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Archetype Submission - Amalgam  (Read 7203 times)

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NixDolores

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Amalgam

Description:
Amalgams are an archetype of DARK Fiend Union monsters that grant ignition effects to the cards they equip to. They focus on generating advantage through these equip effects and then using level modification to summon powerful Xyz monsters.

Its playstyle is one that starts off by generating empty advantage and surviving your opponent's first onslaught, then coming back with a vengeance on the next turn. It plays an intense combo game through repeatedly equipping and destroying the Unions before summoning a big Xyz monster to punch the opponent. Even if you can't kill, you can maintain the resources to keep up a back-and-forth game with your opponent.

I feel like playing with them is the best way to assess their playstyle and balance, so message me (Nix #7581) on discord if you wanna try them on YGOPro and I'll send them to you.


Cards

If the images don't show up here, here is the imgur album:
https://imgur.com/a/UkxWDgE
Spoiler: Monster Cards • show









Spoiler: Extra Deck Monster Cards • show





Spoiler: Spell Cards • show






Spoiler: Trap Cards • show




Additional Remarks

Advantages:

Can generate lots of advantage turn 1 through decently-powerful non-HOPT effects that can be recycled through the union mechanic.

Innate protection of monsters through the union mechanic.

Very strong turn 2+ once you have your equipping cards set up.

Can bypass your opponent's board with hard-hitting direct attacks.

Can easily pop up to 3 cards on your opponent's turn if they play carelessly.

Very versatile combo paths.

Can sometimes inflict huge damage in a single hit.

Has multiple tools for surviving with a weak first-turn board.


Disadvantages:

They don't have much in the ways of disruption except for one (admittedly non-hopt) card with a strict condition.

No effect negation.

HOPT clauses on the powerful graveyard effects to prevent infinite loops and overpowered turn 1s.

In the same vein, turn 1s with this deck are rather weak in general.

Borderline non-existent spot removal.

You can add several cards to your hand but still not have any ways to get them onto your field (some of the advantage the deck builds is rather empty).

All granted ignition effects require the destruction of an equip you control, meaning you have to choose between the protection of a union monster (and therefore the potential disruption from Amalgambit) and using the strong ignition effects the cards grant.

Relies on extra deck monsters to make big plays and does not have a Link monster.

Bosses take a lot of resources to summon and are not easily recovered when lost.

Continuous spells can clog backrow.

You generally have to choose between setting up a powerful board and pushing for huge damage.

EDIT: Amalgambit is now HOPT on the equip effect.
« Last Edit: July 16, 2018, 05:08:53 am by NixDolores »
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