Instructions for playing Amazement

Instructions for playing Amazement

Introducing to you a deck that's not very popular, but it's fun and colorful =)) great art




Introduction to Archetype

Introduction to Archetype


A bit of Archetype lore : The story is about an extremely large park that attracts tens of thousands of tourists because of its many game and entertainment areas: " Amazement ". This place is famous for providing a dream-like experience, to the point that sometimes some tourists get carried away too much. To satisfy players, the games here are always full of drama, suspense and surprises! Small children can also participate in games such as " Rapid Racing " or " Majestic Merry-Go-Round ", while braver children can take part in the challenges of " Cyclo-Coaster " and " Viking Vortex". ". And if that's not enough for you, we can add a little more scary with " Horror House ". Furthermore, at night, the "Precious Tower" in the center of the park will appear shimmering and magical, and the best place to enjoy this "view" is at the " Wonder Whee l"! Finally, this place has no closing time, you can stay here as long as you want! We are ready to serve you as long as you are willing to spend your precious time, and you can stay here forever... forever... never go back...! (The above introduction is like a metaphor to say that Amusement Park is actually just a trap)

Amazement is a type of deck that everyone likes: Backrow Control! To be frank, they are a bit similar to "Altergeist" but weaker. What's unique about all "Amazement" Trap Cards is that they can be equipped to either your monster or your opponent's monster. Their effects depend on which monster they are equipped to. And Amazement Administrator Arlekino is the Boss of this Deck, Special Summoning when a Trap Card is activated. Giving you the ability to discard cards and even more disruptions.


The interesting thing is that the "Amazement" Deck, even though played in a pure Archetype style, still works well, but their real potential lies in the ability to coordinate with many other Decks as a support Engine. And we'll learn how and why below:



People who work on "Amazement"


Amazement Administrator Arlekino (x2-3)

UR Rarity
Amazement Administrator Arlekino
UR Rarity
Amazement Administrator Arlekino
Amazement Administrator Arlekino
DARK 7
Amazement Administrator Arlekino
  • ATK:

  • 2600

  • DEF:

  • 2200


Once per turn: You can banish any number of "Attraction" Traps from your GY, then target that many cards your opponent controls; destroy them. You can only use each of the following effects of "Amazement Administrator Arlekino" once per turn. If a Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand. If your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can target 1 of those face-up monsters they control; equip 1 "Attraction" Trap from your Deck to that target.


Amazement Administrator Arlekino is the life of the party! As the operator of this amusement park, he always makes sure everyone has a great experience.


  • When a Trap Card is activated (on your or your opponent's side of the field), you can Special Summon Arlekino from your hand. And this will be the way we often use to summon this guy

  • If your opponent Normal Summons or Special Summons a monster (Except during Damage Step): You can target 1 of the face-up monsters they control; equip 1 "Attraction" Trap Card from your Deck to that target. We can simply understand this effect as bonus disruption, continuously destroying the enemy. Usually we will take the Amaze Attraction Horror House card because the effect is exactly the same as Book of Moon

  • And during your turn, you can Banish as many "Attraction" Trap Cards from the Graveyard as you can destroy your opponent's cards.

A Boss Monster has almost everything. Cause disruption, Atk-Def to, and eliminate all at once. Just add a little protection and he'll be perfect. But as you may have noticed, there are no summon locks or restrictions on Arlekino. This means you can play him with 1-3 "Attraction" Trap Cards in any deck as an Engine that can strengthen that deck. More specifically, mid-range control Decks that are not locked can use Arlekino such as Live Twins and Charmers.


Amazement Attendant Comica (x3)

SR Rarity
Amazement Attendant Comica
SR Rarity
Amazement Attendant Comica
Amazement Attendant Comica
LIGHT 4
Amazement Attendant Comica
  • ATK:

  • 1400

  • DEF:

  • 1800


When this card is Normal Summoned: You can Set 1 "Attraction" Trap directly from your Deck. (Quick Effect): You can target 1 of your "Attraction" Traps equipped to a monster; equip it to 1 "Amazement" monster you control or 1 face-up monster your opponent controls. You can only use this effect of "Amazement Attendant Comica" once per turn.


Unlike Arlekio, Comia is used for normal summoning. Her ability is quite simple: When Normal Summoned, you will be able to place 1 "Amaze" Trap Card for free from your Deck on the field. Thanks to this ability, you can increase stability and remove backrow cards with Amaze Attraction Cyclo-Coaster or Disrupt your opponent with Amaze Attraction Horror House . At first glance, Comica's second ability may seem unimportant. It simply retargets the currently equipped Trap Card "Amaze". But there is one key interaction you need to keep in mind. Comica target Trap, DO NOT select the monster you want to equip it on. This allows Comica to bypass the monster's anti-target effects. For example, you have Equip Horror House for Comica itself first. Then, use Comica's ability to place it on another monster like Lunalight Leo Dance , causing them to face down regardless of anti-targeting effects.


