skyline777123 Posted July 23, 2016 Report Share Posted July 23, 2016 AN ANCIENT CURSE HAS AWOKEN FROM IT'S ANCIENT SLUMBER! FEEL IT'S POWER SPREADING THROUGH YOU! THE ANCIENT CURSE THAT FLOWS THROUGH CHAOS! THE CURSE OF THE SACRED BEASTS! *THE CARDS: *MONSTER CARDS (9):*NAME: ARMITYLE - PHANTASM OF CHAOSATTRIBUTE: DIVINELEVEL: 12TYPE: DIVINE-BEAST/FUSION/EFFECTMATERIALS: "RAVIEL, LORD OF PHANTASMS" + "URIA, LORD OF SEARING FLAMES" + "HAMON, LORD OF STRIKING THUNDER"EFFECT: THIS CARD CAN ONLY BE FUSION SUMMONED, AND ONLY BY BANISHING THIS CARD'S FUSION MATERIALS(YOU DO NOT USE "POLYMERIZATION). THIS CARD CANNOT BE DESTROYED BY BATTLE. DURING EACH BATTLE PHASE: UNTIL THE END OF EACH BATTLE PHASE: THIS CARD GAINS 10000 ATK AND 10000 DEF.ATK: 0DEF: 0 *NAME: NEBUCHAD - THE CURSE OF ETERNITYATTRIBUTE: DIVINELEVEL: 11TYPE: DIVINE-BEAST/EFFECTEFFECT: THIS CARD CAN ONLY BE RITUAL SUMMONED, AND ONLY THROUGH THE RITUAL SPELL CARD "ETERNAL CURSE RITUAL". THIS CARD CANNOT BE DESTROYED BY CARD EFFECTS.ATK: 5000DEF: 5000 *NAME: HAMON, LORD OF STRIKING THUNDERATTRIBUTE: DIVINELEVEL: 10TYPE: DIVINE-BEAST/EFFECTEFFECT: THIS CARD CAN ONLY BE SPECIAL SUMMONED, AND ONLY BY SENDING 3 FACE-UP CONTINUOUS SPELL CARDS ON YOUR SIDE OF THE FIELD TO THE GRAVEYARD. WHEN THIS CARD IS SUMMONED: THIS CARD'S ATK&DEF ARE EACH EQUAL TO YOUR CURRENT LP. EACH TIME THIS CARD SENDS AN OPPONENT'S MONSTER TO THE GRAVEYARD: INFLICT 1000 DAMAGE TO YOUR OPPONENT'S LP. IF AND WHILE THIS CARD IS IN FACE-UP DEFENSE POSITION: YOUR OPPONENT CANNOT SELECT ANOTHER MONSTER AS AN ATTACK TARGET.ATK: ????DEF: ???? *NAME: URIA, LORD OF SEARING FLAMESATTRIBUTE: DIVINELEVEL: 10TYPE: DIVINE-BEAST/EFFECTEFFECT: THIS CARD CAN ONLY BE SPECIAL SUMMONED, AND ONLY BY SENDING 3 FACE-UP CONTINUOUS TRAP CARDS ON YOUR SIDE OF THE FIELD TO THE GRAVEYARD. THIS CARD GAINS 1000 ATK AND 1000 DEF FOR EACH CONTINUOUS SPELL CARD AND CONTINUOUS TRAP CARD IN THE GRAVEYARD. ONCE PER TURN: YOU CAN DESTROY 1 SET CARD IN YOUR OPPONENT'S SPELL&TRAP CARD ZONE; YOUR OPPONENT CANNOT ACTIVATE CARDS AND CARD EFFECTS IN RESPONSE TO THIS EFFECT.ATK: X000DEF: X000 *NAME: RAVIEL, LORD OF PHANTASMSATTRIBUTE: DIVINELEVEL: 10TYPE: DIVINE-BEAST/EFFECTEFFECT: THIS CARD CAN ONLY BE SPECIAL SUMMONED, AND ONLY BY TRIBUTING 3 FACE-UP EFFECT MONSTER CARDS ON YOUR SIDE OF THE FIELD. EACH TIME YOUR OPPONENT SUMMONS A MONSTER: SPECIAL SUMMON 1 "PHANTASM TOKEN"(FIEND-TYPE/DARK/LEVEL 4/ATK 2000/DEF 2000) TO YOUR SIDE OF THE FIELD. THOSE TOKENS CANNOT ATTACK. ONCE PER TURN: THIS CARD CAN TRIBUTE 1 MONSTER ON YOUR SIDE OF THE FIELD. THIS CARD GAINS THE ATK AND THE DEF OF THE TRIBUTED CARD UNTIL THE END PHASE.ATK: 4000DEF: 4000 *NAME: DARK SUMMONING BEASTATTRIBUTE: DARKLEVEL: 5TYPE: FIEND/EFFECTEFFECT: DURING YOUR MAIN PHASE 1: YOU CAN TRIBUTE THIS CARD; SPECIAL SUMMON 1 "RAVIEL, LORD OF PHANTASMS", 1 "URIA, LORDS OF SEARING FLAMES", AND 1 "HAMON, LORD OF STRIKING THUNDER" IN YOUR GRAVEYARD TO YOUR SIDE OF THE FIELD(IGNORING THE SUMMONING CONDITIONS). YOU CANNOT CONDUCT THAT SAME TURN'S BATTLE PHASE.ATK: 0DEF: 0 *NAME: CHAOS SUMMONING BEASTATTRIBUTE: DARKLEVEL: 4TYPE: FIEND/EFFECTEFFECT: YOU CAN BANISH 1 "ARMITYLE - PHANTASM OF CHAOS" THAT YOU CURRENTLY CONTROL AND HAVE ON YOUR SIDE OF THE FIELD AND THIS CARD. THEN SPECIAL SUMMON ALL OF THE FUSION MATERIAL MONSTERS LISTED ON THE CARD THAT WAS BANISHED BY THIS CARD TO YOUR SIDE OF THE FIELD AND UNDER YOUR CONTROL(IGNORING THE SUMMONING CONDITIONS).ATK: 0DEF: 0 *NAME: CHAOS COREATTRIBUTE: DARKLEVEL: 3TYPE: FIEND/EFFECTEFFECT: WHEN THIS CARD IS SELECTED AS AN ATTACK TARGET: YOU CAN SEND(FROM YOUR HAND AND/OR MAIN DECK) 1 "HAMON, LORD OF STRIKING THUNDER", 1 "URIA, LORD OF SEARING FLAMES", AND 1 "RAVIEL, LORD OF PHANTASMS" TO THE GRAVEYARD. THEN: PLACE EXACTLY 3 "SACRED BEAST COUNTERS" ON THIS CARD. ONLY DURING A TIME THIS CARD WOULD BE DESTROYED BY BATTLE AND/OR YOU WOULD TAKE ANY BATTLE DAMAGE FROM BATTLES INVOLVING THIS CARD: YOU MAY REMOVE 1 "SACRED BEAST COUNTER" FROM THIS CARD: THIS CARD IS NOT DESTROYED AND/OR YOU DO NOT TAKE THE DAMAGE.ATK: 0DEF: 0 *NAME: DARK CHAOSATTRIBUTE: DARKLEVEL: 2TYPE: FIEND/EFFECTEFFECT: AS LONG AS THIS CARD REMAINS IN FACE-UP DEFENSE POSITION: ONCE PER TURN: DURING EACH OF YOUR DRAW PHASES: INSTEAD OF CONDUCTING YOUR NORMAL DRAW PHASE: YOU CAN SELECT, REVEAL, AND ADD 1 NORMAL TRAP CARD WITH "SHADOW CHARM" IN IT'S NAME TO YOUR HAND(EXCEPT "SHADOW CHARM - EMERALD TABLET"). YOU MAY AND MUST USE THAT "SHADOW CHARM" NORMAL TRAP CARD FROM YOUR HAND DURING THE SAME TURN THAT YOU ADDED IT TO YOUR HAND(IF YOU CAN). IT IS BANISHED DURING THE SAME TURN'S END PHASE(REGARDLESS OF WHETHER OR NOT IT WAS USED IN THE SAME TURN YOU ADDED IT TO YOUR HAND).ATK: 0DEF: 0 *Spell Cards (8):*Name: Fallen ParadiseAttribute: SPELLType: FieldEffect: Once per player's turn's Main Phase 1's: If any player controls 