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Return, Blazing Winds [Written]


Fukato

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[spoiler=Monsters]

 

Jester of the Blazing Winds

WIND Spellcaster

LV 4 ATK: 1600 DEF: 1700

Effect: When this card is Normal Summoned: You can add 1 "Blazing Winds" monster from your Deck to your hand, then return this card from the field to your hand. You can only use the effect of "Jester of the Blazing Winds" once per turn.

 

Shadow of the Blazing Winds

WIND Warrior

LV 4 ATK: 1800 DEF: 400

Effect: When this card is Normal Summoned: You can add 1 "Blazing Winds" Spell/Trap Card from your Deck to your hand, then return this card from the field to your hand. You can only use the effect of "Shadow of the Blazing Winds" once per turn.

 

Vanguard of the Blazing Winds

WIND Warrior

LV 4 ATK: 1900 DEF: 300

Effect: When this card is Normal Summoned: You can banish 1 "Blazing Winds" monster from your Graveyard; draw 1 card, then return this card from the field to your hand. You can only use the effect of "Vanguard of the Blazing Winds" once per turn.

 

Illusionist of the Blazing Winds

WIND Spellcaster

LV 4 ATK: 1400 DEF: 1900

Effect: When this card is Normal Summoned: You can banish 1 "Blazing Winds" Spell/Trap Card from your Graveyard; add 1 "Blazing Winds" card from your Graveyard to your hand, then return this card from the field to your hand. You can only use the effect of "Illusionist of the Blazing Winds" once per turn.

 

Enigma of the Blazing Winds

WIND Warrior

LV 7 ATK: 2500 DEF: 1100

Effect: Cannot be Normal Summoned/Set. If a "Blazing Winds" monster you control is returned to your hand: You can Special Summon this card (from your hand or Graveyard). You can only Special Summon 1 "Enigma of the Blazing Winds" this way once per turn. Once per turn, during either player's turn, when a monster is returned to the hand: You can target 1 monster on the field; destroy it, and if you do, inflict damage to your opponent equal to half the destroyed monster's ATK.

 

Diabolist of the Blazing Winds

WIND Spellcaster

LV 7 ATK: 2300 DEF: 1500

Effect: Cannot be Normal Summoned/Set. If a "Blazing Winds" monster you control is returned to your hand: You can Special Summon this card (from your hand or Graveyard). You can only Special Summon 1 "Diabolist of the Blazing Winds" this way once per turn. If a monster is returned to the hand this turn: This card cannot be targeted by an opponent's card effect until the End Phase. When this card is destroyed by battle or card effect: You can return 1 "Blazing Winds" card you control to your hand; add this card to your hand.

 

 

 

 

[spoiler=Spells]

 

Arts of the Blazing Winds

Normal Spell

Return 1 other "Blazing Winds" card you control to your hand; add 1 "Blazing Winds" card from your Deck to your hand, except "Arts of the Blazing Winds". You can only activate 1 "Arts of the Blazing Winds" per turn.

 

Letter of the Blazing Winds

Continuous Spell

Activate this card by returning 1 other "Blazing Winds" card you control to your hand. Twice per turn, if a "Blazing Winds" monster is returned to the hand: You can Normal Summon 1 Level 4 "Blazing Winds" monster from your hand. You can only control 1 "Letter of the Blazing Winds".

 

Memoir of the Blazing Winds

Normal Spell

Special Summon 1 "Blazing Winds" monster from your Graveyard, but return it to your hand at the End Phase.

 

 

 

 

[spoiler=Traps]

 

Retribution of the Blazing Winds

Normal Trap

When a "Blazing Winds" monster is returned to your hand: Destroy all face-up monsters on the field.

 

Judgment of the Blazing Winds

Counter Trap

When a Spell/Trap or monster effect is activated: Return 1 other "Blazing Winds" card you control to your hand; negate the activation, and destroy it. During your End Phase: You can return 1 "Blazing Winds" card you control to your hand; add this card from your Graveyard to your hand. You can only use each effect of "Judgment of the Blazing Winds" once per turn.

 

Doctrine of the Blazing Winds

Continuous Trap

When a "Blazing Winds" monster is returned to the hand: You can target 1 "Blazing Winds" card in your Graveyard; add that target to your hand. You can banish 1 "Blazing Winds" card from your Graveyard, then target 1 Spell/Trap Card on the field; destroy it. You can only use 1 "Doctrine of the Blazing Winds" effect per turn, and only once that turn.

 

Shield of the Blazing Winds

Continuous Trap

Activate this card by returning 1 "Blazing Winds" Spell/Trap Card you control to your hand. Each "Blazing Winds" monsters you control cannot be destroyed by card effects once per turn. If a "Blazing Winds" monster you control would be destroyed by battle: You can return this face-up card you control to the hand instead. During each End Phase: Return 1 other "Blazing Winds" card you control to the hand, otherwise destroy this card.

 

 

 

 

[spoiler=Extra]

 

Sentinel of the Blazing Winds

WIND Warrior

Rank 4 ATK: 2100 DEF: 2000

2 Level 4 WIND monsters

Effect: When this card is Xyz Summoned: You can add 1 WIND monster from your Deck to your hand. If a monster declares an attack: You can detach 1 Xyz Material, then target 1 monster on the field; return that target to the hand at the end of that Damage Step.

