I just realised something funny; Sean got the perfect card in the trio. While I thought Raviel (being Obelisk sortof) would make the most sense, there are two reasons why Hamon, Lord of Striking Thunder is a better fit. No points for guessing the more obvious reason (*coughLIGHTcough*). Anyone know the second reason?
"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior ValIt's not the 'lightning = Bishie Sparkle' thing, I know that. Uh, is it the bit about his effect regarding that the opponent can't attack other Thunder-types and Sean's protectiveness of his sister?
Storm and trouble won't make you make you lose your way. (Tits might, though.)(Hurray for the bandwagon effect.)
While I was sick, I had a lot of free time, so I thought up a new archetype. It's called Variable Geometry, and its members are all Machine-type, WIND-, FIRE-, or DARK-attitude monsters with changing effects. It is split into three sub-Archetypes: Variable Geometry Scouts, whose effects change with their battle-position (not unlike the Morphotronics
archetype); Variable Geometry Elemental Relay Units, whose effects activate when monsters of certain attitudes are present on the field, and Variable Geometry Spell Relay Units, whose effects depend on certain Equip Spells being present on the field to function.
Monsters
Variable Geometry Arachnid Scout
- Attribute: DARK
- Type: Machine/Effect/Tuner
- Level: 1
- ATK: 400
- DEF: 300
- Effect:
- This attack-position card cannot be destroyed in battle with a Level 5 or higher monster.
- If this defence-position card is destroyed in battle: you can Special Summon 1 “Variable Geometry Elemental Relay Unit” monster from your deck.
Variable Geometry Wyvern Scout Plane
- Attribute: WIND
- Type: Machine/Effect
- Level: 1
- ATK: 100
- DEF: 600
- Effect:
- If this attack-position card is used as a Synchro-material monster: the Synchro Monster summoned this way inflicts Piercing damage.
- If this defense-position card is destroyed in battle: you can Special Summon 1 “Variable Geometry Scout” from your deck in face-down defense position.
Variable Geometry Magma Scout
- Attitude: FIRE
- Type: Machine/Effect
- Level: 2
- ATK: 600
- DEF: 400
- Effect:
- If this attack-position card is destroyed in battle: once per turn, it is not destroyed and switched to defense position instead (damage calculation proceeds normally).
- If this defense-position card is destroyed in battle: you can Special Summon 1 “Variable Geometry Spell Relay Unit Type Leo” from your deck.
Variable Geometry Drone Scout
- Attitude: DARK
- Type: Machine/Effect/Tuner
- Level: 3
- ATK: 1100
- DEF: 1100
- Effect:
- If this attack-position card is destroyed in battle: Special Summon 1 “Variable Geometry Token” (Machine-Type/DARK/ATK 1000/DEF 1000) in attack position to your side of the field. It is unaffected by Spell cards.
- If this defense-position card is destroyed in battle: Special Summon 1 “Variable Geometry Token” (Machine-Type/DARK/ATK 1000/DEF 1000) in defense position to your side of the field. It is unaffected by Trap cards.
Variable Geometry Elemental Relay Unit Red Salamander
- Attitude: FIRE
- Type: Machine/Effect
- Level: 4
- ATK: 1200
- DEF: 1600
- Effect:
- As long as there is another FIRE-attitude monster on the field: inflict 400 points of damage to your opponent every time they draw 1 card.
- As long as there is a WATER-attitude monster on the field: this card loses attack points equal to 100 X The level of the highest-level WATER monster on the field.
Variable Geometry Elemental Relay Unit Green Eagle
- Attitude: WIND
- Type: Machine/Effect
- Level: 4
- ATK: 1600
- DEF: 1200
- Effect:
- As long as there is another WIND-attitude monster on the field: inflict 500 points of damage to your opponent every time 1 Spell card is activated.
- As long as there is an EARTH-attitude monster on the field: this card cannot attack monsters with attitudes other than EARTH.
Variable Geometry Elemental Relay Unit Dark Bat
- Attitude: DARK
- Type: Machine/Effect
- Level: 5
- ATK: 2100
- DEF: 1400
- Effect:
- As long as there is another DARK-attitude monster on the field: inflict 300 points of damage to your opponent very time 1 Trap card is activated. Also, if there are at least 2 DARK-attitude monsters on your side of the field: if this card is targeted for an attack: Tribute 1 DARK monster; negate that attack.
- As long as there is a LIGHT-attitude monster on the field: this card's ATK becomes 1700.
