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[Written] "Supreme" (feat. "Imperial") Archetypes


Bellringer Angel

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I have edited this post more than 10 time.

EDIT: The official-ish name for the archetype is "Supreme". The sub-archetype is "Imperial".

 

Also, not adding "Only once per turn" is intentional.

EDIT: Added a lot of restrictions.

 

Maybe too OP?

 

[spoiler=Explaining the archetype]

Inspiration

So... I got this idea from Dark Doriado's effect to have all EARTH, WIND, WATER, and FIRE monsters you control gain 200 ATK and DEF for each monster you control with a different Attribute and decided to use it to broke the game. Also decided to add in some Spirit, Union, Flip, Gemini, Fusion, Ritual and Synchro Monsters for no reason at all. **** you Trap Cards.

EDIT: Changed the main deck monsters' level to 1 because Rank 4 spam exists.

EDIT: Changed Hikari and Tamashii's level to 4, Hana and Shizen's level to 5, and Tenrai's level to 8.

Strengths

1. Can do a small loop.

2. Can easily OTK.

3. Can lock your opponent from using Traps and Hand Traps.

4. Kills monarches and DARK decks.

Weaknesses

1. Lose easily against faster decks.

2. Also locks you from using Traps.

Translations

Use google.

EDIT: changed king to warlord

 

 

[spoiler=Monsters]

1. Supreme Warlord Seishin

WIND/Fairy/Spirit/Level 1

ATK/0 DEF/0

This card's attribute is also treated as FIRE, WATER and EARTH. During the End Phase of the turn this card is Normal Summoned, Special Summoned or flipped face-up: Return it to the hand. When this card is Summoned, you can Special Summon 1 WIND monster from your hand or graveyard, except "Supreme Warlord Seishin". If this card returns to your hand during the End Phase, you can draw 1 card from your Deck. All WIND monsters you control gain 200 ATK and DEF for each WIND monster you control (this effect still applies while being an Equip Card). You cannot have Trap Cards in your graveyard during the turn you Summon this card. Each effects of "Supreme Warlord Seishin" can only be activated once per turn.

 

2. Supreme Warlord Yoroi

EARTH/Fairy/Union/Level 1

ATK/0 DEF/0

This card's attribute is also treated as FIRE, WATER and WIND. When this card is Summoned, you can equip 2 EARTH monsters from your deck or graveyard to this card, except "Supreme Warlord Yoroi". Once per turn, during either player's turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. All EARTH monsters you control gain 200 ATK and DEF for each EARTH monster you control (this effect still applies while being an Equip Card). (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) You cannot have Trap Cards in your graveyard during the turn you Summon this card. Each effects of "Supreme Warlord Yoroi" can only be activated once per turn.

 

3. Supreme Warlord Henryuuki

FIRE/Fairy/Gemini/Level 1

ATK/0 DEF/0

This card is treated as a Normal Monster while face-up on the field or in the graveyard. This card's attribute is also treated as EARTH, WATER and WIND. If you control no monsters, you can Special Summon this card (from your hand). While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with these effects:

1. Once per turn, you can Normal Summon 1 FIRE monster in addition to your Normal Summon/Set, except "Supreme Warlord Henryuuki".

2. FIRE monsters you control are unaffected by monster effects.

3. All FIRE monsters you control gain 200 ATK and DEF for each FIRE monster you control.

You cannot have Trap Cards in your graveyard during the turn you Summon this card. Each effects of "Supreme Warlord Henryuuki" can only be activated once per turn.

 

4. Supreme Warlord Arawasu

WATER/Fairy/Flip/Level 1

ATK/0 DEF/0

FLIP: Banish 1 card on your opponent's side of the field, then Special Summon 1 WATER monster from your hand or deck, except "Supreme Warlord Arawasu".

This card's attribute is also treated as EARTH, FIRE and WIND. When this card is Normal or Special Summoned, you can add 1 WATER monster from your deck to your hand, except "Supreme Warlord Arawasu", and if you do: Change this card to face-down Defense Position. All WATER monsters you control gain 200 ATK and DEF for each WATER monster you control (this effect still applies while being an Equip Card). You cannot have Trap Cards in your graveyard during the turn you Summon this card. Each effects of "Supreme Warlord Arawasu" can only be activated once per turn.

 

5. Imperial Priestess Hikari

LIGHT/Spellcaster/Effect/Level 4

ATK/0 DEF/2000

When this card is Summoned, you can add 1 "Imperial" non-Continuous Spell Card from your deck to your hand. All "Supreme" monsters you control is unaffected by Trap effects. During the End Phase, gain 200 Life Points for each "Supreme Warlord" monster you control. You cannot have Trap Cards in your graveyard during the turn you Summon this card.

