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Planar Elementals


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[spoiler="The effects that separate the E-Drags from one another matches the Elementals" effects, mostly by accident']
Earth Planar Elemental
Level 3 Rock-Type EARTH 1200/1000
You can Special Summon this card (from your hand) by discarding 1 other "Planar Elemental" monster. Once per turn: You can Tribute 1 monster on your side of the field and target 1 Level 3 "Planar Elemental" monster in your Graveyard with a different Attribute; Special Summon that target. When this card is banished: Special Summon 1 Meteor Planar Elemental Token (Rock-Type/EARTH/Level 2/ATK 600/DEF 500) in Defense Position. It cannot be used as a Synchro Material Monster.
 
Fire Planar Elemental
Level 3 Pyro-Type FIRE 1200/1000
You can Special Summon this card (from your hand) by discarding 1 other "Planar Elemental" monster. Once per turn: You can Tribute 1 monster on your side of the field and target 1 card on the field; destroy that target. When this card is banished: Special Summon 1 Sunray Planar Elemental Token (Pyro-Type/FIRE/Level 2/ATK 600/DEF 500) in Defense Position. It cannot be used as a Synchro Material Monster.
 
Water Planar Elemental
Level 3 Aqua-Type WATER 1200/1000
You can Special Summon this card (from your hand) by discarding 1 other "Planar Elemental" monster. Once per turn: You can Tribute 1 monster on your side of the field; send 1 "Planar Elemental" monster with the same Attribute as the Tributed monster from your Deck to the Graveyard. When this card is banished: Special Summon 1 Ice Planar Elemental Token (Aqua-Type/WATER/Level 2/ATK 600/DEF 500) in Defense Position. It cannot be used as a Synchro Material Monster.
 
Wind Planar Elemental
Level 3 Thunder-Type WIND 1200/1000
You can Special Summon this card (from your hand) by discarding 1 other "Planar Elemental" monster. Once per turn: You can Tribute 1 monster on your side of the field; add 1 "Planar Elemental" monster with the same Attribute as the Tributed monster from your Deck to your hand. When this card is banished: Special Summon 1 Storm Planar Elemental Token (Thunder-Type/WIND/Level 2/ATK 600/DEF 500) in Defense Position. It cannot be used as a Synchro Material Monster.
 
Nova Nebula
Level 3 Psychic-Type FIRE 400/1800
FLIP: Add 1 "Planar Elemental" monster from your Deck to your hand. You can banish this card from your Graveyard; Special Summon 1 "Nebula" monster from your hand in face-down Defense Position.
 
Cold Shadow Nebula
Level 3 Psychic-Type WATER 100/2200
FLIP: Send 1 "Planar Elemental" monster from your Deck to the Graveyard. When a Set "Nebula" monster would be destroyed by your opponent's card effect while this card is in your Graveyard: You can banish this card and flip that monster face-up instead. All "Nebula" monsters gain 300 DEF while this card is in the Graveyard.
 
Asteroid Dust Nebula
Level 3 Psychic-Type EARTH 500/1400
FLIP: Special Summon 1 "Planar Elemental" monster from your Deck. You can banish this card from your Graveyard and target 1 of your banished "Planar Elemental" monsters; return that target to the Graveyard.
 
Gravity Storm Nebula
Level 3 Psychic-Type WIND 400/1900
FLIP: Target 1 Level 3 "Planar Elemental" monster in your Graveyard; Special Summon that target. If a face-up "Planar Elemental" monster would be destroyed (by battle or by card effect): You can banish this card from your Graveyard instead. This effect cannot be activated during the turn that this card is sent to the Graveyard.
[/spoiler]
 
[spoiler="I actually remembered to do S/T support"]
When Worlds Collide
Normal
Pay 1000 Life Points; Special Summon any number of your banished "Planar Elemental" monsters (you cannot Special Summon 2 or more monsters with the same name by this effect). You cannot Summon other monsters during this turn.
 
Galactic Menace
Normal
Add 1 "Planar Elemental" monster from your Deck to your hand, and if you do, send 1 card from your hand to the Graveyard.
 
Elemental Untapping
Normal
Send 1 "Planar Elemental" monster from your Deck to the Graveyard.
 
Wormhole Aegis
Quick-play
Activate 1 of the following effects:
● Activate only when your opponent activates a card effect that would remove an "Planar Elemental" monster from your side of the field: Negate the effect of that card, and if you do, destroy it.
● Target 1 face-up "Planar Elemental" monster on your side of the field; increase its ATK by 1000 until the End Phase of this turn.
 
