Guest Cursed Reaction Posted May 19, 2010 Report Share Posted May 19, 2010 Previously posted this before but may add some new additions every so often but don't expect them regularly. [align=center][spoiler=Sentinel Cards][spoiler= SPTM-EN004 Sentinel Mage (Super Rare)] When you Fusion Summon a Fusion Monster, you can remove from play this listed Fusion Material card in your Graveyard as a Fusion Material Monster. While a monster Fusion Summoned using this card is face-up on the field, your opponent cannot activate Trap Cards that targets a card you control. [spoiler= SPTM-EN013 Sentinel Scout (Common)] When you Fusion Summon a monster, you can pay 500 Life Points to destroy every Spell and Trap Card on the field. While a monster Fusion Summoned using this card is face-up on the field, your opponent must discard a card from their hand during each of their End Phases. [spoiler= SPTM-EN016 Sentinel Carrier (Common)] 1 "Sentinel" monster + 1 ""Sentinel" monster + 1 "Sentinel" monsterIf you control another "Sentinel" monster, your opponent cannot select this card as an attack target. You can send 1 "Sentinel" monster you control to the Graveyard to destroy 1 monster your opponent controls. Each time you inflict Battle Damage to your opponent, you can draw 1 card. If you activate this effect, you must skip your next Draw Phase. [spoiler= SPTM-EN018 Sentinel Guardian Psi (Common)] If a "Sentinel" monster you control would be destroyed, you can tribute this card instead. A monster Fusion Summoned using this card gains 900 DEF. If you control another "Sentinel Guardian", you can destroy all "Sentinel' monsters you control to draw cards equal to the amount of cards destroyed by this effect. [spoiler= SPTM-EN019 Sentinel Guardian Lamda (Rare)] If a "Sentinel" monster you control would be destroyed, you can tribute this card instead. A monster Fusion Summoned using this card gains 900 DEF. If you control another "Sentinel Guardian", you can pay Life Points equal to the amount of "Sentinel" monsters you control X 400 to destroy Spell and Trap Cards on the field equal to the amount of "Sentinel" monsters you control. [spoiler= SPTM-EN020 Sentinel Yo-Yo (Common)] During the End Phase, you must return a "Sentinel" monster you control to the hand. While this card is face-up on the field, Fusion Material Monsters used to Fusion Summon a Fusion Monster can be from either player's Graveyard. While a monster Fusion Summoned using this card is face-up on the field, a card that would be sent to the Graveyard are removed from play instead. [spoiler= SPTM-EN022 Sentinel Guardian Theta (Common)] If a "Sentinel" monster you control would be destroyed, you can tribute this card instead. A monster Fusion Summoned using this card gains 900 DEF. If you control another "Sentinel Guardian", you can discard cards from the top of your Deck equal to the amount of "Sentinel" monsters you control to remove from play cards in your opponent's hand or Graveyard equal to the amount of "Sentinel" monsters you control. [spoiler=SPTM-EN0024 Sentinel Seeker (Ultra Rare)] 1 "Sentinel" monster + 1 "Sentinel" monsterIf your opponent destroys a "Sentinel" monster you control, select a "Sentinel" monster used for this card's Fusion Summon and add it to your hand. While you control another "Sentinel" Fusion Monster, your opponent cannot choose this card as an attack target. You can tribute this card to draw 2 cards. You can then reveal those cards to draw 1 more card. [spoiler=SPTM-EN0025 Sentinel Tracker (Ultra Rare)] 1 "Sentinel" monster + 1 or more "Sentinel" monstersThis card can attack the same amount of times as the amount of Fusion Material Monsters used to Fusion Summon this card. Once per turn, you can discard a card from your hand to remove from play up to 4 cards in your opponent's Graveyard. When this card is destroyed, you can destroy every monster you control and Special Summon the monsters used to Fusion Summon this card. [spoiler=SPTM-EN0026 Sentinel Knight (Ultra Rare)] 1 "Sentinel" monster + 1 LIGHT monster + 1 or more "Sentinel" monstersEvery "Sentinel" monster