White Maw archetype
+4
S.S.A.
012yArthur0
Phraxure
T3RCX
8 posters
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White Maw archetype
Snowtroopers are awesome, so I made an archetype for them. Not sure if useless or broken, but it was fun and they look cool. The main win condition is beatdown using equips for support. It is not an extremely fast archetype but it can build field presence directly from the deck (the grave is actually a weakness for the high levels, as soldiers who die don't come back to life). Also, all the main Warrior types have an effect which represents how an army advances and then digs in and fortifies a position.
The YGO lore behind these is that they are the army of a militaristic empire that hails from the far north of the Duel Monsters world. The leader of the empire dispatched his army to conquer the rest of the world.
I used the Yugioh Card Maker so you may not want to quote the whole post.
The main army of the White Maw
White Maw Soldier
WATER/Warrior/Level 4/2000/1500
When this card destroys a monster by battle and sends it to the graveyard: Return 1 "White Maw" card in your graveyard to the deck. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
White Maw Scout
WATER/Warrior/Level 3/1500/1000
When this card is sent to the graveyard: Add 1 "White Maw" monster from your deck to your hand. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
White Maw Sniper
WATER/Warrior/Level 3/1100/600
Once per turn: You can destroy 1 card your opponent controls, and this card loses 500 ATK. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
White Maw Captain
WATER/Warrior/Level 6/2400/1900
Cannot be Special Summoned from the graveyard. Once per turn: You can Special Summon 1 Level 4 or lower Warrior-type/WATER monster from your deck. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
White Maw War Machines
WATER/Machine/Level 8/2900/2400
Cannot be Special Summoned from the graveyard. During each of your End Phases: You can Special Summon 1 "White Maw" monster from your deck. If a "White Maw" monster(s) you control would be destroyed, you can destroy this card instead.
Standard-issue military equipment
White Maw Helmet
Equip Spell
A Warrior-type/WATER monster equipped with this card gains 100 ATK at the start of each of your Battle Phases. If a "White Maw" monster equipped with this card would be destroyed: You can destroy this card instead. During the End Phase of the turn this card was sent to the graveyard while equipped to a "White Maw" monster: You can put it on top of your deck.
White Maw Armor
Equip Spell
When the DEF of a Warrior-type/WATER monster equipped with this card changes: The equipped monster gains ATK equal to the change in DEF. If a "White Maw" monster equipped with this card would be destroyed: You can destroy this card instead. During the End Phase of the turn this card was sent to the graveyard while equipped to a "White Maw" monster: You can put it on top of your deck.
White Maw Heavy Cannon
Equip Spell
A "White Maw" monster equipped with this card gains 700 ATK. If a "White Maw" monster equipped with this card would be destroyed: You can destroy this card instead. During the End Phase of the turn this card was sent to the graveyard while equipped to a "White Maw" monster: You can put it on top of your deck.
White Maw Sensor Package
Equip Spell
Equip only to a "White Maw" monster you control. At the start of your Battle Phase: Look at 1 set card your opponent controls. Then, if it was a Trap Card: Send that card and this card you control to the graveyard.
Additional army support
White Maw Recruiting
Normal Spell
Target 2 "White Maw" cards in your graveyard: Return those cards to the deck, then draw 1 card.
Army of the White Maw
Continuous Spell
Once per turn, when a "White Maw" monster is Summoned: You can add 1 "White Maw" card from your deck to your hand.
The YGO lore behind these is that they are the army of a militaristic empire that hails from the far north of the Duel Monsters world. The leader of the empire dispatched his army to conquer the rest of the world.
I used the Yugioh Card Maker so you may not want to quote the whole post.
The main army of the White Maw
White Maw Soldier
WATER/Warrior/Level 4/2000/1500
When this card destroys a monster by battle and sends it to the graveyard: Return 1 "White Maw" card in your graveyard to the deck. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
- Spoiler:
Main beater which recycles your cards from the grave to be searched with other cards.
White Maw Scout
WATER/Warrior/Level 3/1500/1000
When this card is sent to the graveyard: Add 1 "White Maw" monster from your deck to your hand. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
- Spoiler:
Main searcher for monsters.
White Maw Sniper
WATER/Warrior/Level 3/1100/600
Once per turn: You can destroy 1 card your opponent controls, and this card loses 500 ATK. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
- Spoiler:
White Maw's version of Hornet. He has a powerful rifle but limited power supply.