Restitution From Space
Normal
Target up to 6 of your banished "Planar Elemental" monsters; add those targets to the Deck, and if you do, draw 1 card for every 3 cards returned to the Deck by this effect.
 
Inescapable Gravity
Normal
Target 2 "Planar Elemental" monsters in your Graveyard; add those cards to your hand.

 

Attribute Flare Comet

Quick-play

Tribute 1 "Planar Elemental" on your side of the field; activate 1 of the following effects, depending on the Attribute of the Tributed monster:
● FIRE: Destroy 1 card on the field.
● WATER: Send 1 "Planar Elemental" monster from your Deck to the Graveyard.
● WIND: Add 1 "Planar Elemental" monster from your Deck to your hand.
● EARTH: Special Summon 1 of your banished "Planar Elemental" monsters or 1 "Planar Elemental" monster from your Graveyard.

 

Nadir of the Four Planes

Normal

Target 1 of your banished "Nebula" monsters; Special Summon that target in face-down Defense Position. Until the end of the next turn, that monster cannot be destroyed by card effects.

 

Zenith of the Four Planes

Normal

Target 1 "Planar Elemental" monster in your Graveyard; Special Summon that target. Until the end of the next turn, it cannot be targeted by card effects.

 
Return from Relegation
Normal
Target 1 "Planar Elemental" monster on your side of the field and 1 card on your opponent's side of the field; banish both cards.
 
Plane Gate
Normal
Banish 1 "Planar Elemental" monster from your Deck. During the End Phase of the turn that this card is activated: You can return the monster banished by this effect to the Graveyard.
 
Wormhole to Elemental Dimensions
Normal
Discard up to 2 cards; Special Summon the same number of "Planar Elemental" monsters from your Deck.[/spoiler]
 
[spoiler="Miracle Fusion boss mode activated"]
Element Avatar of Omnipotence
Level 8 Spellcaster-Type FIRE 3000/2000
"Fire Planar Elemental" + "Water Planar Elemental" + "Wind Planar Elemental" + "Earth Planar Elemental"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from the Graveyard while you control no monsters. (You do not use "Polymerization".) While this card is on the field, its Attribute is also treated as WATER, WIND, and EARTH. While you control a Token Monster, this card cannot be destroyed by battle or by card effects.

 

 

Element Avatar of Aptitude

Level 8 Spellcaster-Type WIND 2500/2800

"Fire Planar Elemental" + "Water Planar Elemental" + "Wind Planar Elemental" + "Earth Planar Elemental"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from the Graveyard while you control no monsters. (You do not use "Polymerization".) While this card is on the field, its Attribute is also treated as FIRE, WATER, and EARTH. Once per turn: You can Tribute 1 monster on your side of the field; activate 1 of the following effects depending on the Attribute of the Tributed monster:
● FIRE: Destroy 1 card.
● WATER: Send 1 "Planar Elemental" monster from your Deck to the Graveyard.
● WIND: Add 1 "Planar Elemental" monster from your Deck to your hand.
● EARTH: Special Summon 1 Level 3 "Planar Elemental" from your Graveyard.

 
Solar Blaze - Greater Planar Elemental
Level 8 Pyro-Type FIRE 2400/1300
"Fire Planar Elemental" + "Fire Planar Elemental" + "Fire Planar Elemental"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from the Graveyard. (You do not use "Polymerization".) You cannot Special Summon Token monsters during the turn that this card is Fusion Summoned. When this card is Fusion Summoned: You can target 1 card on the field; send that target to the Graveyard, and if you do, inflict 1000 points of damage to your opponent.
 
Subzero - Greater Planar Elemental
Level 8 Aqua-Type WATER 2500/1800
"Water Planar Elemental" + "Water Planar Elemental" + "Water Planar Elemental"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from the Graveyard. (You do not use "Polymerization".) You cannot Special Summon Token monsters during the turn that this card is Fusion Summoned. When this card is Fusion Summoned: You can target 1 Spell/Trap card on the field; destroy that card. When this card destroys a monster by battle: You can send 1 "Planar Elemental" monster from your Deck to the Graveyard.
 
