now, I haven't play tested this set very much yet (and not against an actual opponent at all), so maybe you're right, Fresh. It could be that I need either more mill or more beat down.
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Posted: Mon Oct 11, 2010 10:05 am
Sangi, your archetype embodies one of the fundamental aspects of deckbuilding: streamlining. As of right now, your archetype is trying to do too much and the overall deck is suffering because of it. As of right now, your archetype is: -Milling -Burning Lifepoints -Bouncing
And unfortunately, it's not doing any of the above very well. If you really want your deck to be better, then you should pick one core strategy, and then maybe add a sub strategy. If the deck is supposed to Mill cards, that should be it's main strategy.
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Posted: Wed Oct 13, 2010 4:35 pm
Edit: Added to the ground deck; 1 new Effect monster, 1 new Synchro monster, 2 new Fusion monsters and a new Spell to hopefully create a slightly better strategy. Gunna wait for them to be approved before updating actual deck for the RP.
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Posted: Sat Oct 16, 2010 1:09 pm
Edit: Sky set now has 1 new Effect Monster to combo with Paradox Gremlin's burn effect and fix a small problem I've found with the deck: getting Mach Counters outside of Sky World's effect in a reliable manner.
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