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Hellscape: FIRE Ritual Archetype! [15/15]


Dova

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[spoiler=Main Deck Monsters]AG9Ihxe.png

When this card is Summoned: You can add 1 FIRE Ritual Monster or "Hellscape" Ritual Spell Card from your Deck to your hand. You can only activate this effect of "Hellscape Summoner" once per turn. You do not have to pay LP to activate "Hellscape" cards or their effects.

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When this card is Special Summoned: You can target 1 FIRE Ritual Monster in your Graveyard; Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Hellscape Creator" once per turn. You do not have to pay LP to activate "Hellscape" cards or their effects.

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If this card is Special Summoned: You can add 1 "Hellscape" Ritual Monster from your Deck to your hand. You can Tribute 1 Ritual Monster you control; Special Summon 1 Level 4 or lower Spellcaster-Type monster from your Graveyard. You can only use each effect of "Hellscape Deal Breaker" once per turn. You do not have to pay LP to activate "Hellscape" cards or their effects.

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When this card is Special Summoned: You can add 1 "Hellscape" Ritual Spell Card from your Deck to your hand. If a "Hellscape" monster(s) is Tributed by a card effect: You can Special Summon 1 of those monsters. You can only use each effect of "Hellscape Mistress" once per turn. You do not have to pay LP to activate "Hellscape" cards or their effects.

 

 

[spoiler=Spells]

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Banish 1 FIRE Ritual Monster from your hand; Draw 2 cards. You can banish this card from your Graveyard; Send 1 Ritual Spell card from your Deck to the Graveyard. You can only use one effect of "Hellscape Corruption" per turn, and only once that turn.

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If you control a Ritual Monster: Pay 1000 LP; Special Summon 1 Spellcaster-Type monster from your Graveyard. You can only activate one "Hellscape Resurrection" per turn.

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If you would Tribute a monster(s) for a Ritual Summon: You can pay 500 LP: You can treat 1 of those Tributed monster as being up to 2 Levels higher. You can banish this card from your Graveyard; Add 1 FIRE Ritual monster from your Graveyard to your hand. You can only control 1 face-up "Hellscape Destination". You can only activate 1 effect of "Hellscape Destination" per turn, and only once that turn.

 

 

[spoiler=Rituals Spells]

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This card can be used to Ritual Summon any FIRE Ritual Monster. Pay 1000 LP; Tribute monsters from your hand and/or field, then Ritual Summon 1 FIRE Ritual Monster from your hand or Graveyard whose Level is equal to or less than the Levels of those monsters. If this card is in your Graveyard: You can pay 1000 LP; Shuffle 1 FIRE monster from your Graveyard into your Deck. You can only use this effect of "Calling of the Hellscape" once per turn.

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This card can be used to Ritual Summon any FIRE Ritual Monster. Pay 1000 LP; Tribute FIRE non-Ritual monsters from your hand and/or field, then Ritual Summon 1 FIRE Ritual Monster from your Deck whose Level is exactly equal to the Levels of those monsters. If this card is in your Graveyard: You can pay 1000 LP; Shuffle 1 "Hellscape" Spell Card from your Graveyard into your Deck. You can only use this effect of "Contract of the Hellscape" once per turn.

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This card can be used to Ritual Summon any FIRE Ritual Monster. Pay 1000 LP; Tribute exactly 1 FIRE monster from your field, then Ritual Summon 1 Level 8 or lower FIRE Ritual Monster from your hand. If this card is in your Graveyard, and a "Hellscape" card(s) is shuffled into your Deck: You can pay 1000 LP; draw 1 card. You can only use this effect of "Possession of the Hellscape" once per turn.

 

 

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You can Ritual Summon this card with any "Hellscape" Ritual Spell Card. During each of your Standby Phases: Pay 500 LP or destroy this card. When this card leaves the field, except by its own effect: Gain LP equal to the number of your Standby Phases this card has been on the field x 500. All FIRE monsters you control gain 300 ATK for each FIRE monster you control other than itself. If this card destroys a monster by battle: Draw 1 card. You can only use each effect of "Hellscape Archfiend" once per turn.

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You can Ritual Summon this card with any "Hellscape" Ritual Spell Card. During each of your Standby Phases: Pay 500 LP or destroy this card. You can discard this card, then pay 500 LP; Add 1 "Hellscape" non-Ritual monster from your Deck to your hand. All FIRE monsters you control gain 300 ATK for each FIRE monster you control other than itself. If this card destroys a monster by battle: Target 1 face-up card your opponent controls; Destroy it. You can only use each effect of "Hellscape Razer" once per turn.

