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MLP:FiM - Rise of Harmony v2.0 (HD UPDATE + NEW SPIKE SEARCHER CARD!)


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UPDATE: April 6, 2014

After a few hours well spent, I finally finished recreating the ponies using Judas' HD template, and man! Do they look amazing!

 

Also, I took yesterday to playtest the deck, and made some major changes to improve the speed and reduce the hand-milling down to tolerable levels, including adding the new searcher card. Apparently it was underpowered, which is surprising for YCM. xD

 

The pictures also have all been uploaded to a Imgur album down below instead of posted in the thread, since they are so huge.

 

Thanks guys!

 

Original Post:
Alright, alright. I know what you're thinking. "OMG O-NETHER GHEY MLP:FIM DECK!!!!!!11111 YEH, THAT TTOLALLY HSN'T BIN DUN B4!!! BURN IT W/ FIRE! FLAME FLAME BURN BURN RAWR" (Pun intended ^.^) But despite the vast number of MLP-based decks that I've seen over the past couple years, I've been noticing that many of them lack one essential thing that must be in all Yu-Gi-Oh decks: synergy. 
 
No offence to the creators, I actually absolutely love a ton of their ideas they put in their decks, but when I really begin to break them down, compared to modern competitive decks like Fire Fist, Dark Worlds, or Geargias, they really don't have the speed, combos, or raw power to counter any of these, OP-effects aside.
 
Deck Mechanics:
I also wanted to introduce a frankly, dying deck strategy nowadays, counters (as in, Spell Counters), to construct my deck around. These counters, called "MLP" counters (10/10 creativity :3) are gained by Normal/Special Summoning "MLP" monsters to the field, as well as "The Element of ..." Spell Cards. The counters can be then used to activating each "MLP" monster's effects such as destroying Spells/Traps/monsters, searching, drawing extra cards, and more, requiring players using this deck to plan and invest their counters based on the enemy. Potentially, it can be very flexible to adapt to different decks quickly.
 
If you're familiar with My Little Pony, you also know that the Elements of Harmony are the ponies' most powerful weapon, a combination of 6 attributes such as kindness, honesty, etc.. Each of the Mane 6, the main characters of the show, are assigned to one of those attributes according to their personality. Thus, I added, when a pony has 3 counters on it, and their corresponding element Spell Card is in the Graveyard, you can Tribute the pony and banish the Spell Card from your Grave to Special Summon their "Harmony" form from your Graveyard or Deck.
 
Each "Harmony" upgrade boast higher ATK and DEF, as well as enhanced effects of their previous counterparts. Banishing 2 or more "Harmony" cards also have a final, "secret" effect later in the cards. Just scan through the cards, you're bound to find it. ^.^
 
So without further ado, here it is. OCG corrections, criticisms on individual cards' effects, criticisms on the deck as a whole, and of course, OP-ness and much required nerfs are greatly appreciated. The harsher, the better. Nothing better to stress a couple points than to, well... stress it. xD I plan to challenge other decks on Duel Portal Online, so I want this to be as fair as possible. ^.^
 
Special thanks to Zextra's absolutely AMAZING Photoshop templates. Without those, I would've been stuck using the terrible uh, uhm... "simple"... card generator. ^.^ Also, now thanks to Judas' HD templates which I used to recreate v2.0. :D
 
And thanks to the artists whose pictures I've stolen borrowed. Their skill is simply extraordinary, and all of you should really take the time to head down to the bottom and give these guys some credit!

 

MLP:FiM - Rise of Harmony v2.0
 
[spoiler="Deck List: 40"]
Monsters: 24
3 MLP - Applejack
3 MLP - Fluttershy
1 MLP - Harmony Applejack
1 MLP - Harmony Fluttershy
1 MLP - Harmony Pinkie Pie
1 MLP - Harmony Rainbow Dash
1 MLP - Harmony Rarity
1 MLP - Harmony Twilight Sparkle
3 MLP - Pinkie Pie
3 MLP - Rainbow Dash
3 MLP - Rarity
3 MLP - Twilight Sparkle
 
Spells: 16
3 Dragon Scrolls
3 MLP - Call of Friendship
1 MLP - The Elements of Harmony
3 MLP - The Tree of Harmony
1 The Element of Generosity
1 The Element of Honesty
1 The Element of Kindness
1 The Element of Laughter
1 The Element of Loyalty
1 The Element of Magic
 
Traps: 0
[/spoiler]
 
[spoiler="Monsters: 12"]
MLP - Applejack
EARTH/Beast/4 Stars/0001
1600/1900
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, you can remove 1 "MLP" counter from this card (max. 3) to target 1 face-up Attack Position monster on the field; destroy that target.
 