One interesting thing is that Comica has an attack stat of 1400 while Arlekino has 2600. This means that if Arlekino's ability activates successfully, it can end the match in turn 3 with any deck. no possibility of recovery.



Entertainment venuesii

All Attraction Traps listed below have an equip effect on 1 monster and have increased effects depending on where it is equipped (1 for own monsters - 2 for enemy monsters).

Amazing Time Ticket (x2-3)

SR Rarity
Amazing Time Ticket
SR Rarity
Amazing Time Ticket
Amazing Time Ticket
Spell Quick
Amazing Time Ticket

    Pay 800 LP; apply this effect, depending whose turn it is. ● Your turn: Add 1 "Amazement" card from your Deck to your hand. ● Your opponent's turn: Set 1 "Attraction" Trap directly from your Deck. It can be activated this turn. You can only activate 1 "Amazing Time Ticket" per turn.


    Amaze Time Ticket is a Quick Spell Card, meaning Comica cannot set this card like the other Amaze trap cards. This card allows you to Pay 800 LP to activate an effect depending on whose turn it is.


    • During your turn: You can add any "Amazement" Card from your Deck. This can be Comica or Arlekino if you don't have one already. Note that Comica will often search Arlekino with the help of the Amaze Attraction Cyclo-Coaster .

    • During your opponent's turn: You can set any Attraction card from the deck, and it can be activated this turn. Essentially, this effect will act as additional copies of the Trap Cards you want to use.

    Amaze Attraction Horror House (x2-3)

    R Rarity
    Amaze Attraction Horror House
    R Rarity
    Amaze Attraction Horror House
    Amaze Attraction Horror House
    Trap Normal
    Amaze Attraction Horror House

      Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster; ● You: Target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. ● Your opponent: Change the equipped monster to face-down Defense Position. You can only use this effect of "Amaze Attraction Horror House" once per turn.


      Best disruption of the deck:

      • When equipped on your monster, it will negate the effect of an enemy monster until the end phase, quite similar to Breakthrough Skill .

      • When equipped on an opp monster, it is a Book of Moon.

      Amaze Attraction Cyclo-Coaster (x1-2)

      R Rarity
      Amaze Attraction Cyclo-Coaster
      R Rarity
      Amaze Attraction Cyclo-Coaster
      Amaze Attraction Cyclo-Coaster
      Trap Normal
      Amaze Attraction Cyclo-Coaster

        Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster; ● You: Target 1 Spell/Trap your opponent controls; send both it and this card to the GY. ● Your opponent: Add 1 "Amazement" monster from your Deck to your hand, and if you do, send this card to the GY. You can only use this effect of "Amaze Attraction Cyclo-Coaster" once per turn.


        This card is a 2-in-1 item, both clearing the backrow and increasing the stability of the deck:

        • Equip to our monster, we will send this card and 1 enemy spell/trap to the grave (send, not destroy).

        • If you equip an opp monster, you can search for 1 Amazement Monster.

        Amaze Attraction Viking Vortex (x0-1)

        R Rarity
        Amaze Attraction Viking Vortex
        R Rarity
        Amaze Attraction Viking Vortex
        Amaze Attraction Viking Vortex
        Trap Normal
        Amaze Attraction Viking Vortex

          Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster; ● You: Once per turn, when an opponent's monster declares an attack: Negate the attack, and if you do, change control of the equipped monster until the end of the Battle Phase. ● Your opponent: When the equipped monster activates its effect: Return it to the hand.


          This card is quite dependent on the situation, the first effect is also bad:

          • Equip to our side, we can negate the attack 1 time... but in return we have to give our monster to the enemy until the end of Endphase... that's fake.

          • Equipping an enemy monster will return that monster to the hand, this is quite ok

          Amaze Attraction Rapid Racing (x0-1)

          N Rarity
          Amaze Attraction Rapid Racing
          N Rarity
          Amaze Attraction Rapid Racing
          Amaze Attraction Rapid Racing
          Trap Normal
          Amaze Attraction Rapid Racing

            Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster; ● You: Target 1 card in your opponent's GY; change the equipped monster's battle position, and if you do, shuffle that target into the Deck. ● Your opponent: Increase the equipped monster's Level by 1 (until the end of this turn), and if you do, change its battle position. You can only use this effect of "Amaze Attraction Rapid Racing" once per turn.


            Quite similar to Viking Vortex, it depends a lot on the match and situation, while we can use other cards better. But after all, this is a counter card that can still be searched.

