Swashbuckler (Pirate Archetype)
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Swashbuckler (Pirate Archetype)
I promised to make this archetype ever since I made the Werewolf archetype.
This deck mainly focuses on stealing from your opponent. The deck is meant to swarm and maintain heavy field control with monsters that have relatively low attack and support the bosses.
Landlubber, Swashbuckler of The North Sea
Level 4
ATK 1100/DEF 500
EARTH
Warrior/Pendulum/Effect
Scale 3/3
Pendulum Effect: Extra deck monsters you control are unaffected by spell card effects.
Monster Effect: When this card is normal summoned, add 1 "Swashbuckler" card from your deck to your hand. Once per turn, when a spell card is activated, look at your opponent's hand; if there is a normal spell card among the cards in your opponents hand, add 1 of them to your hand. If there is none, discard 1 random card from your hand.
Thatch, Swashbuckler of The East Sea
Level 4
ATK 1400/500
EARTH
Warrior/Pendulum/Effect
Scale 5/5
Pendulum Effect: "Swashbuckler" monsters you control gain 500 attack for each card added from your opponent's hand or deck to your hand this turn.
Effect: This card cannot be normal summoned or set. Must be special summoned by effect of another "Swashbuckl" card, or pendulum summoned while 1 or more cards in your pendulum zones are "Swashbuckler" cards. If this card is special summoned, target one card in your opponent's hand, then apply one of these effects depending on the type of card;
Monster - Banish it.
Spell - Send it to the graveyard.
Trap - Set it to your side of the field.
Ronin, Swashbuckler of The West Sea
Level 3
ATK 500/DEF 1000
EARTH
Warrior/Effect
Effect: When this card is normal summoned; you can special summon 1 level 4 or lower warrior-type monster from your deck in face-up defense position, then this card becomes the level of the special summoned monster. You cannot special summon monsters for the rest of this turn, except warrior-type monsters.
Drum, Swashbuckler of The South Sea
Level 4
ATK 1400/100
EARTH
Warrior/Effect
Effect: When this card is special summoned, destroy up to two cards you control; add "Swashbuckler" cards up to the amount destroyed by this effect. If this card is sent to the graveyard by a card effect; add 1 trap card from your opponent's graveyard to your hand. You can only use 1 "Drum, Swashbuckler of The South Sea" effects per turn, and only once that turn.
Skwaky, The Swashbuckler's Parrot
Level 1
ATK 0/DEF 500
EARTH
Beast/Efect
Effect: You can discard this card to the graveyard;Your opponent chooses three counter-trap cards in their deck with different names, choose one of them and set it. You cannot activate set spell/trap cards you control for the rest of this turn. You can only use the effect of "Skwaky, The Swashbuckler's Parrot" once per turn.
Nai, The Swashbuckler's Lookout
Level 4
ATK 0/DEF 2000
EARTH
Warrior/Effect/Tuner
Effect: When this card is normal or special summoned; you can special summon 1 "Swashbuckler" monster from your graveyard. Once per turn, during either player's turn, when a spell card is activated, you can add 1 "Swashbuckler" spell or trap card from your deck to your hand, then your opponent randomly discards 1 card from your hand. You can only use 1 effect of "Nai, The Swashbuckler's Lookout" per turn, and only once that turn.
XYZ
Sparrow, Swashbucklin' First Mate
Rank 4
EARTH
Warrior/Effect
ATK 2400/DEF 2100
2 or more level 4 "Swashbuckler" monsters
If a card is added from your opponent's graveyard or hand to your hand, you can detatch 1 XYZ material from this card; repeat that effect with this card while ignoring the conditions.
Blackbeard, The Swashbucklin' Captain
Rank 4
ATK 2600/DEF 2800
3 or more level 4 or lower "Swashbuckler" monsters
This card is unaffected by trap card effects. Once per turn, you can detach one XYZ material from this card; special summon 1 level 4 or lower "Swashbuckler" card from your extra deck. During the end phase of this turn, add 1 "Swashbuckl" card from your deck to your hand.
SYNCHRO
Bluebeard, The Swashbucklin' Rival Captain
Level 8
ATK 2700/DEF 2500
1 tuner + 1 EARTH warrior-type non-tuner monsters
Once per turn, you can pay 1000 LP; target 1 Spell OR Trap card in your opponent's graveyard, add it to your hand. If another effect is activated that adds one card from one player's hand to the other, you can activate this effect twice per turn.
The Seven Seas
Field Spell
Pay 1000 LP to activate this card. Once per turn, when a spell or trap is added to your hand by a card effect, you can add 1 spell/trap card from your deck to your hand that has the same type. If you a control "Number 50: Blackship of Corn", all monsters you control are unaffected by card effects. If you have "Ghost Ship" in your hand; you can special summon it, ignoring its summoning conditions.
