DarkGreyWing Posted February 17, 2014 Report Share Posted February 17, 2014 Seraph Sentry LV3 - Once per turn, you can activate one trap card from your hand. During the end phase of your opponents turn, if you activated a spell or trap card that turn, you can send this card to the graveyard to special summon one Seraph Sentry LV6 from your hand or deck. Seraph Sentry LV6 - This card cannot be normal summoned or set. This card cannot be special summoned except by the effect of Seraph Sentry LV3. Once per turn, during either players turn, you can activate one spell or trap card from your hand. You can send one card you control to the graveyard to negate the activation of a spell or trap card. During your opponents end phase, if you activated one spell or trap card that turn, you cans end this face up card to the graveyard to special summon one Seraph Sentry LV9 from your hand or deck. This card cannot be normal summoned or set. This card cannot be special summoned except by the effect of "Seraph Sentry LV6." Discard one card to negate the activation of your opponents Spell, Trap, or Monster Effect. During either players turn, you can activate Spell or Trap cards from your hand. If you control any monsters that aren't Fairy-type monsters, banish all "Seraph" monster on the field and in your graveyard. Seraph Sentry LV12 - This card cannot be normal summoned or set. This card cannot be special summoned except by banishing one "Seraph Sentry LV3," "Seraph Sentry LV6," and "Seraph Sentry LV9" from your graveyard. You cannot summon this card if you have set any spell, trap cards, summoned or set any monsters, or activated any effects this turn. This card's summon cannot be negated. When this card is special summoned, discard all cards in your hand. Banish one card in your graveyard to negate the summon of a monster, or activation of your opponents spell, trap or monster effect. Both players can activate card effects from their hand. Link to comment Share on other sites More sharing options...
DarkGreyWing Posted February 18, 2014 Author Report Share Posted February 18, 2014 Buuuump Link to comment Share on other sites More sharing options...
DarkGreyWing Posted February 20, 2014 Author Report Share Posted February 20, 2014 B-U-M-P Link to comment Share on other sites More sharing options...
DarkGreyWing Posted February 22, 2014 Author Report Share Posted February 22, 2014 B Link to comment Share on other sites More sharing options...
Not-so-Radiant Arin Posted February 22, 2014 Report Share Posted February 22, 2014 The entire Seraph Sentry line is broken because you can activate Torrential from your hand. Level 6 is fucking broken because it's a Shi-En that can be activated more than once per turn. Level 9 is a 3200 ATK Solemn Judgment for, essentially, free. Tell me, how is this ever okay? Oh, and you can still activate Torrential from your hand. The Level 12 is actually lackluster and more worthless than all three of its other counterparts, simply because you have a really convoluted way of just saying "your opponent can play cards". Granted, it also has the effect of locking down your opponent's entire field, but having to ditch your entire hand to bring it out anyways isn't really worth it. In conclusion, you need to take a look at Level 3, 6, and 9. They're absolutely bonkers. Especially Level 9. Link to comment Share on other sites More sharing options...
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