White Maw Captain
WATER/Warrior/Level 6/2400/1900
Cannot be Special Summoned from the graveyard. Once per turn: You can Special Summon 1 Level 4 or lower Warrior-type/WATER monster from your deck. At the end of each of your Battle Phases: This card loses 100 ATK and gains 100 DEF.
- Spoiler:
The leader of the battalion calls his troops directly from the deck, but he can't return from the graveyard so he requires at least a turn of prep for a tribute summon.
White Maw War Machines
WATER/Machine/Level 8/2900/2400
Cannot be Special Summoned from the graveyard. During each of your End Phases: You can Special Summon 1 "White Maw" monster from your deck. If a "White Maw" monster(s) you control would be destroyed, you can destroy this card instead.
- Spoiler:
The White Maw army marches inside giant machines of war. Each one unloads more of the White Maw forces as the invasion grows larger, and its thick armor provides protection for the rest of the army. However, if one is destroyed, it cannot be salvaged.
Standard-issue military equipment
White Maw Helmet
Equip Spell
A Warrior-type/WATER monster equipped with this card gains 100 ATK at the start of each of your Battle Phases. If a "White Maw" monster equipped with this card would be destroyed: You can destroy this card instead. During the End Phase of the turn this card was sent to the graveyard while equipped to a "White Maw" monster: You can put it on top of your deck.
- Spoiler:
The advanced targeting systems inside the helmet give the soldiers renewed precision with each battle, while the tough armor protects them from attacks. Since it is standard-issue equipment, there are always replacements available.
White Maw Armor
Equip Spell
When the DEF of a Warrior-type/WATER monster equipped with this card changes: The equipped monster gains ATK equal to the change in DEF. If a "White Maw" monster equipped with this card would be destroyed: You can destroy this card instead. During the End Phase of the turn this card was sent to the graveyard while equipped to a "White Maw" monster: You can put it on top of your deck.
- Spoiler:
Mechanical systems inside the armor keep soldiers invigorated to continue fighting, and the armor itself is tough enough to absorb most damage. It is standard-issue equipment, so if one is damaged, another can replace it.
White Maw Heavy Cannon
Equip Spell
A "White Maw" monster equipped with this card gains 700 ATK. If a "White Maw" monster equipped with this card would be destroyed: You can destroy this card instead. During the End Phase of the turn this card was sent to the graveyard while equipped to a "White Maw" monster: You can put it on top of your deck.
- Spoiler:
Every battalion carries with it a heavy cannon to break past any fortifications. While it does not compensate for the limited energy of the soldiers, the cannon itself is a large enough target that the troops can sacrifice it to escape death and then simply receive a replacement cannon from the army reserves to continue the siege.
White Maw Sensor Package
Equip Spell
Equip only to a "White Maw" monster you control. At the start of your Battle Phase: Look at 1 set card your opponent controls. Then, if it was a Trap Card: Send that card and this card you control to the graveyard.
- Spoiler:
The technology of the army is also applied to advanced sensor systems. Before attacking a target, soldiers will scan the area for hidden dangers and not attack until their path is clear.
Additional army support
White Maw Recruiting
Normal Spell
Target 2 "White Maw" cards in your graveyard: Return those cards to the deck, then draw 1 card.
- Spoiler:
The army is always recruiting new soldiers and gathering more resources to continue their endless conquest.
Army of the White Maw
Continuous Spell
Once per turn, when a "White Maw" monster is Summoned: You can add 1 "White Maw" card from your deck to your hand.
- Spoiler:
The main searcher for the archetype, used to assemble the forces or gather equipment.
Re: White Maw archetype
Those are awesome. It's a shame nobody looks at this section much because so many people have great ideas. Imagine if Konami asked people to send in their suggestions. o_O
Phraxure- Posts : 271
Birthday : 1997-05-25
Join date : 2011-10-12
Re: White Maw archetype
I loved this archtype. I really liked.
I would say that is a tier 1.5 deck. Especially that have some broken invulnerabilites+ oversearch but that can be compensated with Linear draw.
Anyway, can you tell me how you make these graphics?
I would say that is a tier 1.5 deck. Especially that have some broken invulnerabilites+ oversearch but that can be compensated with Linear draw.
Anyway, can you tell me how you make these graphics?
