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R.O.A. - the new archetype that exists purely to be broken.

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R.O.A. - the new archetype that exists purely to be broken. Empty R.O.A. - the new archetype that exists purely to be broken.

Post  Occultdude17 2011-12-03, 01:11

This new deck revolves around "R.O.A." monsters. What does "R.O.A." stand for? Well, put it this way: the "O" stands for "Opponent's", and I'm sure your vivid imaginations can fill in the other two letters for me.

The reason for this particular acronym is because the R.O.A. archetype revolves around being broken. Even a newbie will be able to pull off a FTK or NTK with this deck. Let's see the cards...


MONSTERS: 20

001 - R.O.A. Time Magician
LIGHT, Level 1, Spellcaster/Tuner
ATK/0, DEF/0
-
Discard this card; your opponent skips their next turn. If this card is in your opening hand, you can use its effect before the starting player has their turn.

Number in Structure Deck: 3

002 - R.O.A. Reviver
DARK, Level 2, Zombie/Effect
ATK/0, DEF/0
-
If this card is sent from the field to the Graveyard, Special Summon it in Defense Position.

Number in Deck: 1

003 - R.O.A. Smashing Giant
EARTH, Level 4, Warrior/Effect
ATK/2000, DEF/1000
-
When this card is Normal or Special Summoned, destroy monsters up to the number of "R.O.A." monsters you control.

Number in Deck: 1

004 - R.O.A. Grenade Detector
EARTH, Level 3, Warrior/Tuner
ATK/1400, DEF/1200
-
When this card is Normal or Special Summoned, destroy Spells/Traps up to the number of "R.O.A." monsters you control.

Number in Deck: 1

005 - R.O.A. Multi-Striker
EARTH, Level 4, Warrior/Effect
ATK/1500, DEF/1200
-
At the end of the Damage Step when this card attacked: Tribute 1 monster; this card can attack once again in a row. This effect can be used multiple times in the same Battle Phase.

(Pictures a ninja with daggers)

Number in Deck: 1

006 - R.O.A. Saboteur
FIRE, Level 3, Warrior/Effect
ATK/1000, DEF/1000
-
Discard this card; inflict 1000 Damage to your opponent. You can use this effect during your opponent's turn.

(Pictures a man carrying gunpowder barrels on his back)

Number in Deck: 3

007 - R.O.A. General
EARTH, Level 6, Warrior/Effect
ATK/2400, DEF/2000
-
This card cannot be Normal Summoned or Set. This card can be Special Summoned from your hand or Graveyard if you control an "R.O.A." monster. This card gains 500 ATK for each "R.O.A." monster you control.

Number in Deck: 1

008 - R.O.A. Lion Raider
EARTH, Level 4, Beast-Warrior/Effect
ATK/1600, DEF/1200
-
When this card inflicts Battle Damage through a direct attack: your opponent discards 1 card for every "R.O.A." monster you control.

Number in Deck: 3

009 - R.O.A. Greedy Goblin
DARK, Level 3, Fiend/Effect
ATK/1100, DEF/1900
-
When this card is Normal or Special Summoned, draw cards equal to the number of "R.O.A." monsters you control.

Number in Deck: 3

010 - R.O.A. Super-Hero
LIGHT, Level 8, Warrior/Effect
ATK/2700, DEF/2300
-
This card cannot be Normal Summoned or Set. This card can be Special Summoned from your hand or Graveyard by controlling 2 or more "R.O.A" monsters. When this card attacks, increase the amount of Battle Damage your opponent takes by the ATK of this card. If this card is targeted by your opponent's card effect, you can draw 1 card to negate the activation of the effect and destroy that card.

(Pictures a Superman-like character)

Number in Deck: 1

011 - R.O.A. Synchron
DARK, Level 1, Machine/Tuner
ATK/0, DEF/0
-
You can Special Summon this card from your hand, Deck or Graveyard.

(Pictures a mechanical ball with a cheesy grin)

Number in Deck: 3


SPELLS: 12

012 - Monster Reborn
Spell, Normal
-
Special Summon 1 monster from either Graveyard.

