Βyakuya Posted March 10, 2014 Report Share Posted March 10, 2014 The Almighty Helix Fossil Continuous Spell You can only control 1 "The Almighty Helix Fossil". While this card is face-up on the field: You cannot activate the effects of non-"Helix" Spell, Trap, or monsters. This card cannot be destroyed by your opponent's card effects. Once during either player's turn, if you control no face-up monsters: You can Special Summon 1 "Helix's Disciple" from your hand. Each time the effect of a "Helix's Disciple" monster you control activates, your opponent can pay 600 Life Points; that monster's effect(s) are negated and is sent to the Graveyard during the End Phase. If your opponent negated a monster's effect(s) this way; place 1 Anarchy Counter on this card. If a "Helix's Disciple" monster you control destroys your opponent's monster as a result of battle while this card has 6 Anarchy Counters: You win the duel.Helix's Disciple - Pidgeot the Bird Jesus Level 8 WIND Winged-Beast ATK/2800 DEF/2100 Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "The Almighty Helix Fossil" or a "Helix" card and cannot be Special Summoned any other ways. Once per turn, if this card has not declared an attack, you can discard 1 card; return all face-up monsters your opponent controls to the hand. Then, if this card's effect resolves, draw 1 card. Once per chain, your opponent activates the effect of "The Almighty Helix Fossil", you can remove 1 Anarchy Counter from anywhere on the field; Return this card to the hand, and Special Summon 1 "Helix's Disciple" from your hand in face-up Defense Position, except for "Helix's Disciple - Pidgeot the Bird Jesus".Helix's Disciple - Zapdos the Battery Jesus Level 8 LIGHT Thunder ATK/3000 DEF/2500 Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "The Almighty Helix Fossil" or a "Helix" card monster and cannot be Special Summoned any other ways. During the End Phase, if this card did not declare attack, you can discard 1 card; Destroy all Spell and Trap cards your opponent controls. Once per turn, you can add 1 "Helix's Disciple" card from your Deck your hand. Once per chain, your opponent activates the effect of "The Almighty Helix Fossil", you can remove 2 Anarchy Counters from anywhere on the field; Return this card to the hand, and Special Summon 1 "Helix's Disciple" from your hand in face-up Defense Position, except for "Helix's Disciple - Anarchy Lord Zapdos".Helix's Disciple - The All-Terrain Venomoth Level 6 WIND Insect ATK/1900 DEF/1000 Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "The Almighty Helix Fossil" or a "Helix'" card and cannot be Special Summoned any other ways. When a "Helix's Disciple" monster you control battles an opponent's monster, during damage calculation, you can send this card from your hand to the Graveyard; Halve your opponent's battling monster's original ATK until the end of that Damage Step. When your opponent declares a direct attack while you control no monsters: You can Special Summon this card from the Graveyard in face-up Attack Position. When this card is sent to the Graveyard, you can target 1 other "Helix's Disciple" in your Graveyard; add it to your hand. You can only activate this effect once per turn.Helix's Disciple - King Fonz the Nidoking Level 7 EARTH Reptile ATK/2400 DEF/2500 Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "The Almighty Helix Fossil" or a "Helix" card and cannot be Special Summoned any other ways. When this card is Special Summoned by the effect of "The Almighty Lord Helix" or a "Helix" monster, you can target 1 face-up card on the field; destroy it. Once per turn, you can discard 1 card; This turn, this card can attack your opponent directly When this card attacks: Your opponent cannot activate the effects of Spell or Trap cards until the end of the Damage Step. When this card is sent to the Graveyard: Battle Damage you take for the rest of the turn is halved. Helix's Disciple - Lapras the Fresh Prince Level 4 WATER Aqua ATK/1200 DEF/2200 Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "The Almighty Helix Fossil" or a "Helix" card and cannot be Special Summoned any other ways. During either player's turn, you can tribute this face-up card and target 1 "Helix" monster in your Graveyard; Special Summon it in face-up Attack Position with it(s) effects negated and it returns to the hand during the End Phase. This effect cannot be negated by the effect of "The Almighty Helix Fossil". During either players turn, you can discard 1 card: Until the End Phase, all monsters on the field's ATK become their original ATK and their effect(s) are negated. Lord Helix Level 12 WATER Rock ATK/1500 DEF/3500 Cannot be Normal Summoned or Set. Must be Special Summoned from your hand if there are exactly 3 "Helix's Disciple" in your Graveyard and cannot be Special Summoned any other ways. When this card is Special Summoned; Place 1 Anarchy Counter on a "The Almighty Helix Fossil" you control. Once per turn, if this card is in face-up Defense Position, you can target 1 "Helix" card in your Graveyard; Add it to your hand. During either player's turn, when your opponent activates a card effect, you can banish this face-up Defense Position card; Special Summon up to 2 "Helix" monsters with different names from your hand. During your next Standby Phase you activated this card's effect: Return this banished card to the top of the deck. Helix's Apprentice - Abby the Charmeleon Level 4 FIRE Dragon ATK/1900 DEF/1600 You can banish this card in your hand; Add 1 "The Almighty Helix Fossil" from your Deck to your hand. When this banished card is Special Summoned; All "Helix" monsters you control gain 400 ATK. Helix's Apprentice - Dux the Farfetch'd Level 4 WIND Winged-Beast ATK/1700 DEF/100 During the End Phase of either player's turn, you can banish this card in your hand; Add any "Helix" cards that were sent to the Graveyard this turn to the top of the deck in any