012yArthur0- Posts : 479
Birthday : 1997-02-28
Join date : 2011-09-05
Re: White Maw archetype
Also, White Maw Recruiting could be more hilarious-themed. like Darth Vader saying "I want you!"
012yArthur0- Posts : 479
Birthday : 1997-02-28
Join date : 2011-09-05
Re: White Maw archetype
lol, I didn't make the graphics, I just searched from some artists I happen to know of and then edited the images I found to make them fit the cards.
Thanks for good feedback guys, I have a few more ideas I might add later to this.
Thanks for good feedback guys, I have a few more ideas I might add later to this.
Re: White Maw archetype
This is pretty damn cool. They could use a little more draw power, but then theres POD and Upstart, seeing how this deck isnt too big on Special summoning.
I really like it
I really like it
Barricade- Posts : 492
Birthday : 1995-07-17
Join date : 2011-09-02
Re: White Maw archetype
If there's one thing I'd try to fix it's that White Maw Warmachines can summon more White Maw Warmachines, which seems like it could spiral out of control pretty quickly.
Other than that, this seems like a very fun set of cards to play with.
Other than that, this seems like a very fun set of cards to play with.
JeffreyRaze- Posts : 1
Join date : 2012-02-04
Re: White Maw archetype
good base to start with as an archtype but add something that gets youre monsters in grave for speed recycle plus needs a bigger beater i mean war machine is good and all but you need card destruction like a white maw DAD thet recycles or something around there
MK_ultra- Posts : 620
Join date : 2011-11-03
Re: White Maw archetype
I really like this archetype. a combo of water and warrior is pretty unique, allow for a lot of support
Overall, looks fun to use.
if I may make a suggestion. The archetype lacks major xyz summoning or synchroing support, though having easily assessable tuners may make them too powerful? I don't know. however, the idea of northern armies has interested me. an idea if that is alright.
White Maw Wolf Pack
2 star
Water // Beast // Tuner
1000 // 800
This card cannot be normal summoned or set. This card can only be special summoned (from the hand) when there is a "White Maw" Warrior-type monster in your graveyard. The effect of "White Maw Wolf Pack" can only be used once per turn. If this card is used as a Synchro Material Monster, all the other Synchro Material Monsters must have "White Maw" in their name.
the story behind these wolves could be, during the contless battles the White Maw have been in, wolves and other animals have followed their advancement, feasting apon the bodies left over from the battles. They knew that following this army meant never going hungry again.
The effect relates to how the wolves work. The army has little control over how the wolves opporate. The wolves simply follow the army, and when a new body has been made, they jump at the chance to fill their stomachs (this is why they can only be brought out when a soildier in the graveyard. the dead is their food source.)
- Spoiler:
- Marauding Captain
Rota
The warrior returning alive
A legendary Ocean
Fishborg Launcher (if you only use water monsters)
Abyss Soildier
Mother Grizzly
Spiritual Water Art - Aoi
frog engine (maybe?)
water hazard
Moray of Greed
Overall, looks fun to use.
if I may make a suggestion. The archetype lacks major xyz summoning or synchroing support, though having easily assessable tuners may make them too powerful? I don't know. however, the idea of northern armies has interested me. an idea if that is alright.
White Maw Wolf Pack
2 star
Water // Beast // Tuner
1000 // 800
This card cannot be normal summoned or set. This card can only be special summoned (from the hand) when there is a "White Maw" Warrior-type monster in your graveyard. The effect of "White Maw Wolf Pack" can only be used once per turn. If this card is used as a Synchro Material Monster, all the other Synchro Material Monsters must have "White Maw" in their name.
the story behind these wolves could be, during the contless battles the White Maw have been in, wolves and other animals have followed their advancement, feasting apon the bodies left over from the battles. They knew that following this army meant never going hungry again.
The effect relates to how the wolves work. The army has little control over how the wolves opporate. The wolves simply follow the army, and when a new body has been made, they jump at the chance to fill their stomachs (this is why they can only be brought out when a soildier in the graveyard. the dead is their food source.)
zekana- Posts : 218
Birthday : 1991-02-07
Join date : 2011-09-30
Re: White Maw archetype
So here's the next batch I made .
First up, every army has tactics, and the White Maw is no exception... So I give you the first White Maw trap support.
White Maw Tactics - Entrenched
Continuous Trap
When you flip this card face-up: Change all "White Maw" monsters you control to Defense position. Once this card is face-up on the field, face-up Defense position "White Maw" monsters you control cannot be destroyed by battle or by card effects that target.
