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The Winterdeep archetype ... re-start.


Elia41

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Hey there!

 

Due to the rules about necrobumping and my PC being unable to copy-paste cards, the previous Winterdeep thread died some time ago without me completing it. Except this archetype is complete and I want to post it full, so here it comes, yet again. All of it. There are other archetypes I want to post and this one took me long enough already.

 

[spoiler=Regular Monsters]

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Lore: When this card is sent to the Graveyard, equip it to target "Winterdeep" monster. This monster can use its ability twice per turn.

 

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Lore: When this card is sent to the Graveyard, return a Spell from your Graveyard to the bottom of your Deck.

 

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Lore: Once per turn, discard a Spell and target 1 monster you control: it gains ATK equal to the current ATK of "Winterdeep Magician".

 

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Lore: When this card is successfully Normal Summoned and is alone under your control, you can Special Summon a Level 4 or lower "Winterdeep" monster from your Graveyard.

 

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Lore: This card can be Special Summoned from your Deck if a "Winterdeep" monster was sent to the Graveyard by any Spell except "Fusion". If it was Special Summoned this way, it gains 500 ATK until the end of turn.

 

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Lore: If a "Winterdeep" monster was to be destroyed by Spell effect, you can send this monster to the Graveyard to negate its destruction. Special Summon it in Attack Position during your next turn.

 

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Lore: Once per turn, this creature can destroy an active Spell your opponent controls. It cannot attack this turn.

 

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Lore: During each of your Standby Phase, target 1 face-down card your opponent controls; reveal it. If it is a Spell, it cannot be activated this turn.

 

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Lore: Once per turn, when your opponent activates a Spell: you can pay 500 Life Points to take control of it.

 

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Lore: Once per turn, you can discard 2 Spells to return 1 "Winterdeep" Fusion monster from your Graveyard. This monster cannot be used as Fusion material this turn.

 

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Lore: Once per turn, add 1 Level 4 or lower "Winterdeep" monster monster from your Deck to your hand. You cannot play Spells this turn.

 

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Lore: You can Special Summon this card if a "Winterdeep" monster was Fusion Summoned; It cannot be destroyed.

 

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Lore: Once per turn, if your opponent played 1 or more Spells the previous turn, you can tribute 500 Life Points to choose a "Winterdeep" monster in your Graveyard whose level is inferior or equal to the number of Spells your opponent played; Special Summon it.

 

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Lore: On the turn this monster was Normal Summoned, target 1 Continuous Spell your opponent controls: destroy it.

 

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Lore: FLIP - reveal the top 3 cards of your Deck: add any Spell revealed this way to your hand. 

[/spoiler]

 

[spoiler=Fusion Monsters]

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Lore: "Winterdeep Snowy Owl" + "Winterdeep Lanterner"
This creature must be Fusion Summoned using the required Fusion materials. Anytime this creature destroys a monster by battle, add a Spell from your Graveyard to your hand.

 

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Lore: "Winterdeep Magician" + "Winterdeep Lanterner"
This creature must be Fusion Summoned using the required Fusion materials. Anytime this creature destroys a monster by battle, add a Spell from your Deck to your hand.

 

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Lore: "Winterdeep Ronin" + "Winterdeep Snow Kitten"
This creature must be Fusion Summoned using the required Fusion materials. This monster gains 200 ATK for every Spell in your Graveyard. If you received damage from a Spell during your opponent's turn, this monster can attack twice.

 

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Lore: "Winterdeep Ronin" + "Prince of Winterdeep"
This creature must be Fusion Summoned using the required Fusion materials. This monster gains 200 ATK for every Spell in your Graveyard. If your opponent played 2 Spells or more last turn and this card declares an attack on a monster, target monster is destroyed and its destruction cannot be negated.

 

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Lore: "Winterdeep Snow Dragon" + "Winterdeep Raider"
This creature must be Fusion Summoned using the required Fusion materials. As long as this creature is on the field, anytime a Spell is succesfully activated, inflict 500 damage to your opponent.

 

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Lore: "Winterdeep Snow Dragon" + "Winterdeep Wizard"
This creature must be Fusion Summoned using the required Fusion materials. As long as this creature is on the field, anytime a Spell is succesfully activated, you gain 500 Life Points.

 

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Lore: "Winterdeep Angel" + "Princess of Winterdeep"
This creature must be Fusion Summoned using the required Fusion materials. As long as this card is on the field, your opponent cannot choose "Winterdeep" monsters you control as target for his Spells.

 

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Lore: "Winterdeep Catterfly" + "Princess of Winterdeep"
This creature must be Fusion Summoned using the required Fusion materials. As long as this card is on the field and a "Winterdeep" monster is destroyed by battle, add a Spell from your Deck to your hand.

 

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Lore: "Winterdeep Ice Dragon" + "Winterdeep Fairy"
This creature must be Fusion Summoned using the required Fusion materials. As long as this card is on the field, your opponent takes 500 damage anytime he activate a monster's effect.

