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Spirit Monsters - The Deck, The Tech


thekazu4u

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Y'all know Spirits, them cards released way back in LOD containing that pesky bird. You probably also know that there are powerful spirits that allow certain decks to work that otherwise wouldn't: Tsukuyomi, Kinka-Byo, Asura Priest... these are all very powerful multi-use cards. But spirits have never - really - had their own decktype. With this card, thats about to change.

[img]http://yugico.com/customcard/39074.jpg[/img]
If a Spirit Monster is Normal Summoned or flipped face-up: That card's controller can return 1 monster on the field to its owner's hand. During either player's turn: You can return this card to your hand and switch control of 1 Spirit Monster you control and 1 monster your opponent controls with a Level equal to or less than the Level of the selected Spirit Monster.

Spirits are to be overall a Control archetype. They already benefit from Creature Swap, so why not give them their own? And if my monsters return to my hand, it is only fair that non-spirits have to return to their owner's hand as well.

[img]http://yugico.com/customcard/89115.jpg[/img]
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Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) when a monster returns to your hand during the End Phase, and cannot be Special Summoned by other ways. (You can only Special Summon "Flaah, the Soul Huntress" in this way once per turn.) Once per turn, during either player's turn, you can return 1 monster you control to your hand to Normal Summon 1 Spirit Monster from your hand.
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Even Spirits need some field presence. This 2800 ATKer can lend some much needed ATK to the deck, and also gives you the very open ended effect "Once per turn, during either player's turn, you can return 1 monster you control to your hand to Normal Summon 1 Spirit monster from your hand, in addition to your Normal Summon or Set this turn." This means much awesomeness. They target my monster? Spin it to my hand, summon out my trusty Spirit to replace it and even get off a nice little effect. Also, it can put out powerful spirits at times the opponent is not used to seeing them! Quickplay spirit effects = fun and exciting. Combine that with the Quick-Play Creature Swap abilities of the field spell, and you got yourself an archetype!

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Valley is cool, if a little slow.

Flaaah's Summon is weird. It's Inherent and Activated at the same time. You've blended new and old OCG.

You don't need to specify "in addition to your Normal Summon or Set" if it can be used during either player's turn, although you do need some kind of limit on it to keep it from forming a cheap Infinite Loop with Spring of Rebirth.

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Oh f***. Spring of Rebirth. /facepalm

Sorry if the summoning condition is weird, its getting weirder. Can inherent summons ever have "once per turn" tagged onto them?

[quote] Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) when a monster returns to your hand during the End Phase, and cannot be Special Summoned by other ways. (You can only Special Summon "Flaah, the Soul Huntress" in this way once per turn.) Once per turn, during either player's turn, you can return 1 monster you control to your hand to Normal Summon 1 Spirit Monster from your hand. [/quote]

As far as I can tell there is no infinite loop with Spring of Rebirth any more, although I have got to be careful.

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