Draconus297 Posted January 23, 2015 Report Share Posted January 23, 2015 As I said several weeks ago, we have a LOT of villains. Even our so-called heroes have a lot of . . . less-than-heroic traits. So, here we have our heroes, who basically shut down shenanigans by working together, leaving the (usually DARK) opponents with little more than what comes built into their sets. Aureleid Acolyte Valkyria LIGHT - Level 4 - Spellcaster/Effect - 2100/1800 This monster can only be Summoned if you control 2 face-up "Aureleid" monsters. As long as this monster is face-up on your side of the field, your opponent cannot Special Summon LIGHT monsters. This monster cannot be Fusion, Synchro, Ritual, or Xyz Material, except for the Summon of an "Aureleid" monster. If all monsters you control are "Aureleid" monsters, your opponent cannot declare an attack. Aureleid Acolyte Hiita FIRE - Level 4 - Spellcaster/Tuner/Effect - 1850/1500 As long as this monster is face-up on the field, your opponent cannot Special Summon FIRE monsters, and FIRE monsters you control are unaffected by your opponent's card effects. This monster cannot be Synchro Material, except for the Synchro Summon of an "Aureleid" Synchro monster. When this monster is used as Synchro Material, your opponent must select 1 monster on their side of the field- it becomes Synchro Material. Aureleid Acolyte Eria WATER - Level 4 - Spellcaster/Effect - 1850/1500 As long as this monster is face-up on the field, your opponent cannot Special Summon WATER monsters, and WATER monsters you control are unaffected by your opponent's card effects. This monster cannot be Ritual tribute, except for the Ritual Summon of an "Aureleid" Ritual monster. When this monster is used as Ritual tribute, your opponent selects 1 monster they control- it becomes Ritual tribute. Aureleid Acolyte Wynn WIND - Level 4 - Spellcaster/Effect - 1850/1500 As long as this monster is face-up on your side of the field, your opponent cannot Special Summon WIND monsters, and WIND monsters you control are unaffected by your opponent's card effects. This monster cannot be Fusion Material, except for the Fusion Summon of an "Aureleid" Fusion monster. When this monster is used as Fusion Material, your opponent selects 1 monster they control- it becomes Fusion Material. Aureleid Acolyte Aussa EARTH - Level 4 - Spellcaster/Effect - 1850/1500 As long as this monster is face-up on the field, your opponent cannot Special Summon EARTH monsters, and EARTH monsters you control are unaffected by your opponent's card effects. This monster cannot be Xyz Material, except for the Xyz Summon of an "Aureleid" Xyz monster. Once per turn, you can select 1 "Aureleid" Xyz monster from your Extra Deck and declare "Aureleid Acolyte Aussa" as Xyz Material- your opponent selects 1 monster they control to be used as Xyz Material (if the monster they select is not Level 4, its Level becomes 4). Aura of the Aureleid Continuous Spell Once per turn, when you Normal Summon an "Aureleid Acolyte" monster, you can Normal Summon again this turn. Aureleid Ritual Arts Ritual Spell Tribute monsters with equal or greater Level to an "Aureleid" Ritual monster in your hand to Ritual Summon that monster. You can reveal this card in your hand to your opponent and discard 1 card in your hand to add 1 "Aureleid" Ritual monster to your hand. If you activate this effect, you cannot Ritual Summon this turn. [spoiler=Aureleid Fusions] Aureleid- The Day LIGHT - Level 6 - Spellcaster/Fusion/Effect - 2100/1800 1 "Aureleid" monster + 1 LIGHT monster This monster must be Fusion Summoned, and cannot be Summoned by other ways. When this monster is Summoned successfully, flip all cards on the field face-up (flip effects are negated). As long as this monster is face-up on the field, neither player can Set cards. If "Aureleid Acolyte Wynn" was used as a Fusion Material for the Fusion Summon of this monster, shuffle 1 "Aureleid" monster from your Graveyard into your Deck. Aureleid- The Night DARK - Level 6 - Spellcaster/Fusion/Effect - 1800/2100 1 "Aureleid" monster + 1 DARK monster This monster must be Fusion Summoned, and cannot be Summoned by other ways. When this monster is Summoned successfully, flip all cards on the field face-down and destroy all Field and Pendulum Spell Cards. When either player activates a flip effect, that monster's controller must pay 800 Life Points. If "Aureleid Acolyte Wynn" was used as a Fusion Material for the Fusion Summon of this monster, draw 1 card. Aureleid- The Gale WIND - Level 6 - Spellcaster/Fusion/Effect - 1800/1400 1 "Aureleid" monster + 1 WIND monster This monster must be Fusion Summoned, and cannot be Summoned by other ways. This monster gains 400 ATK and DEF for every Spell and Trap Card on the field. When a Spell or Trap Card is destroyed, except by the effect of "Aureleid- The Gale", you can destroy 1 Spell or Trap Card on the field and inflict 800 points of damage to your opponent's Life Points. If "Aureleid Acolyte Wynn" was used as a Fusion Material for the Fusion Summon of this monster, shuffle 1 Spell or Trap Card from your Graveyard into your Deck. [/spoiler] This archetype obviously needs Extra Deck and Ritual monsters. Suggestions are appreciated. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted January 24, 2015 Report Share Posted January 24, 2015 First of all, this is a set so belongs in Multiples. Based on this, it appears you've retrained the Charmers (Familiar-Possessed) in things to deal with the metagame. Anyway, Aura needs an OPT clause on it; otherwise it'll turn out as bad as Yosenjus to some extent (recall that they can keep NSing themselves). Unlike in their case, said monsters aren't going to die. Essentially, they give their respective Attributes (including themselves) protection from BTS/BTH, Exciton, 101, Castel; yeah essentially everything your opponent can muster up, save for flat-out destruction in battle. Not cool though. Aussa is a big "screw you" to Qliphorts, since it will block them from Pendulum Summoning whatever they have nowadays, and if given the chance, you can use one of them to Xyz into whatever you want (Aureleid-related). Though, since you lack any sort of Extra Deck (but that's been noted), can't really say much. Oh yeah, it also puts holes in Ultimate Athletes (especially so, because of their whole replace/SS gimmick), Geargias and so on. Wynn messes with Yosenju (Pendulums/Magatsusenran; though they can just NS if they have to, so...), Harpies (with Hysteric) and a lot of other things. Essentially a pseudo-variant of Super Polymerization to force the opponent to give up a monster. Recall that Super Poly is banned now, because Shaddolls and HEROs abuse it A LOT. Also shuts down MPBs, Gustos, Mist Valley among other things. Eria screws Necloths hard (emphasis here due to their relevancy), along with Sharks and whatever prominent WATER Decks exist right now. Hiita messes with Infernoids, Boxers, Jurracs and the like; also like Wynn, a weirder form of Super Polymerization. Although in this case, the Levels need to add up properly, otherwise the Synchro will fail; assuming you remember how Synchros function. Valkyria puts a block on Artifacts, Lightsworns, Hieratics, 'tellarknights and a lot of other things; and that's not a good thing to be designing. Also is an attack lock on its own; assuming you either don't summon anything else or next monsters are Aureleids. I would recommend changing its effect to require ANOTHER Aureleid on the field, so it doesn't become an attack lock on its lonesome. So yeah, all of the cards here are capable of crippling A LOT of the current Decks nowadays; save for BAs and stuff. In the case of Aussa/Wynn, stealing your opponent's monsters for stuff isn't cool; especially when Super Poly got banned for doing the same thing (and you having free reign over what gets jacked + being unchainable). Link to comment Share on other sites More sharing options...
Draconus297 Posted January 26, 2015 Author Report Share Posted January 26, 2015 I planned on making an Extra Deck, I've just been low on time recently. In any case, I think you may have missed an interesting detail- you basically declare that you'll be Fusion/Synchro/Xyz/Ritual Summoning, and your opponent chooses 1 monster to hand over. I was wondering how to word a clause that destroyed both monsters if you didn't have the proper Extra Deck monster to go with what you got. Aussa was going to be unique in that she could combine with literally everything, except cards that say they can't be Xyz Materials (do those exist?). I can edit Aura. That I can do. Link to comment Share on other sites More sharing options...
Draconus297 Posted January 27, 2015 Author Report Share Posted January 27, 2015 I'm starting with my favorite Charmer, Wynn, and the Fusions she will work with. I'm still 18 Fusions short of a perfect set, so suggestions are appreciated. Also, if you could recommend any other cards, that'd be great. Link to comment Share on other sites More sharing options...
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