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Waters of Life - the Holy Water archetype!


Tojin

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This is another archetype I made a long time ago, back when Pendulums were first announced. It's also a pretty big archetype, comprising 15 cards; 10 smaller monsters, and 5 bosses/mid-bosses. They're mostly based around LP gain, with a side order of rushing your opponent with a bunch of tiny monsters, a la Performapals. The little monsters are named after rivers, while the bosses' names are corrupted versions of the names of the oceans, with their level corresponding to size. As always, criticism is appreciated!


 


Holy Water - Nile


Level 3


LIGHT/Aqua/Pendulum/Effect


900/700


0/0


Pendulum Effect: Once per turn, you can Special Summon 1 “Holy Water” monster from your Graveyard. It cannot attack this turn.


 


Monster Effect: When this card is Summoned, you can Special Summon 1 “Holy Water” monster from your Graveyard. It cannot attack this turn.


 


Holy Water - Amazon


Level 2


LIGHT/Aqua/Pendulum/Effect


100/600


8/8


Pendulum Effect: Once per turn, when you Special Summon a “Holy Water” monster(s): Gain 300 Life Points for each monster that was Special Summoned.


 


Monster Effect: Once per turn, when you Summon a “Holy Water” monster(s): Gain Life Points equal to that monster’s level x300. (In the event of multiple Summons, gain Life Points equal to the highest level among the summoned monsters x200.)


 


Holy Water - Mississippi


Level 1


LIGHT/Aqua/Pendulum/Effect


0/0


0/0


Pendulum Effect: Once per turn, during either player’s turn, you can target one monster on the field. Decrease that monster’s ATK by 200 for each “Holy Water” monster you control. (This is a Quick Effect.)


 


Monster Effect: Once per turn, during either player’s turn, you can target one monster on the field. That target’s ATK becomes 1800 until the end of the turn. (This is a Quick Effect.)


 


Holy Water - Colorado


Level 2


LIGHT/Aqua/Pendulum/Effect


800/700


8/8


Pendulum Effect: Once per turn, when you gain Life Points, you can inflict damage to your opponent equal to the number of Life Points gained.


 


Monster Effect: Once per turn, you can target one monster on the field: gain Life Points equal to half its ATK, then, if you control 3 or more other “Holy Water” monsters, you can destroy that monster.


 


Holy Water - Yangtze


Level 3


LIGHT/Aqua/Pendulum/Effect


1000/100


0/0


Pendulum Effect: Once per turn, you can change this card’s Pendulum Scale to 8/8. Activate this effect only if you control another “Holy Water” monster in your other Pendulum Zone.


 


Monster Effect: Once per turn, you may activate one of these effects.



  • You can target one monster you control and have it gain ATK equal to the difference between the Pendulum Scales of the monsters in your Pendulum Zones x200, until the End Phase. You must have 1 “Holy Water” monster in each of your Pendulum Zones to activate this effect.




  • Inflict damage to your opponent equal to the difference between the Pendulum Scales of the monsters in your Pendulum Zones x200. You must have 1 “Holy Water” monster in each of your Pendulum Zones to activate this effect.



 


Holy Water - Indus


Level 2


LIGHT/Aqua/Pendulum/Effect


500/500


8/8


Pendulum Effect: Once per turn, you may pay 1000 Life Points to Special Summon up to 2 Level 3 or lower “Holy Water” monsters from your Deck. They are destroyed during the End Phase.


 


Monster Effect: Once per turn, you may pay Life Points in multiples of 400 to Special Summon one monster from your opponent’s Graveyard whose Level is equal to the amount of Life Points you paid x400. If that monster leaves the field, this card is banished. If this card leaves the field, that monster is banished. (This effect applies even if the summoned monster is in your opponent’s hand or Graveyard, or on their side of the field.)


 


Holy Water - Zambezi


Level 1


LIGHT/Aqua/Pendulum/Effect


50/50


0/0


Pendulum Effect: All “Holy Water” monsters you control gain this effect:



  • The first time this card would be removed from the field (whether by battle or by card effect): This card is not removed from the field.



 


Monster Effect: This card cannot be destroyed by battle. If this card is selected as an attack target, gain 800 Life Points before damage calculation. (This effect applies even if this card was attacked while facedown.)


 


Holy Water - Ganges


Level 2


LIGHT/Aqua/Pendulum/Effect


100/200


8/8


Pendulum Effect: Once per turn, you can Special Summon one “Holy Water Token” (Level 3/LIGHT/Aqua/1200 ATK/1200 DEF).


