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Alpha Knights Duel Academy is an online community with the sole purpose of allowing you to participate in countless events, and improve all areas of your gaming skills. Not to mentions we have a fun and welcoming community!

Wild Bullet/Sheriff - Custom Archetype (In Progress)

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Wild Bullet/Sheriff - Custom Archetype (In Progress) Empty Wild Bullet/Sheriff - Custom Archetype (In Progress)

Post by YoungX Tue Mar 15, 2016 8:06 pm

I decided to make a custom archetype for fun. It's basically based of actual things from the Wild West back in the days of old America. It was a time when Americans wanted in on the whole Gold rush and some decided to go west. The monster's names are based off of actual people that lived during these times.

Wild Bullet - Billy The Kid (Billy the Kid)
Level 4
Warrior
Earth
Atk: 1600 Def: 800
Effect: Once Per Turn you can send one “Wild” card from your deck to your graveyard. If a “Wild” synchro monster is special summoned using this card as a synchro material, then it is unaffected by spell cards. You can discard this card; special summon one non-synchro "Wild" monster from your graveyard, but banish it when it leaves the field. You can only use this effect once per turn.

Wild Bullet - Apache Boy (The Apache Kid)
Level 3
Warrior
Earth
Atk: 1200 Def: 600
Effect: If this card is in your hand discard one card; special summon this monster onto your side of the field. You can only special summon Wild Bullet - Apache Boy once per turn this way. If a “Wild” synchro monster is special summoned using this card as a synchro material, then it is unaffected by trap cards. You can discard this card; add 1 banished non-synchro "Wild" monster to your hand. You can only use this effect once per turn.

Wild Sheriff - Garrett the Large  (Pat Garett)
Level 4
Warrior
Earth
Tuner
Atk: 1500 Def: 750
Effect: If this card is in your graveyard and you control at least one “Wild Bullet” monster, then you can special summon this monster onto your side of the field in attack position, but banish it when it leaves the field. You can only special summon “Wild Sheriff - Garrett the Large” once per turn this way. Once per turn during your main phase, if this card is in your hand you can discard it. If you do add one “Wild Bullet” monster from your deck to your hand.

Wild Sheriff - Bat the Swift (Bat Masterson)
Level 3
Warrior
Earth
Tuner
Atk: 1000 Def: 500
Effect: If this card is in your graveyard and you control at least one “Wild Bullet” monster, then you can special summon this monster onto your side of the field in attack position, but banish it when it leaves the field. You can only special summon “Wild Sheriff - Bat the Swift” once per turn this way. Once per turn during your main phase, if this card is in your hand you can discard it. If you do add one banished "Wild" monster to your hand.

Wanted!
Spell - Normal
Target 1 "Wild Bullet" monster on your side of the field; Special summon 1 "Wild Sheriff" monster from your deck to your hand whose level is equal to that target, but banish it when it leaves the field. You can only activate 1 "Wanted!" once per turn.

Spirit of the Wild West
Spell - Normal
Select 2 of your removed from play monsters (1 "Wild Sheriff" Tuner and 1 "Wild Bullet" non-Tuner), return them to the Graveyard and Special Summon 1 "Wild" Synchro Monster from your Extra Deck, whose Level equals the total Levels of the returned monsters. You can banish this card from the Graveyard; add 1 "Spirit of the Wild West" card from your Deck to your hand. Your Deck is then shuffled. You can only use this effect once per turn.

Wild Double Colt
Spell - Equip
Equip to a "Wild" monster only. Any “Wild” monster that is equipped with this card gains 800 attack. You can send this card and the monster equipped to it to the graveyard; destroy up to two cards on the field. If this card is sent to the graveyard, pay 1000 life points to add it back to your hand. You can only use each effect once per turn.

Wild High Toll Shooting
Spell - Quick-play
During the battle phase, you can target one Wild monster you control; this turn when it attacks your opponent cannot activate cards or effects until the end of the damage step.