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You can Ritual Summon this card with any "Hellscape" Ritual Spell Card. During each of your Standby Phases: Pay 500 LP or destroy this card. You can discard this card, then pay 500 LP; Add 1 "Hellscape" non-Ritual Spell Card from your Deck to your hand. All FIRE monsters you control gain 300 ATK for every FIRE monster you control other than itself. If this card destroys a monster by battle: Inflict damage to your opponent equal to the destroyed monster's original ATK. You can only use each effect of "Hellscape Tormentor" once per turn.

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You can Ritual Summon this card with any "Hellscape" Ritual Spell Card. During each of your Standby Phases: Pay 1000 LP or destroy this card. You can discard this card, then pay 1000 LP; Add 1 "Hellscape" Ritual Spell Card from your Deck to your hand. All FIRE monsters you control gain 300 ATK for every FIRE monster you control other than itself. If this card destroys a monster by battle: Destroy all monsters your opponent controls. You can only use each effect of "Hellscape Devastator" once per turn.

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You can Ritual Summon this card with any "Hellscape" Ritual Spell Card. You can discard this card, then pay 1000 LP; Add 1 FIRE Ritual Monster from your Deck to your hand (except "Hellscape Immortal"). FIRE monsters you control with a different ATK to their original ATK are unaffected by card effects, except "Hellscape" cards and their effects. You can only control 1 face-up "Hellscape Immortal".  You can only use each effect of "Hellscape Immortal" once per turn.

 

 

 

Some lovely Demons to go with my new Avi.

 

Basic plan is Life-Paying and said mechanic nullification, and beatdown with Attack Boosts. Thoughts?

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Ok, I'm gonna look at 'em in order

 

[spoiler Monsters]

Summoner: Summoner seems good, perhaps a bit too good?  In any case, I would suggest an OPT on it so that it doesn't go the way of Stratos, especially since it can search both the monsters and the ritual spells.

 

Creator: Creator is in the same boat as Summoner, though it is not as prevalent since it doesn't work on Normal Summon.  As it is, it is highly dependent on the ones in the Grave, so it seems to be limited enough in that regard.

 

Deal Breaker: Deal Breaker's search effect feels almost excessive what with Summoner, Manju, Senju and Prep of Rites for searching.  However, the second effect looks very promising allowing the triggering of all your other Main Deck monsters.  Might I suggest making Deal Breaker's tribute to Special Summon effect a bit more generic (ie. "tribute to Special Summon a level 4 or lower Spellcaster" or something)?  It would provide other useful techs for the deck so that it isn't so self-contained.

 

Mistress: (I assume this card was originally called Creator since that name was left in Mistress' effect).  A tribute recycler.  I would say the search effect is excessive, except Sonic Bird isn't used as often and Prep of Rites only grabs the spells from the Grave, so the spell search is actually more useful.  The tribute Special Summon seems fine, but it does open doors to getting multiple Ritual monsters on the field at once.

 

 

[spoiler Spells]

Corruption: draw power and ritual spell mill effect that is prevented from being broken through an OPT.  Seems perfectly fine.

 

Resurrection: Basically the same "issues" with this as Deal Breaker.  It works, but both feels too constricted and too loose.  If you are going to have it pretty much specifically work for Hellscape monsters, say so.  Otherwise, you can probably make the Special Summon targets more generic and, if it feels too powerful, add a further cost (maybe life point loss to tie it in with the rest of the archetype).

 

Destination: (the OPT in the beginning of the card is unneccesary with the HOPT in the end) Ah!  Generic Ritual Support.  Honestly, I don't have too much to say on this.  Seems perfectly fine as-is.

 

 

[spoiler Ritual Spells]

Calling: Well well... A generic ritual Spell that can Summon monsters from the Hand or Grave, eh?  Well, this definitely helps monsters in case they weren't properly ritual summoned to begin with.  The in-grave effect is the interesting one though.  It isn't broken at all (especially considering the 1k LP cost), but it's definitely interesting.  Despite how much it can do, I can't see any real dangerous interactions with this card.

 

Contract: Definitely the most dangerous of the 3 Ritual Spells.  Fortunately I cannot think of a specific interaction that breaks this card (lucky that FIRE and Graveyard don't mix too well), but stuff like Igknights, Infernoids, Lavals, Manticore of Darkness, etc. can potentially use this.  Again, nothing currently exists that would completely break this, but it definitely is dangerous design.

 

Possession: Feels slightly better than Calling since it doesn't care about levels and you still get a pretty high level ritual monster.  It can be used very effectively with stuff like a single Manju or some kind of recurring/protective fodder card like Treeborn Frog or battle stoppers.  I might recommend limiting the tribute further to a single FIRE monster.  The Graveyard effect is much more useful that the former 2 as it can be triggered by Jar of Avarice, Psyframe Omega, etc.  If you do happen to keep the ritual summon part of the card the same however, I would swap this card's Grave effect with Calling's to make that more useful.

 

 

 

Whew... I'll come back to the Ritual Monsters in a bit.

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