u/FrostBladestorm

Weekly CCC (SingleMaterial) - Marincess Royal Argonaut - u/FrostBladestorm

Weekly CCC (SingleMaterial) - Marincess Royal Argonaut - u/FrostBladestorm

Marincess Royal Argonaut

Link-4 WATER Cyberse Link Effect Monster

Link Arrows: Top-Left, Top-Right, Bottom-Left, Bottom-Right

1 "Marincess" Link-4 monster

While this card is in the Extra Monster Zone, your opponent's monsters cannot attack any monsters, except this one. You can only use each of the following effects of "Marincess Royal Argonaut" once per turn. During the Main Phase (Quick Effect): You can Special Summon 1 of your "Marincess" Monster Cards equipped to this card, and if you do, banish 1 card on the field. When a card or effect is activated on the field (Quick Effect): You can Special Summon 1 of your "Marincess" Monster Cards equipped to this card, and if you do, negate that activated effect. If this Link Summoned card you control leaves the field by an opponent's card: You can Special Summon 1 "Marincess" Link monster from your Extra Deck to the Extra Monster Zone, except "Marincess Royal Argonaut" (this is treated as a Link Summon).

Art: 椎茸花伝

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Hi all, my entrant this week is a retrain boss monster of Marincess Aqua Argonaut. Generally, the Marincess deck will end on a board of Battle Ocean, Aqua Argonaut with 3 equips, a Wave in hand, and ideally a Stealth Kragen to support. Unfortunately, while the board is decently resilient due to Wave making Aqua Argonaut immune to card effects, it just doesn't pose enough of a threat compared to other towers decks.

Here comes my solution to the end-board. A non-targeting banish, and an expanded negate to include monster effects too. The deck will now end on a targeted monster negate (Wave), a single non-destruction negate, a non-targeting banish, and a non-targeting destroy (Kragen). The final effect gives the deck a way to play around removal if Wave is outed. If Battle Ocean is still live, Royal Argonaut can float into Aqua Argonaut and get three equips back to keep some sort of field presence. Alternatively, Wonder Heart or Marbled Rock could be accessed if required.

The deck still dies to interruption, and accessing a link-4 isn't always possible, but it at least boosts the ceiling of the deck which I think is needed for it to compete. I'd like to see this card printed alongside a retrain of Crystal Heart and some stronger normal summons (though Blue Tang and Pascalus are nice).

I would have liked to have this be a link-1 to match the challenge theme a little nicer, but keeping it Link-4 keeps Wave and the other trap effects live in hand.

Let me know your thoughts.

u/FrostBladestorm — 8 days ago

Weekly CCC (Glorious Numbers) - Number C4: Abyss Stealth Kragen - u/FrostBladestorm

Number C4: Abyss Stealth Kragen

Rank 5 WATER Aqua Xyz Effect Monster

3 Level 5 WATER monsters
You can also Xyz Summon this card by using a "Stealth Kragen" monster you control as material, except "Number C4: Abyss Stealth Kragen". (Transfer its materials to this card.). All face-up monsters on the field become WATER. If this card, Xyz Summoned or Special Summoned by the effect of "Stealth Kragen Spawn", is destroyed: You can Special Summon "Stealth Kragen Spawn(s)" from your Extra Deck, up to the number of materials this card had, then you can attach up to 1 WATER monster from your GY to each of those Special Summoned monsters, then all face-up monsters currently on the field become WATER until the end of this turn. If this card has "Number 4: Stealth Kragen" as material, it gains this effect:

● Once per turn, during the Main Phase (Quick Effect): You can return "Stealth Kragen Spawn(s)" from your GY to the Extra Deck; destroy WATER monster(s) your opponent controls up to the number returned +1, and if you do, inflict damage to your opponent equal to half the ATK the destroyed monster(s) had on the field.

Art: Konami

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Hi all, my entrant this week is a Chaos version of Number 4 Stealth Kragen, which I've also done in an overframe like design as a fun extension of the challenge. I often play Marincess, so I've got a soft spot for Stealth Kragen as an incredibly strong card to extend into. However, the card has problems if trying to play into the pure Kragen Control setup. The Kragen Spawns lack any easy way to destroy your opponent's cards and apply pressure against a non-water deck, nor can the deck adequately recycle used spawns.

My approach with this card is to try and band-aid fix the card for use with pure decks. Firstly, it would be summoned over the original Stealth Kragen, giving an initial one card pop. Once the card is destroyed, it will float into up to three Spawns and make everything on the field water, allowing for the Spawns to be immediately live. When those spawns are popped, Abyss Kragen comes back, attaching Stealth Kragen as material, and resetting the spawns with a multi-target destroy.

If this card is outed while a Spawn is on the field, it can be brought out on top of a spawn but lack the destroy. It's useful in this state as a WATER attribute converter for keeping the other spawns online, and as an additional way to float. I've also intentionally kept the floating available only when destroyed.

If this card was printed, it probably wouldn't see play over the original Kragen because it doesn't really do much more. In a perfect world a couple of support cards would be printed alongside this card, such as a way to convert opponent effects into "destroy 1 Stealth Kragen monster you control" or increased burn damage.

Let me know your thoughts.

EDIT: Rank and materials should be rank/level 5 instead. Adjusted it in the description.

u/FrostBladestorm — 17 days ago

Weekly CCC (360º degrees) -- Crusadia Valiance -- u/FrostBladestorm

Crusadia Valiance

Quick-Play Spell Card

Place 1 "Crusadia" Field Spell from your Deck face-up in your Field Zone, then activate 1 of these effects;
● Special Summon "Crusadia" monster(s) with different names from your GY in Defense Position to zone(s) a Link Monster points to.
● Add 1 "Crusadia" monster from your Deck to your hand, then you can Set 1 "Crusadia" Trap directly from your Deck. The Set Trap can be activated this turn.
You can only activate 1 "Crusadia Valiance" per turn.

Art: Fagraea

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Hi all, my entrant this week is a support card for one of my favourite decks: Crusadia. Crusadia OTK has the backbone of a solid deck, but lacks resilience to disruption, particularly early in their combos. Valiance is my attempt to provide a one card starter, extender, and a potential bridge into World Legacy cards (through Crusadia Vanguard or Crusadia Krawler).

I didn't want to do what everyone else has done and mill/foolish to activate. Instead I've decided to have a mandatory field spell placement before activating the effect. Revival is the obvious target for now, but I left it generic in case a future field spell is released, or I make a retrain for a WCCC down the line.

The first effect gives a special summon 1 to 2 cards in the archetype, depending on if Equimax or Regulus are out. I could see a world where 3 are brought out if a Link-3 is summoned with down arrows for further plays, which gives the deck a potential OTK option on an empty board too.

The second effect is more likely the one used as access to Crusadia Krawler and another Crusadia name gives you full combo uninterrupted. Crown is probably the best generic Krawler search target for the deck with an additional 2k body being quite good with Equimax.

I made it a quick spell and allow only 1 activation to match the other cards in the archetype, though I imagine it wouldn't be used on the opponent's turn very often.

Let me know your thoughts!

u/FrostBladestorm — 1 month ago