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Full Deck for Jungle Spirits


chaosboom

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i am newer to these features. any help is more than welcome

 

Working on nerfing some crads

 

 

So here's the full deck

 

[spoiler=Learn to use spoilers boy]

 

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"Once per turn, while your opponent controls a monster and you control no monsters, you can pay 1000 LP: Special Summon 1 monster from your Graveyard"

 

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when you summon a Jungle Spirit monster on the field it gains 700 atk and it can not be destroyed by card effects and,Spells, Traps,Etc

 

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You can send one Dark type monster to grave from your hand and special summon one Dark Synchro (The chosen card is treated as synchro summon)

 

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Any Jungle Spirit monster equipped with this card gain 1000 attack and the following effects: 1.) you destroy this spell and your opponent lose 1000 life points. 2.) you can add one Jungle Spirit from your deck or grave to your hand.

 

 

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When you have (two monster) on the field and your opponent declares a attack select a card on the field it gains the atk and def of your other monster and this is your opponents new attack target.

 

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This card can be used as 2 Synchro material . this card can't be destroyed by a card with 1500 or more atk points.

 

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This card cannot be destroyed by a monster with 2000 atk or more. this card is unaffected by monster effects. If a monster effect is activated by your opponent he/she takes 500 damage and it effect is negated.this card gain 1000 atk if there is a Jungle Spirit,Flame dragon, Land dragon, Ocean dragon on the field.

 

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This card can be special summoned if you pay 200 life pints. if this cards special summoned. summon out 2 Spirit Tonkens. if there are tokens on either side of the field this card gain 500 atk and def for each one. this card gains 1000 attack if there's a Jungle Spirit - Ocean dragon on the field.

 

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This card can be special summoned if there are Jungle Spirit monsters on the field. While this card is on the field all Jungle Spirit monster gain 1500 atk and loses 500 def. No Traps or spells can be played while this card is out on the field. This card can be special summoned from your graveyard by sending one Jungle Spirit card to your graveyard.

 

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when this card is destroyed it comes back at the end of the turn. this card does 500 damage to your opponent while it's on the field. This card gain 1000 atk if Jungle Spirit-Ocean Dragons on the field.

 

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When this card is normal summoned add one Jungle Spirit to your hand.then you gain 500 life points for each Jungle Spirit in your graveyard. This card gains 1000 atk if Jungle Spirit Flaming - Dragon is on the field.

 

 

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This card gain 500 atk for each trap or spell in your graveyard. this card gains 1000 if there's a earth monster on the field

 

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This card can be used as a equip card for Jungle Spirit monster. if equipped the equipped card gain these effects. 1.) gain 2000 atk 2.) Destroy on monster at the end of your battle phase 3.) cannot be destroyed by battle and take no damage. 

 

 

 

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When this card attacks a face up monster on the field it loses 400 atk. if this card attacks a monster in defense mode it takes battle piercing. this card can attack twice if you pay 1000 life points.

 

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This card can be treated as any Jungle Spirit monster and gain there attack if there on the field . if this is the only card in your hand you can special summon him from your hand then add two cards from graveyard to your hand

 

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you can discarded one card and special summon this card from your graveyard or hand. At the end of the turn this card was on the field you can tribute it to special summon Jungle Spirit - Air Golem Lv 5 from your hand

 

 

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This card can attack directly but your opponent takes only have damage. This card can destroy one spell or trap once per turn. At the end of your turn you can tribute this card to special summon Jungle Spirit - Air Golem Lv7 from your hand.

 

 

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This card gain 800 atk when it attacks a monster then you gain 2000 life points. this card can destroy one monster at the end of damage step.This card can be tribute to special summon Jungle Spirit - Air Golem Lv 10

 

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This card is unaffected by spell,traps, and monster effects neither player can activate spells or traps. this card gains 500 attack for each Lv monster in your graveyard when you do you can activate this effect: you can then special summon as many Lv monsters as can. The controller of this card gains 600. your opponent lose 600 life points.

 

 

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While this card on the field you gain 500 life points each standby phase. You can send this card to the grave to add one Jungle Spirit card to your hand.

 

 

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This card Gains 500 atk points for each Beast-Warrior Winged Beast,and Beasts monster on the field. This card be used as three monster material for tributing.

 

 

 

Jungle Spirit - Obsidian Dragon

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Jungle Spirit Ocean + Flaming Dragon
This card can banish the cards used to Fusion summon this. For every banished monster in your or your opponents banished zone your monster gains 600 attack. when this card is destroyed you take 2000 damage.
 