Variable Geometry Elemental Relay Unit Darkwind Plane
- Attitude: DARK
- Type: Machine/Synchro/Effect
- Level: 4
- ATK: 1800
- DEF: 1000
- Requirements: Any “Variable Geometry” Tuner + 1 or more non-Tuner monsters
- Effect: while this card is on the field, it's attitude is also treated as WIND.
- As long as there is another DARK-attitude monster on your side of the field,:gain 400 life points each time a Trap card is activated.
- As long as there is another WIND-attitude monster on your side of the field: gain 400 life points each time a Spell card is activated.
- As long as there is a LIGHT-attitude monster on your opponent's side of the field: your opponent gains 400 life points each time a Trap card is activated.
- As long as there is an EARTH-attitude monster on your opponent's side of the field: your opponent gains 400 life points each time a Spell card is activated.
Variable Geometry Spell Relay Unit Type Final
- Attitude: WIND
- Type: Machine/Effect
- Level: 7
- ATK 2800
- DEF: 1200
- Effect: while “Variable Geometry Missile Pod” is on the field: this card gains 300 attack points for each “Variable Geometry” monster in your Graveyard.
Variable Geometry Spell Relay Unit Type Leo
- Attitude: FIRE
- Type: Machine/Effect
- Level: 7
- ATK: 2500
- DEF: 2300
- Effect: while “Variable Geometry Laser Unit” is on the field: this card inflicts Piercing damage.
Variable Geometry Spell Relay Unit Type II
- Attitude: DARK
- Type: Machine/Synchro/Tuner/Effect
- Level: 5
- ATK: 2000
- DEF: 2000
- Requirements: Any “Variable Geometry” Tuner + 1 or more non-Tuner monsters.
- Effect: While “Variable Geometry Deflector Equipment” is on the field: once per turn: when an attack is declared: banish this card; negate the attack and destroy the attacking monster. If the destroyed monster's Level was lower than Variable Geometry Spell Relay Unit Type II's: Special Summon 1 banished Variable Geometry Spell Relay Unit Type II to your side of the field, in defense mode, in your next standby phase.
Variable Geometry Spell Relay Unit Type Delta
- Attitude: WIND
- Type: Machine/Syncrho/Effect
- Level: 6
- ATK: 2400
- DEF: 1800
- Requirements: Any “Variable Geometry” Tuner + 1 or more non-Tuner monsters.
- Effect: While “Variable Geometry Living Weapon” is on your side of the field: once per turn: banish 1 “Variable Geometry Scout” monster from your Graveyard; move 1 “Variable Geometry” Equip Spell card from your deck to your hand. Your deck is then shuffled.
Variable Geometry Spell Relay Unit Type III
- Attitude: DARK
- Type: Machine/Synchro/Effect
- Level: 9
- ATK: 2900
- DEF: 3200
- Requirements: Variable Geometry Spell Relay Unit Type II + 1 or more non-Tuner “Variable geometry” monsters
- Effect: While on the field: this card's name is also treated as “Variable Geometry Spell Relay Unit Type II”. While “Variable Geometry Living Weapon” is on the field: once per turn: banish 1 “Variable Geometry” monster from your Graveyard; negate 1 attack and destroy the attacking monster. Banish this card; Special Summon 1 Variable Geometry Spell Relay Unit Type II and up to 3 “Variable Geometry” monsters whose combined Levels do not exceed 4.
Variable Geometry Spell Elemental Relay Unit Dark-Type Command
- Attitude: DARK
- Type: Machine/Fusion/Effect
- Level: 10
- ATK: 3500
- DEF: 2900
- Requirements: Variable Geometry Elemental Relay Unit Dark Bat + Variable Geometry Spell Relay Unit Type II
- Effect:
- As long as there is another DARK-Attitude monster on the field: inflict 1000 points of damage to your opponent every time a Trap card is activated.
- As long as there is a LIGHT-attitude monster on the field: this card cannot attack LIGHT-attitude monsters.
- While “Variable Geometry deflector Equipment” is on the field:
- This card cannot be destroyed in battle.
- This card's ATK is increased by 400 points for each “Variable Geometry” monster on the field other than this card.
Variable Geometry Elemental Relay Unit Eagle Drone Scout
- Attitude: WIND
- Type: Machine/Fusion/Effect
- Level: 7
- ATK: 2500
- DEF: 2100
- Requirements: Variable Geometry Elemental Relay Unit + Green Eagle + Variable Geometry Scout Drone
- Effect:
- While this card is in attack position: negate the effects of all LIGHT-attitude monsters on the field.
- While this card is in defense position: this card gains DEF points equal to 200 X The number of “Variable Geometry Scout” monsters in your Graveyard.
