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Spirit Monster Archtype (Need someone to find pictures. Will pay.)


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Infinity Star

Spell/Continuous

This card can only be activated during your Main Phase 2. If you chain this card with "Spirit World", this card becomes a Normal Spell with the following effect:

Destroy 1 Level 5 or lower monster your opponent controls and draw 1 card. If this card is activated without a chain, this card occupies 2 of your Spell or Trap Card Zones. While this card is face-up on your field, add 1 Monster Card Zone to both players' side of the field, until this card is removed from the field.

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O.k. so as you can tell from the title I have decided to make a spirit archtype that has nothing to do with the type.So here we go:

 

[spoiler=Monsters]

 

Spirit Swordsmen

3/1500/1300

Warrior / Effect

This monster can attack your opponent directly. If it does' date=' destroy one face up Spell Card your opponent controls. This monster cannot be destroyed by your opponent's Spell Cards.

 

[b']I dislike an instant 1500 damage to your opponent. Admittedly the

damage effect is balanced for the simple reason that the opponent will not often control Spells.

 

Spirit Swordmaster

6/2200/2000

Warrior / Effect

This monster can attack your opponent Directly. This Monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by the effect of "Mastering Of The Sword". This monster is unaffected by your opponent's Spell Cards. This monster can attack your opponent directly. If it does your opponent discards all Spell Cards in their hand to the Graveyard and inflict 500 damage times the number of cards discarded.

 

I'm going to guess the underlying theme is direct attack. Again, instant 2200 damage I don't like.

 

Spirit Knight

6/2000/2000

Warrior / Effect

This monster can attack your opponent Directly. This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by the effect of "Bestowing of Knighthood". When this card is Special Summoned place 5 spirit counters on this card. Once per turn when your opponent selects a "Spirit" monster as an attack target, remove 1 spirit counter to switch the attack to this monster.

 

Direct 2000... STILL dislike. But the second effect is all right.

 

Spirit Dragon

4/1400/1400

Dragon / Tuner

This monster can attack your opponent Directly. This monster cannot be destroyed by Trap Cards.

 

Dodges Bottomless, 4 Star Tuner, and dodges all the other Summon stoppers. This card is either really good or borderline broken.

 

Spirit Defender

4/0/3000

Warrior / Effect

This monster cannot be destroyed by battle or by a monster's effect. During your End Phase, take 500 points of damage for each card in your hand.

 

4 stars, can't be destroyed whatsoever, and if the effect is what I think it is, does burn better than Des Koala. The effect that I made gives it SOME balance.

 

Spirit Wanderer

2/500/500

Zombie / Tuner

This monster cannot be destroyed by battle. This monster can attack your opponent directly.If it does increase this monsters attack by 1000.

 

Can't be destroyed by battle and a Tuner....with the possibility of getting huge. Dislike.

 

Spirit Mage Lv. 3

3/1400/1400

Spellcaster / Effect

This monster can attack your opponent directly. This monster is uneffected by Spell Cards. Negate the activation of a Spell Card and destroy it. For each Spell Card destroyed by this effect this card gains 1 spirit counter(max. 5). During your Main Phase 1 you can send this monster to the Graveyard with 5 spirit counters to Special Summon 1 "Spirit Mage Lv. 5".

 

Horus Level 8 has this same effect. You know, the Nomi that has the annoying Summoning Conditions? Admittedly, this one is mandatory, but that doesn't help all that much. A MUCH more balanced effect, please.

 

Spirit Mage Lv. 5

5/2000/2000

Spellcaster / Effect

This monster can attack your opponent directly. This monster can only be Special Summoned by the effect of "Spirit Mage Lv. 3". This monster is uneffected by Spell Cards. Negate the activation of a Spell Card and destroy it. For each Spell Card destroyed by this effect this card gains 1 spirit counter(max. 7). During your Main Phase you can send this monster to the Graveyard with 7 spirit counters to Special Summon 1 "Spirit Mage Lv 7".

