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My first Archetype! Please rate /10


archfling

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The Seven Sins are a series of Trap Monsters that can swarm the field quickly and devastate their opponent with their effects. They work very well together, but are balanced due to their burning of their user and them forcing their user to not be able to Summon monsters that are not also traps. This is also their inherent weakness: They can be destroyed by Monster or Spell/Trap destruction.

 

However, combined with a few cards, the deck really gets going. Magic Planter speeds the deck along, while Imperial Custom allows them protection from destruction (including Battle!). Emergency Provisions allows one to ditch a few Seven Sins to regain some Life Points, and Giant Trunade can allow a mass reuse of effects, if you can spare the Life Point Damage. Throw in some Dark Bribes and some Starlight Roads for protection, and possibly a few Tuners for when you don't have any Seven Sins on your side of the field. An Uria, Lord of Searing Flames can be a nice beatstick, and Mask of Darkness can help with monster recursion if you don't have any Seven Sins on the field. Fun!

 

Anyway, here we go!

 

 

Seven Sins - Avarice

 

avarice.jpg

 

When this card is activated, Draw 1 card. Then, pay 800 Life Points and Special Summon this card in Attack Position; it is treated as an Effect Monster Card (Fiend-Type/DARK/Level 4/ATK 1400/DEF 1400). This card is also treated as a Trap Card. You cannot Summon Monsters that are not also treated as Trap Cards.

 

 

Seven Sins - Envy

 

envyd.jpg

 

When this card is activated, Select 1 Monster on the field. Its effect is negated for as long as this card remains on the field. After this card's activation, pay 800 Life Points and Special Summon this card in Attack Position; it is treated as an Effect Monster Card (Fiend-Type/DARK/Level 4/ATK 1400/DEF 1400). This card is also treated as a Trap Card. You cannot Summon Monsters that are not also treated as Trap Cards.

 

 

Seven Sins - Gluttony

 

gluttony.jpg

 

When this card is activated, add 1 Continuous Trap Card from your deck to your hand. Then, pay 800 Life Points and Special Summon this card in Attack Position; it is treated as an Effect Monster Card (Fiend-Type/DARK/ Level 4/ATK 1400/DEF 1400). This card is also treated as a Trap Card. You cannot Summon Monsters that are not also treated as Trap Cards.

 

 

Seven Sins - Lust

 

lustw.jpg

 

When this card is activated, add 1 Continuous Trap Card from your Graveyard to your hand. Then, pay 800 Life Points and Special Summon this card in Attack Position; it is treated as an Effect Monster Card (Fiend-Type/ DARK/Level 4/ATK 1400/DEF 1400). This card is also treated as a Trap Card. You cannot Summon Monsters that are not also treated as Trap Cards.

 

 

Seven Sins - Sloth

 

slothx.jpg

 

When this card is activated, you can end the current Battle Phase. Then, pay 800 Life Points and Special Summon this card in Attack Position; it is treated as an Effect Monster Card (Fiend-Type/ DARK/Level 4/ATK 1400/DEF 1400). This card is also treated as a Trap Card. You cannot Summon Monsters that are not also treated as Trap Cards.

 

 

Seven Sins - Vanity

 

vanitys.jpg

 

When this card is activated, Destroy 1 Spell or Trap Card on the field. Then, pay 800 Life Points and Special Summon this card in Attack Position; it is treated as an Effect Monster Card (Fiend-Type/ DARK/Level 4/ATK 1400/DEF 1400). This card is also treated as a Trap Card. You cannot Summon Monsters that are not also treated as Trap Cards.

 

 

Seven Sins - Wrath

 

wratha.jpg

 

When this card is activated, Destroy 1 Monster on the field. Then, pay 800 Life Points and Special Summon this card in Attack Position; it is treated as an Effect Monster Card (Fiend-Type/ DARK/Level 4/ATK 1400/DEF 1400). This card is also treated as a Trap Card. You cannot Summon Monsters that are not also treated as Trap Cards.

 

 

Vicious Vices

 

viciousvices.jpg

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 2 "Seven Sins" Cards you control to the Graveyard. When this card is Summoned, activate the initial effect of one of the "Seven Sins" cards you sent to the Graveyard for this monster's Summon. This card is also treated as a Trap Card.

 

 

Thanks for reading!

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I like the idea of the "seven sins" monsters. It is pretty good, in terms of balance. You can improve on nothing that comes into mind right away.

 

For your first Archtype, they are incredible!

 

Where'd you get the pics? They fit really well!

 

I really like these cards. Keep up the good work!

 

9/10 - Almost flawless. You could work for Konami!

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Thanks a bunch! I appreciate it :)

 

Haha, the pics are actually an artist's representations of the Seven Deadly Sins. I thought that they were very interesting and befitting of a yugioh card so . . . this happened :D

You can find them on good old Google Images if you type in "Seven Deadly Sins".

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