My Yu-Gi-Oh! Orica cards (UPDATED)

My Yu-Gi-Oh! Orica cards (UPDATED) is a video on the timtam 2400 YouTube channel. Tim updates and expands upon the original K-On! themed Yu-Gi-Oh! cards he showcased in the 2015 video My Yu Gi Oh! Orica cards.
== Description ==
Some errors are present. I have the original file if more editing is needed. Constructive criticism welcome.
Link to Rank10YGO: https://www.youtube.com/channel/UC13UOHk5D9S1cqWkYf8LTmQ
Link to TCG Editor: http://www.tcgeditor.com/
Link to first K-On Yu-Gi-Oh! video
==Transcript==
Hey guys. Now this video is way overdue. I stated in an older video that I have interests outside of K-On! and anime, namely Nerf guns and Yu-Gi-Oh!. I don't generally make videos on those subjects because you guys want more K-On!, which I keep trying to deliver. I do however, once to make a video showing me firing all of my Nerf guns to a medley of songs, either anime openings and endings or K-On!. Let me know if any of you would like to see that. 
Some of you will remember me showing some K-On! Yu-Gi-Oh! cards I made ages ago and requested that I show the rest once I finish them. Now various things got in the way of me doing this, namely Yu-Gi-Oh! Card Maker dot com becoming unusable and my painful hiatus from K-On! which I hope I never have to go through again. But I've now downloaded a card creator program called TCG Editor and I think I can now show you where I am so far. I've redesigned them multiple times and will most likely do so again. 
One big change I made is giving them a different archetype name. I originally called them HTT, but that was actually a mistake because HTT means Houkago Tea Time and only Yui, Ritsu, Mio, Mugi and Azusa fall under that name. Although Azusa is also part of Wakaba Girls so she technically falls under two names. So I renamed them the 'Keion' archetype because the characters of K-On!—at least most of them—are referred to as the 'Keions' by the K-On! community, myself included. 
Now I take custom card design somewhat seriously compared to others. I try to avoid making them stupidly overpowered or giving effects that make no sense. When designing cards, I try to follow some, for lack of a better word, criteria. I'll let RANK10YGO or Rata explain: 
[excerpt from RANK10YGO video: "Everyone who has played the game for a decent amount of time would agree that the fundamentals of a good Deck are consistency, power, comeback ability, protection, and versatility. These categories are in no way professionally picked out and are entirely subjective, but I myself decided to lay them out as the basis for analyzing the faults of the archetypes I review in this series. An archetype may hit hard and have lots of protection, but lacking the ability to make a comeback when its boss monster is down, for example my dearest Rank 10 Trains, or a Deck could have lots of search power and has a potentially victorious matchup against lots of Decks, but lacks the sheer strength in Attack or effects to do so consistently against the meta, for example Black Wings. A terrible archetype would be the one that doesn't excel in any of these categories, or maybe just excels badly in one of them."] 
I will admit that I am by no means an expert when it comes to Yu-Gi-Oh!. And if Rata—who I will most likely be referencing multiple times in this video—were to see these cards, he would most likely rip on them. The one tricky part was trying to think of a gameplay mechanic, and for the time being anyway, I've given them a counter mechanic. Now using counters in Yu-Gi-Oh! can be very hit or miss. We have cards or archetypes which use counters that end up being terrible or not going anywhere, such as Morphtronic Clocken or the Ice Counter monsters. We have those which use counters that are neither amazing nor terrible, such as Aliens and Cloudians. And we have those which use counters that are pretty darn good, such as Crystal Tree. I imagine my cards would probably be somewhere in the second group. 
I should mention BTDubs that only the monster cards include the counter mechanic, but not all of them use it. To do this video, I'm going to use Rata's usual style for listing cards, ordering them by Level for the monsters, and category for the Spells and Traps. So let's get started. Oh, and if you haven't seen my first video, I'll put a link in the description box. 
=== Main Deck Keions ===
==== Keion Nao Okuda ====
The first card we'll look at is Keion Nao Okuda. She's a Level 2 Light Fairy Tuner with 1200 Attack and 300 Defense, and her Effect is: 
"If this card is Summoned, Place 2 Music Counters on it. If this card would be destroyed, remove 1 Music Counter instead. Once returned, you can Special Summon 1 Level 3 or lower 'Keion' monster from your Graveyard in Defense Position. Destroy it during the End Phase." 