 

Mirror of the Blazing Winds

WIND Spellcaster

Rank 4 ATK: 1800 DEF: 2400

2 Level 4 WIND monsters

Effect: When this card is Xyz Summoned: You can add 1 WIND monster from your Graveyard to your hand. If a card(s) your opponent controls is returned to the hand, banish it instead. Once per turn: You can detach 2 Xyz Materials from this card; return 1 other card you control to the hand, then return 1 card your opponent controls to the hand.

 

Liberator of the Blazing Winds

WIND Warrior

Rank 7 ATK: 2500 DEF: 2100

2 Level 7 WIND monsters

Effect: If a card(s) you control is returned to the hand: All "Blazing Winds" monster you control gain 500 ATK. If a WIND monster or "Blazing Winds" card would be destroyed, you can detach 1 Xyz Material from this card instead.

 

Catalyst of the Blazing Winds

WIND Spellcaster

Rank 7 ATK: 2400 DEF: 2700

2 Level 7 WIND monsters

Effect: You can detach 1 Xyz Material, then return 1 card you control to the hand; draw 1 card, and if you do, discard 1 random card in your opponent's hand. If this card is sent to the Graveyard: You can return up to 3 cards you control to the hand. You can only use each effect of "Catalyst of the Blazing Winds" once per turn.

 

 

 

 

What'd ya think about these? Their main asset is returning themselves to the hand when they activate their effects. I'm not entirely sure how synergized these guys are, but I think it's alright.

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I like this a lot. It's synergetic with Mist Valley, and coult probably benefit from their support (they'd probably destroy if they had divine wind on the field). Double Summon almost seems like a requirement, though, so that's something to watch out for.

 

Diabolist of the Blazing Winds

WIND Spellcaster
LV 7 ATK: 2300 DEF: 1500
Effect: Cannot be Normal Summoned/Set. If a "Blazing Winds" monster you control is returned to your hand: You can Special Summon this card (from your hand or Graveyard). You can only Special Summon 1 "Diabolist of the Blazing Winds" this way once per turn. If a monster is returned to the hand this turn: This card cannot be targeted by an opponent's card effect until the End Phase. When this card is destroyed by battle or card effect: You can return 1 "Blazing Winds" card to your hand; add this card to your hand.
 
This is a bit of a concern for me. Where does it return from, field or graveyard? If it's graveyard, that's busted, but if it's field, that's fine, if not underpowered. 
 
Letter of the Blazing Winds
Continuous Spell
Activate this card by returning 1 other "Blazing Winds" card you control to your hand. Twice per turn, when a "Blazing Winds" monster is returned to the hand: You can Normal Summon 1 Level 4 "Blazing Winds" monster from your hand. You can only control 1 "Letter of the Blazing Winds".
 
...I still feel like this is slow. Since you would have to miss out on your guy's effect to even activate it (or similar), it would just make the deck slower. I get that you were trying to balance it, but with power creep always being a thing, it's okay to make your cards a bit more powerful than you would for Dimension of Chaos rather than Abyss Rising.
 
Memoir of the Blazing Winds
Normal Spell
Return 1 other "Blazing Winds" card you control to your hand; Special Summon 1 "Blazing Winds" monster from your Graveyard, but return it to your hand at the End Phase.
 
tbh, this shouldn't have a cost. Monster Reborn in this deck is a requirement.
 
Judgment of the Blazing Winds
Counter Trap
When a Spell/Trap card, or monster effect, is activated: Return 1 other "Blazing Winds" card you control to your hand; negate the activation, and if you do, destroy it. During your End Phase, while this card is in your graveyard: You can return 1 "Blazing Winds" card you control to your hand; add this card from your Graveyard to your hand. You can only use each effect of "Judgment of the Blazing Winds" once per turn, and only once that turn.
 
Doctrine of the Blazing Winds
Continuous Trap
When a "Blazing Winds" monster is returned to the hand: You can target 1 "Blazing Winds" card in your Graveyard; shuffle it into the Deck. You can banish 1 "Blazing Winds" card from your Graveyard, then target 1 Spell/Trap Card on the field; destroy it. You can only use 1 "Doctrine of the Blazing Winds" effect per turn, and only once that turn.
 
This seems contradictory. Wouldn't I want to have Blazing Winds cards in grave as fodder to use its back row pop? Also, what does recycling into the deck do for me outside of shuffling the deck? Unless you get lucky, wouldn't it be easier to add from your graveyard to your hand than your deck?
 
 
Shield of the Blazing Winds
Continuous Trap

 

Activate this card by returning 1 "Blazing Winds" Spell/Trap Card you control to your hand. All "Blazing Winds" monsters you control cannot be destroyed by card effects. If a "Blazing Winds" monster you control would be destroyed by battle: You can return this face-up card you control to the hand instead. You cannot activate other "Blazing Winds" effects the turn you activate this effect.
 
This is just a pet peeve of mine, but I hate high-reward cards like this. The ability to make everything unpoppable whenever you want is pretty up there, but it's also underpowered because of the heavy costs surrounding it, limiting its playability. Low-Risk Low-Reward is usually a better rule of thumb, as far as I'm concerned.
 
Overall, I could see this deck coming together nicely. The monsters allow consistency, aiding its summoning of powerful Xyz monsters, such as Lightning Chidori and Harpie's Pet Phantasmal. Mist Valley cards would aid in the return to hand effects, particularly the aforementioned Divine Wind, letting you get free pluses. 
Cool.
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