PURPOSE:
Used to eliminate powerful and/or essential monsters from the field in-exchange for attacking. Trades high ATK and DEF for popping monsters on the field.


 
MLP - Harmony Applejack
EARTH/Beast/8 Stars/0002
2600/2900
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, you can remove 1 "MLP" counter from this card (max. 5) to target 1 monster on the field; destroy that target.
 
PURPOSE:
Used to eliminate powerful and/or essential monsters from the field in-exchange for attacking. Upgrade to "Harmony" leads to powerful beater and field presence.


 
MLP - Fluttershy
WIND/Winged-Beast/2 Stars/0003
1400/1100
FLIP: Add 1 "MLP" monster from your Deck to your hand, except "MLP - Fluttershy".

During your End Phase, change this card to face-down Defense Position.

 
PURPOSE:
Main searcher in the Deck. Activates nontheless if it is destroyed by battle, can be spammed multiple times, and best coupled with "MLP - Rainbow Dash" or "MLP - Harmony Rainbow Dash".


 
MLP - Harmony Fluttershy
WIND/Winged-Beast/6 Stars/0004
2400/2100
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, you can remove 1 "MLP" counter from this card (max. 5) to target 1 "MLP" card in your Deck; add it to the hand.
 
PURPOSE:
Main searcher in the Deck. Gains attacking ability and selecting ANY "MLP" card in-exchange for token cost. Can search for "MLP - Tree of Harmony" which then leads to new Element/Counter and +500 ATK/DEF.


 
MLP - Pinkie Pie
EARTH/Beast/4 Stars/0005
1500/1300
If you control a face-up "MLP" monster with 2 or more counters: You can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field: add 1 "MLP" counter to it. Once per turn, you can remove 1 "MLP" counter on this card (max. 3) to target 1 monster on the field; its ATK is halved, until the End Phase.
 
PURPOSE:
Knocks down powerful ATK monsters down to their knees. Great supportive monster to take out those pesky high-leveled monsters.


 
MLP - Harmony Pinkie Pie/0006
EARTH/Beast/8 Stars
2500/2300
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, during either player's turn, you can remove 1 "MLP" counter on this card (max. 5) to target 1 monster on the field; its ATK is reduced to 0, until the End Phase.
 
PURPOSE:
Knocks down powerful ATK monsters down to their knees. Great supportive monster to take out those pesky high-leveled monsters.


 
MLP - Rainbow Dash
WIND/Winged-Beast/5 Stars/0007
2300/500
If you control a face-up "MLP" monster with 2 or more counters: You can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, when a opponent's monster declares an attack, you can remove 1 "MLP" counter from this card (max. 3); change the target to this card instead.
 
PURPOSE:
Great defensive weapon to protect "MLP - Fluttershy" or other "MLP" monsters while you prepare and set up your attack, at the cost of a Tribute.



MLP - Harmony Rainbow Dash
WIND/Winged-Beast/10 Stars/0008
2700/1800
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, during either player's turn, you can remove 1 "MLP" counter from this card (max. 5); your opponent cannot target any "MLP" monsters for card effects or for battle, except this one, until the End Phase.
 
PURPOSE:
Excellent improvement from the last, adding 1 extra layer of protection from targeting Spells/Traps like D-Prison, Book of Moon, Veiler, at the cost of itself and a token.


 
MLP - Rarity
LIGHT/Spellcaster/Level 4/0009
1600/1500
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, you can remove 2 "MLP" counters from this card (max. 3), then your opponent gains 500 Life Points and you draw 1 card.
 
PURPOSE:
Card advantage at the cost of opponent LP gain and a couple tokens.


