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The Felmist Archetype


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The Felmist Archetype
by Kyng


Combined from the essence of three Attributes, DARK, WIND and WATER, the Felmist archetype are, possibly, souls whom have taken new form in this dreaded mist. The mist itself is nigh-indestructible, each member resisting a certain type of destruction. However, they remain mist, and thus have a 0 ATK/DEF stat. Regardless, they haunt the foggy grounds of the world and seek to torment foes until submission, before the mighty slay the foes in a single swift blow.[hr][spoiler=Felmist Bishop]

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[hr]This card cannot be destroyed by battle. When this card is Special Summoned by the effect of a "Felmist" monster: target 1 "Felmist" monster in your Graveyard, except "Felmist Bishop"; Special Summon it.[/spoiler][spoiler=Felmist Crusader]

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[hr]This card cannot be destroyed by card effects. When this card is Special Summoned by the effect of a "Felmist" monster: immediately Synchro Summon 1 "Felmist" Synchro monster in your Extra Deck using monster(s) you control.[/spoiler][spoiler=Felmist Dragon]

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[hr]1 Tuner monster + 1 or more "Felmist" non-Tuner monsters.
Your opponent cannot destroy "Felmist" monsters by card effects. Your opponent cannot target other monsters you control as an attack target, except this card. When this card declares an attack: target 1 Spell or Trap card on the field; send it to the Graveyard. When this card is destroyed by battle and sent to the Graveyard: target 1 non-Tuner monster in your Graveyard; Special Summon it.[/spoiler][spoiler=Felmist King]

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[hr]When this card is Special Summoned from the Graveyard: target 1 monster your opponent controls; destroy it. "Felmist" monsters you control cannot be destroyed by battle. Neither player can activate Trap Cards during the Battle Phase. When this card leaves the field; target 1 "Felmist" monster from your Graveyard, except "Felmist King"; destroy 1 Spell or Trap card your opponent controls, and Special Summon the targeted monster.[/spoiler][spoiler=Felmist Knight]

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[hr]If this card would be destroyed by a card your opponent controls: send 2 "Felmist" monsters from your Deck to the Graveyard; negate the activation and destroy the card. Your opponent cannot destroy other "Felmist" monsters you control by battle.[/spoiler][spoiler=Felmist Magician]

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[hr]This card cannot be destroyed by card effects. During the End Phase of the turn you activated a Spell Card: target 1 "Felmist" monster in your Graveyard; Special Summon it.[/spoiler][spoiler=Collapsing Crypt]

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[hr]Reveal 1 monster in your hand: send 2 monsters from your Deck with equal ATK to the revealed monster to the Graveyard; Special Summon it. The effect of "Collapsing Crypt" can only be activated once per turn.[/spoiler][spoiler=Felmist Fog]

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[hr]Cards you control cannot leave the field by card effects your opponent controls. During the End Phase of your turn when you did not Normal Summon: you can discard 1 card from your hand; Special Summon 1 monster from your Deck with either 0 ATK or DEF.[/spoiler][hr]Comments appreciated ^^
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This is an impressive set to say the least. While looking at it I am trying to figure out the best way to either immobilize or remove them before they can do any serious damage. I suppose things like Different Dimension and stuff since most of what they do is just remove not destroy. Needless to say great set and I would love to face off against it.

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I'm actually scared of them. They seem like a never ending storm of graveyard ssing. Which I want to say is broken but I can't really see it right now. I think I want to test them in some kind of way just to make sure. What I do know is that Crypt if overpowered mainly because it just thins you deck 2 cards which blatantly set-up into more shenanigans. Its why Foolish Burial is at one and that card is better than foolish burial. 

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I feel that these cards are too strong, they basically make backrows pointless, besides Dimensional prison and even then wow.
With the upcoming nerf of Solemn Warning from Semi to Limited idk I just feel that these are too strong, would be better if you remove the effects where they can't be destroyed by card effects, since the deck archetype is easy Synchro Beatdown, their only weakness is backrow.

 

I mean yeah there's some crazy crap like Infernity Guardian, but it has a very serious situational cost, having no hand, the Felmist monsters don't have a cost other than their 0 attack or defense which actually sorta benefits them since they can be easily searched by searcher cards :x.

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You say this, however there's many cards which return cards to the hand, which is available in many faster decks such as Constellars. Heck, any deck could swap out some Dimensional Prisons for Compulsory.

There's not that much searchers for these cards. Furthermore, these cards are only immune to destruction by themselves. I do intend to make Felmist Fog's first immunity to require other Felmist monsters, but that's it.

Regardless, thank you for taking your time to respond.

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