This is the basic gist of the archetype. Since Keion is a music themed anime, I've given the cards quote unquote 'Music Counters,' which protect them, and which I will refer to as the Counter effect. I've made them a Synchro archetype, even though Synchros are kind of past their heyday. And almost all of them are Fairies, since I don't really feel the Warrior type really fits them. Nao's revival Effect is a bit specific Level-wise I'll admit, but mainly because the seniors are Level 4 and the junior members of Wakaba Girls never meet them. I also originally made it so it happened when Nao was summoned, but made it an Ignition Effect since I can't really think of too many cards that say 'if this card is summoned' twice. Since the majority of them are Fairies, this allows for additional supports such as Sanctuary in the Sky, Athena, and Valhalla, Hall of the Fallen. 
==== Keion Ton-chan ====
Now that the basics have been laid down, we'll start the lineup proper, beginning with Keion Ton-chan, a Level 1 Water Aqua Tuner with 0 Attack and Defense, and the Effect reads: 
"You can Special Summon this card (from your hand) by sending 1 monster you control to the Graveyard. Once returned, you can target one 'Keion' monster in your Graveyard; this card's Level becomes the same as that target's, until the End Phase." 
Yes, Ton-chan is considered by some Keion fans to be an honorary Keion. Not too much to say about this one, besides helping make Synchro Summoning a bit easier, although it could also help with Xyz Summoning if you wanted to experiment. Yeah, experimenting with high school girls and a turtle. That'd be amusing. 
==== Keion Satoshi Tainaka ====
The next card is Keion Satoshi Tainaka, a Level 2 Warrior Tuner with 800 Attack and 500 Defense and the following effect: 
"Once returned, you can select 2 'Keion' monsters in your Graveyard. Return the selected monsters to the Deck, then draw 1 card." 
This one was a bit tricky. Satoshi is not exactly the most popular K-On! character, and even though he had probably the most screen time of the male cast, we still don't see him all that much—aside from a certain doujin series [AZUS@TTACK]. He was originally going to specifically support just 2 cards, but I've made him support the whole archetype. Not exactly a Royal Firestorm Guards, but unlike an existing card, at least the Effect doesn't help the opponent. Isn't that right, Caravan of the Ice Barrier? 
==== Keion Sumire Saitou ====
Next is Keion Sumire Saitou. She's a Level 2 Fairy with 1200 Attack and 400 Defense, the counter effect [If this card is Summoned: Place 2 Music Counters on it. If this card would be destroyed, remove 1 Music Counter instead.], and "You can discard one card; add one 'Keion' Spell/Trap Card from your Deck to your hand."
Sumire is a consistency booster, helping the archetype with searching, since most archetypes in the game search. Now the discard cost might not stay, since, I'll be honest, almost none of the Keion monsters have Graveyard effects. But being able to search Spell and Trap Cards is something a lot of archetypes would like. Something I should probably point out is Sumire's lack of drumsticks. Originally, I was going to have the characters' instruments as Equip cards, but that would result in a lot of dead draws, hence why most of the characters who play instruments have them shown in the artwork. Sumire and Ritsu—who we'll get to later—are the only ones who don't, since I can't find any good picks of Sumire with her twigs, and portable drum kits aren't exactly a thing. 
==== Keion Ui Hirasawa ====
The next card is Keion Ui Hirasawa, a Level 3 with 1500 Attack and 700 Defense, the counter effect, and:
"If this card is sent to the Graveyard for the Synchro Summon of a Fairy-type Synchro Monster: You can Special Summon 1 'Sister Token' [Fairy-type/LIGHT/Level 1/ATK 0/DEF 0)]"—a Level 1 with 100 Attack and Defense—"in Defense position." 
We all know that Ui Hirasawa is something of a siscon when it comes to Yui, hence their 'Sister Token' thing. She doesn't do much on her own to support the archetype, but she is summonable with several cards to use for Synchro, Xyz, or Link plays, and to quote Rank10, Tokens are always appreciated these days. Right, Scapegoat? [baa] 
==== Keion Jun Suzuki ====
Next up is Keion Jun Suzuki, a Level 3 Tuner with 1500 Attack and 800 Defense, the counter effect, and: 
"During damage calculation (during either player's turn), if a 'Keion' monster you control battles: You can send this face-up card to the Graveyard; that monster gains 1500 Attack until the end of this turn." 