 
MLP - Harmony Rarity
LIGHT/Spellcaster/Level 8/0010
2600/2500
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, you can remove 2 "MLP" counters from this card (max. 5), then your opponent gains 500 Life Points and you draw 2 cards.
 
PURPOSE:
Much greater card advantage at the cost of opponent LP gain, and a couple tokens, and Battle Phase.


 
MLP - Twilight Sparkle
LIGHT/Spellcaster/4 Stars/0011
1900/1800
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, you can remove 1 "MLP" Counter from this card (max. 3) to target 1 Spell/Trap card on the field; destroy it.
 
PURPOSE:
Main defense from opponent's Spells/Traps. Eliminates Set/activated cards with relative easy and little cost.


 
MLP - Harmony Twilight Sparkle
LIGHT/Spellcaster/8 Stars/0012
2800/3000
When this card is Normal or Special Summoned: You can target 1 face-up "MLP" card on the field; add 1 "MLP" counter to it. Once per turn, during either player's turn, when a Spell/Trap card is activated that destroys 2 or more "MLP" monsters on the field, you can remove 2 "MLP" counters from this card (max. 5); negate the activation, and if you do, destroy it.
 
PURPOSE:
Main defense from opponent's Spells/Traps x2. Mini-Stardust (except for the ATK :P), for monsters and that doesn't target, at the cost of a couple tokens.
[/spoiler]
 
[spoiler="Spells: 9"]
MLP - Call of Friendship
SPELL/Continuous/0013
Once per turn, if you control a face-up "MLP" monster, you can Normal Summon/Set 1 additional monster to your side of the field.
 
PURPOSE:
Extra Monster → Field Presense → Extra Token → More "Harmony" Special Summons and greater speed


 
MLP - The Elements of Harmony
SPELL/Quick-Play/0014
Activate only if you have 2 or more "Element" cards removed from play, except for "The Elements of Harmony". Special Summon "MLP - Harmony" monsters from your Graveyard, up to the number of "The Element of" Spell cards removed from play as possible. Then, during the End Phase, banish all monsters that were Special Summoned by this effect. This card can only be activated once per Duel.
 
PURPOSE:
The ultimate secret/fall-back card for my MLP deck, and very likely a game-changer for the entire outcome of the Duel. High risk/reward, as a simple "Negate Attack" can end the entire Duel and banish the powerhouses for good.



MLP - The Tree of Harmony
SPELL/Field/0015
All "MLP - Harmony" monsters gain 500 ATK and DEF. Once per turn: You can discard 1 card; add 1 "The Element of" or "MLP - The Elements of Harmony" Spell card from your Deck to your hand. When a "MLP - Harmony" monster is Special Summoned: Draw 1 card.
 
PURPOSE:
Additional ATK/DEF for the already powerful "Harmony" monsters (which probably calls for a nerf on them?), as well as speed for bringing out the "Harmony" monsters and card advantage.


 
"The Element of" Cards:
 
The following six cards are pretty repetitive, but that is for keeping the deck fast and mobile, instead of depending on chance luck to match 1 monster with 1 card. 
 
PURPOSE:
Extra tokens lead to more "Harmony" Special Summons and more effects to defend monsters/card advantage. Also, leads to "Harmony" Special Summons (duh :P).
 
The Element of Generosity
SPELL/Normal/0016
Target 1 "MLP" monster on your side of the field; add 1 "MLP" Counter to it. If your target was "MLP - Rarity"; add 2 "MLP" counters instead. During your Main Phase: You can Tribute 1 "MLP - Rarity" with 3 "MLP" counters on it you control and banish this card from your Graveyard to Special Summon 1 "MLP - Harmony Rarity" from your Deck or Graveyard to your side of the field.



The Element of Honesty
SPELL/Normal/0017
Target 1 "MLP" monster on your side of the field; add 1 "MLP" Counter to it. If your target was "MLP - Applejack"; add 2 "MLP" counters instead. During either player's turn: You can Tribute 1 "MLP - Applejack" with 3 "MLP" counters on it you control and banish this card from your Graveyard to Special Summon 1 "MLP - Harmony Applejack" from your Deck or Graveyard to your side of the field.