 

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Lore: "Winterdeep Ice Dragon" + "Winterdeep Ice Shaper"
This creature must be Fusion Summoned using the required Fusion materials. As long as this card is on the field, your opponent takes 500 damage anytime he activate a Spell or Trap.

 

There's always dragons somewhere ...

 

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Lore: 3 "Winterdeep" monsters.

This creature must be Fusion Summoned using the required Fusion materials. When this monster is successfully Fusion Summoned, return every Spell from your Graveyard to your Deck. Once per turn, you can decrease this monster's ATK by 1000 to target 1 Spell you control: you can use it twice regardless the conditions of activation.

 

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Lore: 3 "Winterdeep" monsters.
This creature must be Fusion Summoned using the required Fusion materials. When this monster is successfully Fusion Summoned, return every "Winterdeep" monster in your Graveyard to your Deck. Once per turn, you can decrease this monster's ATK by 1000 to target 1 Spell your opponent controls: banish it.

 

Phoenix or Seraph: your pick.

 

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Lore: 2 "Winterdeep" Fusion monsters.
This creature must be Fusion Summoned using the required Fusion materials. As long as this monster is on the field, your opponent cannot choose "Winterdeep" monsters you control as targets to Spells, Traps or Effects.

 

The Big Boss of the Winterdeep deck. Also a a thick ice wall. Good luck.

[/spoiler]

 

[spoiler=Spells]

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Lore: Play during your opponent's Battle Phase. "Winterdeep" monsters you control have their destruction negated and your opponent receives half the Battle Damage you would have taken this turn. End the Battle Phase.

 

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Lore: If you have 2 or more "Winterdeep" monsters, you can search a "Winterdeep" Field Spell in your Deck and play it, then shuffle your Deck.

 

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Lore: Play at the beginning of your turn. Summon every "Winterdeep" monster in your hand regardless the summoning conditions.

 

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Lore: "Winterdeep" Fusion monsters you control gain 500 ATK and DEF. Any Battle Damage you take that involves a "Winterdeep" monster is halved.

 

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Lore: Whenever 1 or more Spells are sent to the Graveyard due to a "Winterdeep" monster effect, you gain Life Points equal to that monster's level x200.

 

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Lore: Target Spell aimed at a "Winterdeep" monster is directed to one of your opponent's monster instead.

 

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Lore: Equip only to a "Winterdeep" monster. The equipped monster cannot be destroyed by battle.

 

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Lore: Any Spell sent to the Graveyard by the effect of a "Winterdeep" monster is returned to your Deck instead.

 

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Lore: As long as there is a "Winterdeep" monster under your control, your opponent cannot activate face-down cards or flip face-down Defense Position monsters.

 

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Lore: Target 1 "Winterdeep" monster you control. It gains 200 ATK for every Spell in your Graveyard.

 

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Lore: Send, from your hand or your side of the field to the Graveyard, the Fusion Material monsters that are listed on a "Winterdeep" Fusion Monster , then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.)

 

Gem-Knight Fusion for the win ...

 

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Lore: Play during your End Phase only. You gain Life Points equal to the number of Spells in your Graveyard x 100

 

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Lore: During your End Phase, you can send 1 Spell to the Graveyard to add 1 "Winterdeep" monster to your hand.

[/spoiler]

 

Just to remind you: the Winterdeep archetype is a WATER attribute Fusion deck focused on Spell manipulation. That's why they have so many Spells up their arsenal. Traps can fit too, they're just not the archetype's focus. The Fusions work by pairs: they have 1 monster in common and need different monsters along to be summoned. That's why their effects are similar and yet so different (one gives you Life Points, others make your opponent lose them ...). Depending what you need, you may seek one Fusion rather than the other. It allows for a certain versatility and adaptability of the Archetype. So, what do you think?

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WinterDeep Enchantress - This creature must be Fusion Summoned using the required Fusion materials. Anytime this creature destroys a monster by battle, add a Spell from your Deck to your hand.
 
Witch of WinterDeep - This creature must be Fusion Summoned using the required Fusion materials. Anytime this creature destroys a monster by battle, add a Spell from your Graveyard to your hand.
 
---Both of these cards, I believe have overpowered effects, while I understand that you must destroy a monster returning a spell to your hand has many meta consequences. All you need is a royal decree and your monsters can pummel through most defenses due to their good attack. Allowing other cards such as rageki, Mystical space typhoon, and many other powerful spell cards such as Gold sarcophagus.
 
Winterdeep winter seraph
 
WinterDeep Winter Phoenix - This creature must be Fusion Summoned using the required Fusion materials. When this monster is successfully Fusion Summoned, return every "Winterdeep" monster in your Graveyard to your Deck. Once per turn, you can decrease this monster's ATK by 1000 to target 1 Spell your opponent controls: banish it.
 
---Pretty much complete recycle cards, if you have only spells, and winterDeep monsters, it works very similar to local tornado, except you keep the cards in your hand. That coupled with their attack pretty op.
 
Also Both "Ice world" & "Blizzard"  seem quite overpowered, as "Ice world can stop your opponent from using any trap-cards, and "Blizzard", not only negates the destruction of your monsters, but deals half of the damage to your opponent, that you took. 
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