I know the second Effect and her being a Tuner pretty much contradicts her protection, but I don't think the Attack boost would be used straight away, and using her for Synchros would most likely be saved for when in a pinch, like with Dewdark of the Ice Barrier. 
==== Keion Azusa Nakano ====
The last Level 3 is Keion Azusa Nakano, she has 1500 Attack and 900 Defense, and along with the counter effect:
[If this card is Summoned: Place 2 Music Counters on it. If this card would be destroyed, remove 1 Music Counter instead.] "Once per turn, you can discard 'Keion' monsters up to this card's Level, then target that many Spells or Traps on the field; destroy them." 
Yeah, this is quite the substantial change from before. Her original Effect had her Attack double when Yui—who we'll get to later—was destroyed, but practicality-wise, that's a pretty useless Effect overall. This redesign makes her a bit more playable, especially if it were used against a backrow heavy Deck like Paleozoic, but given that it isn't a quick Effect and the existence of hand traps, that's still a very big if. 
==== Keion Ritsu Tainaka ====
Moving to the Level 4s, we have Keion Ritsu Tainaka. She's a Tuner with 1700 Attack and 1100 Defense, the counter-effect, and: 
She "[This card] can attack twice during each Battle Phase." 
Originally, she and Mio—who we'll get to soon—only supported each other since, you know, they're childhood friends, but logically thinking that's bad card design. Then again, one would argue this isn't any better, and I will admit that double attacking may not be the most useful Effect I could have given her, especially without Attack value, but you could probably work with it to get in extra damage, or potentially combo her with Nordic Relic, Brisingamen, or Moon Mirror Shield to get rid of some problematic monsters since the Music Counters protect her. 
==== Keion Mio Akiyama ====
The next card is Keion Mio Akiyama. She has 1700 Attack and 1200 Defense, and along with the counter-effect: 
"All 'Keion' monsters you control gain 500 Attack and Defense."
Mio is effectively the one who is in charge of the Light Music Club—because we all know how great of a president Ritsu is—so having an Attack boost Effect kind of fits, and given the stats of the archetype, an Attack increase doesn't hurt, especially if you were to add Hip Hoshiningen and some of the generic Light support into the fray, given that almost all of this archetype are Light. 
==== Keion Tsumugi Kotobuki ====
Next is Keion Tsumugi Kotobuki. She has 1700 Attack and 1400 Defense, the counter-effect, and:
"At the start of the Damage Step, if this card battles an opponent's monster: Destroy that monster."
Mugi gets an auto-destroy effect. Why? Because Mugi is stronk, simple as that. Gone is the reverse Neo-Spacian Air Hummingbird lifepoint restoration. Mugi now destroys everything... if we completely dismiss every protection and floating Effect in the game. So she destroys some things. 
==== Keion Yui Hirasawa ====
Last of the members of HTT is Keion Yui Hirasawa. She has 1700 Attack and 1500 Defense, the counter-effect [If this card is Summoned: Place 2 Music Counters on it. If this card would be destroyed, remove 1 Music Counter instead.], and "This card gains 300 Attack for each 'Keion' monster you control." 
The power of friendship! Doesn't really mean much in the current game, but it could help her run over some things. If anything, she outmuscles most if not all of the Trickstars, so that's something. 
==== Keion Nodoka Manabe ====
The last Level 4 is Keion Nodoka Manabe. She has 1800 Attack and 1300 Defense, and "You can discard this card to the Graveyard: add one 'Keion Club Room' from your Deck to your hand." 
That's the Field Spell BTDubs. Nodoka is probably the only one whose Effect wasn't changed at all from before. And I'm pretty sure most would agree it's not too bad an effect. You dump her to search a Field Spell, alleviating the need to run Terraforming. Yes, Ash Blossom exists, but I believe people have found ways to get around her by now. And unlike some cards that search playmakers [?], her Effect doesn't require setup or eat up a Normal Summon. 