Galactic Tempest - Greater Planar Elemental
Level 8 Thunder-Type WIND 2400/2100
"Wind Planar Elemental" + "Wind Planar Elemental" + "Wind Planar Elemental"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from the Graveyard. (You do not use "Polymerization".) You cannot Special Summon Token monsters during the turn that this card is Fusion Summoned. When this card is Fusion Summoned: You can target 2 cards on your opponent's side of the field; return those targets to your opponent's hand.
 
Crashing Comet - Greater Planar Elemental
Level 8 Rock-Type EARTH 2800/1300
"Earth Planar Elemental" + "Earth Planar Elemental" + "Earth Planar Elemental"
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from the Graveyard. (You do not use "Polymerization".) You cannot Special Summon Token monsters during the turn that this card is Fusion Summoned. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. This card inflicts Piercing Damage.
 
Aspect of Pure Element
Rank 3 Spellcaster-Type DARK 2000/1300
2 Level 3 monsters
This card cannot be removed from the field by card effects, except by being destroyed, while this card has a Xyz Material. Face-down monsters on your side of the field cannot be destroyed. Once per turn: You can detach 1 Xyz Material from this card; add 1 "Nebula" monster from your Deck to your hand.
 
Amplifying Nebula
Rank 3 Psychic-Type DARK 1800/1500
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; banish 1 "Planar Elemental" monster from your Deck. When this card is destroyed by your opponent (either by battle or by card effect): You can target up to 2 of your banished "Planar Elemental" and/or "Nebula" monsters; return those cards to the Graveyard.

 

Planar Sovereign Asteroidica

Rank 3 Rock-Type DARK 2400/1800

3 Level 3 monsters
When this card is Xyz Summoned: You can add 1 "Planar Elemental" monster from your Deck to your hand. Once per turn: You can detach and banish 1 Xyz Material Monster from this card to target 1 face-up card your opponent controls; destroy that target. When this card is destroyed (by battle or by card effect): Target up to 2 of your banished "Planar Elemental" monsters; return those targets to the Graveyard.[/spoiler]
 
The concept of this is simple. You have your Main Deck monsters, which you use to hold off against your opponent by either Summoning Rank 3 Xyzs or Tributing them for effects. Once you finally have three of a kind in your Graveyard (or one of each in the case of Element Avatar), you are able to use a "Miracle Fusion" (minus a Fusion Spell) to bring out the boss monsters of the archetype.
 
The main concerns I really have are about how good they are, as well as the design on Element Avatar (and maybe Typhoon Galactic Tempest). Mainly: are the greater Elementals too restrictive (in ATK and SS restriction) to be as good as they could, is Avatar's "Suddenly Dragossack" ability too much, and are the Tokens just too strong for how they can be Summoned? I don't want to make them into 0/0 monsters, but I could have them be weaker than the monsters that Summon them rather than stronger.

 

 

[spoiler='Real cards to consider']Aside from the staples like MST, TT, and stuff like that, of course.


Book of Moon: This card is almost a staple (it was before) due to the usefulness of a Quick-play flip-facedown effect. In addition to forcing your opponent's monsters into their usually-weaker DEF position and preventing their effects from activating (few monsters can do anything other than defend when facedown), you can play this on a Nebula to get it into its stronger-than-its-ATK DEF position and for it to re-use its effect.


Burial from the Different Dimension: Returning your primary Elementals (and to a lesser extent, your Nebulas) back to the Grave for re-use makes this a particularly evil card to play. Fusion Summon one of the Planar Fusions (that isn't an Element Avatar), then play this. See that combo? It wins games.

 

 

Crane Crane: By Normal Summoning this mischievous critter, you get Earth Planar's effect for free and without any restrictions, which means you have much more potential for Normal Summoning Xyz Monsters. SS a Planar Elemental through its own effect, then NS this and SS the discarded Planar Elemental for the newest boss of the patch: Planar Sovereign Asteroidica!


Dragon Rulers: The primary Planar Elementals are situational to use with these as they aren't Dragon-Type, but they do exist in all four Attributes and drop Tokens onto the field as Tribute Fodder or defense. Particularly useful with another created card I posted somewhere else (it's a Level 7 Destiny Draw with a Trag-like Level-changing effect). Probably still not the best way to run Dragon Rulers, but whatever.


Elemental Burst: The Tokens you get from Summoning an Element Avatar fulfills the excessively costly requirement you need to play this, and you don't lose all that much for the sake of a field wipe. I'm just pointing out that you can do this, it isn't necessarily worth running just because. Still, this card gets love, and that's all that matters to you freaks.