Spells
Variable Geometry Missile Pod
- Type: Equip
- Effect: equip only to a “Variable Geometry” monster. It gains 500 attack points.
Variable Geometry Laser Unit
- Type: Equip
- Effect: equip only to a “Variable Geometry” monster. It loses half of its attack points, but can attack your opponent directly.
Variable Geometry Deflector Equipment
- Type: Equip
- Effect: equip only to a “Variable Geometry” monster. If the equipped monster is destroyed in battle: you can destroy this card instead; in that case, inflict the difference between the attacking monster's attack points and the defending monster's defense points (if it is in defense position) or attack points (if it is in attack position) as damage to your opponent.
Variable Geometry Living Weapon
- Type: Equip
- Effect: equip only to a “Variable Geometry” monster. It gains 500 attack points. If the equipped monster is destroyed: destroy this card instead, and reduce the ATK of one of your opponent's monsters by 1000 points.
Time-Space Dimensional Wrap
- Type: Field
- Effect: “Variable Geometry Scout” monsters gain both of their effects, regardless of position.
Variable Geometry Conversion Factory
- Type: Continuous
- Effect: Once per turn: tribute I “Variable Geometry Elemental Relay Unit” monster; Special Summon, from your hand, Deck, or Graveyard, 1 “Variable Geometry Elemental Relay Unit” or “Variable Geometry Scout” monster whose level is less than that of the sacrificed monster.
Variable Geometry Negative Space Retreat
- Type: Quick-Play
- Effect: activate only when a “Variable Geometry” Synchro monster is targeted for an attack. Negate that attack, return that monster to your Extra Deck, and inflict damage equal to half of its attack points to your opponent.
Traps
Variable Geometry Geometry Change
- Type: Normal
- Effect: change the battle position of all “Variable Geometry Scout” monsters on the field.
Variable Geometry Air Defense Mechanism
- Type: Normal
- Effect: activate only when a WIND-attitude “Variable Geometry” monster is destroyed in battle: it is not destroyed (damage calculation proceeds normally).
Variable Geometry Cruise Missiles
- Type: Normal
- Effect: activate only when you declare an attack with a DARK-attitude “Variable Geometry” monster: its ATK is reduced by 500 points, and it can attack again this turn.
Variable Geometry Transcendence:
- Type: Normal
- Effect: Pay 1000 life points. Tribute 1 “Variable Geometry Elemental Relay Unit”; Special Summon 1 “Variable Geometry Spell Relay Unit” from your Deck or Extra Deck, ignoring the summoning conditions.
So, what do you think? Are they Over-powered? Under-powered? Balanced?
edited 22nd Sep '11 11:17:38 AM by desdendelle
On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.I think that the swarming abilities are a little over-the-top since these things would be easily destroyed and could maintain ridiculous field presence.
I think the ironic thing about this archetype is that the, likely intended, strongest sub-archetype of it (Spell Relay) is probably the most difficult to utilise properly, due to Equip Spells being a bitch to deal with and adding dead draws to this deck.
Also, would anyone mind if I started a fanfic with characters using the archetypes we've made up? I promise the main character won't be using Abominations, so I won't hog the spotlight. You'll all get credit for the archetypes you made, just wondering if anyone had an issue with it.
![]()
Huh, I never thought of that before. No, it is much more simple. In fact, it was in that post if you look close enough.
edited 22nd Sep '11 7:42:48 AM by EviIPaladin
"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior ValSo: Scouts too weak, SRUs too hard to use? Also, I don't mind if you would use this archetype. In fact, I would be honoured.
edited 22nd Sep '11 7:50:07 AM by desdendelle
On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.It isn't that Scouts are too weak, in fact, the fragility makes them easy to control the field, since as long as they aren't hit by S/T (most Traps won't really do anything since they won't usually be attacking and they will usually be low-enough in ATK and DEF to hide from the summoning counters).
Anyone want to see some archetypes expanded? I long for more Darklords and Venom cards, since neither are large enough to be standalones.
"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior ValSo, in order to balance the Scouts, I should nerf their effects or make them stronger ATK- and DEF-wise? Also, what if I made the SRUs' effects dependant on the specific Equip card being present in the player's Graveyard and / or equipped to them (since it would feel odd to me otherwise)?
On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.It's the effects. Every single one of them swarms when destroyed in DEF mode. Maybe if one or two of them only worked for ATK mode destruction, sure.