order. When this banished card is Special Summoned; select 1 face-up monster on the field and change its battle position. Helix's Apprentice - Drowzee the Keeper Level 4 DARK Psychic ATK/1400 DEF/1300 While you control a face-up "Helix" monster, you can banish this card in your Graveyard; Face-up cards your opponent controls are negated until the End Phase. When this banished card is Special Summoned; Draw 1 card. Helix's Apprentice - Digrat the Raticate Level 4 EARTH Beast ATK/1000 DEF/300 You can banish this card in your hand; Add 1 "Fate of Helix - PC of Truth" from your Deck to your hand. When this card is Special Summoned; Target up to 2 "Helix" cards in your Graveyard and 1 card in your opponent's Graveyard; Shuffle those targets into the decks. Fate of Helix - PC of Truth Continuous Spell Once per turn, you can banish 1 "Helix" monster in your hand, deck, or Graveyard. During your next Standby Phase the turn you activated this card's effect; Special Summon that banished monster; it cannot declare an attack while it is face-up on the field. Your opponent cannot activate Spell or Trap effects in response to that monster's Special Summon. When this card is destroyed by your opponent's card effect; place 1 Anarchy Counter on a "The Almighty Helix Fossil" you control. Emissary of the Dome - Flareon Level 10 FIRE Beast ATK/0 DEF/0 You can destroy all "Helix" monsters you control and/or banish "Helix" cards in your Graveyard; Special Summon this card from your hand to your opponent's side of the field. This card gains ATK equal to the number of monsters destroyed/banished by this card's effect x1000. When this card destroys your opponent's monster by battle; This card gains 1000 ATK. When this card is destroyed, inflict damage to your opponent equal to half the ATK this card had when it was on the field, also place 3 Anarchy Counters on a face-up "The Almighty Helix Fossil" you control. Consult the Helix! Normal Spell You can only activate 1 "Consult the Helix!" once per turn. Select one of the following to activate: -Place 2 Anarchy Counters on a face-up "the Almighty Helix Fossil" you control. You cannot conduct your Battle Phase during the turn you activate this face-up card, also face-up "Helix's Disciple" monsters you control have their effects negated until the End Phase. -Remove 2 Anarchy Counters from anywhere on the field; Draw 2 cards. Start9 Quick-Play Spell If you a face-up "Helix" monster, excavate the top 3 cards of your deck. If you revealed any "Helix's Disciple" monsters, destroy a number of Spell and Trap cards equal to the number of "Helix's Disciple" monsters revealed this way, then place those cards on the top of the deck in any order. This effect cannot be negated by the effect of "The Almighty Helix Fossil". Judgment Day of Helix Counter Trap When your opponent activates the effect of a "The Almighty Helix Fossil" you control, negate that effect, then place 1 Anarchy Counter on that card and banish this card. Ledge of Doom Normal Trap Return all face-up "Helix" monsters you control to the hand (min. 1); Your opponent cannot declare an attack this turn, and the effects(s)of "Helix" monster(s) cannot be negated until the End Phase of this turn. This card cannot be negated by the effect of "The Almighty helix Fossil". -------------------------------------------------- Yeah I actually had this idea in mind...and here it is. Totally preposterous concept, where I have no idea if I balanced this archetype good enough or too much this deck can do nothing. There's a lot of powerful effects, alongside some unnecessary/fun cards. But if I at least spent an hour improvising every card of this archetype, there's bound to be some good attributes. CnC? Link to comment Share on other sites More sharing options...
Delibirb Posted March 10, 2014 Report Share Posted March 10, 2014 Actually a very coherent archetype! With simple name changes these could be put in Realistic Cards, though with some repairs. Bird Jesus' mass bounce effect is pretty OP for how easy it is to summon it with the archetype's keystone. Also, with the effects of cards like Consult the Helix!, the wincon is a bit too easy to reach. On the chance you open Helix Fossil and 3 Consults, and one of the beaters, you FTK if your turn was second. As unlikely as that is, it is possible, and should not be. I would suggest increasing the number of counters needed for victory, or ditch the when a Helix monster destroys a monster to something a bit more difficult. Maybe a specific monster? Link to comment Share on other sites More sharing options...
Βyakuya Posted March 10, 2014 Author Report Share Posted March 10, 2014 Actually a very coherent archetype! With simple name changes these could be put in Realistic Cards, though with some repairs. Bird Jesus' mass bounce effect is pretty OP for how easy it is to summon it with the archetype's keystone. Also, with the effects of cards like Consult the Helix!, the wincon is a bit too easy to reach. On the chance you open Helix Fossil and 3 Consults, and one of the beaters, you FTK if your turn was second. As unlikely as that is, it is possible, and should not be. I would suggest increasing the number of counters needed for victory, or ditch the when a Helix monster destroys a monster to something a bit more difficult. Maybe a specific monster? Well if Bird Jesus can do that then I might as well tone down Battery Jesus as well. But after all it's an effect worth negating despite the bouncing part. Also, I made it 6 because it was equal to the number of Pokemon you can have on a team, so I dunno if I will change that. And if I do several numerical changes then fixing proper ratios will be difficult and time-consuming. So I'll place the Once per turn clause of Consult the Helix. But thanks for the critique anyways. :D Link to comment Share on other sites More sharing options...
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