Emergency Teleport: It gives you a free Nebula from your Deck, even if it means that you won't get to use its FLIP effect (without a book). Particularly handy for making Xyz plays and to dump the Nebulas in the Grave for their secondary effect (provided you don't let them live until the End Phase).


Fuh-Rin-Ka-Zan: As the Element Avatars are treated as all four of the Attributes needed to make this go off, this can be a silly option to tech for when you do have an Element Avatar Out. Being able to use Forbidden cards is a blast (especially if you're nuking your opponent's frontrow with the Raigeki effect, which is even more useful since this is a Trap). The big issue with this is that it's pretty dead when you don't have an Element Avatar out though.


Gold Sarcophagus: You freely Summon a Token, mainly for Tribute fodder, and then you get the Planar Elemental within two turns. Not as useful as banishing Dragon Rulers, but it's still a nice free Token and helps you set up an Attribute to focus on for the Duel.


Leviair the Sea Dragon: This is a Level 3-based archetype that likes to get their Elementals banished. This is a Rank 3 generic monster that can get you your Elementals back onto the field for more use and boss-Summoning. It also has the potential to pop two of your opponent's cards if you have two Fires to bring out.[/spoiler]

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Bump. I added "other" to all of the primary Elementals in case not having it meant you could discard the monster that was trying to SS itself for the sake of dumping monsters. Then I changed Earth up a bit so it can Tribute itself for its effect. While this is nice for making it easier to go into non-generic Rank 3s such as Totem Bird, I am a bit iffy on this since it does mean Earth becomes the Joker card. Also, Aspect was changed to add the "Nebula" monster to your hand rather than to SS it. Finally, I changed Subzero's effect upon Fusion Summon to be a MST, while its Foolish Burial effect goes off if it kills a monster in battle. This way, it won't be exactly pointless to go into other than for the sake of a 2-card combo that results in a 2500 beater.

 

I'm still wanting feedback on if I have too many Foolish Burial-esque effects for this Deck as well as how "acceptable" the Token-Summoning ability for each of the primary Elementals are, especially since it allows Element Avatar to figuratively become Dracossack. I also still don't feel like I want to keep some of these names since a few of them simply sound stupid.

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  • 2 weeks later...

Bump because about all the other topics get replies, that and I forgot all this time that I had a Trap made for the Set. Plus, the big EARTH one now has a name that isn't as stupid as before.

 

Oh, and no, these do not work well with Dragon Rulers at all. You have the 12 adults, 8 babies, and 8-12 Elementals, for a 28-32 monster Deck. This does not include any other monsters you may want to throw in, such as Veiler, the Nebulas, or REDMD. You'll find yourself too cramped for space to add enough of the normal S/Ts that Dragon Rulers run.

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  • 2 weeks later...
  • 2 weeks later...

This bump is brought to you by the new Xyz monster, since Aspect felt too Nebula-dependent, and the Nebulas are slow FLIP monsters (outside of E-Tele), so...

 

EDIT: Actually, no. I feel like re-doing the card since it basically says "You Xyz Summoned? Cool, now you get a free Fusion monster."

 

EDIT (Again): Ok, I think I've made it useful without making it an instant Fusion Summon. Unless the materials are the same, or you already have some Grave setup. It's untested because DP is a jerk.

 

EDIT (Again again): I decided to change it to a protective effect since I never even considered making any other Rank 3 monster every time I Summoned it. I also changed its name and the other Wormhole's name. Now that other Wormhole doesn't have to discard Elementals to work.

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  • 2 weeks later...
  • 2 weeks later...

More updates made. This time, I got rid of a few stupid things concerning the Spells and Traps (and Aspect), gave the archetype two replacement Gold Sarcs, expanded on the idea of playing in a Macro Deck, helped make it easier to put the Elementals back into the Grave from the Banish Zone, and redone both Return From Relegation and Natural Fervor (now Plane Gate) to give this Deck a bit more defensive potential since the upcoming banlist will severely hamper what defenses this Deck does have.

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  • 2 weeks later...

Ever since I switched to Monarchs on DP, I have finally come to the conclusion that pretty much most Decks on DP are designed to be undermeta. Since this isn't blatantly unfair compared to most of them (I still win most of the time though), I fear that this is UP as well. Not too much though. Could anyone suggest something to improve the archetype without really breaking away from the concepts?