            • Equip to your side's monster: Return 1 card to the grave, in exchange for changing the attack or defense of the equipped monster. Quite stable when countering decks that often use graves

            • Equip the opp monster: Level it up to 1, sometimes the troll will counter Synchro and Xyz etc.



            Skill

             

            Grit and LP Boost Alpha (1)

             Rarity
            Grit
             Rarity
            Grit
            Grit
            Grit
            • ATK:

            • 0

            • DEF:

            • 0


            [Flip this card over when you activate this Skill.] At the start of your turn, call 2 numbers and roll a six-sided die. If you roll a number you called, your LP do not get lower than 1 until the end of your opponent's next turn. This Skill can only be used once per Duel.


             Rarity
            LP Boost Alpha
             Rarity
            LP Boost Alpha
            LP Boost Alpha
            LP Boost Alpha
            • ATK:

            • 0

            • DEF:

            • 0


            Increases starting Life Points by 1000.


            LP Boost Alpha/Grit to prevent premature death =))

            Draw Sense: Low-Level (Skill Card) and Draw Sense: High-Level (2)

            UR Rarity
            Draw Sense: Low-Level (Skill Card)
            UR Rarity
            Draw Sense: Low-Level (Skill Card)
            Draw Sense: Low-Level (Skill Card)
            Draw Sense: Low-Level (Skill Card)
            • ATK:

            • 0

            • DEF:

            • 0


            Can be used each time your Life Points decrease by 1000. In the Draw Phase, instead of doing a normal draw, draw a random monster of Level 4 or lower.


             Rarity
            Draw Sense: High-Level
             Rarity
            Draw Sense: High-Level
            Draw Sense: High-Level
            Draw Sense: High-Level
            • ATK:

            • 0

            • DEF:

            • 0


            Can be used each time your Life Points decrease by 1000. In the Draw Phase, instead of doing a normal draw, draw a random monster of Level 5 or higher.



            Draw Sense: High/Low Level to draw Arlekino or Comica in the next draw, mainly to prevent deadhand.

            Beatdown! and The Tie that Binds (3)

             Rarity
            Beatdown!
             Rarity
            Beatdown!
            Beatdown!
            Beatdown!
            • ATK:

            • 0

            • DEF:

            • 0


            [If you control a Level 5 or higher monster, you can activate this Skill.] All monsters you currently control gain 300 ATK for each Level 5 or higher monster you control. At the end of your turn, flip this card over.


             Rarity
            The Tie that Binds
             Rarity
            The Tie that Binds
            The Tie that Binds
            The Tie that Binds
            • ATK:

            • 0

            • DEF:

            • 0


            Until the end of your turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This Skill can only be used once per turn.


            Beatdown and TTTB, 2 common skills in the case: "I don't know what else to use" =))) then we will bring these 2 in because it simply buffs ATK.



            Engine

             

            Unpossessed, Awakening of the Possessed and Spirit Charmers (Charmer)

            SR Rarity
            Unpossessed
            SR Rarity
            Unpossessed
            Unpossessed
            Trap Continuous
            Unpossessed

              "Charmer" monsters you control cannot be destroyed by battle. If a "Familiar-Possessed" monster you control attacks an opponent's monster, it gains 800 ATK during damage calculation only. If a monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 Spellcaster-Type monster with 1500 DEF from your Deck, whose Attribute is different from at least 1 of those destroyed monsters' original Attributes on the field, in Attack Position or face-down Defense Position. You can only use this effect of "Unpossessed" once per turn.


               Rarity
              Awakening of the Possessed
               Rarity
              Awakening of the Possessed
              Awakening of the Possessed
              Spell Continuous
              Awakening of the Possessed

                Monsters you control gain 300 ATK for each different Attribute you control. "Charmer" and "Familiar-Possessed" monsters you control cannot be destroyed by card effects. If a Spellcaster monster(s) with 1850 original ATK is Normal or Special Summoned to your field: Draw 1 card. You can only use this effect of "Awakening of the Possessed" once per turn.


                UR Rarity
                Spirit Charmers
                UR Rarity
                Spirit Charmers
                Spirit Charmers
                Spell Quick
                Spirit Charmers

                  Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn.


                  Charmer Core. Charmers are a perfect combination with Arlekino. They have their trap Engine Possessed Partnerships while Awakening of the Possessed gives us the ability to draw. Arlekino is also a DARK monster, which means Awakening will give an additional +300 ATK bonus because Arlekino is looming on the field.

