YGO Custom Cards
divider
We Make Our Cards Right!

The Creation of a single dreamer - Mekbuster  (Read 6589 times)

0 Members and 1 Guest are viewing this topic.

Zerry

  • (22 Posts)
  • *
    • View Profile
    • Awards
  • Discord Tag: Nico Nico Nii#0026
  • Rated:
"Lyrica!"
"What's up Velis?"
"Lyrica, I finally did it! I created my first Mech! Look at this! I call it the Mekbuster Brawler F4-SK3!"
"Velis... This... thing... Does it have the strength to protect us from the threat that VECTOR is fighting?"
"Probably, maybe not, but it's a first step towards my dream!"

Introduction
This is the Submission for Mekbusters, my fourth Archetype Submission. Mekbusters are a LIGHT/DARK, Machine/Warrior semi-generic OTK Spam Archetype that revolve around a single card: Mekbuster Engineer. While the concept of a 1 card based Archetype is rather difficult to form into a potent Deck, Mekbusters are made to work somewhat without Mekbuster Engineer already in play but having Mekbuster Engineer greatly improves the plays Mekbuster has in multiple ways and is also a needed Fusion Material for the 7 Fusions it is needed for, 3 being cards of this Archetype. Effect strength-wise this Archetype goes for a rather interesting theme that has it so that the monster with the lowest level give the best effect and the effect efficiency gets lower the higher the levels get. The Archetype also has a lot of floating going on for it's higher leveled Machine Monsters. Just looking at this may seem like the Archetype is a little over-packed with effects, but it's easy to understand once I get into the cards.

The Cards
Spoiler: "Monsters" • show

Mekbuster Engineer is pretty much the foundation of the Archetype. It summons each high-level Mekbuster (and other LIGHT Machines, which already shows the semi-generic Support aspect of this Archetype) from the Deck during either player's turn and can search Mekbuster S/T on Special Summon, which is an effect that is easily obtainable.


This card is a hard support for Engineer while serving as a substitute for Engineer as well and it further follows the theme of lower leveled monsters giving more benefit and the benefit gets lower the higher the level goes. For this example: While the original summons big beaters from the Deck, Controller needs more setup to Summon a big beater although that may pay off just as well as she is treated as Engineer on the field. However, since the Archetype can support the original Engineer more than this "fake Engineer" (the last effect of this card is also a big support for the original Engineer), the original will mostly pay off more.


As the levels for the girls get higher, their effects get worse. At least for Mekbusters. Adding a big one to your hand is not that much what you want to have on a Normal Summon since you want to summon them off Engineer, however that does not change the fact that this is a good effect for desperate situations where you really need that beater for Fusion Summoning or just for it's float. The other effects of this card are rather decent, while still being restrictive supports for Engineer.


The last Main Deck girl with the highest Level therefore the worst effect, although she still has a lot of uses. First off the Attribute Change can make all your monsters any Attribute that ties in nicely with her second effect that is good removal while also triggering the big guys' float. However the cost on the first effect makes this card less viable (unless you have enough Float Targets in your Grave) and this is one of the few cards that don't support Engineer and aren't supported by Engineer.


And here we are with our first Mech! Basically the Mechs have the same theme: They can Special Summon themselves from the hand by tributing Machine/Mekbusters, have an extra trigger if they get summoned by Engineer and a float. For all of these effects, Brawler is the strongest. On Engineer Summon, it adds any Mekbuster Monster to the hand, which is good in this sense because it can also add Scavenger or another Engineer if need be and it is the only Mech to float into 2 monsters.


Wot in tarnation, is this a Codeman reference!? Ehm... well, General is a nice card for it's mulligan +1 and it's removal effect which however does counteract the usual strategy of having Mekbusters in the GY to float into. It's a decent card but not the best.


Now we're getting a little ridiculous since this card needs an Extra Deck Machine to be summoned and cannot be summoned by Engineer. However this card does still support Engineer and opens up a lot of interesting plays like freeing up the EMZ, then resummoning that Monster tributed and put another monster in the EMZ. Not much else to say about this one.