you control inflicts Piercing Damage. If your opponent attacks a monster (except this card) on your side of the field, you can change the attack target to this card. You can tribute a card you control to increase the ATK of all monsters you control by the tributed monster's ATK until the End Phase. [spoiler=SPTM-EN0031 Sentinel Guardian Beta (Common)] If a "Sentinel" monster you control would be destroyed, you can tribute this card instead. A monster Fusion Summoned using this card gains 900 DEF. If you control another "Sentinel Guardian", you can reveal cards from the top of your Deck equal to the amount of "Sentinel" monsters you control to discard cards from the top of your opponent's Deck to the Graveyard equal to the amount of "Sentinel" monsters you control. [spoiler=[b]New! [/b]SPTM-EN0032 Sentinel Quintessence (Super Rare)] 1 Tuner + 1 or more "Sentinel" monstersA monster Fusion Summoned using this card inflicts Piercing Damage and its ATK and DEF are increased by 700. This card inflicts Piercing Damage. If this card destroys a Defense Position monster, you can reveal a Fusion Monster in your Extra Deck and add 1 of the Fusion Material from your Deck to your hand. Gold Rare Credit goes to HP Doom, Image Render Credit goes to Black_Zeik [spoiler=[b]New! [/b]SPTM-EN0033 Sentinel Guardian Grande Beta (Common)] "Sentinel Guardian Beta" + 1 "Sentinel Guardian" monsterIf your opponent attacks this card, you can discard a monster from your hand to increase this card's ATK and DEF by the discarded monster's Level X 400 until the end of the Battle Phase. All "Sentinel" monsters (except this card) you control gain 1000 DEF during your opponent's Battle Phase only. [spoiler=[b]Newest! [/b]SPTM-EN0034 Sentinel Berserker (Common)] If this card was Tribute Summoned using a "Sentinel" monster, you can destroy a card on the field. Once per turn, when you draw a card, you can discard it to select a "Sentinel" monster in your Deck and add it to your hand. A monster Fusion Summoned using this card gains 500 ATK and DEF for each "Sentinel Berserker" in your Graveyard. [/align] Link to comment Share on other sites More sharing options...
yigha Posted May 19, 2010 Report Share Posted May 19, 2010 high draw power. you've got amazing monsters. i wonder you can make spell and traps as good as these monsters. did you think about using ,for some of the fusion monsters, an explicit sentinel monster + 1 "sentinel". otherwise it's really simple to fusion summon them. Link to comment Share on other sites More sharing options...
Zeik Posted May 20, 2010 Report Share Posted May 20, 2010 Very interesting set very good at disrupting the field but I think Knights effect is a little overpowered maybe make the increase only last till the end of the turn. I do want to know where you got your DM pics from though :) overall love the set Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted May 20, 2010 Report Share Posted May 20, 2010 It kinda looks like you have 2 Archetypes here. Sentinels as the original and Sentinel Guardians as a sub-archetype. Most of the cards seem balanced. Except the 1800-1900 ATK is to commonly spread amongst your cards. Looking at your cards,it looks like their DEF should be more focused on. Sentinel Knight is kinda OP'd imo since most of your Sentinals have 1800-1900 ATK. The second effect is broken as well imo mainly because since you have lots of 1800-1900 ATK monsters,tribute one of them and your other monsters with 1800-1900 ATK could pretty much have their attack doubled. 9/10 @ Black_ZeikI'm looking for DM pics too xP I know Jazin Kay has a few in his YCM Archive but I'm looking for certain ones,which sadly,he does not have in his Archive. Link to comment Share on other sites More sharing options...
Guest Cursed Reaction Posted May 20, 2010 Report Share Posted May 20, 2010 Yep, I get them from Jazin Kay but it's hard to get others since they are severely small on DM and will blur when you add them to Yugioh cards. Link to comment Share on other sites More sharing options...
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