1 or more of the following monsters: The turn player can Draw 2 Cards:"Raviel, Lord of Phantasms";(AND/OR)"Uria, Lord of Searing Flames";(AND/OR)"Hamon, Lord of Striking Thunder". *Name: Sacred Beast Sealing StoneAttribute: SPELLType: ContinuousEffect: (This card is non-targetable by other cards and effects)Banish all cards with "Raviel, Lord of Phantasms", "Uria, Lords of Searing Flames", and "Hamon, Lord of Striking Thunder" as their original card names from all player's Duel Zones until this card is destroy by it's own effect. For every differently named Normal Trap Card with the starting original name "Shadow Charm"(except "Shadow Charm - Emerald Tablet") that is currently in the Graveyard and/or is Banished: Place 1 "Spirit Key Counter" on this card(The maximum number of "Spirit Key Counters" that this card can have is 7). Then: If there are no more "Shadow Charm" Normal Trap Cards in your Graveyard that you can use to place a "Spirit Key Counter" on this card: If this card has 6 or less "Spirit Key Counters": Then: Each time a differently named "Shadow Charm" Normal Trap Card is sent to the Graveyard and/or is Banished: Place 1 "Spirit Key Counter" on this card(The maximum number of "Spirit Key Counters" that this card can have is 7). When this card has exactly 7 "Spirit Key Counters" on it: Destroy this card and Special Summon all monsters banished by this card's effect. *Name: Illusion GateAttribute: SPELLType: ContinuousEffect: As long as this card remains face-up on your side of the field under your control: You cannot lose the Duel. Pay all of your LP to give the same amount to each the ATK and the DEF of all cards that you control with "Raviel, Lord of Phantasms", "Uria, Lords of Searing Flames", and "Hamon, Lord of Striking Thunder" as their original card names. Then: Destroy all monsters that your opponent controls(Ignoring all other cards and effects). When you do: Select 1 monster in your opponent's Graveyard and Special Summon the selected monster under your control to your side of the field. *Name: Chaos SlaveryAttribute: SPELLType: ContinuousEffect: All players in the current Duel cannot use any monsters that are in any Graveyard and/or Banished Zone, unless those monsters have the original card names "Armityle - Phantasm of Chaos", "Nebuchad - The Curse of Eternity", "Hamon, Lord of Striking Thunder", "Uria, Lord of Searing Flames", and/or "Raviel, Lord of Phantasms". *Name: Chaos EvolutionAttribute: SPELLType: EquipEffect: This card can only be equipped to 1 of the following monsters:"Dark Chaos";(OR)"Chaos Core";(OR)"Chaos Summoning Beast";(OR)"Dark Summoning Beast".The equipped monster's ATK and DEF each doubled. If the equipped monster has 0 ATK and/or 0 DEF: Their ATK and/or their DEF each becomes 1000. Those points are then doubled. *Name: Dimension Fusion DestructionAttribute: SPELLType: Quick-PlayEffect: Banish 1 "Raviel, Lord of Phantasms", 1 "Uria, Lord of Searing Flames", and 1 "Hamon, Lord of Striking Thunder" from your side of the field and/or your Graveyard to Special Summon 1 "Armityle - Phantasm of Chaos" from your Extra Deck(Ignoring the Summoning Conditions). *Name: Eternal Curse RitualAttribute: SPELLType: RitualEffect: This card can only be used to Ritual Summon 1 "Nebuchad - The Curse of Eternity", and only by tributing 2 or more monsters whose levels equal exactly 11 Stars. *Name: Phantasmal MartyrsAttribute: SPELLType: NormalEffect: Activate only by having 2 or more cards in your hand while you have and control 1 "Uria, Lord of Searing Flames" and/or 1 "Hamon, Lord of Striking Thunder" on your side of the field. Discard all cards in your hand; Special Summon 3 "Phantasmal Martyr Tokens"(Fiend-Type/DARK/Level 1/ATK 0/DEF 0) to your side of the field. Those Tokens have this effect: This Token cannot be destroy by battle. *Trap Cards(8):*Name: Shadow Charm - Emerald TabletAttribute: TRAPType: NormalEffect: (Only 1 player may activate this card 1 time per Match)You can only activate this card while you Own, Control, and have on your side of the field 1 "Armityle - Phantasm of Chaos"; 1 "Nebuchad - The Curse of Eternity"; 1 "Hamon, Lord of Striking Thunder"; 1 "Uria, Lord of Searing Flames"; and 1 "Raviel, Lord of Phantasms"; While you own and have only 7 "Shadow Charm" Counter Trap Cards each with 7 different names; You win the Duel. *Name: Shadow Charm - RingAttribute: TRAPType: NormalEffect: In response to any attacking monster: You must activate this face-down card; Negate the attack and destroy the monster. Then: If the attack was:-A Direct Attack: Add the combined original ATK and the combined original DEF of all monsters(That are currently on the field) to your LP;(OR)-An attack targeting a monster that you currently control: Double the ATK and the DEF of all monsters that you currently control. *Name: Shadow