==== Keion Megumi Sokabe ====
Last of the Main Deck Keion's is Keion Megumi Sokabe. She's a Level 5 with 2000 Attack and 1400 Defense, and "If you control a face-up 'Keion' monster, you can Normal Summon this card without Tributing. Once returned, you can Special Summon 1 'Keion' monster from your hand or Graveyard, except 'Keion Megumi Sokabe'. 
In case any newcomers are confused about the stat lines of the archetype, their Levels are reflected by their placement in the anime. Megumi was the oldest of the main cast students, so her Level is highest, while Nao and Sumire were the youngest, so their Levels are the lowest. As for the Attack and Defense, see the previous video. As for Megumi's chosen effects, she helps with swarming and recovery, which some archetypes sadly lack, and even though she would normally need a Tribute, there's no shortage of cards that could help circumvent that handicap. Double Summon and Brilliant Fusion, anyone? 
=== Extra Deck Keions ===
==== Keion Sawako Yamanaka ====
Getting to the Extra Deck, we have Keion Sawako Yamanaka. A Level 7 Synchro with 2400 Attack and 2000 Defense. 
Requires "1 'Keion' Tuner and one or more non-Tuner monsters," 
and "When this card is Synchro Summoned: You can distribute Music Counters equal to this card's Level among face-up 'Keion' monsters you control that you can place a Music Counter on. You can only activate this effect of 'Keion Sawako Yamanaka' once per turn. If this card would be destroyed, you can send 1 'Keion' monster from your hand or Deck to the Graveyard instead." 
This is basically the archetype's quote-unquote boss monster, since she is their teacher and advisor. If you have any Main Deck Keions on the field who are lacking counters, Sawako can replenish them—albeit only once per turn—and she's fairly resistant to destruction since you can use the other Keions as shields. I know that sounds grim. Whether or not you'd want to turbo her out as soon as possible would be completely up to you. On the one hand, doing so would give her the maximum amount of protection since your Deck would be filled with Keions. On the other hand, if she's the only thing you summon, her counter replenishing is completely moot until you fill up the board, send her back to the Extra Deck, then summon her again. But if you summon her mid to late game, she might not stick around too long if your Deck is running low on Keions. So I guess you could say it's a trade-off. To turbo, or not to turbo? [whispers] That is the question. 
==== Death Devil Sawako ====
As any self-respecting Keion fan knows, Sawako has two sides to her personality, and as such, she has an upgraded form. Death Devil Sawako is a Level 10 with 3600 Attack and 3000 Defense, requires "1 LIGHT Tuner, 'Keion Sawako Yamanaka, and 1 non-Tuner monster," and her Effect is: "Must first be Synchro Summoned. Once per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy it. If this card attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step. When this face-up card is sent to the Graveyard: You can Special Summon as many 'Keion' monsters in your Graveyard as possible." 
Yeah, it's Sawako amped up to 11. I tried to avoid making her too powerful, hence her having only a single once-per-turn negate and destroy anything effect, and only disabling back row when attacking. She might not have too much to do with the archetype—then again a lot of boss monsters are like that—but if she hits the Graveyard by any means, including Kaijus, she allows massive recursion for a comeback, flooding the field with Keions, and if you re-summon standard Sawako, your opponent now has to face several monsters that are resistant to destruction, and therefore has to devote any remaining resources to get rid of them. 
=== Spells ===
Now we move on to the Spells and Traps, but unlike Rata, I'm putting them alphabetically since I'm an aspie and I like order. 
==== Honey Sweet Tea Time ====
Starting off, we have Honey Sweet Tea Time, a normal Spell that says:
"Send 2 Keion monsters (1 from your hand and 1 from your Deck) with different Levels to the Graveyard, then draw 2 cards. You can only activate one 'Honey Sweet Tea Time' per turn."
Yes, it's basically Convert Contact for Keions, but Fossil Dig is basically Rota for dinosaurs, so your argument is invalid. I am aware of the existence of Cards from the Sky, but I don't like the drawbacks of that card, since you banish a monster to use it, and there are precious few practical ways to get it back, and you're lucked out of Special Summoning and attacking for the turn. Pot of Desires is an option, since we're never getting Pot of Greed back. What does that card do, by the way? But only if you are running threes of cards [?], and Honey Sweet Tea Time was also unsearchable, like most draw two Spells, so it's not the best, but I don't think it's the worst either. 
==== Keion Call ====
Next is Keion Call: 
"Add 1 'Keion' monster from your Deck to your hand." 