 

6. Imperial Guardian Tamashii

LIGHT/Spellcaster/Effect/Tuner/Level 4

ATK/0 DEF/2000

When this card is Summoned, you can add 1 "Imperial" Continuous Spell Card from your deck to your hand. Neither player can negate Special Summons. During the End Phase, your opponent lose 200 Life Points for each "Supreme Warlord" monster you control. You cannot have Trap Cards in your graveyard during the turn you Summon this card.

 

7. Supreme God Tenrai

LIGHT/Fairy/Ritual/Effect/Level 8

ATK/? DEF/?

You can Ritual Summon this card with "Imperial Art". Must be Ritual Summoned by using up to 4 "Supreme Warlord" monsters with different names (min: 1) and 1 "Imperial Priestress" or "Imperial Guardian" monster, and cannot be Special Summoned by other ways. This card's ATK and DEF are always equal to the amount of "Supreme Warlord" monsters in your graveyard x 1000. Unaffected by your opponent's card effects. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step. You cannot have Trap Cards in your graveyard during the turn you Summon this card.

 

8. Imperial Princess Hana

LIGHT/Spellcaster/Fusion/Effect/Level 5

ATK/2500 DEF/2000

1 "Imperial Priestress" monster + 1 "Supreme Warlord" monster

Must be Fusion Summoned with the above Fusion Material Monsters by using "Imperial Fusion" and can't be Special Summoned by other ways. Cannot be destroyed by card effects. When the effect of a DARK monster(s) activates on the field, in the hand or in the graveyard: You can discard 1 card; negate its effect, and if you do, banish it. At the start of the Damage Step, if this card battles a DARK monster: Banish that monster. You cannot have Trap Cards in your graveyard during the turn you Summon this card.

 

9. Imperial Prince Shizen

LIGHT/Warrior/Synchro/Effect/Level 5

1 "Imperial Guardian" Tuner + 1 "Supreme Warlord" monster

ATK/2500 DEF/2000

Must be Synchro Summoned and can't be Special Summoned by other ways. Cannot be destroyed by card effects. At the start of the Damage Step, if this card battles a Level 5 or higher monster: Banish that monster. When a Level 5 or higher monster is Normal Summoned or Flip Summoned: You can discard 1 card; negate that monster's Normal Summon or Flip Summon and if you do, banish it. You cannot have Trap Cards in your graveyard during the turn you Summon this card.

 

 

[spoiler=Spell Cards]

1. Imperial Shrine

Spell/Continuous

When this card is activated, you can add 1 "Supreme Warlord" monster from you deck to your hand. If you control a face-up "Imperial Guardian" monster: Neither player can Set Cards nor activate Spell/Trap Cards that are Set on the field. You cannot have Trap Cards in your graveyard during the turn you activate this card. You can only activate "Imperial Shrine" once per turn.

 

2. Imperial Art

Spell/Ritual

This card can be used to Ritual Summon "Supreme God Tenrai". Tribute up to 4 "Supreme Warlord" monsters with different names (min: 1) and 1 "Imperial Priestess" or "Imperial Guardian" monster from your hand or your side of the field, then Ritual Summon 1 "Supreme God Tenrai" from your hand, deck or graveyard. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card; add 1 "Imperial Priestress" or "Imperial Guardian" monster from your graveyard to your hand. You cannot have Trap Cards in your graveyard during the turn you activate this card.

 

3. Imperial Restoration

Spell/Normal

Shuffle 4 "Supreme Warlord" monsters in your graveyard into the deck, then draw 1 card. You cannot have Trap Cards in your graveyard during the turn you activate this card.

 

4. Imperial Fusion

Spell/Quick-Play

Fusion Summon 1 "Imperial Princess" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card; add 1 "Imperial Priestress" monster from your graveyard to your hand. You cannot have Trap Cards in your graveyard during the turn you activate this card.

 

5. Imperial Enhancement

Spell/Continuous

When this card is activated, add 1 "Supreme Warlord" monster from your deck to your hand. If you control a face-up "Imperial Guardian" monster: This card cannot be destroyed by card effects. All "Supreme Warlord" monsters you control can attack twice during your Battle Phase. You cannot have Trap Cards in your graveyard during the turn you activate this card. You can only activate "Imperial Enhancement" once per turn.

 

6. Imperial Barrier

Spell/Continuous

"Supreme Warlord" monsters you control can't be destroyed by battle or card effects. As long as this card remains face-up on the field: Both player takes no damage. If you control a face-up "Imperial Guardian" monster: This card cannot be destroyed by card effects. When this card is sent to the graveyard, you can Special Summon 1 "Supreme Warlord" monster from your graveyard. You cannot have Trap Cards in your graveyard during the turn you activate this card. You can only activate "Imperial Barrier" once per turn.

 

 

No Trap Cards. As always, CnCs are welcome.

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