Charm - PendantAttribute: TRAPType: NormalEffect: In response to any 1 card's action: Activate this card; Negate the 1 card's action and destroy it's card source. Then: Send any other single card on the field to the Graveyard. Then: Regardless of the sent single card's position: Have this card become that single card until this card is removed from the field by another source of action(Including if this card would be removed from the field due to this card's own self). *Name: Shadow Charm - ChokerAttribute: TRAPType: NormalEffect: In response to any single battle: Activate this card; Take 1000 LP from your opponent and give it to your choice of a currently Battling Monster. *Name: Shadow Charm - HeadbandAttribute: TRAPType: NormalEffect: In response to any single monster being destroyed: Activate this card; Return the destroyed to the same side of the field it was destroyed on. *Name: Shadow Charm - MaskAttribute: TRAPType: NormalEffect: In response to any single attacking monster: Activate this card; The attack is negated and the monster is now controlled by you. *Name: Shadow Charm - GauntletAttribute: TRAPType: NormalEffect: Your choice of a face-up monster becomes your choice of another face-up monster. *Name: Shadow Charm - EyepatchAttribute: TRAPType: NormalEffect: Any increases and/or decreases to LP/ATK/DEF are reversed for the remainder of this turn. 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Trebuchet MS Posted July 25, 2016 Report Share Posted July 25, 2016 The Sacred Beasts didn't pan out well on launch, so I suppose a remake to strengthen them to for the current game is due. Let's look at each one. [spoiler Armityle]"Raviel, Lord of Phantasms" + "Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder"THIS CARD CAN ONLY Must first be FUSION Special Summoned (from your Extra Deck) AND ONLY by banishing THIS CARD'S FUSION MATERIALS the above cards you control. (You do not use "Polymerization") THIS CARD Cannot be destroyed by battle. DURING At the start of each Battle Phase: UNTIL THE END OF EACH BATTLE PHASE: This card gains 10,000 ATK and DEF until the end of the Battle Phase. The only visible change to this card is that the boost applies to both ATK and DEF, and this card also enjoys the massive stats on both player's turns. At which point, its indestructibility through battle is almost pointless, because by that point anyone would preferably take down a 10,000/10,000 monster with an effect - which it's still very vulnerable to, by the way. Wait, it's a DIVINE/Divine-Beast? While the rules regarding those have been loosened a bit here in Casual Cards, it's a little off to give Armityle or any of the Sacred Beasts that Attribute and Type. [spoiler Hamon]THIS CARD CAN ONLY Must be Special Summoned (from your hand), AND ONLY by sending 3 face-up Continuous TRAP Spell Cards you control to the Graveyard, and cannot be Summoned by other ways. When this card is Summoned: This card's ATK and DEF ARE EACH become equal to your current LP. EACH TIME When this card destroys SENDS an opponent's monster by battle and sends it to the Graveyard: Inflict 1000 damage to your opponent'S LP. If AND WHILE this card is in face-up Defense Position, your opponent cannot target other SELECT ANOTHER monsters you control for AS AN attacks TARGET.ATK: ????DEF: ???? I think you messed up the copy-paste. Hamon requires Continuous Spells. I'm not certain why the alteration of its stats are needed, since it just makes Hamon less useful if Summoned in a pinch. Its static 4000/4000 body has been sufficient. [spoiler Uria]THIS CARD CAN ONLY Must be Special Summoned (from your hand), AND ONLY by sending 3 face-up Continuous Trap Cards you control to the Graveyard, and cannot be Summoned by other ways. This card gains 1000 ATK and 1000 DEF for each Continuous Spell and Continuous Trap Card in THE your Graveyard. Once per turn: You can destroy 1 Set card in your opponent's Spell/Trap Card Zone. Your opponent cannot activate cards AND CARD or effects in response to this effect's activation.ATK: X000DEF: X000 "X000" is reserved for illegal-novelty-Slifer. Extending the buff to include Continuous Spells on top of Traps is nice, more like icing on the cake. The S/T destruction effect doesn't seem to target - not sure if that was intended. [spoiler Raviel]THIS CARD CAN ONLY Must be Special Summoned (from your hand), AND ONLY by Tributing 3 face-up Effect Monsters CARDS ON YOUR SIDE OF THE FIELD you control, and cannot be Summoned by other ways. Each time your opponent Summons a monster(s): Special Summon 1 "Phantasm Token" (Fiend-Type/DARK/Level 4/ATK 2000/DEF 2000) TO YOUR SIDE OF THE FIELD. These Tokens cannot attack. Once per turn: THIS CARD You can Tribute 1 monster; ON YOUR SIDE OF THE FIELD. this card gains the ATK and THE DEF equal to those of the Tributed monster CARD