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Spatial Phenomena


AsmodeusCain

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I am a completely new member, though I have been thinking of making this particular archetype for a while. I would much appreciate if I got some critique to improve this archetype. Now, as you can probably guess, I based it off of interesting galactic phenomena. Actually, all of these cards are based off of REAL objects or events, and their effects are meant to at least slightly imitate what the real objects or events do.

Monsters


Spatial Phenomenon: Asteroid
Level 4
EARTH
Rock/Effect
Lore: If this card is Normal or Special Summoned this monster can be unaffected by Spells, Traps, and Monster Effects. Any Battle Damage involving this card is reduced to zero. If this card is destroyed and sent to the Graveyard, remove it from play instead. Once per turn, you can take control of and Equip a EARTH or Rock-Type monster to this card, and after the Battle Phase, it can Unequip the card to deal 500 points of Damage to the opponent.
ATK: 0 / DEF: 2000

Spatial Phenomenon: Halley’s Comet
Level 3
EARTH
Rock/Tuner/Effect
Lore: If this card is Normal or Special Summoned this monster can be unaffected by Spells, Traps, and Monster Effects. Any Battle Damage involving this card is reduced to zero. If this card is destroyed and sent to the Graveyard, remove it from play instead. If this card leaves your side of the field, return it to your side of the field during the Standby Phase of the next turn.
ATK: 0 / DEF: 1800

Spatial Phenomenon: Proto-Planetary Disk
Level 5
LIGHT
Pyro/Effect
Lore: If this card is Normal or Special Summoned this monster can be unaffected by Spells, Traps, and Monster Effects. Any Battle Damage involving this card is reduced to zero. If this card is destroyed and sent to the Graveyard, remove it from play instead. This monster deals 500 points of damage for every LIGHT Attribute monster on the Field, the Hand, and in the Graveyard.
ATK: 0 / DEF: 2300

Spatial Phenomenon: Main Sequence Star
Level 6
LIGHT
Pyro/Effect
Lore: This card can only be Normal Summoned when “Spatial Phenomenon: Proto-Planetary Disk” is on the field. If this card is Normal or Special Summoned, this monster can be unaffected by Spells, Traps, and Monster Effects. Any Battle Damage involving this card is reduced to zero. If this card is destroyed and sent to the Graveyard, remove it from play instead. This card Special Summons as many EARTH or Rock-Type monsters from the users or the opponent’s hand onto the field as possible, negates their effects and reduces their attack to zero.
ATK: 0 / DEF: 2700

Spatial Phenomenon: Red Giant Star
Level 7
LIGHT
Pyro/Effect
Lore: This card can only be Normal Summoned when “Spatial Phenomenon: Main Sequence Star” is on the field. If this card is Normal or Special Summoned, this monster can be unaffected by Spells, Traps, and Monster Effects. Any Battle Damage involving this card is reduced to zero. If this card is destroyed and sent to the Graveyard, remove it from play instead. When this monster is summoned, your opponent sends the top 5 cards of their deck to the graveyard. Once per turn, you can take control of and equip one monster to this card. During the Main Phase, unequip and remove from play as many of those cards as you want, and your opponent has to send the top three cards in their Deck to the Graveyard for each one.
ATK: 0 / DEF: 3200

Spatial Phenomenon: White Dwarf Star
Level 8
LIGHT
Pyro/Effect
Lore: This card can only be Normal Summoned when “Spatial Phenomenon: Red Giant Star” is on the field. If this card is Normal or Special Summoned, this monster can be unaffected by Spells, Traps, and Monster Effects. Any Battle Damage involving this card is reduced to zero. Once per turn, you can declare Spells, Traps, or Monster Effects. If this card is destroyed and sent to the Graveyard, remove it from play instead. For the rest of your turn, and your opponents next turn, if your opponent tries to activate on of those, destroy the card the Effect of which he is activating and inflict 500 points of damage to him.
ATK: 0 / DEF: 3600