Number in Deck: 1

013 - R.O.A. Swarm
Spell, Normal
-
Activate only if you control no monsters: Special Summon, from your hand and Deck, as many "R.O.A." monsters as possible. During the End Phase: destroy all monsters you control.

(Picture of all the "R.O.A." monsters attacking a duelist)

Number in Deck: 1

014 - R.O.A. Sword
Spell, Equip
-
Equip only to an "R.O.A." monster. It gains 1000 ATK and DEF. You can equip this card directly from your Deck. When this card is sent to the Graveyard, return it to your Deck.

Number in Deck: 3

015 - R.O.A. Triumph
Spell, Quick-Play
-
Activate only when you would lose the Duel: shuffle all other cards back into their owners' Decks and reset the Life Points, then both players draw 5 cards and you send 5 cards from the top of your Deck to the Graveyard. It is now your Main Phase 1.

(The rarest card in the deck, it pictures all the "R.O.A." monsters standing around with big, cheesy grins on their faces. Looking at it will make you feel violated)

Number in Deck: 1

016 - R.O.A. Draw
Spell, Normal
-
Draw cards equal to the number of "R.O.A." monsters you control. If you control no "R.O.A." monsters, draw 1 card.

Number in Deck: 3

017 - Mystical Space Typhoon
Spell, Quick-Play
-
Target 1 Spell/Trap card: Destroy it.

Number in Deck: 3


TRAPS: 8

018 - R.O.A. Counter
Trap, Counter
-
Activate only if you have an "R.O.A." monster in your hand or on your side of the field: Negate the summon of a monster, the declaration of an attack, or the activation of a card effect and destroy that card.

(Pictures Multi-Striker fending off attacks by spinning a bamboo pole)

Number in Deck: 3

019 - R.O.A. Invulnerability
Trap, Continuous
-
"R.O.A." monsters you control cannot be destroyed by battle.

(Pictures Lion Raider shrugging off bullets)

Number in Deck: 1

020 - R.O.A. Immunity
Trap, Continuous
-
"R.O.A." monsters you control are unaffected by your opponent's card effects unless you choose otherwise.

(Pictures Smashing Giant standing upright and meditating, with an aura around him)

Number in Deck: 1

021 - R.O.A. Trap Hole
Trap, Normal
-
Activate when your opponent summons a monster, if you control an "R.O.A." monster: destroy and banish all face-up monsters your opponent controls.

(Pictures "Ojama Yellow" and "Drooling Lizard" inside "Trap Hole", with "Celtic Guardian" trying to climb out and all the "R.O.A." monsters outside laughing at them)

Number in Deck: 1

022 - R.O.A. Reincarnation
Trap, Continuous
-
Send 1 card from the top of your Deck to the Graveyard; add 1 "R.O.A." monster from your Graveyard to your hand. You can use this effect during your opponent's turn.

(Pictures Multi-Striker in a meditative pose)

Number in Deck: 1

023 - Grave Spell
Spell, Quick-Play
-
Banish 1 Spell in your Graveyard, and pay any costs listed on it; this card's effect becomes the same as that of the banished Spell.

(Pictures the Spellbinding Circle in a cemetery, with magic smoke escaping from its centre)

Number in Deck: 1


SYNCHRO MONSTERS: 5

024 - R.O.A. Ultimate God
DIVINE, Level 12, Divine-Beast/Synchro/Effect
ATK/?, DEF/?
-
1 "R.O.A." Tuner + 1 or more non-Tuner "R.O.A." monsters.
This card cannot be Special Summoned except by Synchro Summon. The Synchro Summoning of this card cannot be negated or responded to. This card cannot be targeted by card effects, and control of this face-up card cannot switch. When this card is Synchro Summoned, destroy all monsters you control, and this card's Original ATK and DEF becomes equal to the combined ATK and DEF of the destroyed monsters. You can Tribute this card to destroy all cards on the field.

