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(Unscripted) Anbionic, a Token based Bigbang strategy  (Read 8701 times)

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D1G1TAL

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Hello and welcome to my first archetype in this server that uses its custom mechanics!

The Anbionic archetype is a blend of Thunder and LIGHT monsters that are defined by their use of Tokens, their draw power and synergy with Bigbang Monsters. This archetype focuses on equipping "Companion" equip spells to enhance their monsters and generate Tokens. These tokens have the unique gimmick that they draw you a card whenever they are destroyed, and there are 2 of them, called Spinup and Spindown, being 1000/0 and 0/1000 respectively. The boss monsters use Charge Counters to fuel their powerful effects, either for offence or for defence. Below is a description of what each card does to get a better grasp on the full gameplan of the archetype. You can find the list of cards in the archetype in this Duelingbook link:
https://www.duelingbook.com/deck?id=13643817

**Card Descriptions:**

Companion cards:
1. **Anbionic Companion Eagle**
   - Equip Spell
   - Enhances ATK, grants direct attacks, and generates "Spindown Tokens."

2. **Anbionic Companion Serow**
   - Equip Spell
   - Boosts DEF, provides immunity to destruction by card effects, and creates "Spinup Tokens".

3. **Anbionic Companion Hound**
   - Equip Spell
   - Prevents tributing and control switching. Summons a Token matching the equipped monster's Vibe. Can recover monsters with Charge Counters (boss monsters) from the graveyard.

Main Deck monsters
4. **Anbionic Arsonist**
   - Monster (1000/1000)
   - Special Summons when you control a Negative Token or Bigbang Monster. Enhances other monsters' ATK or DEF, and grants ATK/DEF boosts to Tokens.

5. **Anbionic Artificer**
   - Monster (1000/1000)
   - Special Summons when you control a Positive Token or Bigbang Monster. Allows resetting its own stats, and retrieves Anbionic cards from the graveyard when destroyed.

6. **Anbionic Tester**
   - Monster (1000/1000)
   - Special Summons a negative or positive Token upon Normal or Special Summon. Sends an Anbionic card from the deck to the graveyard when it's destroyed.

Spells:
7. **Anbionic Prototype Test**
   - Normal Spell
   - Summons "Spindown Tokens" based on the number of Anbionic Spells/Traps you control and in your graveyard. Since these have 0 ATK, they are to be exclusively used to give the bigbangs any missing DEF you need or to give you some actual defense in the form of a wall of tokens that each replaces itself with a draw.

8. **Anbionic Mixup**
   - Quick-Play Spell
   - Destroys a face-up monster, Special Summons Tokens based on the monster's Vibe, or summons both if you destroyed a Neutral monster, in exchange for an Extra Deck xenolock. **Very useful card to get your stuff going, and part of some 2 card combos, but not easy to search.**

Extra Deck monsters:
9. **Anbionic Gearsenal**
   - Monster (Level 6 LIGHT Machine Bigbang, 2500/1000)
   - Requires a Positive LIGHT monster and Positive/Negative Tokens. Protects Tokens from banishment, accumulates Charge Counters to destroy cards, and Special Summons an Anbionic monster when destroyed.

10. **Anbionic Companion Triceratops?!**
    - Monster (Level 6 LIGHT Machine Bigbang, 1000/2500)
    - Requires a Negative LIGHT monster and Positive/Negative Tokens. Places Charge Counters on monsters that can have them, sacrifices Tokens for protection, and offers a Quick Effect to Special Summon Anbionic monsters from the graveyard at the cost of other monsters’ counters.

11. **Anbionic Dapper Maiden**
    - Monster (Level 4 LIGHT Spellcaster Bigbang, 1000/1000)
    - 1 positive + 1 negative, but with a drawback if Bigbang Summoned with a non-Token material. Sets a Companion card from the Deck on summon, and can swap ATK/DEF of a monster. **Very valuable consistency and combo piece.**

12. **Anbionic Photoforge Dragon**
    - Monster (Level 8 LIGHT Machine Bigbang, 2000/1000)
    - Requires a Neutral LIGHT monster and Positive/Negative Tokens. Gains ATK/DEF based on the original ATK/DEF of a Neutral monster used for its summon. Can negate a card, but needs to charge up first.

13. **Anbionic Gilded Hourguard**
    - Monster (Future 2 LIGHT Warrior Time Leap, 1000/1000)
    - Time Leap Summons by banishing an Anbionic monster or a token, for different conditions . Offers diverse effects based on the original Vibe of the material, including ATK boosts or shuffling cards into the Deck.

And last but not least, the trap:
14. **Anbionic Anion Blast**
    - Normal Trap
    - Negates an opponent's card's effects and can optionally destroy it. Requires an Anbionic monster on the field and consumes Charge Counters for the destruction. Can be Set from the GY, but is banished upon leaving the field.

The Anbionic archetype focuses on resource management, token generation, and strategic use of Charge Counters to control the field and protect its members. I wanted to make this an archetype that exclusively drawing and no searching at all, and I’m quite glad I succeeded and was able make it playable too! It has quite a lot of 2 card combos, like an equip spell or mixup together with a monster. This definitely should be played as a midrange deck, because the draw power lets you draw into handtraps, even during the opponent’s turn!
« Last Edit: September 03, 2023, 10:22:12 pm by D1G1TAL »
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Xarc

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this submission is now fully scripted, cards on Discord (D1G1-anbionic.rar).
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