It's a Monarch! ...but actually the worst Mekbuster in terms of summoning condition and effect also being Level TEN makes it's usability as a Monarch much lower. This card in addition to an Engineer can be a nice tech in Decks that want to mill a specific Machine though. But that's all there is to Emperor. Highest Level, Highest ATK, Worst Effect.


Spoiler: "The Extra Deck" • show

This is the first of the Extra Deck monsters and the third and last Engineer this Archetype has and it even counts as an Engineer in the GY unlike Controller. The other use of this card is being a nice revival card for Mekbusters.


Being the second Link with a higher Link Rating, this co-linked card especially good for Extra Deck spam, if you have the hand to make up for it. It is also great in recovering an Engineer (or Navigator) from the GY. Then there's the float which is in itself interesting because it Special Summons a Girl rather than a Mech.


The first Fusion has a nice form of benefitial removal on a maybe indestrutible body and a rather solid float effect which is not the best amongst the Fusions. Her being a Warrior is a little unfortunate for the other Floaters of the Archetype but since this card is mainly there to steal opponent's monsters and beating over problems, it's relatively fine. Combined with Peacekeeper, this card can really shine.


This second Fusion is more on the defensive and recovery side and both benefits Mekbusters and VECTOR. Also this card is arguably the better float effect, however that also depends on cards you already have in your GY or banished. Also this card is capable of resummoning LS3-J8 if you happen to have 2 Engineers to summon alongside it.


For the last monster in this Archetype, we have LS3-K9, an aggressive spam monster that requires more ressources to summon but has a higher reward alongside it. All of this card's effects are pretty solid along it's statline and it's capable of floating into any Special Summon-able Machine except itself which makes it even better. This card is a powerhouse in itself.


Spoiler: "The Spells" • show

Complex and effective in design, this card is the searcher for Mekbusters. And this card's usability depends on what you already have on the field and if you control both an Engineer and a Mech, you can't even use this card. Not much to say about this.


This card is basically Invocation, just for Machine/Warrior Fusions that counteracts the Archetype by requiring to banish GY ressources to recycle this card (unless you do so with LS3-I6 by discarding 2 cards).


This card is both there to help spamming and to go into Xyz easier. Combined with Scavenger, Summoning Cyber Dragon Infinity is relatively easy even though you can't run Nova in this Deck (without Galaxy Soldiers at least).


For the last card, we have the Field Spell. The Mech Search on Activation is better on this card than on Hunter because it doesn't use the Normal Summon. The last effect is mainly there to give the Warriors some way to shine but ultimately ends up being a way to get into your Mechs easier. However, while you'd mostly want to go into Engineer,
 you will not get any destruction of that because sadly, Velis lacks any attack power which gives this card yet another interesting decision aspect, making the best monster to summon off this card also the worst in terms of using this card's full potential.


Playstyle/Counters
As I said in the Introduction, which I cannot confirm yet due to this Archetype neither being scripted nor tested yet, this is a Float-Heavy OTK Archetype with a ton of Decision Making and interesting Design Aspects. The plays will mainly revolve around Mekbuster Engineer which already opens up some ways to counter the Archetype by forcing all disruption on her or just playing Prohibition. The Deck can still play without Engineer and can out Prohibition with Z3-R0, but the Deck will be way slower until the card is outed. Also general Anti-Machine cards like System Down work like a charm against this Deck. Chimeratech Dragons not so much because of the Floating.

Final Words
Well just thanks for reading through all of this. If you have any ideas on playstyles for Archetypes I could make, just go ahead and ask. As you see, I work hard to give my Archetypes a unique design aspect, so things should be interesting.
  • Rate this post!
    Like x 1    Bad Words    Disagree    Help Required    Brilliant    Optimistic    Agree    Different    Hot    Confused    Rock (List of Rates | 1 Post Total)