It's a Spell that searches an archetype monster from the Deck for no cost. What else do I need to say? There's easily a couple dozen archetypes who would kill for a card like this. 
==== Keion Revive ====
The next Spell is Keion Revive: 
"Select and Special Summon 1 'Keion' monster from your Graveyard." 
Archetypal Monster Reborn. Again, simple. I have ideas for a Soul Charge version of this card, but I don't have any appropriate artwork to use. In which case, you might as well just use the aforementioned Soul Charge. 
==== Keion Song ====
Next up is Keion Song: 
"Draw 1 card for each 'Keion' monster you control." 
More draw power. And unlike Honey Sweet Tea Time, this one is searchable. And since there is some swarming capability, you could get a few good draws with it, and drawing more cards is always appreciated. 
==== Raging Keion ====
The last normal Spell is Raging Keion. 
"Select one 'Keion' monster you control. Its Attack is doubled, and it can Attack all monsters your opponent controls once each. During the End Phase, the Attack of the selected monster is reduced to 0 until your next Standby Phase." 
On a good day, a potential OTK enabler. On a bad day, a little temper tantrum. If you used this with Megumi, you're swinging with 4000 Attack, and there aren't too many monsters that can stand up to that besides mainly Extra Deck monsters. But it could help with fat damage output if used correctly. 
==== Keion Memories ====
Keion Memories is a continuous Spell with the following effect: 
"Select one 'Keion Azusa Nakano' you control. It gains 500 Attack for each Level 4 'Keion' monster in your Graveyard. When it inflicts Battle Damage to your opponent: Place one Flower Petal Counter on this card. When 5 Flower Petal counters are on this card, you win the duel." 
Yes, I gave the Keions a freaking win condition. Most would say it's not that good of a win condition, and I will agree that some tweaking might be in order since it does require some setup and is easily interruptible, but unlike some other win conditions, I'd say it's acceptable. And besides, doesn't that artwork tug at the heartstrings just a wee bit? 
==== Moe Moe Keion ====
The next Spell is Moe Moe Keion. 
"Each time a 'Keion' monster is summoned to your side of the field, place 1 Heart Counter on this card. You can send this card with 4 or more Heart Counters and one 'Keion Mio Akiyama' you control to the Graveyard; send all cards on the field to the Graveyard." 
It's a searchable field nuke. What else could you ask for? Mio goes... ["Moe Moe Kyun!"] And the whole field goes... [DBZ kai death clip] Some setup is required and you do need Mio on the field to fully use it, but some of the archetype as well as some outside support make this easier than it might appear. It was originally going to be a Trap Card but that would make it a lot slower and less useful. 
==== Keion Cat Ears ====
Keion Cat Ears is an Equip Spell that you can: 
"Equip only to a Keion monster. The equipped monster can attack directly, but if it attacks using this effect, its Attack is halved during damage calculation. When this equipped card is sent from the field to the Graveyard, draw one card." 
It wouldn't be K-On! without the cat ears now would it? Originally designed to be used solely by Azusa, which would make it's completely dead most of the time, now any of the Keions can use it. Maybe it doesn't help advance your plays, but direct attacking is far from useless, especially if used with Ritsu to finish your opponent. And you get some more of that sweet draw power if your opponent blows it up. 
==== Keion Clubroom ====
Next is their archetypal Field Spell, since every archetype these days needs one; Keion Clubroom. 
"'Keion' monsters you control cannot be targeted by card effects. When a 'Keion' monster attacks, if its Attack is lower than the Attack of the attack target, the attacking monster gains 1000 Attack during damage calculation only. Once per turn, when a 'Keion' monster you control is destroyed: You can pay 500 Life Points: Special Summon the destroyed monster." 
One issue with the Music Counters is while they do protect against destruction, they don't protect against targeting. And as stated before, the Attack values of the Keions aren't exactly impressive, so the Field Spell helps aid this. I should mention that I originally intended for this archetype to have two Field Spells, the club room and the school itself, but the only real-world archetypes I can name off the top of my head that have more than one Field Spell are the Crystal Beasts with Advanced Dark and Ancient City - Rainbow Ruins, and the Elemental Heroes with Skyscraper and Skyscraper 2 - Hero City. So I dropped it to one and I think it's enough for now. Targeting prevention, Attack boosting and some recursion. And it's not like most players care about Life Points these days. 