Jungle Spirit - Ultimate Forest
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1 Earth Tuner monster + 1 or more non-tuners
this card can take your opponents monster and attach it to this card. this card gain that attack and defense.(up to 3 cards at once) This card can unequip a monster to avoid being destroyed. Every main phase the controller of this card gains 1000 life points.
 
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Jungle Spirit Land Dragon + Flaming Dragon + Ocean Dragon + Air Dragon + Gold Dragon. This card gain 1000 attack for each monster used to fusion summon it. This card can destroy one card on your opponents side of the field when this card is summoned. you and your opponent gain 1000 life points but both player must discarded 5 cards from there deck to there graveyard and then draw 5 cards to your hand
 

 
Hope you like the deck i made
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You can just update the previous thread instead of posting new one here. and in that thread i give you Air Golems CnC and Tips to organize your thread

 

sorry for late respond but it will be easier to lock the Air Golem thread instead of this one. ill move my CnC to here:

 

Plagiarism is unheard if not nonexistent as far i join the community, so don't worry much. beside there nothing truly new under the sun after all.

 

Post Technicality: you need neatly organize your post. give them space in between the imgur link, align them in center and you can try to use Spoiler Tag  to hide 1 each of them or per category by sandwiching the imgur link and card lore or effects (most member will ask this even if the card text is not too many or as clear as crystal since is easier to copy paste to point grammar fixes) with: spoiler=title tag and ended with /spoiler (when type each of them put them in square bracket [...] )

 

Concept wise: your concept is still scattered and ruin the Base Flavor and Concept of LV monster in general. after clearing up some misguidance lets assume that these Jungle Spirit is an Series/Archetype (most new member..you including will assumed to prefer the latter since its more cooler to attempt to do) of LV monster that separated to 4 or 6 set of  LV Monster in accordance to ATTRIBUTE that intended to work differently on each set even if its tied to Archetype (assuming its the job of spell/trap). now we focus on these  LV monster, how come each of them have different effect than each other. i take my salt of being stoic, but the essence of LV monster is Monsters with almost same effect that get better as you level up it..and i don't see it in these.

 

Jungle Spirit Air Golem LV 3:

 

"You can Discard 1 card to Special Summon This card from your Hand or Graveyard. During the End Phase you can Tribute this card; Special Summon 1 "Jungle Spirit Air Golem LV 5" from your Hand"

 

the self summon its ok. as it mitigate problem of base form of being vulnerable. and it can summon next form as fast as the same turn this card is Summoned. the issue is that it can only summon it from Hand, so unless you have good draw power you will be still stuck with 1400 stat monster

 

Jungle Spirit Air Golem LV 5:

 

"This card card can Attack you opponent Directly. But when it does so by using this effect, the Battle Damage inflicted to your opponent is Halved. Once per Turn you can Destroy 1 Spell/Trap card on either side of Field. During the End Phase you can Tribute this card; Special Summon 1 "Jungle Spirit Air Golem LV 7" from your Hand"

 

nothing special. but i do worry about this card humongous stat that contrast highly with its base form and disproportion to its level along with its S/T popper as you can still summon it with multitude of other ways. which also ruin another aspect of of LV monster that limited its summoning capacity down to exclusively for Leveling up that also in accordance of how better the effects become

 

Jungle Spirit Air Golem LV 7:

 

"If this card attacks a monster, it gain 800 ATK. Also you gain 2000 LP. After the Damage calculation, you can target 1 monster on either side of the Field: Destroy that target.During the End Phase you can Tribute this card; Special Summon 1 "Jungle Spirit Air Golem LV 10" from your Hand."

 

even with the lack of immunity, monster of this kind of stat and easy summoning capability is over bearing to face along with those effects. i get a free buff, Life for my Solemn's cards, and a monster popper? this is to much

 

Jungle Spirit Air Golem LV 10:

 

"This card is unaffected by card effect(s). Neither Player can activate Spell/Trap cards. This card gain 500 ATK for each "LV" Monster in your Graveyard. Once per turn, you can Special Summon any number of "LV" Monster in your Graveyard as possible. and if you do: you gain 600 LP and your Opponent lose 600 LP."

 

you probably gonna mention the fixes change so much of the card effects but i have to do it as the grammar is bad. and as i try to understand your intention from this effect, i'm confuse with lack of explanation of action-reaction.

 

but both of unfixed and my version of fixing did scream 1 thing: Overkill and Overpowered. why in the world you would bother giving this card immunity if eventually its making everybody including professional player to quit this game due to S/T locking effect ? 4000 its not enough for you and decide to give at least 1500 gain? how bad this card at winning games if you can instant swarm the Field with at minimum its base form of 1400, 2600, and 2900 stat monster with a considerable Gain-Burn combo?