Quest for The Swashbuckler's Booty
Quickplay Spell
Tribute 1 monster you control; special summon 1 warrior-type monster from your deck that has the same level.
Swashbuckler's Sword
Equip
A monster equipped with this card gains 700 ATK. If this card is sent to the graveyard; add 1 "Swashbuckler" card from your deck to your hand.
Shiver Me Timbers!
Counter Trap Card
When a monster(s) would be special summoned and you control a "Swashbuckler" monster, tribute one of them; negate the special summon, and if you do, shuffle those monsters into the deck.
Swashbuckling For Gold
Continuous Trap Card
During your Standby phase, gain 1000 LP. Once per turn, during your opponents turn, if a monster effect is activated, you can negate it; take control of that monster until the end of your next turn. That monster cannot attack, or be tributed.
The Swashbucklers' Treasure Map
Normal Trap Card
Target 1 spell of trap card in either player's graveyard; add it to your hand. You can banish this card from the graveyard; reveal 3 "Swashbuckler" spell/trap cards from your deck or 3 "Swashbuckler" monsters from your deck, your opponent randomly chooses 1 of them and adds it to your hand. The rest are send to the graveyard. You can only use each effect of "The Swashbucklers' Treasure Map" per turn, and only once that turn.
Swashbuckler's Solemn Secret
Counter Trap Card
Pay 1500 LP and target 1 Trap Card in your opponent's graveyard; apply that card's effect to this card and resolve it, and treat this card's cost as that card's cost. If it is a counter-trap card, apply that card's cost instead of this card's cost -500.
What do ya think?
This deck mainly focuses on stealing from your opponent. The deck is meant to swarm and maintain heavy field control with monsters that have relatively low attack and support the bosses.
Landlubber, Swashbuckler of The North Sea
Level 4
ATK 1100/DEF 500
EARTH
Warrior/Pendulum/Effect
Scale 3/3
Pendulum Effect: Extra deck monsters you control are unaffected by spell card effects.
Monster Effect: When this card is normal summoned, add 1 "Swashbuckler" card from your deck to your hand. Once per turn, when a spell card is activated, look at your opponent's hand; if there is a normal spell card among the cards in your opponents hand, add 1 of them to your hand. If there is none, discard 1 random card from your hand.
Thatch, Swashbuckler of The East Sea
Level 4
ATK 1400/500
EARTH
Warrior/Pendulum/Effect
Scale 5/5
Pendulum Effect: "Swashbuckler" monsters you control gain 500 attack for each card added from your opponent's hand or deck to your hand this turn.
Effect: This card cannot be normal summoned or set. Must be special summoned by effect of another "Swashbuckl" card, or pendulum summoned while 1 or more cards in your pendulum zones are "Swashbuckler" cards. If this card is special summoned, target one card in your opponent's hand, then apply one of these effects depending on the type of card;
Monster - Banish it.
Spell - Send it to the graveyard.
Trap - Set it to your side of the field.
Ronin, Swashbuckler of The West Sea
Level 3
ATK 500/DEF 1000
EARTH
Warrior/Effect
Effect: When this card is normal summoned; you can special summon 1 level 4 or lower warrior-type monster from your deck in face-up defense position, then this card becomes the level of the special summoned monster. You cannot special summon monsters for the rest of this turn, except warrior-type monsters.
Drum, Swashbuckler of The South Sea
Level 4
ATK 1400/100
EARTH
Warrior/Effect
Effect: When this card is special summoned, destroy up to two cards you control; add "Swashbuckler" cards up to the amount destroyed by this effect. If this card is sent to the graveyard by a card effect; add 1 trap card from your opponent's graveyard to your hand. You can only use 1 "Drum, Swashbuckler of The South Sea" effects per turn, and only once that turn.
Skwaky, The Swashbuckler's Parrot
Level 1
ATK 0/DEF 500
EARTH
Beast/Efect
Effect: You can discard this card to the graveyard;Your opponent chooses three counter-trap cards in their deck with different names, choose one of them and set it. You cannot activate set spell/trap cards you control for the rest of this turn. You can only use the effect of "Skwaky, The Swashbuckler's Parrot" once per turn.
Nai, The Swashbuckler's Lookout
Level 4
ATK 0/DEF 2000
EARTH
Warrior/Effect/Tuner
Effect: When this card is normal or special summoned; you can special summon 1 "Swashbuckler" monster from your graveyard. Once per turn, during either player's turn, when a spell card is activated, you can add 1 "Swashbuckler" spell or trap card from your deck to your hand, then your opponent randomly discards 1 card from your hand. You can only use 1 effect of "Nai, The Swashbuckler's Lookout" per turn, and only once that turn.