White Maw Tactics - Recon
Normal Trap
Look at a number of cards in your opponent's hand up to the number of "White Maw" monsters you control.
In addition, I've created the first synchro support for the archetype. Here we will see more of the deadly machines the White Maw use in their conquest.
White Maw Recovery Robot
WATER/Machine/Tuner/Level 1/500/1500
Cannot be Special Summoned from the Graveyard. You can Special Summon this card (from your hand) by sending 1 Equip Spell Card you control to the graveyard. Once per turn: You can target 1 "White Maw" Equip Spell Card in your Graveyard; Put it on top of your Deck.
White Maw Reconnaissance Robot
WATER/Machine/Tuner/Level 2/1000/1000
Cannot be Special Summoned. When this card is Summoned: Reveal the top 3 cards of your opponent's deck, then return them to the top of the deck in any order. If this card is in your Graveyard: You can send 1 "White Maw" card from your deck to the Graveyard, except "White Maw Reconnaissance Robot"; Return this card to the deck, then draw 1 card.
White Maw Battle Mechs
WATER/Machine/Synchro/Level 5/2500/2000
Cannot be Special Summoned from the Graveyard. When this card is Summoned: You can banish 1 Level 5 or lower Warrior-type/WATER monster in your Graveyard. When this card leaves the field, Special Summon the monster banished by this effect.
I still have more plans for this archetype. Also, I like the idea of White Maw beasts (zekana's idea), and I have some ideas for those too, so I will probably make them into a whole sub-archetype later on.
First up, every army has tactics, and the White Maw is no exception... So I give you the first White Maw trap support.
White Maw Tactics - Entrenched
Continuous Trap
When you flip this card face-up: Change all "White Maw" monsters you control to Defense position. Once this card is face-up on the field, face-up Defense position "White Maw" monsters you control cannot be destroyed by battle or by card effects that target.
- Spoiler:
When the army isn't advancing, it digs in and fortifies, maintaining a defensive line without giving ground. To continue the assault, the troops must leave the safety of the trenches and brave the open battlefield once more.
White Maw Tactics - Recon
Normal Trap
Look at a number of cards in your opponent's hand up to the number of "White Maw" monsters you control.
- Spoiler:
Scout teams are constantly infiltrating enemy lines and sending back reports about what reinforcements to expect.
In addition, I've created the first synchro support for the archetype. Here we will see more of the deadly machines the White Maw use in their conquest.
White Maw Recovery Robot
WATER/Machine/Tuner/Level 1/500/1500
Cannot be Special Summoned from the Graveyard. You can Special Summon this card (from your hand) by sending 1 Equip Spell Card you control to the graveyard. Once per turn: You can target 1 "White Maw" Equip Spell Card in your Graveyard; Put it on top of your Deck.
- Spoiler:
When soldiers fall, the White Maw deploys small robots to recover their valuable equipment. These machines also serve as advance logistical coordinators, helping to clear the battlefield and pave the way for the White Maw's heavy assault forces.
White Maw Reconnaissance Robot
WATER/Machine/Tuner/Level 2/1000/1000
Cannot be Special Summoned. When this card is Summoned: Reveal the top 3 cards of your opponent's deck, then return them to the top of the deck in any order. If this card is in your Graveyard: You can send 1 "White Maw" card from your deck to the Graveyard, except "White Maw Reconnaissance Robot"; Return this card to the deck, then draw 1 card.
- Spoiler:
Where the scouts can't reach, the White Maw deploys fast moving recon probes with advanced sensor packages to uncover all the dark secrets the enemy may be hiding. After disrupting enemy plans, the recon probes will return to base to deliver their valuable intel.
White Maw Battle Mechs
WATER/Machine/Synchro/Level 5/2500/2000
Cannot be Special Summoned from the Graveyard. When this card is Summoned: You can banish 1 Level 5 or lower Warrior-type/WATER monster in your Graveyard. When this card leaves the field, Special Summon the monster banished by this effect.
- Spoiler:
In addition to the giant machines of war, the White Maw uses heavy battle mechs that each house a single hardened trooper. Their offensive power is considerable, but should one be destroyed, the trooper inside can quickly evacuate and continue the fight.
I still have more plans for this archetype. Also, I like the idea of White Maw beasts (zekana's idea), and I have some ideas for those too, so I will probably make them into a whole sub-archetype later on.
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