 

 

Edit: I don't like the new effect for Return from Relegation. I should have it changed within a few days, because Summoning two 1800 beaters for free is pretty stupid.

 

Edit again: Ok, now Return from Relegation is a banish-y Scrap Dragon.

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  • 2 weeks later...

Despite this being my signature Archetype in DP, I have never noticed that I did not capitalize Type in any of the lesser Elementals' Token-Summoning effect. That is now fixed. Also, Asteroid Dust and Galaxy Storm's secondary effects that involve banishing itself had been switched on DP, but I had forgotten to do so here. This is also fixed. Also, now that the baby Dragon Rulers are banned, I'll try to make Dragon Ruler Elementals again. The Deck (bound to be changed) still has a ton of monsters, but this time, I don't really feel pressed for space. I'll see how this works out.

 

Finally: somebody, say something GDI.

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This archetype sucks. There are absolutely no "Interdimensional Elemental" monsters here. Maybe if all the "Interdimensional X Elemental" were changed to "Interdimensional Elemental - X", it would be a bit better. (Personally, I would prefer for the archetype to be called "Dimension Element", as that rolls off the tongue a bit easier.)

 

Also, Avatar of Omnipotence should probably be originally LIGHT, but treated as the four elemental Attributes while on the field, since we don't really want to show favoritism to any particular Attribute.

 

Couple OCG fixes: They aren't called Xyz Material Monsters, they are just called Xyz Material. Stuff cannot be destroyed by an opponent, but can be destroyed by an opponent's card. The Fusions should say "Special Summoned from the Extra Deck" rather than "Fusion Summoned", or specify that the summon is treated as a Fusion Summon.

 

That's the extent of the thoughts that currently come to mind.

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This archetype sucks. There are absolutely no "Interdimensional Elemental" monsters here. Maybe if all the "Interdimensional X Elemental" were changed to "Interdimensional Elemental - X", it would be a bit better. (Personally, I would prefer for the archetype to be called "Dimension Element", as that rolls off the tongue a bit easier.)

I think it would have still worked nonetheless, but I decided to not risk it anyway. And besides, I gave it a better archetype name than that.
 

Also, Avatar of Omnipotence should probably be originally LIGHT, but treated as the four elemental Attributes while on the field, since we don't really want to show favoritism to any particular Attribute.

It is supposed to be a combination of all four primary Elementals. Throwing LIGHT or DARK in there wouldn't really make all that much sense. Besides, FIRE is the best Attribute in this archetype.
 

Couple OCG fixes: They aren't called Xyz Material Monsters, they are just called Xyz Material.

It took me forever and a half to realize that. :/

Stuff cannot be destroyed by an opponent, but can be destroyed by an opponent's card.

I think I fixed that now. If it was only present on Cold Shadow.

The Fusions should say "Special Summoned from the Extra Deck" rather than "Fusion Summoned", or specify that the summon is treated as a Fusion Summon.

I didn't find when I said this when I looked for it. The only thing I could think of is the fact that most of them get their effects off when Fusion Summoned. Is that what you're talking about?

That's the extent of the thoughts that currently come to mind.

Soooo, nothing about the actual playability of the Deck (Presuming full functionality, that is)?

 

 

 

 

 

Edit: Deciding to try out having the Tokens be at half strength compared to the Main Deck monsters. The four of them prior to now inflicted 7200 damage (provided they're all direct attacks), and combined with Omnipotence's 3k body, that is a ton of damage that shouldn't really exist.

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I like the 4 base monsters, but it seems to me that you'd need to run at least 2-3 of each, which takes up a lot of space. The Nebula monsters have pretty good effects, but one thing I'd say about the Planars, is that I think that you should change the Token effect to "Once per turn, when a card is banished while you control this face-up card OR if this card is banished, Special Summon one 1 X Planar Elemental Token (X-Type/X/Level 2/ATK X/DEF X.) With how Nebula have their effects revolving around banishing, you'd be able to Special Summon Tokens like crazy. I'd also add some cards that make use of these Tokens - a few spell cards that tribute them to activate various effects, and maybe have a card or two that protects the tokens, though that is optional. I'd also maybe add a few Xyz or Fusion monsters that tribute Tokens to activate special effects, because as they are now, the Tokens just sit there like bumps on logs - they can't be used as Fusion material, they can't be used as Synchro material, they can't be used for Xyz Material, obviously, and you have no monsters in your deck with levels higher than 3, so you won't ever need them to Tribute Summon. 