=== Traps ===
==== Keion Club Successors ====
Now we move on to the Traps, starting with Keion Club Successors. A normal Trap that says: 
"Activate only while you control a face-up 'Keion Ui Hirasawa', 'Keion Azusa Nakano', and 'Keion Jun Suzuki' during the Main Phase. Banish all cards your opponent controls face-down. You cannot conduct your Battle Phase until your 2nd turn after this card's activation." 
A second field nuke, this time only affecting your opponent. I imagine Rata would read it and say something along the lines of: 'Pretty elaborate. As my retort, I present Evenly Matched. Not quite as cute, but requires less setup and can be played straight from the hand.' And while I totally understand that argument, what stops you from playing both cards? Everyone loves a field nuke, especially if it doesn't affect you. 
==== Keion Comfort ====
Keion Comfort is a Trap Card that says: 
"When a 'Keion Yui Hirasawa' you control is destroyed and sent to the Graveyard while you control a 'Keion Azusa Nakano', send one 'Keion Mio Akiyama' from your hand or Deck to the Graveyard, Special Summon the destroyed 'Keion Yui Hirasawa'." 
Slow? Yes. Extremely specific? Yes. A little gimmicky? Yes. But still potentially useful. It can speed up putting counters on Moe Moe Keion, And it can refresh Yui's counters. 
==== Keion Strength ====
The last normal Trap is Keion Strength. 
"Activate only when your opponent's monster declares a direct attack. Special Summon one 'Keion' monster from your hand, but its effects are negated, also that monster cannot be destroyed until the End Phase. If there are two 'Keion Strength' in your Graveyard (including this card), you can banish them to destroy all monsters on the field and inflict damage to your opponent equal to half of the combined Attack of the destroyed monsters." 
If my K-On! cards were placed on a pole, I imagine this one would probably be near the bottom. It can shield against the direct attack if your opponent tries to OTK you, and it is yet another field nuke. Some might say it's pretty inefficient at that since you do need two copies in the Graveyard, although this could be remedied with Foolish Burial Goods and Paleozoic Marrella. An experimentation never hurt anyone, right? 
==== Keion Switch ====
Keion Switch is a Continuous Trap that you can: 
"Activate only when a 'Keion' monster you control destroys the [an opponent's] monster by battle and sends it to the Graveyard. Return it to the hand and Special Summon 1 Level 4 or lower 'Keion' monster from your Deck." 
You see this, Queen's Pawn? This is what you should have been. You might have helped out Amazoness more. [crying] Now I'm not too sure if this would help avoid certain effects due to timing, and some of you might say bouncing a monster to summon another one is far from the most useful effect, but I would argue that there is some potential there and you could make some plays with it. 
==== Shielding a Keion ====
The next card is Shielding a Keion, another Continuous Trap. 
"Once per turn, if a 'Keion' monster you control is targeted for an attack: You can Special Summon a [1] 'Keion' monster from your hand, then change the attack target to it." 
The power of friendship once again. Friends giving themselves up to save each other. Yes, I know that sounds morbid. This could help with protecting the weaker Keions. And if you use it to protect Jun, you can better get off her effect. Something of a gimmicky combo, but still a combo. 
==== Keion Concert ====
And the final card to show is Keion Concert, a Counter Trap, because we totally need more of those. 
"When a Spell or Trap Card, or monster effect is activated while you control 2 or more 'Keion' monsters: Negate the activation, and if you do, destroy it [that card]." 
How far we've come since the Solemn cards were introduced. Your opponent tries to play the game, you stop them. This card is no Solemn Scolding—which negates absolutely everything—but it gets the job done. And hey, not every archetype has access to negation. 
And that's every card. As I stated before, I don't think I've quite finished with them as there are no doubt more improvements needed to make them better. If you guys have any tips or suggestions on how I could improve this archetype, let me know down below, but please try to keep it constructive. I'll put links to TCG Editor and Rank10YGO's channel down below so you can design your own cards and see the videos Rata's done. If you're into Yu-Gi-Oh!, I highly recommend subscribing to him. As always, please rate, comment and subscribe, don't forget to follow me on Twitter, and remember to stay chilled.