XYZ
Sparrow, Swashbucklin' First Mate
Rank 4
EARTH
Warrior/Effect
ATK 2400/DEF 2100
2 or more level 4 "Swashbuckler" monsters
If a card is added from your opponent's graveyard or hand to your hand, you can detatch 1 XYZ material from this card; repeat that effect with this card while ignoring the conditions.
Blackbeard, The Swashbucklin' Captain
Rank 4
ATK 2600/DEF 2800
3 or more level 4 or lower "Swashbuckler" monsters
This card is unaffected by trap card effects. Once per turn, you can detach one XYZ material from this card; special summon 1 level 4 or lower "Swashbuckler" card from your extra deck. During the end phase of this turn, add 1 "Swashbuckl" card from your deck to your hand.
SYNCHRO
Bluebeard, The Swashbucklin' Rival Captain
Level 8
ATK 2700/DEF 2500
1 tuner + 1 EARTH warrior-type non-tuner monsters
Once per turn, you can pay 1000 LP; target 1 Spell OR Trap card in your opponent's graveyard, add it to your hand. If another effect is activated that adds one card from one player's hand to the other, you can activate this effect twice per turn.
The Seven Seas
Field Spell
Pay 1000 LP to activate this card. Once per turn, when a spell or trap is added to your hand by a card effect, you can add 1 spell/trap card from your deck to your hand that has the same type. If you a control "Number 50: Blackship of Corn", all monsters you control are unaffected by card effects. If you have "Ghost Ship" in your hand; you can special summon it, ignoring its summoning conditions.
Quest for The Swashbuckler's Booty
Quickplay Spell
Tribute 1 monster you control; special summon 1 warrior-type monster from your deck that has the same level.
Swashbuckler's Sword
Equip
A monster equipped with this card gains 700 ATK. If this card is sent to the graveyard; add 1 "Swashbuckler" card from your deck to your hand.
Shiver Me Timbers!
Counter Trap Card
When a monster(s) would be special summoned and you control a "Swashbuckler" monster, tribute one of them; negate the special summon, and if you do, shuffle those monsters into the deck.
Swashbuckling For Gold
Continuous Trap Card
During your Standby phase, gain 1000 LP. Once per turn, during your opponents turn, if a monster effect is activated, you can negate it; take control of that monster until the end of your next turn. That monster cannot attack, or be tributed.
The Swashbucklers' Treasure Map
Normal Trap Card
Target 1 spell of trap card in either player's graveyard; add it to your hand. You can banish this card from the graveyard; reveal 3 "Swashbuckler" spell/trap cards from your deck or 3 "Swashbuckler" monsters from your deck, your opponent randomly chooses 1 of them and adds it to your hand. The rest are send to the graveyard. You can only use each effect of "The Swashbucklers' Treasure Map" per turn, and only once that turn.
Swashbuckler's Solemn Secret
Counter Trap Card
Pay 1500 LP and target 1 Trap Card in your opponent's graveyard; apply that card's effect to this card and resolve it, and treat this card's cost as that card's cost. If it is a counter-trap card, apply that card's cost instead of this card's cost -500.
What do ya think?
Last edited by Asgore Dreemurr on Mon Mar 14, 2016 11:03 pm; edited 2 times in total (Reason for editing : Edited Card Effects In Red.)
Asgore Dreemurr- King of the Underground
- Posts : 748
Join date : 2016-01-10
Re: Swashbuckler (Pirate Archetype)
A yugioh related post out of the stuff that was not yugioh except for homework. Great. Oh and I like the archetype.
YoungX- Member
- Posts : 660
Join date : 2016-02-09
Re: Swashbuckler (Pirate Archetype)
Would totally run Ghost Ship in the deck for the lols.
Dazo- The End of the World
- Posts : 787
Join date : 2015-07-31
Re: Swashbuckler (Pirate Archetype)
I guess I could add some LIGHT monsters in there.
Asgore Dreemurr- King of the Underground
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Join date : 2016-01-10
Re: Swashbuckler (Pirate Archetype)
Didn't notice but that field spell. Blackship of Corn was a ruse this entire time. It really was a pirate ship.
YoungX- Member
- Posts : 660
Join date : 2016-02-09
Re: Swashbuckler (Pirate Archetype)
Bruh, you can basically steal all your opponent's backrow and use it yourself. You can solemn like 10 times.
Asgore Dreemurr- King of the Underground
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Join date : 2016-01-10
Re: Swashbuckler (Pirate Archetype)
This gives me an idea. How would you feel about a custom archetype contest?
YoungX- Member
- Posts : 660
Join date : 2016-02-09
Re: Swashbuckler (Pirate Archetype)
I guess? I'd submit my Moonbornes. Most consistent Archetype I've ever made.
