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New Archtype: Ancient Guardians


Gorm13

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After a long absence I'm back with my newest creation: "Ancient Guardians" (AGs for short).

These cards revolve around summoning themselves after being destroyed as spell cards, while supporting each other until they are destroyed. Basically they are 50% continuous spell card, 50% trap monster and 50% reverse Crystal Beast, making them 1.5 times as good as any other card.

 

[spoiler=Background Story]Coming Soon (or whenever I find the time and inner strength to write it down)

 

 

 

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[spoiler=AG Eagle lore]When an "Ancient Guardian" monster you control is destroyed by battle, you can send this face-up card to the Graveyard to return the card to your hand.

 

[spoiler=AG Angel lore]During your Standby Phase increase your Life Points by 400 for each "Ancient Guardian" card on the field, except this one.

If this card is destroyed while it is in a Spell & Trap Card Zone, you can pay 800 Life Points to Special Summon this card instead of sending it to the Graveyard; it is treated as a Normal Monster Card (Fairy-Type/Tuner/LIGHT/Level 2/ATK 0/DEF 2100).

 

 

 

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[spoiler=AG Beast lore]When an "Ancient Guardian" monster on your side of the field attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as battle damage to your opponent's Life Points.

If this card is destroyed while it is in a Spell & Trap Card Zone, you can Special Summon this card instead of sending it to the Graveyard; it is treated as an Effect Monster Card (Beast-Type/EARTH/Level 3/ATK 1600/DEF 500) with this effect: If you control a Continuous Spell Card when this card destroys a monster by battle, draw 1 card.

 

[spoiler=AG Dragon lore]All "Guardian" monsters you control gain 300 ATK.

If this card is destroyed while it is in a Spell & Trap Card Zone, you can Tribute 1 monster to Special Summon this card instead of sending it to the Graveyard; it is treated as an Effect Monster Card (Dragon-Type/FIRE/Level 6/ATK 2200/DEF 1400) with this effect: While this card is in Attack Position, it cannot be destroyed in battle with a monster whose original ATK is less than 2000.

 

 

 

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[spoiler=AG Golem lore]All "Guardian" monsters you control gain 400 DEF.

If this card is destroyed while it is in a Spell & Trap Card Zone, you can remove from play 2 Continuous Spell Cards from your Graveyard to Special Summon this card instead of sending it to the Graveyard; it is treated as an Effect Monster Card (Rock-Type/EARTH/Level 4/ATK 900/DEF 1900) with this effect: When an "Ancient Guardian" monster you control is selected as an attack target, you can change the target to this card.

 

[spoiler=AG Demon lore]When an "Ancient Guardian" monster you control is destroyed by a card effect, you can destroy 1 Spell or Trap Card on the field. If this card is destroyed while it is in a Spell & Trap Card Zone, your opponent can pay 1100 Life Points. If they do not, you can Special Summon this card instead of sending it to the Graveyard; it is treated as an Effect Monster Card (Fiend-Type/DARK/Level 7/ATK 2200/DEF 1100) with this effect: When this card destroys a monster by battle, inflict damage to your opponent equal to the original DEF of the destroyed monster.

 

 

 

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[spoiler=AG Archlord lore]"Ancient Guardian Angel" + 1 or more non-Tuner monsters

Once per turn you can use the effect of 1 "Ancient Guardian" Spell Card in your Graveyard to Special Summon itself, ignoring any costs and conditions.

 

[spoiler=Ancient Sleeping World lore]Each time a monster is Normal Summoned, place 1 Counter on this card. You can remove 2 Counters from this card to destroy 1 card you control. If this card would be destroyed, you can remove 2 Counters from this card instead.

 

 

 

--- Update 15.03.2010 ---

 

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[spoiler=AG Hydra lore]As long as you control a "Guardian" monster, inflict 900 damage to your opponent during your Standby Phase.

If this card is destroyed while it is in a Spell & Trap Card Zone, you can discard 2 cards to Special Summon this card instead of sending it to the Graveyard; it is treated as an Effect Monster Card (Sea Serpent-Type/WATER/Level 5/ATK 2300/DEF 1300) with this effect: Once per turn, after this card destroys a monster by battle, it can attack once more.

 

[spoiler=AG Centaur lore]During your opponent's Standby Phase, they can destroy 1 Continuous Spell Card you control. If they do not, their monsters cannot attack that turn.

If this card is destroyed while it is in a Spell & Trap Card Zone, your opponent can discard 1 card. If they do not, you can Special Summon this card instead of sending it to the Graveyard; it is treated as an Effect Monster Card (Beast Warrior-Type/EARTH/Level 2/ATK 1300/DEF 900) with this effect: As long as you control a face-up "Ancient Guardian" Spell Card, this card can attack your opponent directly.

 

 

 

[spoiler=Rulings][spoiler=open ruling qestions]- What happens if these 'monsters' are equipped to a monster by an effect?

- whatever I might have overlooked

 

1. Ancient Guardians' Summoning effect can not be used if they are destroyed while face-down. (compare Crystal Beasts)

 

2. Ancient Guardians' first effect is only active while they are continuous spell cards. (compare Crystal Beasts)

 

3. Ancient Guardians are not treated as spell cards after they are summoned. (compare Trap Monsters)

 

4. When Ancient Guardians treated as monsters leave the field or are flipped face-down, they become spell cards again. (compare Crystal Beasts)

 

5. The Summoning effects of Ancient Guardians cannot miss the timing (according to the wiki)

 

 

[spoiler=Strategy Tips]- "Arsenal Summoner" makes a good searcher for these cards.

 

- Find good cards that can destroy your own AGs without drawbacks. "Heavy Storm" and "Kuraz the Light Monarch" come to mind, but there are probably more good ones.

 

- You can use AG Archlord's effect to summon AG Angel, then summon a level 8 Synchro of your choice.

 

- You might want to set an AG to deceive your opponent, but keep in mind that you cannot summon them if they are destroyed while face-down

 

 

Most important question remaining: What do you think?

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First of all, thanks for the feedback and the great ratings.

In other news, I've added two more cards.

 

Very good and orignal' date=' I would like to see more of these cards, maybe go along all types, like Sea Serpent, Fish, Insect, Spellcaster, Warrior, Dinosaur etc.

10/10

[/quote']

ALL types? There are 22 types so I would have to come up with more than 40 unique effects to make them all special and individual. That's rather unlikely to happen, but let's see what the future will bring.

 

very impressive card pics you got there

 

change graveyard to Graveyard

 

now all you need are more custom AG monster cards and you're good to go

 

9.8/10

Oh my god' date=' did I really make an OCG mistake? Bad Gorm, bad Gorm! Just kidding.

 

I don't quite agree with BrandonSparkman, so...

9/10, I'm not sure how OPED these are, but I think they work too well with eachother

There lies the main problem: With effects as unusual as these it's difficult to say wether they are overpowered. I guess they are either horribly op'ed or nearly unplayable. But I understand and share your concern.

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