 

See above, but this one has Silent Swordsman Level 5 mixed in.

 

Spirit Mage Lv. 7

7/2500/2500

Spellcaster / Effect

This monster can attack your opponent directly. This monster can only be Special Summoned by the effect of "Spirit Mage Lv. 5". This monster is uneffected by Spell Cards. Negate the activation of a Spell Card and destroy it. For each card destroyed by this effect this card gains 1 spirit counter(max. 3). This monster gains 500 Atk and Def for each spirit counter on it. If this card has 3 spirit counters on it switch it to Defense Position and reduce it's Attack and Defense to 1000 until the second turn after this effect is activated.

 

At least this one has some sort of penalty.

 

Spirit Guide

3/1400/1800

Warrior / Effect

This monster can attack your opponent directly. This monster cannot be destroyed by Spell or Monster effects. When this monster is destroyed as a result of battle Special Summon 1 "Spirit" monster from your Graveyard ignoring it's Summoning conditions.

 

So, you can basically pull back any "Spirit" from your Grave...for almost free. Royal Decree virtually makes this so. OP'd, imo.

 

Masked Spirit

3/1000/1500

Warrior / Tuner

This monster can attack your opponent directly. This monster cannot be destroyed by Spell cards. Once pr turn select one Tuner in your Graveyard. This monster's name is treated as the selected monster's until the end of the turn.

 

Synchron Decks would eat this up.

 

Spirit Zombie

3/1500/0

Zombie / Effect

This monster can attack directly. If this monster is selected as an attack target Special Summon 1 level 5 or lower "Spirit" monster from your Graveyard (ignoring Summoning Conditions) and switch the attack to that card.

 

More OP'd version of Decoy Dagon? *sigh*

 

Spirit Vampire

4/1650/1500

Zombie / Effect

This monster can attack your opponent directly. If it does increase your Life Points by 500 points for each card in their Hand. This monster cannot be destroyed by Spell or Trap cards.

 

Meh. Not as bad as some of the others.

 

 

 

 

[spoiler=Synchros]Spirit King

6/2300/2000

Warrior / Synchro

1 "Spirit" Tuner + 1 or more non-Tuner "Spirit" monster(s)

This monster can attack your opponent directly. This monster cannot be destroyed by Spell or Trap cards. This monster gains 500 Atk for each Spirit Monster on the Field. Once per turn discard one monster from your Hand to the Graveyard to inflict the monster's level x 1000 as Life Point Damage. If this effect is activated this monster cannot attack.

 

More broken than DSF. Next.

 

Spirit Queen

6/2300/2000

Warrior / Synchro

1 "Spirit' Tuner" + 1 or more non-Tuner "Spirit" monster(s)

This monster can attack your opponent directly. This card cannot be destroyed by monster effects or Spell Cards. This monster gains 500 Atk for each Spirit monster in the Graveyard. Once per turn send one Face up Spirit monster to the Graveyard to inflict the monster's Atk as Life Point Damage. If this effect is activated this monster cannot attack.

 

At the same time, it's worse (bigger beatstick) and better (discard effect is less absurdly broken). Next.

 

Max Spirit Dragon

8/3000/2500

Dragon / Synchro

1 "Spirit Dragon" + 1 or more non-tuner "Spirit" monster(s)

This monster can attack your opponent directly. This card gains 500 Atk and Def for each 'Spirit' monster on the Field or in the Graveyard. If this monster's Atk is 4500 or higher at the end phase send it to the Graveyard and Special Summon the monsters used to Syncro Summon this monster ignoring the Summoning conditions. If this card is in the Graveyard during your Standby Phase send all Face up monsters to the Graveyard and Special Summon this monster. If this monster is Special Summoned this way it's normal Atk and Def is now halved.

 

I guess by its effect it's supposed to discourage OTKs. It doesn't work.

