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Harbingers


Dova

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Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Harbinger" card, and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. While this card is face-up on the field, negate all effects activated by your opponent that would move a card(s) to/from their hand or Deck. During each of your End Phases: Banish one card from your hand or banish one face-up "Harbinger" monster you control. You can only use this effect of a Level 9 "Harbinger" monster once per turn.

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Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Harbinger" card, and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. While this card is face-up on the field, negate all Summons performed by your opponent, and destroy the monster that would be Summoned. During each of your End Phases: Banish one card from your hand or banish one face-up "Harbinger" monster you control. You can only use this effect of a Level 9 "Harbinger" monster once per turn.

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Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Harbinger" card, and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. While this card is face-up on the field, negate all Trap effects activated by your opponent. During each of your End Phases: Banish one card from your hand or banish one face-up "Harbinger" monster you control. You can only use this effect of a Level 9 "Harbinger" monster once per turn.

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Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Harbinger" card, and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. While this card is face-up on the field, negate all Spell effects activated by your opponent. During each of your End Phases: Banish one card from your hand or banish one face-up "Harbinger" monster you control. You can only use this effect of a Level 9 "Harbinger" monster once per turn.

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Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Harbinger" card, and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. While this card is face-up on the field, negate all monster effects activated by your opponent. During each of your End Phases: Banish one card from your hand or banish one face-up "Harbinger" monster you control. You can only use this effect of a Level 9 "Harbinger" monster once per turn.

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Cannot be Normal Summoned/Set. Must be Special Summoned by Tributing any number of Level 9 "Harbinger" monsters, and cannot be Special Summoned by other ways. When this card is successfully Summoned, it gains the effects of each "Harbinger" monster Tributed to Summon this card. This card gains 1000 ATK for each "Harbinger" monster Tributed to Summon this card. During each of your End Phases: Banish one card from your hand or banish this card.

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Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by its own effect. When a Level 9 monster would be Special Summoned from the Deck, you can shuffle it into the Deck: Special Summon this card from your hand. Once per turn, when your opponent would activate an effect/Summon a monster: you can negate that effect, and, if you do, banish it. During each of your End Phases: Banish one card from your hand or banish this card.

 

 

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Cannot be Special Summoned. Once per turn, during either player's turn, when a monster effect is activated: You can negate it, and, if you do, banish it. If this card has negated an effect, you can banish this card: Special Summon one Level 9 "Harbinger" monster from your Deck.

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Cannot be Special Summoned. Once per turn, during either player's turn, when a Summon is attempted: You can negate it, and, if you do, banish it. If this card has negated a Summon, you can banish this card: Special Summon one Level 9 "Harbinger" monster from your Deck.

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Cannot be Special Summoned. Once per turn, during either player's turn, when a Trap effect is activated: You can negate it, and, if you do, banish it. If this card has negated an effect, you can banish this card: Special Summon one Level 9 "Harbinger" monster from your Deck.

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Cannot be Special Summoned. Once per turn, during either player's turn, when an effect which would move a card(s) from/to the hand/Deck is activated: You can negate it, and, if you do, banish it. If this card has negated an effect, you can banish this card: Special Summon one Level 9 "Harbinger" monster from your Deck.

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Cannot be Special Summoned. Once per turn, during either player's turn, when a Spell effect is activated: You can negate it, and, if you do, banish it. If this card has negated an effect, you can banish this card: Special Summon one Level 9 "Harbinger" monster from your Deck.

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Cannot be Special Summoned. If this card is used to Synchro Summon a monster: Banish this card.

 

 

[spoiler=Extra (4)]

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3 or more Level 9 Fiend-Type monsters

This card cannot be destroyed by battle or by card effects while it has Xyz Material. This card's ATK is equal to the number of Level 9 monsters in your Graveyard x 1000. Once per turn, when an effect is activated or a Summon is attempted by your opponent, you can detach one Xyz Material from this card: Special Summon one "Harbinger" monster from your Graveyard.