Law of the Wild West
Trap - Normal
When an opponent’s monster activates an effect while you control a face-up "Wild" monster; negate the effect and if you do destroy it.

Wild Recoil
Trap - Counter
When your opponent would activate a spell/trap banish 1 face-up "Wild" monster; negate the activation and if you do destroy it .


Wild Bullet - Kid Curry (Harvey Logan AKA Kid Curry)
Synchro
Level 7
Warrior
Earth
Atk: 2600 Def: 1300
Effect: Once per turn: Discard one “Wild” card from your hand to your graveyard; send one card from your opponent’s field to the graveyard.
If this card is sent to the graveyard, then target one non-synchro “Wild" monster in your graveyard; add it to your hand.

Wild Sheriff - Captain McDonald (Captain Bill McDonald)
Synchro
Level 8
Warrior
Earth
Atk: 2800 Def: 1400
Effect: When this card is Synchro Summoned, you can negate the effects of all monsters your opponent currently controls.

Wild Cowboy - Pete the Gunman (Made-up name or something)
Synchro
Level 6
Warrior
Earth
Atk: 2200 Def: 1100
Effect: Once per turn this card can attack your opponent directly, but any battle damage this card inflicts to your opponent is halved. All "Wild" monsters gain 500 attack.

This is all I have so far. What do you people like/hate about it?


Last edited by YoungX on Wed Mar 16, 2016 12:49 am; edited 9 times in total
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Post by Asgore Dreemurr Tue Mar 15, 2016 8:50 pm

Law of the Wild West
Trap - Normal
When an opponent’s monster activates an effect; negate the effect/attack and if you do destroy it.

Thanks, I'll add three of these in my anti-meta deck. -- This card is generic, make it archetype specific, and have it so it has a cost.

Wild Sheriff - Captain McDonald (Captain Bill McDonald)
First effect is already damn good. Doesn't need the second one.


Some of you spell/traps aren't archetype specific, and the wording is strange so you'll have tons of ruling issues.
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Post by YoungX Tue Mar 15, 2016 8:52 pm

Errata'd both. For some reason I didn't add the while you control a face-up "Wild" condition for the trap. I don't know why.
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Post by Asgore Dreemurr Tue Mar 15, 2016 8:53 pm

I rather have it moreso like a Majespecter card, where you need to tribute for cost.
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Post by YoungX Tue Mar 15, 2016 8:54 pm

I got the idea from Raptor gust. The raid raptor counter trap.
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Post by Valkoor Tue Mar 15, 2016 9:15 pm

Alrighty, here are my main complaints with the archetype:

The Sheriffs can be constantly summoned every turn for no cost, which starts to create some issues. Keep them as is, but maybe have them banished when they leave the field. In fact, you could keep a theme with that sort of thing. Here's what I mean:

Wild Bullets: Have both of them have an effect that can be activated once per turn, be able to be special summoned from the hand by discarding a card, and then if they are, they're banished when they leave the field.

Wild Sheriffs: Have both have a search effect when discarded, and a special summon from the grave, but if they are, banish them when they leave the field.

With this sort of synergy, Spirit of the Wild West could be very similar to Psychic Feel Zone, and the archetype would balance itself out while having some great potential with things like Burial from a Different Dimension.

Other than that, the counter traps are insanely strong, since they're easily searchable. Maybe make them unsearchable (change the name while keeping the effect), or put a more serious cost on both.

Also, you should probably add a level 6 synchro, for 3+3.
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Post by Asgore Dreemurr Tue Mar 15, 2016 9:17 pm

If you think this is broken, look at my Moonbornes

Yeah, Valk is right about that. Essentially, you cane exodia with this deck with the right hand, since you can summon T.G Hyper Librarian and constantly synchro.
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Post by YoungX Tue Mar 15, 2016 9:34 pm

Erratic most of them and added a level 6 synchro.
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Post by YoungX Wed Mar 16, 2016 12:49 am

Added a new spell card, "Wanted!"
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