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Come-back fire deck (21/?)


Mindscatter

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This set will consist of an archetype I created named the Flame Emissaries. What do they have in common? Well, they all have 200 defense, extremely high attack, FIRE attribute and share this same effect:

"This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed." Of course, they have cards to feed this (fire summoner, sorcerer dragon's soul) and 1 card that can be used again and again (the phoenix). Their effect usually relies on adding fire monsters to the graveyard or dealing more damage (excepting Flame Emissary - Fire that due to its massive attack, only has the archetype effect).

As for the spells I will make, they will all be equip/continuous/field spell cards that increase ATK. Why? Because Flame Emissaries cannot be destroyed by effects (excepting monster effects), so increasing their already huge ATK would make them invincible.

The traps will be based on sending fire monsters from your deck/removed from play zone to the graveyard, nothing more.

 

When I created this archetype, I wanted to make something very versatile in itself but unusable with other strategies (hence the fact that all Flame Emissaries have different types). Well, I guess it worked.

 

[spoiler=Monsters] 377270.jpg [spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. Once per turn, you can discard 1 card to destroy 1 Spell/Trap card your opponent controls OR discard 2 cards to destroy 1 monster your opponent controls, this card cannot attack in the turn this effect is used.

377270.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. Any Battle Damage dealt by this card is treated as the Effect Damage of this card. If this card destroys a Defense Position monster by battle, inflict 500 Effect Damage to your opponent.

377270.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. Once during each of your Standby Phases, you can use one of these effects:

- Take any "Flame Emissary" monster from your Deck and put it into your hand, you cannot Normal Summon it during this turn.

- Send all cards in your hand to the Graveyard. Then, for every discarded card that was not a monster, take 1 removed from play monster and send it to the Graveyard.

377270i.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. Once per turn, you can Special Summon 1 of your removed from play FIRE monsters by paying Life Points equal with its Level x 200. Its effect is negated and it is sent to the Graveyard during the End Phase.

377270q.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed.

377270f.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. If this card is removed from play, send it to the Graveyard at the end of the turn.

377270c.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. Every time this card inflicts Battle Damage to your opponent, deal Effect Damage to your opponent equal with half the Battle Damage inflicted. this card cannot attack directly.

377270g.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. If you draw 1 FIRE monster during your Draw Phase, you can discard it to draw another card.

377270r.jpg[spoiler=Lore] This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 3 FIRE monsters from your Graveyard during each of your Standby Phases, this card is destroyed. This card cannot be destroyed by battle.

377270dm.jpg[spoiler=Lore]This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. if this card is sent to the Graveyard, you can equip it as an Equip Spell Card to a face-up monster your opponent controls, reducing it's ATK by 1500 (while this card is a Spell Card, you must still pay it's cost).

377270n.jpg[spoiler=Lore]This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. By discarding 1 card, you can have this card attack twice during the same Battle Phase, as long as it does not attack directly twice. If this effect was used, this card cannot attack during the next Battle Phase.

377270f.jpg[spoiler=Lore]This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. Increase this card's ATK by 100 for every 1 of your removed from play FIRE monsters.

377270f.jpg[spoiler=Lore]This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. If your opponent controls only face-down monsters, this card can attack your opponent directly. If you do so, halve this cards ATK and make all Battle Damage done become Effect Damage. While attacking directly, this card's ATK is always 1000.

377270.jpg[spoiler=Lore]This card cannot be destroyed by the effects of Spell/Trap Cards. Unless you remove 1 FIRE monster from your Graveyard during each of your Standby Phases, this card is destroyed. Once per turn, you can use one of these 2 effects:

- Halve this card's ATK until the End Phase of this turn. This card can attack 3 times this turn.

- Inflict 1200 damage to your opponent. This card cannot attack this turn.

 

 

[spoiler=Spells] 377270td.jpg[spoiler=Lore] A "Flame Emissary - Fire" equipped to this card has its ATK increased by 1100.

377270w.jpg[spoiler=Lore]A "Flame Emissary" monster equipped to this card gains 1 Reburst Counter during each of it's controller's Standby Phases. Each Reburst Counter is removed after 3 turns. Increase the ATK of the "Flame Emissary" equipped to this card by 500 for every Reburst Counter on it.

377270u.jpg[spoiler=Lore]Whenever a "Flame Emissary" monster is removed from play due to the effect of another "Flame Emissary" monster, you can pay 500 Life Points to send it back to the Graveyard. As long as you control this card, reduce the ATK and DEF of all "Flame Emissary" monsters on the field by 200.

377270g.jpg[spoiler=Lore]Once per turn, you can discard 1 FIRE monster to draw 1 card.

377270n.jpg[spoiler=Lore]This card cannot be destroyed 3 turns after it was activated. Once during each of your Standby Phases, place 1 Gather Counter on this card (max 3). When there are 3 Gather Counters on this card, send it to the Graveyard and increase the ATK of all "Flame Emissary" monsters you control by 1000 until your next Main Phase.

 

 

[spoiler=Trap Cards]377270b.jpg[spoiler=Lore]You can replace your normal draw with taking 1 "Death Mail" from your Deck and putting it into your hand. The Deck is then shuffled. If you have no "Death Mail" cards in your Deck, destroy this card and draw 1 card for every "Death Mail" in your Graveyard.

377270.jpg[spoiler=Lore]Select 1 "Flame Emissary" monster you control. He cannot be destroyed by battle until your next End Phase. After that, send the "Flame Emissary" monster to the Graveyard ignoring it's effect that prevents it from being destroyed.

 

 

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Fire's 2nd sentence should be While this card is on the field during each of your standby phases' date=' remove 1 FIRE monster from your Graveyard from play. If not, destroy this card

 

9/10

[/quote']

 

Technically, I should write that in all effects. But that would make effects too long and boring. And you gotta admit that it's not that big of an error!

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You could have been at least a bit creative with the ATK/DEF. You pretty much just took it from Flamvells, who are also FIRE. FE - Fire is OP'd, and a few of the pics aren't that great.

 

7.5/10 And you weren't even gone that long. Like, a week maybe?

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