Spatial Phenomenon: Galactic Core
Level 9
LIGHT
Pyro/Effect

Lore: This card can only be Special Summoned by Removing from play “Spatial Phenomenon: Proto-Planetary Disk”, “Spatial Phenomenon: Main Sequence Star”, “Spatial Phenomenon: Red Giant Star”, “Spatial Phenomenon: White Dwarf Star”. This monster can be unaffected by Spells, Traps, and Monster Effects. Any Battle Damage involving this card is reduced to zero. Once per turn, you can declare Spells, Traps, or Monster Effects. For the rest of your turn, and on your opponents next turn, if your opponent activates the declared card type, the effect is negated, the card is destroyed, and the opponent takes 800 points of damage. If this card is destroyed and sent to the Graveyard, remove it from play instead. Once per turn, this card can destroy up to 3 monsters on the field by sending a card from your hand to the grave. When you do this, place one Galaxy Counter on this card. When you have 4 or more, remove them, and Special Summon “Spatial Phenomenon: Halley’s Comet” to your side of the Field.
ATK: 0 / DEF: 4000

Spacial Phenomenon: The Galaxy
Level 12
DIVINE
Thunder/Synchro/Effect
One Tuner + Spacial Phenomenon: Galactic Core
Lore: When this card is Synchro Summoned, Banish all monsters on the field, and inflict 1000 points of damage for each one. This card cannot be targeted by Spells, Traps, and Monster Effects used by the opponent. Every turn, this Monster deals 700 points of damage for each banished monster. Any Battle Damage involving this card becomes 0. Any Monster that battles with this monster is banished during the next Standby Phase.
ATK:0 / DEF: 5000

Spells

Pillars of Creation
Field Spell Card
Once per turn, declare a monster in your Deck. You can summon that monster in an amount of turns equaling its level divided by 3, rounded up.

Hertzsprung – Russell Diagram
Normal Spell Card
If you have 3 of the Spatial Phenomenon Stars on the field, Special Summon the 4th onto the field from your hand or Deck.


Wormhole
Permanent Spell Card
Once per turn, you can return one card that was Banished from the Field, to the Field.

Solar Eclipse
Quick-Play Spell Card
All LIGHT monsters are banished from the field.

Lunar Eclipse
Quick-Play Spell Card
All DARK monsters are banished from the field.

Solar Flare
Permanent Magic Card
Every time your opponent sends cards from his Deck to the Graveyard, inflict 100 points of damage for every card.

The Big Bang
Normal Spell Card
Look through your deck and add one “Pillars of Creation” and “Spatial Phenomenon: Proto-Planetary Disk” to your hand.

White Hole
Permanent Spell Card
Activate the turn after you activate “Black Hole.” Return all monsters to the field that were removed from through the effect of “Black Hole” and deal their attack points as damage to the owner.

Traps

Supernova
Normal Trap Card
When a Monster declares an attack, you can Banish one of your monsters to negate the attack, and remove the attacking monster from play.

Black Hole
Permanent Trap Card
Once every other turn, you can activate this cards effect to remove all monsters on the field from play. If you do not activate the Spell “White Hole” the turn after activating this card’s effect, take 1000 points of damage.

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BTW, White Hole is a real card. It can be found [url="http://yugioh.wikia.com/wiki/White_Hole"]here[/url]. Also, Supernova is outclassed by Dimensional Prison which removes the attacking monster without a cost.

There is a lot that is unclear from your wording for example in Galactic Core: [i]This card can only be Special Summoned by Removing from play “Spatial Phenomenon: Proto-Planetary Disk”, “Spatial Phenomenon: Main Sequence Star”, “Spatial Phenomenon: Red Giant Star”, “Spatial Phenomenon: White Dwarf Star”.[/i] Where do you remove from? And for many of them: Are you intending to allow them to be Special Summoned even if the specified card is not on the field?


Anyway, these cards demonstrate a lack of knowledge of the current Yugioh Metagame. This archetype is way too slow to see use in a real Duel, I suggest that you try playing Yugioh on Dueling Network to get caught up on the current game. And I don't just mean one or two games. At least stay until you get an understanding of how at least 3 of the current meta decks work and how to play them, which would generally mean playing every day for a week or so. (Current meta decks, off the top of my head, include: Mermanteans, Dark Worlds, Fire Kings, Wind-Ups. Second tier, meaning less powerful and less broken/OP'ed, would include: Fire Fists, Constellars and maybe Harpies)

Once you have done that, you will have realized that Normal Summoning these cards in a Duel would be more or less impossible and you would lose long before you Summoned something like Galactic Core. Most games nowadays end in 4 to 6 turns and by the 3rd or 4th turn the Duel is more or less decided.

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