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  1. 1. What do you think of these cards (as a whole)?

    • They are very helpful to the archetype and I can see the archetype benefitting greatly with the release of these cards.
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    • The cards are beneficial to the archetype, but perhaps some things could've been different. [Feel free to comment on what!]
    • These cards are okay and semi-relevant. Some cards seem out of place, but some I can also see the relation with the archetype.
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    • These cards, I feel, aren't what the archetype needs. [Feel free to comment on what!]
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    • These aren't beneficial to the archetype what so ever. [Please comment why and how I could improve it to better suit the archetype]
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    • What the F*** were you thinking!? [Please tell me---]
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  2. 2. Did you like my approach at the archetype?

    • Yes.
      0
    • No.
      0
    • Yes, but no. [Make a comment and tell me whatcha mean]


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Star Seraph Shield
[LIGHT/L4/Fairy/Effect]
During the turn this card is Special Summoned, "Star Seraph" monsters you control are unaffected by your opponent's card effects.
ATK/800 DEF/2000


Star Seraph Hunter
[LIGHT/L4/Fairy/Effect]
When this card is sent from your hand to the Graveyard to activate a monster's effect: Destroy 1 card your opponent controls, then add 1 "Star Seraph" monster from your Deck to your hand, except "Star Seraph Hunter".
ATK/1500 DEF/900

Star Seraph General
[LIGHT/L4/Fairy/Effect]
You can only activate each effect once while this card is face-up on the field. You can only activate an effect of "Star Seraph General" once per turn.
* Send 1 "Star Seraph" Spell/Trap Card from your hand to the Graveyard; Special Summon 1 "Star Seraph Sword" in face-up Attack Position.
* Send 1 "Star Seraph" monster from your hand to the Graveyard; Special Summon 1 "Star Seraph Shield" in face-up Defense Position.
ATK/1800 DEF/1000

Star Seraph Sign
[Normal Spell Card]
Add 2 "Star Seraph" monsters from your Graveyard to your hand. This turn, you cannot Normal Summon cards added to your hand by this effect, or cards with the same name.
When this card is sent from your hand to the Graveyard to activate a monster's effect: Add 1 "Star Seraph" card from your Deck to your hand, except "Star Seraph Sign".

Star Seraph Allignment
[Normal Trap Card]
Activate only if you control 2 or more face-up "Star Seraph" monsters. Shuffle 2 "Star Seraph" monsters from your Graveyard into your Deck, and if you do, banish 1 card your opponent controls. You cannot attack during the turn you activate this card.

 

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More may come in the future, tell me what you think. Don't feel the need to comment on each one, commenting on one is perfectly acceptable. You have my permission to break the Advanced Clause within reason, as I understand sometimes it is difficult to achieve with multiple cards.

 

Willing to answer questions or take suggestions on future cards for the archetype, find the official archetype here: http://yugioh.wikia.com/wiki/Star_Seraph

 

Things of note about the official archetype:

-2 of 3 Main Deck monsters involve sending from the hand to Grave for the activation of their effects.

-2 of 3 Main Deck monsters involve Special Summoning "Star Seraph" monsters from the hand.

-Due to the above notes, the hand exhausts very fast, so to combat it I added pluses that the archetype would need to stay in the game after their first push.

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Ooh, I like this.

Now, I'm not even knowledgeable enough about the current game to make for a decent casual player, but I'll try my best to give my opinion on these cards without sounding like an idiot.

 

Shield: A decent enough effect. Good, even, especially if you're either attacking for game this turn need to set up for something.

 

Hunter: Search and destroy! Well, I guess not in that exact order. I really like the effect for this one being able to give itself up to take down another card on the field, all the while both functioning as the cost for an effect - presumably General to set up your Shield for the turn - AND bring search another seraph for you. Not sure if I have the right terminology, but that would make it a +1?

 

General: The miniboss? It's a nice card that gives you options. Options that both result in a +1, I believe. General lets you throw down hunter for a nice Shield, a card destroyed via Hunter's effect, and a new seraph in hand. Alternatively, it lets you send Sign for a new seraph in hand + a monster.  Either way, you're getting a good reward given the possible cards you can send.

 

Sign: This archetype appears to revolve around sending something to the grave to get something else, so it's smart to have a card that allows you to reclaim some of the cards you'll be tossing out.  The other potential use was covered in General.

 

Alignment: It's like a mini pot of Avarice that bites your opponent in the ass. And  nope, no reborn for you. Given the searching potential of these cards, shuffling into the deck isn't even much of a hindrance. Also, +1 for the balancing effect of not allowing an attack that turn.

 

I'm no OCG guru, so I won't even bother there. All in all, nice cards. Seems like they'd be pretty fun to play with, though I'd certainly run Avarice just in case. 

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Hunter would +2 with General, +1 with Sage, and break even with Sword.

 

General doesn't + unless you discard one of the archetypes "reward" cards (Hunter/Sign). The playmaker of the deck, if you will, while also a card that requires you run multiples of Sword/Shield, cards that aren't a "Must run at 3", for the archetype to consistantly be able to pop the one out you need when getting it. High risk/high reward.

 

Yeah, the deck has massive discarding uses to function, and this is usually countered via Teyths (2400 Fairy, draw a Fairy, draw another card) to get many cards in hand so the discards don't matter. The recycle is a +1 so when they make a play they aren't instantly out of the duel, but also for when Sage/General want to make a play, and could also make Summoner Monk a more viable option in the Deck as well.

 

Allignment is a straight up 0, as it goes to the Grave and takes something your opponent controls with it (except, banished). The mini pot does help keep General active, but was moreso geared to give it a prerequesite as all banish 1-4-1 cards should have in my oppinion. I didn't want to have 1 that simply required field prescence (which with discard plays is easy to achieve), I wanted something more that isn't a straight up drawback.

 

Overall, thanks for commenting and stating your thoughts about the cards, I appreciate it (thus the like!). You didn't suggest any changes, so I assume in your eyes it was well executed, unless you have a latent suggestion?

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  • 8 months later...

The only problem i have with any of them is that all of the existing star seraph monsters have the third word in their name start with S.

 

 

General

It's not specified where you special summon shield and sword from

 

Sign & Allignment

Would be good for getting cards out of the grave, especially with all the throwing away and summoning star seraphs do.

...also alignment is spelled wrong.

 

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