(Pictures a massive glowing orb set against a brilliant holo-foil background)

Number in Deck: 1

025 - R.O.A. Swift-Attacker
WIND, Level 6, Warrior/Synchro/Effect
ATK/2200, DEF/1600
-
1 "R.O.A." Tuner + 1 or more non-Tuner "R.O.A." monsters
When this card is Synchro Summoned, draw 1 card. When this card attacks, replays cannot occur. The attack of this card cannot be negated.

(Pictures an armoured warrior with machine attachments and a pair of winged boots)

Number in Deck: 1

026 - R.O.A. Thunder Giant
LIGHT, Level 8, Thunder/Synchro/Effect
ATK/2800, DEF/2600
-
1 "R.O.A." Tuner + 1 or more non-Tuner "R.O.A." monsters
This card gains 500 ATK and DEF for each "R.O.A." monster on the field.

Number in Deck: 1

027 - R.O.A. Fire Dragon
FIRE, Level 7, Dragon/Synchro/Effect
ATK/2700, DEF/2100
-
1 "R.O.A." Tuner + 1 or more non-Tuner "R.O.A." monsters
This card can attack twice in a row, and inflicts Piercing damage.

(Pictures a twin-headed dragon, similar to Megatron's dragon mode in the "Robots in Disguise" series)

Number in Deck: 1

028 - R.O.A. Synchro Swarmer
LIGHT, Level 4, Machine/Synchro/Tuner
ATK/500, DEF/1500
-
1 "R.O.A." Tuner + 1 or more non-Tuner "R.O.A." monsters
When this card is Synchro Summoned, Special Summon its Synchro Materials from your Graveyard. Once per turn: you can declare a number between 1 and 12. This card's Level becomes the same as the number you declared.

(The picture is similar to "Formula Synchron", only it looks much more stupid)

Number in Deck: 1

TOTAL: 45 cards


The sad thing is that this is what the game is becoming. Lightsworns, Darkworlds, Chaos, Synchros and Xyz already have overpowered effects and very small costs that often just make them even more broken (you'll notice that I parodied this feature a lot), it'll only be another 10 years before Konami is releasing something similar to what I've outlined here.

Now if only there was a card that could tamper with the Forbidden/Limited list...
Occultdude17
Occultdude17


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Post  dragonsamurai77 2011-12-03, 01:44

Look, power creep happens. You're clearly not happy about it, which is understandable, but you're being absolutely ridiculous about it, and it honestly drives me a bit crazy how people are always complaining about everything being broken.

All that aside, though, there is one thing in here that makes me even more furious. Hate power creep all you want, it's just mindless chatter to me, but there is one thing that I, someone with admittedly no power, cannot tolerate:

NOTHING should ever be DIVINE/Divine-Beast besides 3 monsters: Obelisk, Osiris, and Ra. It doesn't sound very important, but ti is something that I personally hold incredibly important, and it sickens me when people defy the history of the God Cards so callously.

dragonsamurai77


Posts : 114
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Post  Occultdude17 2011-12-03, 01:54

dragonsamurai77 wrote:Look, power creep happens. You're clearly not happy about it, which is understandable, but you're being absolutely ridiculous about it, and it honestly drives me a bit crazy how people are always complaining about everything being broken.

All that aside, though, there is one thing in here that makes me even more furious. Hate power creep all you want, it's just mindless chatter to me, but there is one thing that I, someone with admittedly no power, cannot tolerate:

NOTHING should ever be DIVINE/Divine-Beast besides 3 monsters: Obelisk, Osiris, and Ra. It doesn't sound very important, but ti is something that I personally hold incredibly important, and it sickens me when people defy the history of the God Cards so callously.

1) This is meant to be satire, so lighten up.

2) I wouldn't say there are any truly broken cards out there. Even Chaos Emperor Dragon can be felled with Divine Wrath. But yes, it does irritate me that half my cards are virtually useless because Konami's not keeping them supported.

