AbsoluteAce Posted May 28, 2015 Report Share Posted May 28, 2015 This Archetype focuses on Pendulum Summoning. All the non-Pendulum monsters in the deck have the ability to search out the Pendulum cards of the deck while still being able to be Pendulum Summoned, making the deck very consistent. They all also have effect when they are pendulum summoned making them much stronger however since all the monsters are different levels it makes the deck hard to Xyz Summon with but great for Synchro Summoning despite there being no Synchro Support for the deck. All art is by Yuumei (http://yuumei.deviantart.com/) Monsters: [Spoiler=Wolf of Fire] You can send this card from your hand to the Extra Deck, face-up, to search your deck for a Pendulum "Wolf of" monster. You can only activate this effect of "Wolf of Fire" once per turn. When this card is pendulum summoned it gains this effect: If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. Wolf of Fire is the main attacker of the deck. His effect mirrors that of Armades and has a massive amount of ATK which can be boosted by another card in this archetype. Having the highest level also shows that this card is most probably the most important card in the set as of now. [/spoiler] [Spoiler= Wolf of Water] You can send this card from your hand to the Extra Deck, face-up, to search your deck for a Pendulum "Wolf of" monster. You can only activate this effect of "Wolf of Water" once per turn. When this card is pendulum summoned it gains this effect: If a monster leaves the field; it is sent to the Extra Deck instead, face-up. This monster allows the player to lock Archetypes that need to be sent to the graveyard, such as Burning Abyss, or those who need to be send back to the hand, like Spirits and Yosenju decks. This can also help you as you will almost always have a pendulum scale up with this deck, so you can pretty much Pendulum Summon any monster, even Extra Deck monsters, however you can only Pendulum Summon "Wolf of" monsters with the Pendulum monsters in this deck. [/spoiler] [Spoiler= Wolf of Earth] You can send this card from your hand to the Extra Deck, face-up, to search your deck for a Pendulum "Wolf of" monster. You can only activate this effect of "Wolf of Earth" once per turn. When this card is pendulum summoned it gains this effect: This card must be the target for attacks while face-up on the field. The ultimate staller for this deck. Protecting your other monsters from attacks can sometimes be crucial as this card has massive DEF not all monsters can run over it. It can however be destroyed by card effects which can be avoided by a card further on in the set. [/spoiler] [Spoiler= Wolf of Wind] You can send this card from your hand to the Extra Deck, face-up, to search your deck for a Pendulum "Wolf of" monster. You can only activate this effect of "Wolf of Wind" once per turn. When this card is pendulum summoned it gains this effect: Once per turn, return 1 face-up card on the field to the hand. The last of the non-Pendulum monster in the Main Deck. This card is not as strong as the others and serves no other purpose than an extra body and the ability to return a card on the field to the hand, combo this with Wolf of Water, you pretty much make that card useless. [/spoiler] [Spoiler= Wolf of Time] Pendulum: You can only Pendulum Summon "Wolf of" monsters, this effect cannot be negated. Once per turn, your "Wolf of" monsters are unaffected by card effects. 1/1 Monster: If this card is sent to the Extra Deck, return this card to the hand. Other "Wolf of" monsters cannot be destroyed by battle. This is one of the two Pendulum monsters in the deck. Its Pendulum effect serves as a 1 time protection for all your monsters from any card effect. Its monster effect is unaffected by Wolf of Water and allows for repetitive Pendulum Scaling. EDIT: The Scale should be 1/1. [/spoiler] [Spoiler=Wolf of Space] Pendulum: You can only Pendulum Summon "Wolf of" monsters, this effect cannot be negated. Once per turn, your "Wolf of" monsters gain 1000 ATK and DEF. 8/8 Monster: If this card is sent to the Extra Deck, return this card to the hand. Other "Wolf of" monsters cannot be destroyed by card effects. This is the second of the two Pendulum monsters. Its Pendulum effect allows you to gain an immense burst in the game, having 5 monsters on the field at once is an additional 5000 ATK that could make it game over. This cards monster effect is similar to Wolf of Time's effect except that card effects cannot destroy your monsters, so Dark Hole becomes a Raigeki but at the cost of this monster, but it will go to the hand anyway. [/spoiler] Extra Deck: [Spoiler= Wolf of Lightning] Pendulum: While this card is face-up, your opponent cannot activate card effects when you declare an attack, also any monster destroyed by battle is returned to the hand instead. 12/12 Monster: When this card is Fusion Summoned you can put it in an empty Pendulum Zone you control. Once per turn, destroy all Face-up cards your opponent controls. One of the biggest finishers in the deck. You can have this card be the highest Pendulum scale to be able to summon almost every monster or you can use it as a board clear to finish the game. Its Pendulum effect is a spin-off of the two wolves needed to Fusion Summon this card.[/spoiler] [Spoiler= Wolf of Ice] Pendulum: While this card is face-up, any monster that leaves the field is sent to the Extra Deck, face-up instead, also your opponent cannot target "Wolf of" monsters for attacks. 0/0 Monster: When this card is Fusion Summoned you can put it in an empty Pendulum Zone you control. Once per turn, you can destroy all Face-up cards your opponent controls. Works the same way as the other Fusion Pendulum, as a finisher however it is used to secure the win by destroy any traps that may avoid you from winning.[/spoiler] [Spoiler= Wolf of Moon et Sun] (This card's Level is always treated as 1). This monster can only be Fusion Summoned by banishing 7 "Wolf of" cards you control with different names(from your Extra Deck, you also do not use Polymerisation). This card is also treated as DARK, FIRE, WATER, EARTH and WIND. While this card is on the field, your opponent cannot activate effects of cards. This card's attack is equal to the total number of "Wolf of" monsters face-up in your Extra Deck. The last card of the set. It was either this or some Spell/Trap cards and I thought that it would be better to have a monster that pretty much makes things game but doesn't quite win it for you. The ability to have 7 different Wolves on the field could be very hard but if you do so you can make it game in one go; making all Spell/Trap cards futile, making all monsters your opponent controls vanilla - the weakness of this card is its ? ATK. Having no "Wolf of" monsters in your Extra Deck means it could easily be destroyed and have nothing on the field, and no Wolf of Water's effect wont affect the cost of this monster's summon as Wolf of Water would also be banished too. [/spoiler] Link to comment Share on other sites More sharing options...
AbsoluteAce Posted May 31, 2015 Author Report Share Posted May 31, 2015 Bumpin' Link to comment Share on other sites More sharing options...
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