until the end of this turn PHASE. Made a fair bit easier to Summon. But given that most Decks that field 3 Effect monsters have better plays to go into, like a 3-material Xyz Monster, what are the chances one would willingly run this card outside of its own Deck? Tokens now trigger on any Summon and are significantly stronger, working off some of the weaker points of the original. Very little reason for this card to buff itself given its colossal base ATK, not to mention the effect is only usable on your Main Phase so it can't even function as a combat trick. Still one of the more underwhelming cards of the Sacred Beasts. [spoiler Dark Summoning Beast]During your Main Phase 1: You can Tribute this card; Special Summon 1 "RAVIEL, LORD OF PHANTASMS", 1 "URIA, LORDS OF SEARING FLAMES", AND 1 "HAMON, LORD OF STRIKING THUNDER" IN from your Graveyard, TO YOUR SIDE OF THE FIELD(ignoring the Summoning conditions). You cannot conduct THAT SAME TURN'S your Battle Phase the turn you use this effect. Alright, this entirely skips the whole process of trying to get the Sacred Beasts out and turns it into a game of cheating them out of the Graveyard. Not that it's necessarily a bad thing, given the sheer amount of resources one needs to dump into the Sacred Beasts to Summon them properly. Given that by doing this, Uria has a very low ATK score and Hamon won't have enough stats to make up for the loss, you might then want to go into Arimtyle afterwards - a rare occasion where the sum is stronger than its parts. [spoiler Chaos Summoning Beast]During your Main Phase: You can banish this card and 1 "Armityle - Phantasm of Chaos" THAT you CURRENTLY control AND HAVE ON YOUR SIDE OF THE FIELD AND THIS CARD, then Special Summon 1 of your banished "Raviel, Lord of Phantasms", "Hamon, Lord of Striking Thunder", and "Uria, Lord of Searing Flames", ALL OF THE FUSION MATERIAL MONSTERS LISTED ON THE CARD THAT WAS BANISHED BY THIS CARD TO YOUR SIDE OF THE FIELD AND UNDER YOUR CONTROL(ignoring the Summoning conditions). No mention on where the cards are being Summoned from, but I'll assume they're banished given the way you have to pull Armityle out. I see very little reason to use this card to split up Armityle, given that its parts would be weaker than Armityle itself. However, if this was a Quick Effect, we have a cool combo of using this card in the middle of a Battle Phase to get more attacks off Armityle's parts and do even more (potentially game-ending) damage, or splitting Armityle during an opponent's turn to dodge a removal effect. [spoiler Chaos Core]When this card is SELECTED AS targeted for an attack TARGET: You can send, from your hand or Deck, 1 "Hamon, Lord of Striking Thunder", 1 "Uria, Lord of Searing Flames", and 1 "Raviel, Lord of Phantasms" to the Graveyard; THEN: place EXACTLY 3 Sacred Beast Counters on this card. ONLY DURING A TIME If this card would be destroyed by battle, AND/OR YOU WOULD TAKE ANY BATTLE DAMAGE FROM BATTLES INVOLVING THIS CARD: you can remove 1 Sacred Beast Counter from this card instead, THIS CARD IS NOT DESTROYED AND/OR and if you do, you do not take any THE damage from that battle. Alright. Game plan is easily seen. Summon Chaos Core, beg the opponent to attack it, mill the Sacred Beasts, then if Core has survived the turn, Tribute it for Dark Summoning Beast, SS the 3 Sacred Beasts, go into Armityle if needed. Good attempt to try and make a synergy that would bring the Sacred Beasts up to speed, but the problem here is that it's reactive. The opponent can choose not to attack this card, given that it will resist damage and battle, and just opt to extinguish it with effects instead, leaving you defenseless and nowhere near advancing your game plan. I would advise changing the effect's activation method, but I'm uncertain how to go about that. [spoiler Dark Chaos]AS LONG AS THIS CARD REMAINS IN FACE-UP DEFENSE POSITION: ONCE PER TURN: During EACH OF your Draw Phase, if this card is in face-up Defense Position: Instead of conducting your normal draw, PHASE: you can SELECT, REVEAL, AND add 1 NORMAL TRAP CARD WITH "Shadow Charm" Normal Trap Card IN IT'S NAME TO YOUR HAND, except "Shadow Charm - Emerald Tablet", from your Deck to your hand, and keep that card revealed in your hand until the end of this turn. YOU MAY AND MUST USE That "SHADOW CHARM" NORMAL TRAP card can be activated from your hand, and must be activated this turn if able DURING THE SAME TURN THAT YOU ADDED IT TO YOUR HAND(IF YOU CAN). IT IS BANISHED During the SAME TURN'S End Phase, banish that card if it is in your hand or on the field. (REGARDLESS OF WHETHER OR NOT IT WAS USED IN THE SAME TURN YOU ADDED IT TO YOUR HAND). A few questions regarding that final bit on banishing. Do you banish the Shadow Charm if you had it Set on the field and unused? What if you've already used it - do you then banish it from the Graveyard? These questions need to be answered to get a better idea of what it does. Well, assuming you can actually keep a LV2 0/0 monster in Defense Position long enough to get to your next Draw Phase. Monster review is done; S/Ts will be reviewed at a separate time. Link to comment Share on other sites More sharing options...