                  Live☆Twin Lil-la and Live☆Twin Ki-sikil (Live)

                  UR Rarity
                  Live☆Twin Lil-la
                  UR Rarity
                  Live☆Twin Lil-la
                  Live☆Twin Lil-la
                  DARK 2
                  Live☆Twin Lil-la
                  • ATK:

                  • 500

                  • DEF:

                  • 0


                  Your opponent must pay 500 LP to declare an attack. If this card is Normal or Special Summoned and you control no other monsters: You can Special Summon 1 "Ki-sikil" monster from your hand or Deck. You can only use this effect of "Live☆Twin Lil-la" once per turn.


                  UR Rarity
                  Live☆Twin Ki-sikil
                  UR Rarity
                  Live☆Twin Ki-sikil
                  Live☆Twin Ki-sikil
                  LIGHT 2
                  Live☆Twin Ki-sikil
                  • ATK:

                  • 500

                  • DEF:

                  • 0


                  Each time an opponent's monster declares an attack, you gain 500 LP. If this card is Normal or Special Summoned and you control no other monsters: You can Special Summon 1 "Lil-la" monster from your hand or Deck. You can only use this effect of "Live☆Twin Ki-sikil" once per turn.


                  Live☆Twin Core. When compared, Comica in the deck is a card that plays the role of normal summon but only stops at a "MORE OK" level, while Live☆Twins will actually have more effects than that . Gives you both Draw and Disruption. And the Live☆Twins are also very flexible in choosing the engine , Arlekino will be very suitable for the deck when used with Charmer. Arlekino even fixes the main problem of Live☆Twin, which is that there are no strong Boss Monsters.

                  and Black Luster Soldier - Legendary Swordsman and Black Luster Soldier - Envoy of the Beginning and Black Luster Soldier (BLS)

                  UR Rarity
                  Black Luster Soldier - Legendary Swordsman
                  UR Rarity
                  Black Luster Soldier - Legendary Swordsman
                  Black Luster Soldier - Legendary Swordsman
                  EARTH 8
                  Black Luster Soldier - Legendary Swordsman
                  • ATK:

                  • 3000

                  • DEF:

                  • 2500


                  You can Ritual Summon this card with "Chaos Form" or "Super Soldier Ritual". Must be Ritual Summoned. During your Draw Phase, before you draw: You can reveal this card in your hand; give up your normal draw this turn, and if you do, add 1 Ritual Spell from your Deck to your hand. Your opponent cannot activate cards or effects during your Battle Phase. When this attacking card, that was Ritual Summoned using a Normal Monster, destroys an opponent's monster by battle: You can shuffle all cards your opponent controls into the Deck.


                  UR Rarity
                  Black Luster Soldier - Envoy of the Beginning
                  UR Rarity
                  Black Luster Soldier - Envoy of the Beginning
                  Black Luster Soldier - Envoy of the Beginning
                  LIGHT 8
                  Black Luster Soldier - Envoy of the Beginning
                  • ATK:

                  • 3000

                  • DEF:

                  • 2500


                  Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn, you can activate 1 of these effects. ● Target 1 monster on the field; banish it. This card cannot attack the turn this effect is activated. ● If this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.


                  UR Rarity
                  Black Luster Soldier
                  UR Rarity
                  Black Luster Soldier
                  Black Luster Soldier
                  EARTH 8
                  Black Luster Soldier
                  • ATK:

                  • 3000

                  • DEF:

                  • 2500


                  You can Ritual Summon this card with "Black Luster Ritual".


                  Enough talking about Arlekino in other decks, let's talk about how good Comica is when doing the Normal Summon engine quest in other decks. For example: Black Luster Soldier . This deck has just been nerfed and lost its Magistus Engine, and most other players will choose Manju instead, they can do better . While Manju only provides anti-brick stability, Comica provides more power when going first. Go to Horror House and wait for opp to dance.

                  Immortal Phoenix Gearfried (IPG)

                  UR Rarity
                  Immortal Phoenix Gearfried
                  UR Rarity
                  Immortal Phoenix Gearfried
                  Immortal Phoenix Gearfried
                  FIRE 9
                  Immortal Phoenix Gearfried
                  • ATK:

                  • 3000

                  • DEF:

                  • 2200


                  You can banish 1 Equip Spell from your field or GY; Special Summon this card from your hand. At the start of the Damage Step, if this card attacks: You can equip 1 face-up monster on the field to this card (max. 1) as an Equip Spell that gives this card 500 ATK. When a monster effect is activated (Quick Effect): You can send 1 face-up Equip Card you control to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Immortal Phoenix Gearfried" once per turn.


                  Gearfried has pretty good skills, but his deck is still a bit weak, especially because he's afraid of backrows. Mixing with Amazement will help this deck have quite a bit more disruption ability.



                  Sample deck

                  For this part, you can play pure Amazement, but I really don't recommend this. Try to use Amazement as an Engine and mix it with a deck you like




                  Companion unit:

                  - Yu-Gi-Oh! Guidance Vietnam





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