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Destiny Bonding opponent's monsters are fun! (Destiny Angel Archetype) [14/?]


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Hey guys its me again and I'm posting another archetype and this time...its in the ADVANCED SECTION. (I await Cnc's a plenty). Anyway, the archetype is called the Destiny Angels. The purpose of this archetype is what the title of what the topic is...Destiny Bonding your opponent's monsters and getting off effects while the monsters are on the field. It's more of a "You keep this monster on the field or get rid of it and that kind of stuff). All the names of the monsters are based of names of angels of theology and they should be apparent. Ok...here are the cards.

 

[spoiler=Destiny Angel Monsters]

 

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[spoiler=lore] When this card is Summoned: Target 1 monster your opponent controls; while that monster is face-up on the field, "Destiny Angel" monsters you control cannot be targeted by your opponent's monster effects. When this monster leaves the field by an opponent's card (by battle or by card effect): Send the targeted monster to the Graveyard. [/spoiler]

 

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[spoiler=lore] When this card is Summoned: Target 1 monster your opponent controls; while that monster is face-up on the field, "Destiny Angel" monsters you control cannot be targeted by your opponent's spell cards. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monster to the Graveyard. [/spoiler]

 

HeBXAlk.jpg

 

[spoiler=lore] When this card is Summoned: Target 1 monster your opponent controls; while that monster is face-up on the field, "Destiny Angel" monsters you control cannot be targeted by your opponent's Trap Cards. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monster to the Graveyard. [/spoiler]

 

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[spoiler=lore] When this card is Summoned: Target 1 face-up monster your opponent controls; while that monster is face-up on the field, your opponent cannot target "Destiny Angel" monsters for attacks, except this one. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monster to the Graveyard. [/spoiler]

 

fzEgOT5.jpg

 

[spoiler=lore] When this card is Summoned: Target 1 face-up monster your opponent controls; while that monster is face-up, "Destiny Angel" monsters you control gain 600 ATK and DEF. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monster to the Graveyard. [/spoiler]

 

fhnCgFG.jpg

 

[spoiler=lore] If you control a Level 4 or lower "Destiny Angel" monster: You can Special Summon this card (from you Hand.) Once per turn, during either player's turn: You can Fusion Summon 1 "Destiny Angel" monster, using monsters you control as Fusion Materials, including this card. If you Fusion Summon a monster on your opponent's turn using this effect: You cannot Normal Summon or Special monsters until the End Phase of the next turn. [/spoiler]

 

EIlJ1AN.jpg

 

[spoiler=lore] When this card is Summoned: Target 1 face-up monster your opponent controls; while that monster is face-up on the field, your opponent cannot Summon monsters with the same type as the targeted monster. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monster to the Graveyard. [/spoiler]

 

mTO8qzw.jpg

 

[spoiler=lore] When this card is Summoned: Target 1 face-up monster your opponent controls; while that monster is face-up on the field, your opponent cannot Special Summon monsters from their Extra Deck. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monster to the Graveyard. [/spoiler]

[/spoiler]

 

[spoiler=Destiny Angel Fusion Monsters]

 

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[spoiler=lore] 2 "Destiny Angel" monsters
Must first be Fusion Summoned. When this card is Summoned: You can target up to 3 face-up monsters your opponent controls. Once per turn, while any of the targeted monsters are face-up: You can target 1 card in your opponent's Graveyard; banish that target, and if you do, all monsters your opponent controls lose 500 ATK until the End Phase. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monsters to the Graveyard. [/spoiler]

 

gkyBn47.jpg

 

[spoiler=lore] 2 "Destiny Angel" monsters
Must first be Fusion Summoned. When this card is Summoned: Target up to 2 face-up monsters your opponent controls; while any of the targeted monsters are face-up, your opponent takes all Battle Damage that you would have taken from battles involving "Destiny Angel" monsters you control. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monsters to the Graveyard. [/spoiler]

 

GVANmlP.jpg

 

[spoiler=lore] 1 "Destiny Angel" Fusion monster + 1 "Destiny Angel Guardian" monster
Must first be Fusion Summoned. When this card is Summoned: Target up to 3 face-up monsters your opponent controls; while any of the targeted monsters are face-up on the field, your opponent cannot conduct their Battle Phase. When this card leaves the field by an opponent's card (by battle or by card effect): Send the targeted monsters to the Graveyard. [/spoiler]

[/spoiler]

 

[spoiler=Spell Cards]

 

q4omk9G.jpg

 

[spoiler=lore] Monsters your opponent controls that were targeted by "Destiny Angel" monsters you control cannot be tributed, and cannot be used as a Synchro Material Monster or an Xyz Material for an Xyz Summon. [/spoiler]

 

akYa4D5.jpg

 

[spoiler=lore] Tribute 1 "Destiny Angel" monster you control; Special Summon 1 Level 4 or lower "Destiny Angel" monster from you Hand. You cannot Special Summon the turn you activate this card, except Level 4 or lower "Destiny Angel" monsters. [/spoiler]

[/spoiler]

 

[spoiler=Trap Cards]

 

tclyAxh.jpg

 

[spoiler=lore] Each time a monster your opponent controls is sent to the Graveyard by the effect of a "Destiny Angel" monster you control: Inflict 500 damage to your opponent, and if you do, gain 500 LP. [/spoiler]

[/spoiler]

 

That's it for now. I'll add more cards later. Remember to Like, Comment, CnC and all that jazz. Ok...Later!