skyline777123 Posted July 25, 2016 Author Report Share Posted July 25, 2016 The Sacred Beasts didn't pan out well on launch, so I suppose a remake to strengthen them to for the current game is due. Let's look at each one. [spoiler Armityle]"Raviel, Lord of Phantasms" + "Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder"THIS CARD CAN ONLY Must first be FUSION Special Summoned (from your Extra Deck) AND ONLY by banishing THIS CARD'S FUSION MATERIALS the above cards you control. (You do not use "Polymerization") THIS CARD Cannot be destroyed by battle. DURING At the start of each Battle Phase: UNTIL THE END OF EACH BATTLE PHASE: This card gains 10,000 ATK and DEF until the end of the Battle Phase. The only visible change to this card is that the boost applies to both ATK and DEF, and this card also enjoys the massive stats on both player's turns. At which point, its indestructibility through battle is almost pointless, because by that point anyone would preferably take down a 10,000/10,000 monster with an effect - which it's still very vulnerable to, by the way. Wait, it's a DIVINE/Divine-Beast? While the rules regarding those have been loosened a bit here in Casual Cards, it's a little off to give Armityle or any of the Sacred Beasts that Attribute and Type. [spoiler Hamon]THIS CARD CAN ONLY Must be Special Summoned (from your hand), AND ONLY by sending 3 face-up Continuous TRAP Spell Cards you control to the Graveyard, and cannot be Summoned by other ways. When this card is Summoned: This card's ATK and DEF ARE EACH become equal to your current LP. EACH TIME When this card destroys SENDS an opponent's monster by battle and sends it to the Graveyard: Inflict 1000 damage to your opponent'S LP. If AND WHILE this card is in face-up Defense Position, your opponent cannot target other SELECT ANOTHER monsters you control for AS AN attacks TARGET.ATK: ????DEF: ???? I think you messed up the copy-paste. Hamon requires Continuous Spells. I'm not certain why the alteration of its stats are needed, since it just makes Hamon less useful if Summoned in a pinch. Its static 4000/4000 body has been sufficient. [spoiler Uria]THIS CARD CAN ONLY Must be Special Summoned (from your hand), AND ONLY by sending 3 face-up Continuous Trap Cards you control to the Graveyard, and cannot be Summoned by other ways. This card gains 1000 ATK and 1000 DEF for each Continuous Spell and Continuous Trap Card in THE your Graveyard. Once per turn: You can destroy 1 Set card in your opponent's Spell/Trap Card Zone. Your opponent cannot activate cards AND CARD or effects in response to this effect's activation.ATK: X000DEF: X000 "X000" is reserved for illegal-novelty-Slifer. Extending the buff to include Continuous Spells on top of Traps is nice, more like icing on the cake. The S/T destruction effect doesn't seem to target - not sure if that was intended. [spoiler Raviel]THIS CARD CAN ONLY Must be Special Summoned (from your hand), AND ONLY by Tributing 3 face-up Effect Monsters CARDS ON YOUR SIDE OF THE FIELD you control, and cannot be Summoned by other ways. Each time your opponent Summons a monster(s): Special Summon 1 "Phantasm Token" (Fiend-Type/DARK/Level 4/ATK 2000/DEF 2000) TO YOUR SIDE OF THE FIELD. These Tokens cannot attack. Once per turn: THIS CARD You can Tribute 1 monster; ON YOUR SIDE OF THE FIELD. this card gains the ATK and THE DEF equal to those of the Tributed monster CARD until the end of this turn PHASE. Made a fair bit easier to Summon. But given that most Decks that field 3 Effect monsters have better plays to go into, like a 3-material Xyz Monster, what are the chances one would willingly run this card outside of its own Deck? Tokens now trigger on any Summon and are significantly stronger, working off some of the weaker points of the original. Very little reason for this card to buff itself given its colossal base ATK, not to mention the effect is only usable on your Main Phase so it can't even function as a combat trick. Still one of the more underwhelming cards of the Sacred Beasts. [spoiler Dark Summoning Beast]During your Main Phase 1: You can Tribute this card; Special Summon 1 "RAVIEL, LORD OF PHANTASMS", 1 "URIA, LORDS OF SEARING FLAMES", AND 1 "HAMON, LORD OF STRIKING THUNDER" IN from your Graveyard, TO YOUR SIDE OF THE FIELD(ignoring the Summoning conditions). You cannot conduct THAT SAME TURN'S your Battle Phase the turn you use this effect. Alright, this entirely skips the whole process of trying