Quoted By:
What's up everybody? Okay, so about two nights ago, I decided that I'd take up making a "Dreamworld" archetype, and after a bit of planning and some headaches, I finally got something to work with. I wanted to make them reminiscent of the "Toon" archetype, but... I sort of deviated away from that a bit. However, I still managed to fit some similarities of the "Toons" in there. And of course, I made it so that all the monsters had effects that reflected their Dream World abilities. My idea is for them to run like this:
-Low level monsters that have primary effects that reflect their Dream World abilities, with along with secondary effects that can only activate if "Dream World" is in play(these effects are usually triggered after the first effect resolves)
-Higher level cards that can be special summoned by tributing a lv 4 or lower "Dreamworld" monster, at the cost of not being able to attack the turn they are summoned in that manner. Their effects cannot be activated without "Dream World" being in play.
-High level Synchro monsters that are(mostly) very limited in what they can do if "Dream World" isn't present, such as not being able to attack or activate their effects.(was also thinking of pulling another card from the "toons" and having them be destroyed if "Dream World" is removed. There are also like, 2 Xyzs atm who are weaker and less limited, but still benefit from "Dream World"'s presence.
As you probably already noticed, "Dream World" is the most essential card in the deck. You'll get a better idea of how this archetype works in the following posts. Commencing dump now.