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Angel + Pegasus archetype


Bubbletrouble

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I have put together a new Angel and Pegasus archetype (well I hope it's new, I haven't seen it before)

 

Normal Monsters

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Effect Monster

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Lore:Once per turn, when this card declares an attack: Flip 2 coins; then activate the appropriate effect.
-If both are heads, this monsters original ATK is set to 2000 and it can attack once again for this turn only.
-If 1 is heads, this monster gains 400 ATK.
-If both are tails, negate this monsters attack.

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Lore:This monster is treated as a "Corrupted" monster while it is in your hand, face-up on the field and in the graveyard.

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Lore:Once per turn you can target 1 monster on your opponents side of the field: Flip 2 coins;
-If both are heads, destroy that monster
-If only 1 is heads then half that monsters ATK
This monster cannot declare an attack the turn this effect is activated.

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Lore:FLIP: Target 1 monster on your opponents side of the field and take control of it until the end of this turn. The monster targeted by this cards effect cannot declare an attack and cannot activate its effect(s).

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Lore:This monster cannot attack your opponent directly. Negate all battle damage you take involving this monster.

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Lore:This monster is unaffected by the effects of "Gateway to Oblivion". While this monster is face-up on the field: and "Cleansing the Corruption" is activated; this monster gains 200 ATK for each "Angel" and "Pegasus" monster that was special summoned by that cards effect.

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Lore:When this card is flipped face-up, it gains 500 ATK and DEF for each turn it was face-down. Once per turn this monster can be set to face-down defense position. If this card was set face-down by this effect its ATK and DEF are reset to their original values.

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Lore:This card must be special summoned by the effect of "Fulfillment of Prophecy" and cannot be summoned any other ways. While this card is face up on your side of the field and you control "Heaven's Gate": you draw 2 cards instead of 1 during your draw phase and your hand card limit becomes 7. Once per turn you may discard one card to negate one spell, trap or monster effect and destroy that card.

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Lore:This monster cannot be special summoned. This monster can only be tribute summoned by sending 3 "Angel" monsters from the field to the graveyard. This monster cannot be destroyed by battle. If this monster is destroyed or removed from the field by an opponents card effect: during your next standby phase; you can pay 1000 LP to special summon this monster from the graveyard. This effect can only be activated twice per duel.

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Lore:This monster can only be normal summoned while "Gateway to Oblivion" is on the field. If you control a level 4 normal "Angel" monster on the field: you can send that monster to the graveyard to special summon this card from your hand. The special summoning of this monster through its own effect cannot be negated while "Gateway to Oblivion" is on the field.

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Lore:This monster can be normal summoned without a tribute, only while "Gateway to Oblivion" is on the field. If you summon this card without a tribute while a level 4 normal "Pegasus" monster is on the field: you must send 1 level 4 "Pegasus" monster from the field to the graveyard. When this card destroys a defense position monster though battle, inflict the difference as piercing damage to your opponents LP.

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Lore:This monster can only be special summoned by tributing one level 7 or higher "Angel" monster with "Metalmorph" equipped. This monster is unaffected by all spell cards. This monster gains 100 ATK for every "Angel" monster in your hand and on the field not including this card.

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FLIP: When this monster is flipped face up, you can reveal one card on your opponents side of the field or in their hand. That cards effect(s) cannot be activated and it is then returned to its original position. Once per turn, you can change this face-up card to face-down defense position.

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You can tribute this monster on the field to add 1 "Pegasus" monster to your hand from your deck or graveyard.

 

 

Ritual Monster (+ Spell)

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Lore: This monster can only be ritual summoned by the effect of "Final Prayer" and not by other ways. The summoning of this monster cannot be negated. This card is treated as an "Angel" card. This monster is unaffected by your opponents spell, trap and monster effects. If this monster attacks a defense position monster, inflict the difference as piercing damage to your opponents LP. Any monster this card destroys as a result of battle is removed from play. If this card is destroyed as a result of battle, negate all effects that would prevent the destruction of this card this way.