3) The Wicked Gods and the Aesir monsters were both DIVINE/Divine-Beast in the Manga/Anime. Your "history of the God Cards" is not accurate, regardless what the TCG says.
Occultdude17
Occultdude17


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Post  dragonsamurai77 2011-12-03, 02:00

Occultdude17 wrote:
dragonsamurai77 wrote:Look, power creep happens. You're clearly not happy about it, which is understandable, but you're being absolutely ridiculous about it, and it honestly drives me a bit crazy how people are always complaining about everything being broken.

All that aside, though, there is one thing in here that makes me even more furious. Hate power creep all you want, it's just mindless chatter to me, but there is one thing that I, someone with admittedly no power, cannot tolerate:

NOTHING should ever be DIVINE/Divine-Beast besides 3 monsters: Obelisk, Osiris, and Ra. It doesn't sound very important, but ti is something that I personally hold incredibly important, and it sickens me when people defy the history of the God Cards so callously.

1) This is meant to be satire, so lighten up.

2) I wouldn't say there are any truly broken cards out there. Even Chaos Emperor Dragon can be felled with Divine Wrath. But yes, it does irritate me that half my cards are virtually useless because Konami's not keeping them supported.

3) The Wicked Gods and the Aesir monsters were both DIVINE/Divine-Beast in the Manga/Anime. Your "history of the God Cards" is not accurate, regardless what the TCG says.

1) I understand that it's satire, it's more the reason that you feel you need to.

2) That is a different problem altogether. Yuor complaint appears to be power creep, but now you're saying it's lack of support for older archetypes. Understandable, but with how many there are, ti would be impossible to keep supporting all of them while still releasing new cards.

3) I am aware, but it's a tradition I'm very glad the TCG keeps, at least. I have embraced the game's changes in evolutions, but the God Cards will always hold a special place in my heart. They may not be the greatest in the actual game, but I don't see even the Aesir matching their plot power, and the Wicked Gods are but mere mockeries.

dragonsamurai77


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Post  Occultdude17 2011-12-03, 03:56

dragonsamurai77 wrote:
Occultdude17 wrote:
dragonsamurai77 wrote:Look, power creep happens. You're clearly not happy about it, which is understandable, but you're being absolutely ridiculous about it, and it honestly drives me a bit crazy how people are always complaining about everything being broken.

All that aside, though, there is one thing in here that makes me even more furious. Hate power creep all you want, it's just mindless chatter to me, but there is one thing that I, someone with admittedly no power, cannot tolerate:

NOTHING should ever be DIVINE/Divine-Beast besides 3 monsters: Obelisk, Osiris, and Ra. It doesn't sound very important, but ti is something that I personally hold incredibly important, and it sickens me when people defy the history of the God Cards so callously.

1) This is meant to be satire, so lighten up.

2) I wouldn't say there are any truly broken cards out there. Even Chaos Emperor Dragon can be felled with Divine Wrath. But yes, it does irritate me that half my cards are virtually useless because Konami's not keeping them supported.

3) The Wicked Gods and the Aesir monsters were both DIVINE/Divine-Beast in the Manga/Anime. Your "history of the God Cards" is not accurate, regardless what the TCG says.

1) I understand that it's satire, it's more the reason that you feel you need to.

2) That is a different problem altogether. Yuor complaint appears to be power creep, but now you're saying it's lack of support for older archetypes. Understandable, but with how many there are, ti would be impossible to keep supporting all of them while still releasing new cards.

3) I am aware, but it's a tradition I'm very glad the TCG keeps, at least. I have embraced the game's changes in evolutions, but the God Cards will always hold a special place in my heart. They may not be the greatest in the actual game, but I don't see even the Aesir matching their plot power, and the Wicked Gods are but mere mockeries.

You don't like what I say. Boo-hoo.

It's a bit of both, to be honest. They are the same problem where I'm concerned - old cards are not competitive. If there was no power creep, there'd be no need for new support. If there was new support, power creep wouldn't be a problem. The fact that we have power creep without balance is what I'm annoyed about.
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