Umbra Posted June 11, 2010 Report Share Posted June 11, 2010 IncarnationContinuous SpellSpirit Monsters you control cannot be returned to the hand. While this card is face-up on the field, you cannot Special Summon monsters. At the start of your Main Phase, if you control no monsters, you can Normal Summon 1 Spirit monster in addition to your Normal Summon or Set. During each of your End Phases, discard 1 card or destroy this card. Devil's LancerFIREFiend / Spirit4 / 1700 / 1500This card cannot be Special Summoned. During the End Phase of a turn this card is Normal Summoned or flipped face-up, return it to your hand. When a monster your opponent controls is destroyed by battle, inflict damage to your opponent equal to the destroyed monster's ATK. Saint of the ForestLIGHTPlant / Spirit4 / 1500 / 1200This card cannot be Special Summoned. During the End Phase of a turn this card is Normal Summoned or flipped face-up, return it to your hand. When this card is Normal Summoned, add 1 Level 4 or lower LIGHT, Plant-type, or Spirit monster in your Deck to your hand. WendigoDARKBeast-Warrior6 / 2400 / 2500This card cannot be Special Summoned. During the End Phase of a turn this card is Normal Summoned or flipped face-up, return it to your hand. When this card inflicts Battle Damage to your opponent, remove from play cards from the top of their Deck equal to the damage inflicted / 400, rounded down. Extracted SpiritsSpell CardDiscard 1 Spirit monster. Draw 2 cards and 1 additional card for each Spirit monster drawn by this effect. You can only activate 1 "Extracted Spirits" per turn. You cannot Special Summon monsters this turn. Spirit ManifestationSpell CardSend 1 Spirit Monster in your hand to the Graveyard, and select 1 face-up monster you control. Until the End Phase, the selected monster gains ATK/DEF equal to the sent monster's Level x 200, and the sent monster's effect. Any Battle Damage the selected monster inflicts becomes equal to its Level x 200 . During the End Phase, flip the selected monster face-down. Otherworld FusionSpell CardRemove from play Fusion Material monsters, including at least 1 Spirit monster, that are listed on a Fusion Monster in your Extra Deck in your hand, Graveyard or on your side of the field and Special Summon it, ignoring the effect(s) of cards you control. You can remove from play this card in your Graveyard to add 1 Spirit monster in your Graveyard to your hand. Spiritual BlockadeContinuous TrapPay 400 Life Points during each of your Standby and End Phases. If you cannot, destroy this card. If you Normal Summon a Spirit monster during you Main Phase, your opponent cannot Special Summon monsters during their next turn. Dark SaviorDIVINEFiend / Spirit10 / 0 / 0This card cannot be Special Summoned. During the End Phase of a turn this card is Normal Summoned or flipped face-up, return it to your hand. You can only Summon 1 "Dark Savior" per turn. This card's ATK equal to the number of monsters you control x 2000. When this card battles, destroy all other monsters you control after damage calculation. Spirit ForceEquip SpellSpecial Summon 1 Spirit monster from your Graveyard, ignoring it's summoning conditions, and equip it with this card. The equipped monster's ATK/DEF is increased by 500 points, and it's effect is negated. If the equipped monster is removed from the field, destroy this card. If this card is removed from the field, destroy the equipped monster. HarbingerEARTHWarrior / Spirit4 / 700 / 2200This card cannot be Special Summoned. During the End Phase of a turn this card is Normal Summoned or flipped face-up, return it to your hand. When this card is Normal Summoned, switch it's ATK/DEF. Link to comment
Guest Ixigo Posted June 11, 2010 Report Share Posted June 11, 2010 @Incarnation: It's just like SESM, just a little better. I suggest changing its concept so that it's more unique. @Devil's Lancer: Not a card I'd put in my Spirit deck, but alright, I think. @Saint of the Forest: <3 @ the concept. But it's too strong. Remove the ability to bring LIGHT monsters to the hand as it makes it quite splashable and good in various decks. I'd also say that about the Plant stuff, but then it'd need a buff. Also, the "in your Deck" should be "from your Deck". @Wendigo: Please. Next to Yamata Dragon and Hino-Kagu-Tsuchi, noone would use this. It's a shame though because it's a great concept. I suggest finding some different effect for it. @Extracted Spirits: I think a more appropriate wording would be: "Discard 1 Spirit monster. Draw 2 cards, then draw an additional card for every Spirit monster you drew." Other than that it's a good card, definitely splashable enough. @Spirit Manifestation: No, no, no. Way too usable with Yamata Dragon and Hino-Kagu-Tsuchi. Change. @Otherworld Fusion: What is this intended to summon? Also wording: "Remove from play Fusion Material monsters from your hand that are listed..." @Spiritual Blockade: Cost, otherwise too usable. @Dark Savior: Way to make Manifestation even more ridiculous, lol. Though it's not as bad as it looks... I don't really like it, Divine attribute makes it meh. @Spirit Force: Ignoring its Summoning Conditions. Good enough. @Harbinger: I'd probably use this in a Spirit deck because of beatsticking value. Other than that, not much to be said. Pretty interesting ideas, some flaws here and there. More could be done with it. Link to comment
Umbra Posted June 11, 2010 Author Report Share Posted June 11, 2010 Tweaked a few cards. Saint of the Forest stays as it is, though. I consider "splashable and good in many decks" to be a good thing (grammatically a bit redundant, but that's unimportant) so I have no plans to change it. There's nothing wrong with using existing Attributes. Get over it. Link to comment
Guest Ixigo Posted June 11, 2010 Report Share Posted June 11, 2010 Tweaked a few cards. Saint of the Forest stays as it is' date=' though. I consider "splashable and good in many decks" to be a good thing (grammatically a bit redundant, but that's unimportant) so I have no plans to change it. There's nothing wrong with using existing Attributes. Get over it.[/quote'] You consider "splashable as in can fetch 2 JDs in 2 turns" a good thing? =S Seriously, this thing would break Lightsworns worse than they were last format. I think Incarnation is a bit much now, but the rest of the changes are well done. On the other hand, Spirit Manifestation is now pointless because most of Spirit monsters' effects activate when they are Normal Summoned or when they deal Battle damage. All it does now is -2 you to produce a beatstick that can't even deal damage and returns it to the hand to boot. I don't know, maybe it needs some other form of limiter instead. Link to comment
Umbra Posted June 11, 2010 Author Report Share Posted June 11, 2010 Incarnation and Spirit Manifestation have been tweaked. Link to comment
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