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1 "Harbinger" Tuner + 1 or more non-Tuner monsters

This card is also always WIND-Attribute. Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card cannot be destroyed by card effects. Once per chain, during either player's turn, when your opponent would activate a monster effect, or an effect which would move a card(s) to/from the Deck/hand: You can negate it, and if you do, banish it.

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1 "Harbinger" Tuner + 1 or more non-Tuner monsters

This card is also always LIGHT-Attribute. Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card cannot be destroyed by card effects. Once per chain, during either player's turn, when a monster would be Summoned: You can negate the Summon, and, if you do, banish it. Once per turn, during either player's turn: you can banish one Level 9 "Harbinger" monster from your Graveyard: This card gains that monster's effects, until the End Phase.

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1 "Harbinger" Tuner + 1 or more non-Tuner monsters

This card is also always WATER-Attribute. Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card cannot be destroyed by battle or by card effects. Once per chain, during either player's turn, when your opponent would activate a Spell/Trap effect: you can negate it, and if you do, banish it.

 

 

 

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Banish one "Harbinger" monster from your hand and send one "Harbinger" card from your hand to the graveyard: Draw 2 cards.

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If you control a "Harbinger" card: Add one "Harbinger" card from your deck to your hand.

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Banish one "Harbinger's Herald" monster you control: Special Summon one Level 9 "Harbinger" monster with the same Attribute from your Deck as the monster shuffled into your Deck. You can only activate one "Harbinger's Ascension" per turn.

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You can target one of your banished "Harbinger's Herald" monsters and one "Harbinger" monster in your graveyard: shuffle both into your deck, then draw one card. During either player's turn, you can pay 500 LP: For the duration of this chain, this card is unaffected by other card effects. You can only use one effect of "Harbinger's Presence" per turn, and only once that turn.

 

 

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Activate only if you control a "Harbinger" monster. Monster's cannot attack, and neither player takes any damage. If you control a "Harbinger" monster, you can destroy this card. You can only control one face-up "Harbinger's Path".

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If your opponent would Summon a monster or activate an effect while you control a "Harbinger" monster: Negate that effect/Summon, and, if you do, destroy it.

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Target one "Harbinger" monster in your graveyard: Special Summon this card in Defense Position as a Normal Monster (Fiend/Dark/Level 4/ATK 1000/DEF 1000). (This card is NOT treated as a Trap Card.) If Summoned this way, this card cannot attack or change its battle position, also Special Summon that target to the field in face-up Defense Position. If this card leaves the field, destroy that monster.

 

 

 

Obvious strategy is obvious. Focuses mainly on locking down your opponent by bringing out the standard Harbingers with Harbinger's Heralds, and finishing them off with Destruction or Apocalypse. Or, if you feel your opponent focus on a specific type of card(s), Synchro Summon one of the Harbinger Reborn monsters with the Tuner, or, if you pulled off a swarm and don't have Destruction or Apocalypse, summon the Xyz.

 

Feel free to give CnC, I'm eager to hear what you think.

 

Updates:

Added the strategy.

Added a Tuner Monster.

Added 1 Xyz Monster.

Added 3 Synchro Monsters.

Buffed "Harbinger's Denial"

Nerfed the "Harbingers" and "Harbinger Reborns"

Changed all "Harbingers" to level 9, and every card referencing them. Added a cost to all "Harbingers"

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Even with the nerfing, if you combine this with Mound of the Bound Creator, they are again nearly invincible. So might wanna give a cost to their effects of some sort.

What cost would you suggest? Also, do you think changing them to Level 9 would help?

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I think changing them to Level 9 will avoid that invincibility but there will always be alternatives like the trap Safe Zone. So give them a cost to stay on the field like "During your End Phases: Banish 1 card in your hand, OR banish this card."

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Changed them all to level 9, and added that cost to Apocalypse and Destruction, HOWEVER, for the main Harbingers I added a cost that I tried to make work like "If you control Harbinger monsters, you can banish one card from your hand, otherwise you have to banish one you control", but like, only activate once. Thanks for all the feedback!

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