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as there too many cards ill review the spell 1st for a while:

 

Jungle Fever: unfortunately you forget to double check your card generator or double generate it as now the card its secondary type spell but the symbol is missing. let's assume that this card is a continuous/Field spell card. soo...for cost as low as 1000 i can summon anything from my graveyard? that worryingly powerful. i rather to limit this effect to archetype restrictive.

 

"Once per turn, while your opponent controls a monster and you control no monsters, you can pay 1000 LP: Special Summon 1 monster from your Graveyard"

 

Elemental Fields: another OP card. this time it buff my buddies as big as 700 and make them cannot be destroyed by card effect? 700 buff is more than enough to buff something to be indestructible...so this card screaming: "use your expensive Limited/Semi-limited non-destruction removal only", or be scrub"

 

"When you Summon "Jungle Spirit" monster, that monster gain 700 ATK. also it cannot be Destroyed by card Effect as long as that card is face-up on the field."

 

Returning of the Dark Spirit: in deck that there only 1 DARK monster, that happen to be a Fusion monster...how i used this card?. yes you can tech it to other deck, and in that context its also OP. grave setup is common and DARK Deck love it. not to mention great number of competitive DARK synchro. DARK is Attribute...not a type, and you must caps on when typing it

 

"Active only by sending 1 DARK monster from your hand to Graveyard: Special Summon 1 DARK Synchro Monster from your Extra Deck (this is treated as Synchro Summon)"

 

Spirit Orb of Life: 1000 gain? 1000 lose? and a search? I'm not approving cost less ATK gain with 2 bonus effect slapped on them. for now in fixes i Nerf the search effect...since OPT is to much. still OP

 

"When this card is Activated: add 1 "Jungle Spirit" from your Deck and/or Graveyard to hand. The equipped monster gain 1000 ATK. During your Main Phase you can Destroy this card: your Opponent Lose 1000 LP"

 

 

Spirit United: not much to say

 

"when a monster you control is selected as attack Target while you control 1 or more other monster, target 1 monster the attack targeted monster and then target 1 other monster : 2nd target gain ATK equal to ATK of 1st target. and if you do switch the attack target to the 2nd target".

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 like the archetype and the concept behind it . looking at this deck i can tell its meta and the effects look like they would be fun to combo off of . But i Feel that Jungle spirit Air dragon is kind've unfair tho. like it would get banned before it was even realesed. hope you come out with some support cards tho

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as there too many cards ill review the spell 1st for a while:

 

Jungle Fever: unfortunately you forget to double check your card generator or double generate it as now the card its secondary type spell but the symbol is missing. let's assume that this card is a continuous/Field spell card. soo...for cost as low as 1000 i can summon anything from my graveyard? that worryingly powerful. i rather to limit this effect to archetype restrictive.

 

"Once per turn, while your opponent controls a monster and you control no monsters, you can pay 1000 LP: Special Summon 1 monster from your Graveyard"

 

Elemental Fields: another OP card. this time it buff my buddies as big as 700 and make them cannot be destroyed by card effect? 700 buff is more than enough to buff something to be indestructible...so this card screaming: "use your expensive Limited/Semi-limited non-destruction removal only", or be scrub"

 

"When you Summon "Jungle Spirit" monster, that monster gain 700 ATK. also it cannot be Destroyed by card Effect as long as that card is face-up on the field."

 

Returning of the Dark Spirit: in deck that there only 1 DARK monster, that happen to be a Fusion monster...how i used this card?. yes you can tech it to other deck, and in that context its also OP. grave setup is common and DARK Deck love it. not to mention great number of competitive DARK synchro. DARK is Attribute...not a type, and you must caps on when typing it

 

"Active only by sending 1 DARK monster from your hand to Graveyard: Special Summon 1 DARK Synchro Monster from your Extra Deck (this is treated as Synchro Summon)"

 

Spirit Orb of Life: 1000 gain? 1000 lose? and a search? I'm not approving cost less ATK gain with 2 bonus effect slapped on them. for now in fixes i Nerf the search effect...since OPT is to much. still OP

 

"When this card is Activated: add 1 "Jungle Spirit" from your Deck and/or Graveyard to hand. The equipped monster gain 1000 ATK. During your Main Phase you can Destroy this card: your Opponent Lose 1000 LP"

 

 

Spirit United: not much to say

 

"when a monster you control is selected as attack Target while you control 1 or more other monster, target 1 monster the attack targeted monster and then target 1 other monster : 2nd target gain ATK equal to ATK of 1st target. and if you do switch the attack target to the 2nd target".

