Charlelot Posted August 10, 2016 Report Share Posted August 10, 2016 Hey there, Since I began playing Yu-Gi-Oh, one of my favorite archtype (if you can call it that) has always been Spirits. Sadly, despite getting a few new cards over the years, Spirits have never been competitive since the good old days of Yata-Lock. Lately, I've been looking at other archtypes for ideas that would work for a modern Spirit archtype. This is what I have come up so far. Let me know what you guys think. Spirit Avatar of the TravelerLevel 4 LIGHT Warrior/SpiritATK 1800 DEF 1000During the End Phase of the turn this card was summoned, return it to the hand. If this card gets banished; you can add 1 "Spirit Avatar" monster from your deck to your hand. While you have no face-up monsters on the field or control only "Spirit" monsters, you can banish this card from your hand and a "Spirit" monster from your deck; negate the activation of an opponent Trap card. You can only use each effects of "Spirit Avatar of the Traveler" once per turn. Spirit Avatar of the TemptressLevel 4 FIRE Psychic/SpiritATK 1000 DEF 1200During the End Phase of the turn this card was summoned, return it to the hand. If this card gets banished; you can special summon 1 of your other banished level 4 or lower "Spirit" monster. Its effects are negated. While you have no face-up monsters on the field or control only "Spirit" monsters, you can banish this card from your hand and a "Spirit" monster from your deck; negate the activation of an opponent Spell card. You can only use each effects of "Spirit Avatar of the Temptress" once per turn. Spirit Avatar of the OutsiderLevel 4 DARK Spellcaster/SpiritATK 1500 DEF 1500During the End Phase of the turn this card was summoned, return it to the hand. During your Main Phase, while you have no face-up monsters on the field, you can special this card from your hand. While you have no face-up monsters on the field or control only "Spirit" monsters, you can banish this card from your hand and a "Spirit" monster from your deck; negate the activation of an opponent monster effect until the end of the turn. You can only use each effects of "Spirit Avatar of the Outsider" once per turn. Spirit Avatar of the LeviathanLevel 4 WATER Fish/SpiritATK 100 DEF 2100During the End Phase of the turn this card was summoned, return it to the hand. When this card is normal summoned, you can normal summon an additional "Spirit" monster this turn. During Damage Calculation (in either player's turn), when a "Spirit" monster you control battles: you can banish this card from your hand and a "Spirit" monster from your deck; double the original ATK and DEF of your monster during that Damage Calculation only. You can only use each effects of "Spirit Avatar of the Leviathan" once per turn. Spirit Avatar of the Great SwarmLV 4 EARTH Beast/SpiritATK 900 DEF 1200During the End Phase of the turn this card was summoned, return it to the hand. If this card gets banished; you can add 1 "Spirit" Trap card from your deck to your hand. If your opponent declares a direct attack, you can discard this card from your hand and banish a "Spirit" monster from your deck; negate the attack and end the Battle Phase. You can only use each effects of "Spirit Avatar of the Great Swarm" once per turn. Spirit Avatar of the PhilosopherLevel 4 WIND Reptile/SpiritATK 1200 DEF 1600During the End Phase of the turn this card was summoned, return it to the hand. If this card gets banished; you can add 1 "Spirit" Spell card from your deck to your hand. During your Main Phase, while you control 1 or more "Spirit" monsters, you can pay 500 LP and banish a "Spirit" monster from your deck; special summon this card from your hand. You can only use each effects of "Spirit Avatar of the Philosopher" once per turn. Spirit Avatar of the Vengeful HurricaneRank 12 WATER Winged Beast/XYZ/SpiritATK 4000 DEF 3500This card can only be special summoned from the Extra Deck with ''Rank-Up-Magic Spiritual Providence'' and connot be summoned any other way. This card is unnafected by other card effects. Once per turn, during the Battle Phase, you can banish an XYZ material from this card; negate the activation of an opponent card effect until the end of the turn. During your opponent's End Phase, if this card has a ''Spirit Avatar'' XYZ attached to it, you can send 1 monster your opponent controls to the Graveyard. Spirit Avatar of the Burning ShadowRank 8 FIRE Dragon/XYZ/SpiritATK 3000 DEF 28002 Level 8 "Spirit" monsters.This card connot be destroyed by battle or by card effects. During your Main Phase, you can banish 1 XYZ Material from this card to destroy every special summoned monsters your opponent controls. This card cannot attack on the turn you activate this effect. If this card destroys a monster by battle, inflict half of that monster's original ATK to your opponent's LP. Spirit Avatar of the Lone HunterRank 