to get the Sacred Beasts out and turns it into a game of cheating them out of the Graveyard. Not that it's necessarily a bad thing, given the sheer amount of resources one needs to dump into the Sacred Beasts to Summon them properly. Given that by doing this, Uria has a very low ATK score and Hamon won't have enough stats to make up for the loss, you might then want to go into Arimtyle afterwards - a rare occasion where the sum is stronger than its parts. [spoiler Chaos Summoning Beast]During your Main Phase: You can banish this card and 1 "Armityle - Phantasm of Chaos" THAT you CURRENTLY control AND HAVE ON YOUR SIDE OF THE FIELD AND THIS CARD, then Special Summon 1 of your banished "Raviel, Lord of Phantasms", "Hamon, Lord of Striking Thunder", and "Uria, Lord of Searing Flames", ALL OF THE FUSION MATERIAL MONSTERS LISTED ON THE CARD THAT WAS BANISHED BY THIS CARD TO YOUR SIDE OF THE FIELD AND UNDER YOUR CONTROL(ignoring the Summoning conditions). No mention on where the cards are being Summoned from, but I'll assume they're banished given the way you have to pull Armityle out. I see very little reason to use this card to split up Armityle, given that its parts would be weaker than Armityle itself. However, if this was a Quick Effect, we have a cool combo of using this card in the middle of a Battle Phase to get more attacks off Armityle's parts and do even more (potentially game-ending) damage, or splitting Armityle during an opponent's turn to dodge a removal effect. [spoiler Chaos Core]When this card is SELECTED AS targeted for an attack TARGET: You can send, from your hand or Deck, 1 "Hamon, Lord of Striking Thunder", 1 "Uria, Lord of Searing Flames", and 1 "Raviel, Lord of Phantasms" to the Graveyard; THEN: place EXACTLY 3 Sacred Beast Counters on this card. ONLY DURING A TIME If this card would be destroyed by battle, AND/OR YOU WOULD TAKE ANY BATTLE DAMAGE FROM BATTLES INVOLVING THIS CARD: you can remove 1 Sacred Beast Counter from this card instead, THIS CARD IS NOT DESTROYED AND/OR and if you do, you do not take any THE damage from that battle. Alright. Game plan is easily seen. Summon Chaos Core, beg the opponent to attack it, mill the Sacred Beasts, then if Core has survived the turn, Tribute it for Dark Summoning Beast, SS the 3 Sacred Beasts, go into Armityle if needed. Good attempt to try and make a synergy that would bring the Sacred Beasts up to speed, but the problem here is that it's reactive. The opponent can choose not to attack this card, given that it will resist damage and battle, and just opt to extinguish it with effects instead, leaving you defenseless and nowhere near advancing your game plan. I would advise changing the effect's activation method, but I'm uncertain how to go about that. [spoiler Dark Chaos]AS LONG AS THIS CARD REMAINS IN FACE-UP DEFENSE POSITION: ONCE PER TURN: During EACH OF your Draw Phase, if this card is in face-up Defense Position: Instead of conducting your normal draw, PHASE: you can SELECT, REVEAL, AND add 1 NORMAL TRAP CARD WITH "Shadow Charm" Normal Trap Card IN IT'S NAME TO YOUR HAND, except "Shadow Charm - Emerald Tablet", from your Deck to your hand, and keep that card revealed in your hand until the end of this turn. YOU MAY AND MUST USE That "SHADOW CHARM" NORMAL TRAP card can be activated from your hand, and must be activated this turn if able DURING THE SAME TURN THAT YOU ADDED IT TO YOUR HAND(IF YOU CAN), also if it would be sent to the Graveyard, banish it instead. IT IS BANISHED During the SAME TURN'S End Phase, banish that card if it is in your hand or on the field. (REGARDLESS OF WHETHER OR NOT IT WAS USED IN THE SAME TURN YOU ADDED IT TO YOUR HAND). A few questions regarding that final bit on banishing. Do you banish the Shadow Charm if you had it Set on the field and unused? What if you've already used it - do you then banish it from the Graveyard? These questions need to be answered to get a better idea of what it does. Well, assuming you can actually keep a LV2 0/0 monster in Defense Position long enough to get to your next Draw Phase. Monster review is done; S/Ts will be reviewed at a separate time. All of the Sacred Beasts were DIVINE-Attributed, Divine-Beast-Types in the Anime. Changed Hamon. ON: DARK CHAOS Do you banish the Shadow Charm if you had it Set on the field and unused? Yes. What if you've already used it - do you then banish it from the Graveyard? No. You only do that with Drawn SC's. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted July 25, 2016 Report Share Posted July 25, 2016 Oh, they were in the anime? Alright then. Given that there is some form of DIVINE support, I'd be amused to predict how they interact. The True Name will be able to tutor them up - provided you call the card name right, and if you're actually pulling that kind of stunt you'd need to do some stacking or run Convulsion of Nature to ensure you never fail. Alternatively, Mound of the Bound Creator ends up being a really cool card that interacts with the Sacred Beasts this way since it will provide them with the protection they so desperately need. But while I'm here, let me just say that Fallen Paradise tends to pale in comparison to Mound of the Bound Creator, unless you're just using it as draw power and a means to draw into Mound. Running both Paradise and Mound has the tendency to consume Deck space unless you're willing to go oversize to compensate. Link to comment Share on other sites More sharing options...