Also, Scout Drone is ridiculous. Instant Formula Synchron when he's destroyed, thinning your deck and handing you a free draw; two if you have Librarian out. If you already used your brought out your Formula Synchron, then take out a Gachi-Gachi and enjoy a +800 to all your monsters.
"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior ValScout Drone is junkable. I'll throw it away and rename another VG Scout as Drone. Also: is changing Wyvern Plane's defense mode effect enough, or should I also change Arachnid and Magma's?
On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.@Evi: Hurm. In that case, I'm guessing it's something to do with the 'striking' part of Hamon's name.
...Oh, right. 'Abue' = 'Beau' = Beautiful = Striking. Clever move there.
Also, I'm cool with the fanfic idea. Heck, if you'll have me, I could beta it for you. And I think me and Kuip had a PM conversation regarding the connection between the Downforcers and the Dreamwalkers at some point, so I could dig that up for you.
Re: expanded archetypes: I would weep with joy if they ever expanded the Iron Chains or added a few more Nitro monsters. Or maybe a few dedicated support cards for the Incas, so then I don't have to spam Cyber Dragon or The Tricky to make it work. Or half the support cards they designed for the Fleurs, or...
edited 22nd Sep '11 2:34:21 PM by IniquitusTheThird
Storm and trouble won't make you make you lose your way. (Tits might, though.)...He's already died. He tied up his loose ends, picked his last stand, and faced his death with honor and dignity; he went out the way he wanted to go out, and he was ready for it. It was the way a Viking or a gladiator should want to die, it was death in battle, and the kill was earned. He was weak, and Scott was strong, and became stronger when he found the resolve to see it through. It was inevitable, and there was even a sort of macabre glory in it.
What came back is scarred, broken, and useless. He's been through hell, pretty close to literally, and dumped uncermoniously back in the land of the living, unarmed. Between that, and the memories of getting completely wtfpwned in shadow games, he's pretty soundly shredded inside. What's there isn't the Jerry that was doing backflips and running up mountains, it's just his tattered remains, You could waste time trying to fix it, but it's easier to put it out of its misery.
edited 22nd Sep '11 6:49:25 PM by Scrounge
Sometimes, what's right isn't what's pragmatic. If Jerry can't duel Milton, he's a liability. The suicide taboo is, quite frankly, bullshit, but it's both a part of our culture and a part of Jerry's savage mindset, so someone's got to take a sword to him so they won't be wasting resources on him that they need for people who can actually make themselves useful.
^ If resources are being used to keep someone alive, then they aren't being wasted. Also, I can't believe that any person in or around Jerry at the moment would do this, besides maybe Sean, but then again I would not describe him in nice words...
Also, Jerry's a good duelist. Scott was going to lose to him, had he not forfeited for medical reasons. I'm sure he could find a way to beat Milton.
edited 22nd Sep '11 7:14:47 PM by Kuiper
Hey! Read my fanfic: HereHe didn't even lay a scratch on Scott during their last duel. And whatever his skill level was, it's shot now; his confidence is completely shot and his willpower is gone. At best, he'd be a distraction.
And can we go back to the part where he's already died? Died the exact way that someone like him should die, the exact way someone like him would want to die? Being revived only cheapens that to him. Basically, the "miracle" that just happened completely robbed him of the honor and dignity of his last stand. Not to mention making him an affront to the natural order. The dead should stay buried.
edited 22nd Sep '11 7:34:08 PM by Scrounge
Affront the natural order? We've already crossed that line. Several, several, several times. The curse? The use of a wicked as a suit? Sending unconsenting duelists to duel for pieces of a long-dead spirit? Using said spirit to warp an entire island into a distorted world that is akin to an Eldritch Abomination?
But I'm afraid you're right, as much as I hate to admit it. On the other hand, if he plans on succeeding, he should not see Scott before hand. Just saying.
Hey! Read my fanfic: HereOh, I'm sure he'll live at least long enough for Milton to kill him personally, but his plan would be a nice quick fight with Ryu that pretty much has to end with a dagger in the ribs since Ryu's trained and armed, while Jerry's neither of those things.
@Evi: Actually just helping out with proofreading and helping with plotting and such, actually.
And jeez, Scrounge, you realise you're dumping a crapton of worries on Semeko's shoulders? She started out as a Joke Character, but you've successfully turned her into what might be the Team Mom while being horrifically underprepared.
Storm and trouble won't make you make you lose your way. (Tits might, though.)

I is back now, after being sick. Did I miss anything? No, don't tell me, I'll just read the main thread.
EDIT: Playercest? WTF?
edited 21st Sep '11 2:12:32 AM by desdendelle
On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.