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Lore: This card is used to ritual summon "Seraphim - Angel Commander". The activation and resolution of this card cannot be negated. You must use "Ascending Angel" as the tribute for this ritual summon. If "Ascending Angel" was tribute summoned using 3 level 7 normal "Angel" monsters: then "Seraphim - Angel Commander" gains the following effect; This card can attack 3 times (minus the number of times Ascending Angel's effect was activated this duel).

 

 

Fusion

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Lore: Arch-Angel + Arch-Angel + Angel of Corruption
This monster can only be special summoned by tributing at least 2 of the above monsters from the field, with the third being either discarded or tributed, to the graveyard while "Gateway to Oblivion" is on the field and not through any other way. This summon is treated as a fusion summon. This monster is treated as a "Corrupted" monster while it is face-up on the field. When this card battles an opponents monster, banish that monster after damage calculation. This monster cannot be targeted by your opponents trap or monster effects.

 

 

Xyz

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Lore:3 level 4 "Pegasus" monsters.
This monsters name is treated as "Corrupted Nightmare". This card gains 200 ATK for each Xyz material attached to this card. You can discard one Xyz material from this card to attack once again this turn.

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Lore: 2 or more level 6 monsters
When this card is Xyz summoned successfully, inflict 600 points of damage to your opponents LP. When this card attacks, inflict 200 damage to your opponents LP for each Xyz material attached to this card.

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Lore:2 or more level 7 monsters
When this card is Xyz summoned successfully, inflict 1000 points of damage to your opponents LP. When this card attacks, inflict 300 damage to your opponents LP for each Xyz material attached to this card. If this card has "Angel of Flame" as an Xyz material, it gains this effect.
-Once per turn you can discard one Xyz material from this card to target one monster on the field; negate its effect and reduce its ATK by 500 for this turn.

 

 

Synchro

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Lore:1 Tuner + 1 non-Tuner monster
This card cannot be destroyed in battle and is unaffected by all spell cards. Once per turn you can discard one card in your hand; to inflict 800 points of damage to your opponents LP. When this monster destroys one of your opponents monsters through battle, you place 1 Flame Counter on this card. This card gains 200 ATK for each Flame Counter on this card. When this card has 4 Flame Counters on it, you may tribute this card with the counters attached to special summon 1 "Universal Pegasus" from your Extra Deck.

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Lore:1 Tuner + 1 or more non-Tuner monsters
This card can only be special summoned by the effect of "Immortal Pegasus" (this special summon is treated as a Synchro summon). Once per turn while this face-up card is on the field, you can Synchro summon it again. If this card is summoned by its own effect this way, increase its level by 1. Once per turn you may activate and resolve 1 of these 2 effects:
-Add one spell or trap card from your graveyard to your hand
-Special summon a level 5 or lower monster to your side of the field that was removed from play or is in your graveyard.
If this card is level 11: once per turn, you may activate the following effect;
-Special summon any monster removed form play or from your graveyard that started this duel in your Main Deck, ignoring its summoning conditions.

 

 

Spell

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Lore:There can only be 1 "Celestial Mirage" on the field at a time. Whenever your opponent declares an attack while this card is face-up on the field: flip a coin;
-If the result is heads, the attack is negated and that monster cannot declare another attack this turn.
-If the result is tails, nothing happens.

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Lore:When this card is activated, banish "Gateway to Oblivion" from your side of the field and add 1 "Heaven's Gate" to your hand from your graveyard. Then destroy all "Corrupted" monsters on the field and for every monster destroyed by this effect, you can special summon 1 level 4 or lower "Angel" or "Pegasus" monster from your graveyard.

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Lore:This card is used to special summon "Arch-Angel of Prophecy". You must tribute 2 level 4 "Angel" monsters from the field and 1 level 4 "Angel" monster from your hand to special summon "Arch-Angel of Prophecy" from your hand, deck or graveyard.