skyline777123 Posted July 25, 2016 Author Report Share Posted July 25, 2016 Oh, they were in the anime? Alright then. Given that there is some form of DIVINE support, I'd be amused to predict how they interact. The True Name will be able to tutor them up - provided you call the card name right, and if you're actually pulling that kind of stunt you'd need to do some stacking or run Convulsion of Nature to ensure you never fail. Alternatively, Mound of the Bound Creator ends up being a really cool card that interacts with the Sacred Beasts this way since it will provide them with the protection they so desperately need. But while I'm here, let me just say that Fallen Paradise tends to pale in comparison to Mound of the Bound Creator, unless you're just using it as draw power and a means to draw into Mound. Running both Paradise and Mound has the tendency to consume Deck space unless you're willing to go oversize to compensate. Yes, that is true. Though, I personally would run all of these cards in a CB Deck(Of which is my Favorite Deck! XD). Also: Minus the SCs and a few others: All of the cards here are from the Anime. OH!: BTW: I will be Posting these Cards in a New Deck List that is COMING SOON! It will also include 2 Other Deck Lists! Link to comment Share on other sites More sharing options...
Trebuchet MS Posted July 29, 2016 Report Share Posted July 29, 2016 Proceeding to Spell Cards. [spoiler Fallen Paradise]Once per turn, during the turn player's turn's Main Phase 1's: If any the turn player controls 1 or more of the following monsters "Raviel, Lord of Phantasms", "Uria, Lord of Searing Flames", and/or "Hamon, Lord of Striking Thunder": the turn player can draw 2 cards."Raviel, Lord of Phantasms";(AND/OR)"Uria, Lord of Searing Flames";(AND/OR)"Hamon, Lord of Striking Thunder". Similar functionality to the anime card. Didn't need the strange change in templating - just alter it a bit to fit in line with current PSCT. As discussed before, now that the Sacred Beasts can interact much better with Mound of the Bound Creator, this card feels underwhelming unless being used as a draw spell searchable with Terraforming. Allowing both players to use it feels largely irrelevant unless you somehow get in a very rare mirror match. [spoiler Sacred Beast Sealing Stone](This card is non-targetable Cannot be targeted by other cards and or effects.) When this card is activated: Banish, from all players' Decks, hands, and Graveyards, all cards with whose original name is "Raviel, Lord of Phantasms", "Uria, Lords of Searing Flames", and or "Hamon, Lord of Striking Thunder", as their original card names from all player's Duel Zones until this card is destroy by it's own effect. For every differently named Normal Trap Card with the starting original name "Shadow Charm"(except "Shadow Charm - Emerald Tablet") that is currently in the Graveyard and/or is Banished: then place 1 Spirit Key Counter on this card for each "Shadow Charm" Normal Trap with a different name in the Graveyard or is currently banished. (The maximum number of "Spirit Key Counters" that this card can have is 7). Then: If there are no more When a "Shadow Charm" Normal Trap with a different name than all other "Shadow Charm" Normal Traps Cards in your Graveyard that you can use to place a "Spirit Key Counter" on this card: If this card has 6 or less "Spirit Key Counters": Then: Each time a differently named "Shadow Charm" Normal Trap Card is sent to the Graveyard and/or is banished: Place 1 Spirit Key Counter on this card(The maximum number of "Spirit Key Counters" that this card can have is 7). When this card has exactly 7 "Spirit Key Counters" on it: Destroy this card and Special Summon all monsters banished by this card's effect, ignoring the Summoning Conditions. Very long, very complex, and only for the sake of Summoning as many Sacred Beasts as possible? I personally would prefer to use Dark Summoning Beast. The self-protection is helpful, but I feel this card doesn't have enough board state impact to justify dedicating so many Deck slots to it - bear in mind that to make it run at best efficiency you'll need at least seven other cards which may or may not contribute to the game