 
The Element of Kindness
SPELL/Normal/0018
Target 1 "MLP" monster on your side of the field; add 1 "MLP" Counter to it. If your target was "MLP - Fluttershy"; add 2 "MLP" counters instead. During your Main Phase: You can Tribute 1 "MLP - Fluttershy" with 3 "MLP" counters on it you control and banish this card from your Graveyard to Special Summon 1 "MLP - Harmony Fluttershy" from your Deck or Graveyard to your side of the field.


 
The Element of Laughter
SPELL/Normal/0019
Target 1 "MLP" monster on your side of the field; add 1 "MLP" Counter to it. If your target was "MLP - Pinkie Pie"; add 2 "MLP" counters instead. During your Main Phase: You can Tribute 1 "MLP - Pinkie Pie" with 3 "MLP" counters on it you control and banish this card from your Graveyard to Special Summon 1 "MLP - Harmony Pinkie Pie" from your Deck or Graveyard to your side of the field.


 
The Element of Loyalty
SPELL/Normal/0020
Target 1 "MLP" monster on your side of the field; add 1 "MLP" Counter to it. If your target was "MLP - Rainbow Dash"; add 2 "MLP" counters instead. During your Main Phase: You can Tribute 1 "MLP - Rainbow Dash" with 3 "MLP" counters on it you control and banish this card from your Graveyard to Special Summon 1 "MLP - Harmony Rainbow Dash" from your Deck or Graveyard to your side of the field.


 
The Element of Magic
SPELL/Normal/0021
Target 1 "MLP" monster on your side of the field; add 1 "MLP" Counter to it. If your target was "MLP - Twilight Sparkle"; add 2 "MLP" counters instead. During your Main Phase: You can Tribute 1 "MLP - Twilight Sparkle" with 3 "MLP" counters on it you control you control and banish this card from your Graveyard to Special Summon 1 "MLP - Harmony Twilight Sparkle" from your Deck or Graveyard to your side of the field.

*NEW*
Dragon Scrolls
SPELL/Normal/0022
Add 1 Level 5 or lower "MLP" monster from your Deck. Your Deck is then shuffled.


PURPOSE:
Basic searcher to increase the speed of the Deck.
[/spoiler]
 
Credits coming soon.

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Really?That's actually pretty funny, because I thought that I had too MANY monsters in my attribute. xD A standard deck list usually has, what, 8 or 9 copies of cards that they use, plus spells and traps? Pushing it with 12 seemed like a bit of a stretch.

 

Nonetheless, I didn't want to spill over with a ton of "MLP" references like Derpy or Lyra, just because it would take a bit of time to make them, as well as finding a place for them to fit in the synergy of the whole deck.

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  • 4 weeks later...
  • 3 weeks later...

Armour for everypony? Hey, what'cha doing for the season 4 finale? Twilight vs Tirek battle, I'm asking.

 

Yes, a pony fought. It was with magic, but it was awesome!

 

I think AJ should have the highest attack because she's the strongest of the Six. Dash is undoubtedly the fastest (except when Twilight has the Tri-Boost).

 

I disagree largely with Fluttershy having higher ATK than DEF because I don't think it suits either per personality or her performance: in normal state (mentally) she never throws a kick, even against the Changelings. She's more defensive, with an incredibly dangerous double-effect (cuteness + The Stare).

 

Thinking of the number of cards in my own MLP set, the Mane 6 alone are sufficient to make their own deck, but then I made them leveling monsters with 2-3 cards each, not even including their Humanizations. If you add the royals, you're getting dangerously close to full, and you still have to support the ponies with spells and traps because they're still weak physically compared to other creatures -- but their abilities are haxed. Especially Twilight, who can turn things into oranges (and that's when she misses her target).

 

EDIT: I've noticed that for your Applejack cards you say the effect is at the cost of attacking, but I don't see anything in the effect to suggest this is true (there's no 'this monster cannot attack on the turn this effect is activated' line). All your monsters can attack and use their effects on the same turn. Also, I believe that being able to destroy a monster card with an effect without restriction as to level or power (ATK/DEF) or type, etc. is a bit on the OP side.

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