 


Monster Effect: Once per turn, you can Special Summon one “Holy Water Token” (Level 3/LIGHT/Aqua/1200 ATK/1200 DEF) for each monster your opponent controls. You must have at least 5 “Holy Water” monsters in your Graveyard and/or Extra Deck to activate this effect.


 


Holy Water - Tigris


Level 3


LIGHT/Aqua/Pendulum/Effect


700/900


0/0


Pendulum Effect: Once per turn, you can shuffle any number of “Holy Water” Pendulum Monsters in your Extra Deck to the Main Deck, then gain 300 Life Points for each.


 


Monster Effect: When this card is Pendulum Summoned, you can gain Life Points equal to the number of “Holy Water” monsters in your Extra Deck x200, then you can have one “Holy Water” monster you control gain ATK equal to the amount of Life Points you gained.


 


Holy Water - Euphrates


Level 3


LIGHT/Aqua/Pendulum/Effect


900/700


8/8


Pendulum Effect: Whenever you would gain Life Points, instead gain that amount +500.


 


Monster Effect: When this card is Pendulum Summoned, you can gain Life Points equal to the number of “Holy Water” monsters in your Extra Deck x200, then you can have one monster your opponent controls lose ATK equal to the amount of Life Points you just gained.


 


Holy Water - Atlantica


Level 6


LIGHT/Aqua/Effect


2500/1000


This card cannot be Normal Summoned or Set. Must first be Pendulum Summoned. Once per turn, when a “Holy Water” monster(s) is Pendulum Summoned, you can activate this effect: gain Life Points equal to that monster’s ATK. (If multiple monsters are summoned, gain Life Points equal to the highest ATK among those monsters.)


 


Holy Water - Indana


Level 5


LIGHT/Aqua/Effect


2300/800


Cannot be Normal Summoned or Set. Must first be Pendulum Summoned. When this card destroys a monster by battle: Gain Life Points equal to its lowest score (ATK or DEF) +500, then inflict damage to your opponent equal to that monster’s highest score (ATK or DEF).


 


Holy Water - Arctis


Level 5


LIGHT/Aqua/Effect


2000/1400


Cannot be Normal Summoned or Set. Must first be Pendulum Summoned. Once per turn, when you gain Life Points, you may target one monster your opponent controls for each multiple of 500 Life Points you gained. The targeted monster(s) cannot attack or change their battle position until the end of your opponent’s next turn.


 


Holy Water - Suthron


Level 6


LIGHT/Aqua/Effect


1500/2700


Cannot be Normal Summoned or Set. Must first be Pendulum Summoned. Once per turn, you may gain Life Points equal to the number of monsters on the field x300, then inflict damage to your opponent equal to half of the Life Points gained by this effect, rounded up.


 


Holy Water - Pacifica


Level 7


LIGHT/Aqua/Effect


2600/700


Cannot be Normal Summoned or Set. Must first be Pendulum Summoned. All “Holy Water” monsters you control with 1000 or less original ATK gain 500 ATK for each “Holy Water” monster on the field and the following effect:



  • When this card destroys a monster by battle, gain Life Points equal to half the destroyed monster’s ATK rounded up.



 

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Fret not fellow forum warrior, for it is I to the rescue.

 

Okay,i'll start with the obvious, there are way too many main deck monsters. I'm the kind of guy that likes to use all cards in an archtype (unless it's some abysmal sheet) but there's no way you could play all cards you made.Imo the max main deck monsters for an archtype is 10, absolutely MAX 10 i mean,and you need to make it work in the effects. You have 15 and with pretty random effects.Not bad effects mind you, but there aren't really any obvious combo plays, no first turn plays, no game plan.They seem like a bunch of cards with Gain LP effects and a few other random ones like make tokens,gain ATK, inflict damage etc.

 

The base concept is not bad, but you would've been much better off making fewer cards with a more focused game plan.

 

Commenting on each card separately is impossible since i don't know what synergy they have with each other.

 

Sorry your first comment was a negative one.(it was more a mixed one but w/e)

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Thanks for the review!

 

You're definitely right about the lack of plays; I'll see if I can't edit them to make them a bit more cohesion. Same deal with the amount of cards; I'll go through and take out the unnecessary ones. I might make the bosses Pendulum Monsters as well, to compensate for the removal of some of the main deck monsters.

 

Don't worry about your review being negative! Any criticism that isn't "lol u suk" is fine with me!

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