Asgore Dreemurr- King of the Underground
- Posts : 748
Join date : 2016-01-10
Re: Swashbuckler (Pirate Archetype)
Alrighty, time for some constructive criticism. I'll basically just be going over cards that I think are too strong. Cards that are underpowered or just right won't be mentioned. Now let's get to it:
Thatch, Swashbuckler of The East Sea
This card is absolutely ridiculous. We have things like Trap Dustshoot and Confiscation banned for a reason. This may be random, but it banishes monsters and steals traps, which is absolutely insane. This card needs a nerf and a restriction, seeing as this card can just be run generically in like every pendulum deck ever.
Ronin, Swashbuckler of The West Sea
This one just seems a bit too open to abuse. Making it archetype-specific or making it negate the summoned monster's effects would balance it out pretty easily.
Skwaky, The Swashbuckler's Parrot
"look at your opponent's deck" WHAT THE FUCK
Sparrow, Swashbucklin' First Mate
You can probably just remove the battle immunity. The effect is good enough as is.
Bluebeard, The Swashbucklin' Rival Captain
No need to have this be able to activated twice. Makes for stupidly good plays. Just throw on another effect, some inter-deck synergy or something.
The Seven Seas
I get the thematic, but this card's second and third effect have literally no synergy, and the first effect is way too situational. This card isn't overpowered per se, it just makes no fucking sense.
Swashbuckler's Sword
Bump the ATK gain down to say, 700, and make it have a Saqlifice-esque effect of getting its effect when it's sent to the graveyard instead of it being sort of like a Wonder Wand deal (on the note of wonder wand, maybe send both the equip and the spell to the graveyard and keep the current effect as is).
Shiver Me Timbers!
This is insane. A banish all summon negate for one tribute in a pendulum deck. Seriously, make this restricted in some way. Like, change the monster(s) to monster.
Swashbuckling For Gold
A OPT Mind Control and BTS as a continuous trap... fuck no.
The Swashbucklers' Treasure Map
Seems like a cool idea, but it's too loaded with effects. JUST the first effect is insanely strong, seeing as it's able to recycle any spell (Soul Charge, Solemn Warning, etc.) generically.Take off the second effect entirely and put some serious restrictions on the first one.
Swashbuckler's Solemn Secret
Change this to a normal trap and make it only able to target normal traps and you're good.
Thatch, Swashbuckler of The East Sea
This card is absolutely ridiculous. We have things like Trap Dustshoot and Confiscation banned for a reason. This may be random, but it banishes monsters and steals traps, which is absolutely insane. This card needs a nerf and a restriction, seeing as this card can just be run generically in like every pendulum deck ever.
Ronin, Swashbuckler of The West Sea
This one just seems a bit too open to abuse. Making it archetype-specific or making it negate the summoned monster's effects would balance it out pretty easily.
Skwaky, The Swashbuckler's Parrot
"look at your opponent's deck" WHAT THE FUCK
Sparrow, Swashbucklin' First Mate
You can probably just remove the battle immunity. The effect is good enough as is.
Bluebeard, The Swashbucklin' Rival Captain
No need to have this be able to activated twice. Makes for stupidly good plays. Just throw on another effect, some inter-deck synergy or something.
The Seven Seas
I get the thematic, but this card's second and third effect have literally no synergy, and the first effect is way too situational. This card isn't overpowered per se, it just makes no fucking sense.
Swashbuckler's Sword
Bump the ATK gain down to say, 700, and make it have a Saqlifice-esque effect of getting its effect when it's sent to the graveyard instead of it being sort of like a Wonder Wand deal (on the note of wonder wand, maybe send both the equip and the spell to the graveyard and keep the current effect as is).
Shiver Me Timbers!
This is insane. A banish all summon negate for one tribute in a pendulum deck. Seriously, make this restricted in some way. Like, change the monster(s) to monster.
Swashbuckling For Gold
A OPT Mind Control and BTS as a continuous trap... fuck no.
The Swashbucklers' Treasure Map
Seems like a cool idea, but it's too loaded with effects. JUST the first effect is insanely strong, seeing as it's able to recycle any spell (Soul Charge, Solemn Warning, etc.) generically.Take off the second effect entirely and put some serious restrictions on the first one.
Swashbuckler's Solemn Secret
Change this to a normal trap and make it only able to target normal traps and you're good.
Valkoor- Member
- Posts : 333
Join date : 2015-12-31
Re: Swashbuckler (Pirate Archetype)
ERRATA'D THE CARDS. They are in red.
Asgore Dreemurr- King of the Underground
- Posts : 748
Join date : 2016-01-10
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