Anything else i need to i just fixed them so it should be better

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While I'll try my best to talk to you about your archetype, chaosboom, you need to work with me here. And I mean WORK. Because you're going to need to do a LOT of it. While Re-Creator did a decent job at working these cards to be usable, I'm going to have to delve even DEEPER in order to get everything in check. Simply because there seems to be a massive discrepancy between what you think is meta, and what is meta vs. what you think is overpowered, and what IS overpowered. Trust me, as someone who's made HORRIBLE archetyptual choices in the past, I know mistakes when I see them.

 

Since you have SO many cards, I'm going to split my work up into different chunks, first being your Spells. Then the Dragons. Then the Golems. Then the other dudes, and ending my work off with the Extra Deck monsters. That's a LOT of posts, so you'll need to keep up with me here, understood? I hope so.

 

1.) First off, Jungle Fever- assuming it's a Continuous Spell card that shall remain on the field until removed, we've got a tech card that seems slow at first, but the instant you flip it, you get a chance to completely change the course of the game for a meager 1000 Life Points. Most duels are decided by Solemn Warning and Solemn Judgement- both of which have minimum costs of at least 500 Life Points more than what you've put down for Jungle Fever. Assuming you want to keep it a tech card, we're going to need to do some overhauling.

 

"When you have no monster on the field you can pay 1000 life points to special summon one monster in your graveyard" Should turn into...

 

"When you control no monsters, you can pay 1000 Life Points: Special Summon one Level 6 or lower Monster from your Graveyard. Its effects are negated, and it cannot attack for the rest of the turn. You may only use one "Jungle Fever" effect per turn."

 

2.) Next up is Elemental Fields. Too. Much. Protection. I'm sorry, but this is way, way too much. Simply scrolling down to see what else you've made convinces me of this. Like the card above, it needs a MAJOR overhaul. It's way too powerful, and needs a major nerf.

 

"when you summon a Jungle Spirit monster on the field it gains 700 atk and it can not be destroyed by card effects and,Spells, Traps,Etc" Should turn into...

 

"Once per turn, when you Summon a "Jungle Spirit" Monster, it gains 700 Attack, and while it's face-up on the field, your opponent cannot activate Spell or Trap effects, and that card is unaffected by your opponent's monster effects. These effects last until the end of the turn."

 

Still powerful, but given specifics, people can now find a way around it. It's better this way, and much, much more balanced. Though still incredibly powerful.

 

3.) A simple fix for a very powerful tech. You know, most of these cards don't exactly resonate with me for being "Jungle Spirit" cards. Most of these could be posted in Advance Cards on their own, so far, and make it there. But, of course, that's my opinion.

 

"You can send one Dark type monster to grave from your hand and special summon one Dark Synchro (The chosen card is treated as synchro summon)" Should turn into...

 

"Once per turn, you can send one DARK Attribute monster from your hand to the Graveyard; Special Summon one DARK Attribute Synchro Monster whose level equals the card discarded. (This Special Summon is treated as a Synchro Summon, and the card summoned by this effect is returned to the Extra Deck during the End Phase.)"

 

4.) Luckily this next card isn't so overpowered, thanks to Re-Creator, but still, it could use a touch up. So, being as generous as I am, I'll show you the way. It just needs some limits, is all.

 

"Any Jungle Spirit monster equipped with this card gain 1000 attack and the following effects: 1.) you destroy this spell and your opponent lose 1000 life points. 2.) you can add one Jungle Spirit from your deck or grave to your hand." Should turn into...

 

"Any "Jungle Spirit" monster equipped with this card gains 1000 Attack. Once per turn, if this card is equipped to a Jungle Spirit monster, you can activate an effect:

 

*Once per turn, you can destroy this Spell Card; your opponent loses 1000 Life Points.

 

*Once per turn, you can add one "Jungle Spirit" monster from your Deck to your Hand."

 
5.) Finally, we reach the least overpowered card you've managed to create. The only thing here that needs to be changed is your grammar. It's not impossible to understand, but it's extremely difficult to, which is why this card's text needs a major overhaul.
 
"When you have (two monster) on the field and your opponent declares a attack select a card on the field it gains the atk and def of your other monster and this is your opponents new attack target." Should turn into...
 
"When you have two or more monsters on the field and your opponent declares an attack, target two monsters: the first target gains ATK equal to the other monster's ATK or DEF (whichever is higher); change your opponent's monster's attack target to the first target."
 
- - - - -
 
That's it for now. I'll be back later to review the Dragons. Make sure you overhaul this archetype. As it stands, it's not meta, it's overpowered.
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Just sayin', just because you're going to design an entirely new deck archetype, doesn't mean you have to go out of your way to create more cards than necessary. Especially when some of those cards look completely generic and can accidentally break other decks.

 

That other Jungle Spirits thread. Are those cards part of this too?

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