 

Spirit Master

8/3500/0

Warrior / Synchro

1 "Spirit" tuner + 1 or more non-tuner "Spirit" monster(s)

This monster can attack your opponent directly. If it does swap it's Atk and Def until your next Standby Phase. If this monster is selected as an attack target switch it to Defense Position. All damage inflicted while this card is in Defense Position is doubled.

 

So, let me get this straight. This card is either:

~An absurdly easy to Summon 3500 direct attacking beatstick, or a

~a 3500 wall that's STILL absurdly easy to summon.

Either way, OP'd.

 

 

[spoiler=Spells]

Mastering The Sword

Normal

When this card is activated tribute 1 "Spirit Swordsmen". Special Summon 1 "Spirit Swordsmaster" from your Hand or Deck.

 

Bestowing of Knighthood

Normal

Activate only while "Spirit King" is Face up on your side of the field. Tribute 1 "Spirit Swordsmen". Special Summon 1 "Spirit Knight" from your Hand or Deck.

 

Spirit Oracle

Normal

Special Summon 2 "Spirit" monsters from your Hand or Deck.

 

Broken. Next.

 

Spirit World

Field

While this card is face up all Level 5 and lower "Spirit" monsters do not take up Monster Zones. All "Spirit" monsters gain 500 Atk. All "Spirit" monsters cannot be destroyed by battle.

 

Retardedly broken. Next.

 

Spirit Gate (made by Dark Justice)

Quick-Play Spell

Activate this card when a Level 5 or lower "Spirit" monster you control is destroyed. Send the top card of your Deck to the bottom of your opponent's Graveyard. If the top and bottom card of your opponent's Graveyard are the same type of card, Special Summon any Level 5 or lower "Spirit" monster from your Graveyard. If the type of card on top and bottom of your opponent's Graveyard are different, draw 1 card from the top of your opponent's Deck and show it to your opponent. If the card is a Trap Card, remove this card from play. During your opponent's Battle Phase, if this card is removed from play, you can send this card to your Graveyard to negate the activation of a Trap Card.

 

The gambling aspect is unlike the Archetype, but somewhat balanced.

 

Spirit Mode

Contious

All monsters count as "Spirit" monsters. Destroy this card after the 3rd of your Standby Phases after activation.

Actually balances the game out when used with the field Spell, but other than that, pretty useless.

 

 

Infinity Star(made by Dark Justice)

Spell/Continuous

This card can only be activated during your Main Phase 2. If you chain this card with "Spirit World", this card becomes a Normal Spell with the following effect:

Destroy 1 Level 5 or lower monster your opponent controls and draw 1 card. If this card is activated without a chain, this card occupies 2 of your Spell or Trap Card Zones. While this card is face-up on your field, add 1 Monster Card Zone to both players' side of the field, until this card is removed from the field.

 

An extremely odd mechanic. I don't see how field spaces could theoretically be added.

 

Spirit Bomb

Quick Play

Send 1 face-up "Spirit" monster from the field to the Graveyard. Destroy 2 cards.

 

This is (surprisingly) one of the more balanced cards so far.

 

Spirit Seal 2-Infitite Possiblities

This card can only be Activated by the effect of "Spirit Seal". The owner of this card gains 1 Monster Card Zone every time they Summon a monster.(Including Special Summon and Set.) If this card is face up you can Activate 1 "Spirit Seal 3-Returning Wave".

 

Just as, if not more broken than the Field Spell.

 

Spirit Seal 3-Returning Wave

This card can only be Activated by the effect of "Spirit Seal 2-Infitite Possiblities". Once per turn Special Summon 1 "Spirit" monster from your Graveyard. If this card is face up you can Activate 1 "Spirit Seal 4-Final Stand".

 

Not as OP'd as some others, but still pretty bad.

 

Spirit Seal 4-Final Stand

This card can only be Activated by the effect of "Spirit Seal 3-Returning Wave". All face up "Spirit" monsters gain Atk equal to your Life Points.

