Jump to content

The Great Pentagram


Recommended Posts

The name of this Archetype sounded like fun, and I even have a strategy for it! You guys know the drill. R/C/H it.

 

Knight of the Pentagram - Zulonsk

EARTH

Warrior

6/2300/2300

If two or more monsters on the field share an Attribute and you control no monsters, you can Special Summon this card from your hand. It cannot attack the turn it is Summoned with this effect.

 

Pentagram Wizard

WATER

Spellcaster/Tuner

2/700/700

Each time the Attribute of a monster(s) changes, put a Spell Counter on this card. Increase the ATK and DEF of this card by 300 for each Spell Counter on the field. If a "Pentagram" card would be destroyed, you can remove a Spell Counter from a card on the field instead. When this card is used for a Synchro Summon, remove the Synchro Material monsters from play.

 

Knight of the Pentagram - Fenoc

LIGHT

Warrior

4/1700/1700

Once per turn, you can select a monster that shares an Attribute with this card. Negate that monster's effect(s) until the End Phase.

 

Knight of the Pentagram - Rensko

DARK

Warrior

3/1500/1500

If your opponent controls a monster that shares an Attribute with this card, this card is treated as a Tuner monster. Once per turn, you can remove a monster in your hand that shares an Attribute with this card from play to increase the Level of this card by 1.

 

Knight of the Pentagram - Reskenon

DARK

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Serveknon

WIND

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Foreknon

FIRE

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Halaknon

WATER

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Knight of the Pentagram - Huraknon

EARTH

Warrior

1/100/100

If this card in your hand is removed from play, add it to your hand during your End Phase.

 

Pentagram War Dog

EARTH

Beast

4/1200/1200

You can send this card from the field to the Graveyard to Special Summon a Level 3 "Pentagram" monster from your hand or Deck. Its effects are negated and it cannot attack this turn.

 

Knight of the Pentagram - Kulosk

LIGHT

Warrior

4/1400/1400

When this card battles a monster with the same Attribute as this card, destroy that monster after applying damage calculation.

 

Knight of the Pentagram - Montauk

LIGHT

Warrior

3/900/900

If there is a monster on your opponent's side of the field with the same Attribute as this card, increase the ATK and DEF of this card by 1000.

 

Knight of the Pentagram - Beiren

LIGHT

Warrior

4/1600/1600

This card cannot be destroyed by monsters that have the same Attribute as this card.

 

Knight of the Pentagram - Welion

LIGHT

Warrior

5/2100/2100

When this card is Summoned, you can select 1 monster on the field. This card's Attribute is also treated as that monster's Attribute. If your opponent only controls monster(s) with an Attribute that is the same as this card's, this card can attack directly.

 

Knight of the Pentagram - Ferclos

WIND

Warrior

4/1900/1900

If this card destroys a monster with the same Attribute as this card in battle, this card can attack once again in a row. You cannot activate this effect more that twice in a turn.

 

Pentagram Avenger - Teskaton

LIGHT

Warrior/Synchro

7/2800/2800

1 Tuner monster + 1 or more "Pentagram" monsters that shares an Attribute with the Tuner monster

This card's Attribute is also treated as the Attribute of the monsters used to Synchro Summon it. When this card is Synchro Summoned, return 1 "Pentagram" card removed from play to your hand. When this card battles a monster, destroy it before Damage Calculation if it does not share an Attribute with this card. If this card would be sent from the field to the Graveyard or removed from play, you can remove another "Pentagram" monster you control to return this card to the Extra Deck.

 

Horenitas - King of the Pentagram

LIGHT

Warrior/Synchro

8/3300/3300

1 Tuner monster + 1 or more "Pentagram" monsters that shares an Attribute with the Tuner monster

This card can only be Special Summoned by Synchro Summon. This card is not affected by "Elemental Pentagram". This card's Attribute is also treated as DARK, EARTH, FIRE, WATER, and WIND. During your End Phase, if you activated the effect of "Elemental Pentagram", return the removed from play "Pentagram" monster to your hand. When this card is removed from the field, during your End Phase negate the effects of an "Elemental Pentagram" you control and destroy it to activate a "Supreme Pentagram - The Five Pronged Horizon" from your hand, Deck, or Graveyard.

 

God of the Five Souls

LIGHT

Fairy/Synchro

10/0/0

1 Tuner monster + 2 or more non-Tuner monsters

When this card is Synchro Summoned, you can remove the non-Tuner monsters used to Summon this card from play. This card's original ATK and DEF are equal to the number of "Pentagram" cards removed from play x800. If this card is sent to the Graveyard or removed from play, you can return a removed from play "Pentagram" monster to the Graveyard instead.