plan of Summoning the Sacred Beasts if this card isn't around. [spoiler Illusion Gate]As long as While you control this card remains face-up on your side of the field under your control: card, you cannot lose the Duel. When this card is activated: Pay all of Your LP becomes 0, then all monsters to give the same amount to each the ATK and the DEF of all cards that you control with whose original name is "Raviel, Lord of Phantasms", "Uria, Lords of Searing Flames", and or "Hamon, Lord of Striking Thunder" as their original card names each gain ATK equal to the amount of LP lost this way, then Destroy send all monsters that your opponent controls(Ignoring all other cards and effects). When you do: Select 1 monster in your opponent's to the Graveyard, then and Special Summon the selected monster under your control 1 monster from your opponent's Graveyard to your side of the field, ignoring the Summoning conditions. Trying to balance Illusion Gate is... a bizarre undertaking, since it combines Raigeki with Monster Reborn. The Tag Force games try this by cutting your LP to dangerously low amounts, but that's all fine and dandy if you're not dead and have a monster to end the game with. This card hinges your life on its presence (with no protection, by the way, so you'll die to a single MST), does the usual thing, with a slight side effect of aiding whatever Sacred Beasts you already have. Admittedly, this last effect will pretty much be icing on the cake, seeing that if you already have a Sacred Beast down when you're using this card chances are the game is going to end and you don't need to worry about the costs of this card. Being an intentionally overpowered plot device card in its origin, it's very hard to properly balance these sort of high-risk-high-reward cards. [spoiler Chaos Slavery]All players in the current Duel cannot use any Special Summon monsters that are in from any Graveyard and/or monsters that are currently banished Zone, unless those monsters have the original card names except for "Armityle - Phantasm of Chaos", "Nebuchad - The Curse of Eternity", "Hamon, Lord of Striking Thunder", "Uria, Lord of Searing Flames", and/or "Raviel, Lord of Phantasms". Please define "use". If it only stops Special Summons, it's nasty but not too strongly impactful since several Special Summons lately come from other areas of the game. Though shutting down certain matchups is really painful. If it goes beyond just Special Summons to any interaction involving monsters there, that is just way too strong. [spoiler Chaos Evolution]This card can Equip only be equipped to "Dark Chaos", (OR) "Chaos Core", (OR) "Chaos Summoning Beast", or "Dark Summoning Beast". The equipped monster's ATK and DEF each are doubled. If the equipped monster has 0 ATK and/or 0 DEF, their original ATK and/or their DEF each becomes 1000. Those points are then doubled. Wait a minute, all those monsters you listed have base stats of 0/0, and have no reliable way of boosting themselves. Then again, barring Dark Chaos, why would you be boosting those monsters? [spoiler Dimension Fusion Destruction]Banish 1 "Raviel, Lord of Phantasms", 1 "Uria, Lord of Searing Flames", and 1 "Hamon, Lord of Striking Thunder" from your side of the field and/or your Graveyard; to Special Summon 1 "Armityle - Phantasm of Chaos" from your Extra Deck, ignoring the Summoning conditions. A reasonable card that allows you other methods of pulling out Armityle should the Dark Summoning Beast game plan go awry. [spoiler Eternal Curse Ritual]This card can only is be used to Ritual Summon 1 "Nebuchad - The Curse of Eternity". You must also Tribute, from your hand or field, and only by tributing 2 or more monsters whose total Levels equal exactly 11 Stars. [spoiler Nebuchad]THIS CARD CAN ONLY Must be Ritual Summoned, and cannot be Summoned by other ways ONLY THROUGH THE RITUAL SPELL CARD "ETERNAL CURSE RITUAL". THIS CARD Cannot be destroyed by card effects. I fail to see how this relates to the Sacred Beasts in any way, seeing that it doesn't synergize with them at all. [spoiler Phantasmal Martyrs]Activate only by having If you have 2 or more cards in your hand while you have and you control 1 "Uria, Lord of Searing Flames" and/or 1 "Hamon, Lord of Striking Thunder": on your side of the field. Discard all cards in your hand; Special Summon 3 "Phantasmal Martyr Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) to your side of the field. Those Tokens have this effect: This Token cannot be destroyed by battle. A mild improvement over the original Phantasmal Martyrs, but due to how you've altered Raviel, this card cannot interact with him unlike the originals because the Tokens are not considered Effect Monsters. Link to comment Share on other sites More sharing options...
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