 

More detailed analysis 

  - First of all, "When Worlds Collide" seems to be a bit of a useless card, unless you plan on adding Intradimensional Elements.

 

  - Seeing as the whole schtick of this archetype is various elements, I'd add a spell or two that has several effects, each of which can only be activated while you have a monster of a specific element on your side of the field.

 

Other than that...I'd say that this is a pretty good archetype, I like it. The one problem that I see possibly getting in the way is that your deck would have to be a bit large, so possible condense several cards into fewer.

 

I really like this archetype, and I hope you add more to it!

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I like the 4 base monsters, but it seems to me that you'd need to run at least 2-3 of each, which takes up a lot of space. The Nebula monsters have pretty good effects, but one thing I'd say about the Planars, is that I think that you should change the Token effect to "Once per turn, when a card is banished while you control this face-up card OR if this card is banished, Special Summon one 1 X Planar Elemental Token (X-Type/X/Level 2/ATK X/DEF X.) With how Nebula have their effects revolving around banishing, you'd be able to Special Summon Tokens like crazy. I'd also add some cards that make use of these Tokens - a few spell cards that tribute them to activate various effects, and maybe have a card or two that protects the tokens, though that is optional. I'd also maybe add a few Xyz or Fusion monsters that tribute Tokens to activate special effects, because as they are now, the Tokens just sit there like bumps on logs - they can't be used as Fusion material, they can't be used as Synchro material, they can't be used for Xyz Material, obviously, and you have no monsters in your deck with levels higher than 3, so you won't ever need them to Tribute Summon. 
Each of the base Planar Elementals have an effect that Tributes as a cost, so the Tokens can serve as fodder that way. Plus, the Tokens are quite useful as Tribute Fodder in a Dragon Ruler/Planar Elemental mix, or so I've experimented. Their existence can help keep Omnipotence alive and absorb attacks. Finally, the 600 pokes could be helpful when you're pushing for game. Also, Wormhole Aegis should be able to work on the Tokens now that I've changed their names to have them become part of the archetype. I suppose I could still take this into consideration to give the archetype a build that is more Token-based than the norm.
More detailed analysis 
  - First of all, "When Worlds Collide" seems to be a bit of a useless card, unless you plan on adding Intradimensional Elements.
That was the old name of the archetype, and this was merely me forgetting to edit the card. Thanks for pointing it out.
  - Seeing as the whole schtick of this archetype is various elements, I'd add a spell or two that has several effects, each of which can only be activated while you have a monster of a specific element on your side of the field.
That seems like a pretty neat idea to try out. I'll get to thinking about what Attribute gets what effect and whatnot.
Other than that...I'd say that this is a pretty good archetype, I like it. The one problem that I see possibly getting in the way is that your deck would have to be a bit large, so possible condense several cards into fewer.
I don't really run into this problem all that much on DP, even when I'm running cards that aren't part of the archetype. You don't have to run all of the cards, which helps keep the Deck at 40 cards immensely. This also allows the archetype to have several styles of being played, such as a normal style, one that is focused on the Element Avatar, or even the previously mentioned Dragon Ruler Elemental build.
I really like this archetype, and I hope you add more to it!
Thanks, and with the ideas streaming from your post, I should be adding more to it soon.


Replies to the bits and pieces that needed replying to are in green. Again, thanks for the suggestions, I'll get to trying out some of these ideas.

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Well, thinking on new cards has produced less results than I had imagined. After an entire week, all I have to add is a new Element Avatar, who isn't even tested yet. Its self-protection and huge ATK was exchanged for effects that mimic the primary Elementals. To make it feel like I added more, I also included a section of cards to consider using with the archetype. It's not much, and pretty obvious, but it includes lolFuh-Rin-Ka-Zan and lolElemental Burst for the lolz.

 

The idea for a Spell Card that changes its effect depending on the Attribute of the monster would be, by nature, pretty versatile, and I have to make sure I don't render anything obsolete on accident by making it. I'll hopefully get it one day. Also, bump.

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  • 3 weeks later...

Bump. I finally have a "Effects vary on the Attribute of the monster" card, a Monster Reborn that makes the card untargetable until the end of the opponent's turn, another one that SSes your banished Nebulas face-down so that their effects can go off, and a new boss that requires 3 Level 3 monsters and is like a backwards Alucard. I also stuck Crane Crane in the list of real cards that would be neat to use here.

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