 

Elemental Pentagram

Continuous Spell

This card cannot be removed from the field while you control at least 1 "Pentagram" monster. Once per turn, remove a monster in your hand (except a LIGHT monster) from play to select an Attribute. All monsters you control are treated as that Attribute until your opponent's next End Phase. You can discard a card in your hand to the Graveyard (except for a LIGHT monster) to destroy 1 face-up card with the same attribute as the discarded card.

 

Supreme Pentagram - The Five Pronged Skyline

Field Spell

You can only activate this card by the effect of "Horenitas - King of the Pentagram". This card's name is also treated as "Elemental Pentagram". This card cannot be removed from the field while you control at least 1 "Pentagram" monster. During each Standby Phase, remove a monster in your hand from play. All monsters on the field and in each player's hands are treated as that Attribute until the End Phase. You cannot choose the same Attribute two turns in a row. When this card is removed from the field, activate an "Elemental Pentagram" from your Deck or Graveyard.

 

Pentagram Draw

Normal Spell

Remove from play 2 "Pentagram" monsters in your Graveyard. Draw 2 cards.

 

Pentacle Shot

Normal Spell

Activate only while you control "Elemental Pentagram". Remove "Pentagram" monsters in your hand with different Attributes from play to destroy that many cards on the field (max 5).

 

Cry of the Pentacle

Normal Spell

Return up to 5 of your removed from play "Pentagram" monsters to your deck. Draw 3 cards.

 

Penta-Blast

Normal Trap

You can only activate this card while exactly 5 monsters on the field have the same Attribute. Deal 2500 damage to your opponent.

 

Pentacle Revival

Continuous Trap

Special Summon 1 "Pentagram" monster in your Graveyard. When this card is removed from the field, remove the equipped monster from play. When the monster is removed from the field, destroy this card.

 

Quint-essence

Normal Spell

If you control "Elemental Pentagram", select an Attribute. Increase the ATK of all monsters of that Attribute by 600 until the End Phase.

 

Pentacle Summon

Normal Trap

You can only activate this card if you control "Elemental Pentagram" and/or a "Pentagram" monster. Special Summon 1 "Pentagram" monster from your Deck. Its effects are negated and it cannot change its Attribute until your next Standby Phase.

 

Penta-Bind

Continuous Trap

You can only activate this card if you control "Elemental Pentagram" and/or a "Pentagram" monster. Select 1 monster your opponent controls. That monster cannot change its battle position or attack, and has its ATK become 0. If this card would be sent from the field to the Graveyard, you can Set this card instead.

 

Burial Rites of the Elements

Continuous Trap

All monsters in either player's Graveyard are treated as the same Attribute as the Attribute designated by "Elemental Pentagram".

 

Rescind the Power!

Quick-Play Spell

You can only activate this card after the effect of "Elemental Pentagram" has been applied. Select a "Pentagram" monster you control. That monster can have only 1 Attribute during this turn.

 

Quick-Shot! Correspondence Element Magic

Normal Trap

You can only activate this card if your monster battles. Select and activate one of the following effects:

~If you control a monster that shares an attribute with your battling monster, increase the ATK of the battling monster by 700.

~If your battling monster share an Attribute with your opponent's battling monster, destroy your opponent's battling monster.

 

Spirits of the Pentagram

Normal Trap

Special Summon 1 "Pentagram" monster that has been removed from play. It is destroyed at the End Phase.

 

Pentacle Subversion

Counter Trap

Activate only if a "Pentagram" monster is attacked by your opponent's monster with 2000 or more ATK than the "Pentagram" monster. destroy both monsters and deal damage to your Life Points equal to the "Pentagram" monster's ATK. This card's activation cannot be chained to.

 

Pentagram Revitalization

Normal Trap

You can only activate this card when a "Pentagram" card is destroyed by a monster. Increase that monster's ATK by 500, destroy that monster, and gain Life Points equal to its original ATK.

 

Five-Point Counter

Counter Trap

You can only activate this card when your opponent attacks. Remove a "Pentagram" card in your hand from play to negate the attack and destroy the attacking monster.

Link to comment

9.5/10 on the set. Nothing I say can damage these cards.

Aw c'mon Darkdust. Nothing? Give your best shot. There's always room for improvement.

 

You do know that there are only four Knights' date=' right?

 

Anyway, interesting set. I think Homunculus could do wonders in here, but I'm not sure.

[/quote']

Now there are six. The only real thing I'm going to be doing with the number five is Penta-Blast and E Pentagram.

 

Having said that, added...let's see... 4 new monsters, 2 of them Synchros, 2 new Spells, and 2 new traps. Aw, heck, let's make that 5 new monsters.

Link to comment
  • 9 months later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...