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You know, I saw this yesterday and I had to think about it for a minute and you know what, I kinda like the idea of this archetype. I feel like maybe it's a little slow compared to other Decks, but I see cards that cover that premise already. An opponent kept at bay with this Deck would probably be on their toes, especially Decks like Volcanics that don't use Extra Deck monsters consistently and Decks like Satellarknights whose Main Deck monsters can't stand on their own. That being said, I see the Shaddoll and Yosenju matchups being an absolute nightmare, particularly the latter. Taking a look at the cards individually:

[Spoiler Effect Monsters]
Phanuella/Leliel/Hesediella: Simple but effective cards. Each protect from targeting from a different type of card. While this varies per matchup, I see Leliel being the least helpful and would probably not run it, Phanuella would certainly be run in multiples, and Hesediella would be run in 1 or 2 with the rest sided for a matchup like say BA. In the OCG, however, with Evac at 3, it would be a much better card, forcing the opponent to waste other unconventional resources to get over it.

Phaliah: At first, I thought this wasn't that great, reading it on paper. But then I realized your opponent could easily crash into these monsters and this card literally fixes that altogether. This card on its own isn't that great, but together with other Destiny Angels, it can be rather challenging to get over them. Probably a 2 of because, like Cir in BA, it's only good with other cards, but what it does is amazing.

Barachiel: I see no use for this outside of your turn, but it definitely gives the Deck a better push, as 600 is no joke of a boost. I could see a few combinations of cards with this being rather scary

Jedugiel: THERE is the power card! And what a card it is. Having a Blackwing effect and being able to fuse during your opponent's turn is quite amazing. I don't quite think you need to cut off Normal AND Special Summoning, I think just cutting off Special Summoning would be fine

Muriel/Casselia: From what I've seen, it seems like these are really hard to bring out. That being said, bringing these out puts the opponent in quite the spot. They either have to crash their own monster, then resume their play, or end their turn in some situations, especially with Phaliah.
[/spoiler]

[Spoiler Fusions]
Bene Elohim: This card could have been amazing and just what the Deck needed..... If only it was during either player's turn. I feel like Jedugiel + This would be a very solid if this was done. As it is, the effect is good, but it doesn't really do anything directly, and that's one of the things keeping the Deck from being solid in stone

Abathar Muzania: This is probably the biggest letdown in the whole set. This card is Destiny Angel's Windego. It just isn't worth the time and it doesn't  make them want to change their gameplay. It just simply annoys them, but those 2 monsters might just become an Xyz and by then you're screwed. That's what you have to realize with this type of Deck. Your opponent has to actually be pressured to make sub optimal plays.

Cherub Kiraman Katbin: This is yet another letdown, where the resources aren't quite worth the resources. Your Guardians have much better effects than this card actually has, so to just waste it on making your opponent's Battle Phase disappear. I suppose by then you might have the Continuous Spell (Which I will get into in a bit), but even then it shouldn't be a clutch card because your opponent can just Castel this card away. I suggest making one of the Guardians this same effect, and in trade making it more accessible so this card is more probable. As it stands, it just isn't worth the resources you would invest into or the buildup required
[/spoiler]

[Spoiler Spells/Traps]
Bond: This might just be the best card in the Deck, period. This card keeps your opponent at bay, and allows you to keep on with your stun tactics without risking your opponent making Castel or any other card that would completely screw this Deck over. One question though, why doesn't this prevent them from being Fusion materials?

Exchange: Pretty solid card, and well thought out, trade 1 Destiny Angel for another, you force out the destruction of the opponent's monster as well. That being said, I feel you don't quite have to restrict it except for "You can only activate 1 "Destiny Exchange" per turn" because you are costing hand advantage to do such. Theoretically, this card is a -2, and costs 2 cards out of your hand if this card wasn't already set. It's definitely powerful, and I can see why the Level 4 or lower restriction is on what you can summon from the hand, but outside of that, you don't need to limit your options too much. The Deck is need of power plays anywho.

Mistrusting: I see how this could be very frustrating for the opponent, but I don't see how good it could be in the long run either. It's not something your opponent will want to MST on activation, it's not something they'll care about until their LP is low, and overall it just seems more like a gimmick rather than something that will seal you a game.
[/spoiler]

Overall, while I'm liking what is going on, I feel some of the cards past the initial effect monsters need a tune up, and the Deck in general needs a few power plays that really make the opponent concerned. This is practically a stun Deck, so maybe keeping that in mind when buffing or creating new cards would be ideal. A solid way to figure out would also to be to test out the Deck itself. There is this fabulous thing around here called Duel Portal that you can upload these cards to and duel others with their customs and such. If you want further info on where to get a link for the site or how to work it, or even if you just find you struggle to find an opponent, feel free to PM me, I'll be happy to help.