No. No. No. NO. FTK in one card? NO NO NO NO.

 

 

 

[spoiler=Traps]

Spirit Shield

Activate when your Opponent selects a "Spirit" monster as an attack target. Switch the target to a Face up "Spirit" monster.

 

It's balanced? *does his cross*

 

Spirit Attack

Activate only when your opponent attacks you directly. Activate one of the following effects:

-Remove from play 1 or more "Spirit" monster(s) from your Graveyard that's Atk is equal to or higher than the attacking monsters Atk. Your opponent takes all your damage for the rest of this turn.

-Remove from play 1 or more "Spirit" monster(s) from your Graveyard that's Atk is equal to or higher than the attacking monsters Atk. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead.

 

Odd, but all right then.

 

Spirit Negate

Activate when your opponent declares an attack. Negate the attack and Special Summon 1 "Spirit" monster from your Graveyard.

 

OP'd. Next.

 

Spirit Strike

Activate when you declare an attack with a "Spirit" monster. The attacking monster gains 500 Atk for each monster your opponent controls.

 

MMMMmmmeh.

 

Call of the Spirit

Special Summon 1 "Spirit" monster from your Graveyardand equip this card to it. If this card is destroyed, the equipped monster is destroyed and your opponent takes the monster's Atk as Life Point damage.

 

That's the only way I can see it balanced.

 

Spirit Seal

Continous

Monsters that are not "Spirit" monsters cannot be Special Summoned. Once per turn during your Standby Phase activate 1 "Spirit Seal 2-Infintite Possiblities."

 

[b....Oh, I'll let you get away with this one, if only you add an activation cost and nix that second part. The other seals are broken as crap.[/b]

 

 

I'll make more later.Tell me what you think/point out errors.This is a community thread so post.

 

[spoiler=This is how I sum up your Archetype.]

OVERPOWERED

 

High ATK monsters that attack directly, monsters with effects that are more broken than some of the pre-existing BANNED cards, this thing is one of the most...well, the big bold word says it best.

 

 

6/10.

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Why don't you explain in detail about every card.

 

*twitch twitch*

I can explain all of your monsters in one fell swoop.

Have you noticed why:

a) monsters that can direct attack tend to have lower ATK?

b) monsters with high ATK usually have some sort of penalty (Goblin Attack Force being switched to Defense mode, Panther Warrior Tributing a monster, etc. etc.)?

 

This is because oftentimes in Yu-Gi-Oh!, to get a good thing, you must give something up in exchange (cost) for getting something useful (benefit or reward). In the case of direct attackers, this usually comes at the cost of low ATK or a reduced amount of Battle Damage. These measures are taken to ensure that the card isn't used in such a way that makes the game unfair.

However, your monsters and your Synchro monsters do not abide by this policy. Your monsters have the ability to attack directly, high ATK, immunities to card effects, and no real cost or downside to their usage. Thusly, the cards are considered "unbalanced", for getting too much without really sacrificing anything really.

 

Your Spells and Traps...

 

Spirit World

Field

While this card is face up all Level 5 and lower "Spirit" monsters do not take up Monster Zones. All "Spirit" monsters gain 500 Atk. All "Spirit" monsters cannot be destroyed by battle.

 

^Give me one solid reason why this should not be banned.

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Max Spirit Dragon destroys itself. and it should not be banned because it's not a real card -_-.

 

a) True. Max Spirit Dragon DOES destroy itself...at the End Phase after its ATK is at least enough to halve (more than halve, actually...) the starting amount of Life Points (even more, depending on how late the game is). For many Decks, one turn is all you need to dismantle your opponent, so while destroying itself is a nice attempt at balance, the Dragon is STILL overpowered.

2)Hm. Very well. I shall rephrase my query. If this card were to be picked up by Konami and published, give me one solid reason why they would not ban it on the spot.

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