4 EARTH Beast/XYZ/SpiritATK 2500 DEF 22003 level 4 "Spirit" monsters.While this card is face-up on the field, "Spirit" monsters you control cannot be targeted by your opponent's card effects. Also, ''Spirit'' monsters you control inflict piercing damage to your opponent when they destroy a monster by battle. Once per turn, you can banish 1 XYZ material from this card; destroy 1 card your opponent controls. Spirit Avatar of the Northwind GaleRank 4 WIND Winged Beast/XYZ/Spirit2 level 4 "Spirit" monsters.While this card is face-up on the field, both player can only special summon once per turn. Other face-up "Spirit Avatar" monsters you control gain 300 ATK and DEF. During either player's turn, if this card would be destroyed by battle or by a card effect, you can banish 1 XYZ Material from this card instead. Temple of the SpiritsField Spell CardThere is no limits to the number of cards in players hands. During your Main Phase, you can banish 1 ''Spirit'' monster from your deck. Then, you can add to your hand 1 of your banished ''Spirit'' monster with a different name. During your Main Phase, exept the turn this card was sent to the Graveyard, you can banish this card from your Graveyard; if your opponent controls more cards than you do, special summon 1 level 5 or higher ''Spirit'' monster from your Hand, Deck or Graveyard ignoring its effect. You can only use each effects of ''Temple of the Spirits'' once per turn. Yata Garasu's Gift to the Spirit AvatarNormal Spell CardReaveal 1 ''Spirit'' monster in your field or hand; reveal the top 3 cards of your deck, add 1 of them to your hand, banish 1 and return 1 to the top of your deck. During your Main Phase, exept the turn this card was sent to the Graveyard, you can banish this card from your Graveyard; shuffle up to 3 of your banished ''Spirit'' monsters to the deck, then draw 1 card. You can only use each effects of ''Yata-Garasu's Gift to the Spirit Avatars'' once per turn. Rank-Up Magic Spiritual ProvidenceNormal Spell CardPay half your LP; target 1 ''Spirit'' XYZ monster you control. Special summon 1 ''Spirit'' XYZ from your Extra Deck that is 4 Ranks higher than that target, by using that target as the Xyz Material (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster). During your Main Phase, exept the turn this card was sent to the Graveyard, if you control no monster, you can banish this card from your Graveyard; XYZ summon 1 ''Spirit'' XYZ from your Extra deck using up to 3 of your banished ''Spirit Avatar'' monsters as material. If you activate this effect, you cannot summon any other monsters this turn exept ''Spirit'' monsters. You can only use each effects of ''Rank-Up-Magic Spiritual Providence'' once per turn. Pact with the Underworld SpiritsContinous Trap CardOnce per turn, you can send 1 ''Spirit'' monster from your field or hand to the Graveyard; target 1 card your opponent controls; banish it, face down. During your Main Phase, exept the turn this card was sent to the Graveyard, you can banish this card from your Graveyard, then banish 2 ''Spirit'' monsters from your Graveyard; select 1 of your banished ''Spirit'' Spell or Trap Card exept "Pact with the Underworld Spirits'' and send it to your Graveyard. Accord with the Earthly SpiritsContinous Trap CardActivate by revealing 1 ''Spirit'' monster from your hand or field. Target 1 effect monster on the field; negate that face-up monster's effects, that face-up monster cannot attack. Also, non ''Spirit'' monsters cannot target that face-up monster for attacks. When it leaves the field, destroy this card. If your opponent declares a direct attack, you can banish this card from your Graveyard; switch all Attack position monsters your opponent controls to Defence position. Communion with the Guardian SpiritsContinous Trap CardOnce per turn, during either player's turn, you can special summon 1 level 4 ''Spirit Avatar'' from your hand or that was banished. If this face-up card is destroyed, send every face-up monsters you control to the Graveyard. During your Main Phase, exept the turn this card was sent to the Graveyard, you can banish this card from your Graveyard and a ''Spirit'' Spell or Trap card from your deck; special summon up to 3 of your banished level 4 ''Spirit Avatar''. Their effects are negated. If you activate this effect this turn, you cannot special summon exept ''Spirit'' monsters and you cannot conduct your Battle Phase. 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TheRocketCrafter Posted August 11, 2016 Report Share Posted August 11, 2016 I feel as though you did a great job designing these cards. I can see it working like a mixture of Heralds and Infernoids with a bit of a twist. I especially like the no limit effect of the Temple card and overall you did a good job. Link to comment Share on other sites More sharing options...
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