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Templar Archetype (14/?) [WRITTEN, 1000 Posts]


Tinkerer

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Hello, fine peoples! I'd been chipping away at this archetype for a few weeks now and I finally got through all the monsters. Nothing in here is really groundbreaking, but I had fun trying to figure out the flavor of the cards more than anything. So, that said, without further ado, introducing the Physics Templars!

[spoiler Monsters]
Acceleration Templar
WIND ****
Psychic/Effect
If a "Templar" monster is Normal Summoned, you can Special Summon this card (from your Hand or Graveyard). If this card is detached from an XYZ monster and sent to the Graveyard, draw 1 card. You can only use each effect of "Acceleration Templar" once per turn.
1700/1200

Density Templar
EARTH ****
Psychic/Effect
Monsters lose ATK equal to their level/rank x 100. If this card is sent from the field to the Graveyard, you can target 1 monster on the field; it loses ATK and DEF equal to its level/rank x 500.
0/2200

Distance Templar
LIGHT ****
Psychic/Effect
This card cannot be targeted or destroyed by cards in another column. If this card is sent to the Graveyard, you can target 1 banished Psychic-type monster and Special Summon it.
1500/1200

Entropy Templar
WIND ****
Psychic/Effect
Both players must pay 1000 LP to Normal Summon a monster but can Normal Summon 1 additional time per turn. During your Main Phase 2, you can banish this card from your Graveyard. Toss a coin. If Heads, destroy all monsters your opponent controls. If tails, return all monsters you control to the Deck.
1900/0

Frequency Templar
WATER ****
Psychic/Tuner/Effect
During your turn, this card cannot be targeted or destroyed by card effects. During your opponent's turn, this card cannot be destroyed by battle. If this card is removed from the field, you can send 1 "Templar" monster from your Deck to the Graveyard. You can only use this effect of "Frequency Templar" once per turn.
1800/800

Gravity Templar
EARTH ****
Psychic/Effect
Monsters your opponent controls must attack this card if able. Once per turn, if this card changes battle positions, you can send the top card of your Deck to the Graveyard; Special Summon 1 "Templar" monster from your Hand.
500/2000

Impulse Templar
FIRE ****
Psychic/Effect
If you control no monsters, you can Special Summon this card from your Hand. If this card is used for the Summon of an Extra Deck monster, you can place 1 "Templar" card in your Deck on top of your Deck.
1600/1300

Inertia Templar
EARTH ****
Psychic/Effect
This card may not be Normal Summoned. You can only Special Summon this card (from your Hand) if you control exactly 2 face-up "Templar" monsters. This card may not be used for the Summon of an Extra Deck monster. This card cannot be destroyed.
2400/0

Momentum Templar
WIND ****
Scale: 3/5
Psychic/Pendulum/Effect
Pendulum Effect: Once per turn: you can target 1 "Templar" monster you control. Until the next End Phase, it inflicts double battle damage.
Monster Effect: Once per turn: If you Summon a "Templar" monster, you can Normal Summon a monster with the same name from your Hand.
1200/1800

Pressure Templar
EARTH ****
Psychic/Effect
All monsters your opponent controls lose 500 ATK and DEF. If this card is sent from the field to the Graveyard, you can banish this card from your Graveyard to banish the top 3 cards from your opponent's Deck.
1400/1500

Resonance Templar
WATER ****
Psychic/Tuner/Effect
If your opponent controls a monster and you control no monsters, you can Special Summon this card from your Hand. If this card is sent to the Graveyard as a Synchro material, you can banish this card to add 1 "Templar" monster from your Graveyard to your Hand.
600/1600

Speed Templar
WIND ****
Psychic/Effect
When this card is Normal Summoned, you can add 1 "Templar" monster from your Deck to your Hand (except Speed Templar). If this card is sent to the Graveyard: you can add 1 banished "Templar" monster to your Hand. You can only use 1 effect of "Speed Templar" per turn.
1200/1000

Velocity Templar
WIND ****
Psychic/Effect
When this card is Special Summoned, you can send 1 "Templar" monster from your Deck to the Graveyard. During either player's turn, you can banish this card and 2 "Templar" monsters from your Graveyard; "Templar" monsters cannot be destroyed this turn. You can only use each effect of "Velocity Templar" once per turn.
1500/600

Vibration Templar
WATER ****
Scale: 3/5
Psychic/Pendulum/Effect
PE: "Templar" monsters in attack position cannot be destroyed by battle, but battle damage inflicted to you involving a "Templar" monster is doubled.
ME: You can tribute this card to Special Summon 1 "Templar" monster from your Graveyard (except "Vibration Templar"). You can only activate the effect of "Vibration Templar" once per turn.
1100/1500

 

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"Inertia Templar" is hard to deal with, and it can be used as an infinite defensive barricade (hence cannot be destroyed by battle and effects), the only decks I could think of to defeat it is "Different Dimensional" decks, this deck has the potential of many combos such as special summon "Impulse Templar", then normal summon "Speed Templar" and search "Acceleration Templar", then special summon it, next special summon "Inertia Templar", a great combination, also change removed from the field in "Frequency Templar" lore into banished

 

I anticipate another great deal of spells and traps

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Thanks for the comment! Looking back at Inertia I'm actually wondering why I allowed it to be summoned from the Graveyard in the first place. I'll probably take that out.

The combos can become extensive when everything is where it needs to be, but at the same time I don't think I created any infinite loops or anything (which was a big concern with this archetype).

As for Frequency Templar, it's effect is intentional. It activates whenever it is removed from the FIELD, not necessarily banished (a la Reborn Tengu).

 

Thanks again!

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