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You know, I saw this yesterday and I had to think about it for a minute and you know what, I kinda like the idea of this archetype. I feel like maybe it's a little slow compared to other Decks, but I see cards that cover that premise already. An opponent kept at bay with this Deck would probably be on their toes, especially Decks like Volcanics that don't use Extra Deck monsters consistently and Decks like Satellarknights whose Main Deck monsters can't stand on their own. That being said, I see the Shaddoll and Yosenju matchups being an absolute nightmare, particularly the latter. Taking a look at the cards individually:

[Spoiler Effect Monsters]
Phanuella/Leliel/Hesediella: Simple but effective cards. Each protect from targeting from a different type of card. While this varies per matchup, I see Leliel being the least helpful and would probably not run it, Phanuella would certainly be run in multiples, and Hesediella would be run in 1 or 2 with the rest sided for a matchup like say BA. In the OCG, however, with Evac at 3, it would be a much better card, forcing the opponent to waste other unconventional resources to get over it.

Phaliah: At first, I thought this wasn't that great, reading it on paper. But then I realized your opponent could easily crash into these monsters and this card literally fixes that altogether. This card on its own isn't that great, but together with other Destiny Angels, it can be rather challenging to get over them. Probably a 2 of because, like Cir in BA, it's only good with other cards, but what it does is amazing.

Barachiel: I see no use for this outside of your turn, but it definitely gives the Deck a better push, as 600 is no joke of a boost. I could see a few combinations of cards with this being rather scary

Jedugiel: THERE is the power card! And what a card it is. Having a Blackwing effect and being able to fuse during your opponent's turn is quite amazing. I don't quite think you need to cut off Normal AND Special Summoning, I think just cutting off Special Summoning would be fine

Muriel/Casselia: From what I've seen, it seems like these are really hard to bring out. That being said, bringing these out puts the opponent in quite the spot. They either have to crash their own monster, then resume their play, or end their turn in some situations, especially with Phaliah.
[/spoiler]

[Spoiler Fusions]
Bene Elohim: This card could have been amazing and just what the Deck needed..... If only it was during either player's turn. I feel like Jedugiel + This would be a very solid if this was done. As it is, the effect is good, but it doesn't really do anything directly, and that's one of the things keeping the Deck from being solid in stone

Abathar Muzania: This is probably the biggest letdown in the whole set. This card is Destiny Angel's Windego. It just isn't worth the time and it doesn't  make them want to change their gameplay. It just simply annoys them, but those 2 monsters might just become an Xyz and by then you're screwed. That's what you have to realize with this type of Deck. Your opponent has to actually be pressured to make sub optimal plays.

Cherub Kiraman Katbin: This is yet another letdown, where the resources aren't quite worth the resources. Your Guardians have much better effects than this card actually has, so to just waste it on making your opponent's Battle Phase disappear. I suppose by then you might have the Continuous Spell (Which I will get into in a bit), but even then it shouldn't be a clutch card because your opponent can just Castel this card away. I suggest making one of the Guardians this same effect, and in trade making it more accessible so this card is more probable. As it stands, it just isn't worth the resources you would invest into or the buildup required
[/spoiler]

[Spoiler Spells/Traps]
Bond: This might just be the best card in the Deck, period. This card keeps your opponent at bay, and allows you to keep on with your stun tactics without risking your opponent making Castel or any other card that would completely screw this Deck over. One question though, why doesn't this prevent them from being Fusion materials?

Exchange: Pretty solid card, and well thought out, trade 1 Destiny Angel for another, you force out the destruction of the opponent's monster as well. That being said, I feel you don't quite have to restrict it except for "You can only activate 1 "Destiny Exchange" per turn" because you are costing hand advantage to do such. Theoretically, this card is a -2, and costs 2 cards out of your hand if this card wasn't already set. It's definitely powerful, and I can see why the Level 4 or lower restriction is on what you can summon from the hand, but outside of that, you don't need to limit your options too much. The Deck is need of power plays anywho.

Mistrusting: I see how this could be very frustrating for the opponent, but I don't see how good it could be in the long run either. It's not something your opponent will want to MST on activation, it's not something they'll care about until their LP is low, and overall it just seems more like a gimmick rather than something that will seal you a game.
[/spoiler]

Overall, while I'm liking what is going on, I feel some of the cards past the initial effect monsters need a tune up, and the Deck in general needs a few power plays that really make the opponent concerned. This is practically a stun Deck, so maybe keeping that in mind when buffing or creating new cards would be ideal. A solid way to figure out would also to be to test out the Deck itself. There is this fabulous thing around here called Duel Portal that you can upload these cards to and duel others with their customs and such. If you want further info on where to get a link for the site or how to work it, or even if you just find you struggle to find an opponent, feel free to PM me, I'll be happy to help.

 

Thanks for the feedback. Will change the cards effects and add more cards later. BUMP.

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