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Lore:If you draw this card while "Heaven's Gate" is on the field, this card automatically replaces "Heaven's Gate" on the field. This card can only be played if "Heaven's Gate" is on the field. All non "Corrupted"monsters lose 200 ATK and DEF, while all "Corrupted" monsters gain 200 ATK and DEF. All "Corrupted" monsters cannot be destroyed as a result of battle, normal damage calculation still applies. If a "Corrupted" monster is destroyed by a card effect you can special summon that monster from the graveyard in face-up attack mode, but its original ATK and DEF are halved.

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Lore:While this card is face-up on the field, all face-up "Angel" monsters on the field gain 200 ATK and DEF and are unaffected by spell and trap effects that target them. If a monster on your side of the field is destroyed, you can pay 800 LP to special summon that monster from the graveyard to your side of the field in face-up attack or defense position.

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Lore:Target 1 face-up Xyz monster you control: Special Summon from your Extra Deck, 1 "C" monster with the same type as that monster you control, but 1 rank higher, by using it as the Xyz material. (This special summon is treated as an Xyz summon. Xyz materials attached to it also become Xyz materials on the summoned monster). Then If there are any spell cards face-up on the field, you may choose up to 3 spell cards: Destroy those cards and inflict 400 points of damage for each one to your opponent.

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Lore:Add one "Heaven's Gate" from your deck to your hand.

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Lore:Special summon 1 "Angel" Token (LIGHT, Fairy, level 2, ATK 500 and DEF 500) to your side of the field. Activate the following based on how the token is removed from the field:
-If the token is sent from the field, you gain 1000 LP.
-If the token is destroyed, you gain 1000 LP and can add 1 level 4 or lower "Angel" monster from your deck to your hand.

 

 

Trap

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Lore:This card can only be activated while you have an "Angel" monster on your side of the field. All monsters on your opponents side of the field lose 100 ATK for each card in their respective hands. All DARK attribute monsters cannot declare an attack the turn this card is activated, and all set DARK monsters are flipped face-up, any effects are activated at this time.

 

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Lore:No monster on either side of the field may be destroyed by battle on the turn this card is activated. While this card is face up, all damage you receive is reduced to 0 and instead you gain LP equal to half the damage you would have received. Destroy this card at the end of the second turn after it was activated.

 

 

I do have a couple of extra cards that I want to add into this, but still working on those. Let me know what you guys think, anything to add or change.

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A little tip for "Blinding Light", how do you divide 1000 evenly if there are 3 monsters on the opponent's field?

 

That's the one ive had the most trouble trying to set. I might increase to 1200 total spread, so the loss will (1)-1200, (2)-600, (3)-400, (4)-300, (5)-240. I'm trying to not have a huge loss when there's only one monster while still having some loss when there are 5.

Unless I make it 1000ATK minus (100x no. of monsters they control)

Or any other suggestions I'm open to ideas.

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A suggestion, for "Blinding Light", decrease the ATK of all opponent's monster by 100 for each card in their respective hands, this way it is evenly distributed and isn't overpowered, and since it is a LIGHT themed card, maybe it can be used to negate the attack of all DARK monsters your opponent controls during the turn it is activated (e.g Blinding Light)

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A suggestion, for "Blinding Light", decrease the ATK of all opponent's monster by 100 for each card in their respective hands, this way it is evenly distributed and isn't overpowered, and since it is a LIGHT themed card, maybe it can be used to negate the attack of all DARK monsters your opponent controls during the turn it is activated (e.g Blinding Light)

 

Interesting, I like it.

 

I have changed Blinding Light. It now decreases the ATK of all opponents monsters by 100 for each card in their hand. All dark monsters cannot declare an attack the turn this card is activated, and all set (face-down) dark monsters are flipped face-up (with effects activated where appropriate).

I made it all dark monsters (and yes I know some monsters here are dark) because I added the extra effect, and this trap is more oriented towards being played while the angel/pegasus are on the field not the corrupted ones.

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