Alastar Rainford Posted December 13, 2016 Report Share Posted December 13, 2016 The idea of the archetype came off from making something winter themed, then later wanting to expand the reach and power of Ice Counters.Each card in the archetype ties to winter folklore and mythology utilizing Ice Counters for control over the opponent.The play style is very similar to Aliens with their control of A-Counters to gain field presence but a little more aggressive. [spoiler=Monsters]When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Winter Spirit" monster from your Graveyard. Destroy it during the End Phase. If this card is used as a Synchro Material for a Synchro Summon you can use 1 monster your opponent controls that has 1 or more Ice Counter(s) as one of the materials. FLIP: Place 1 Ice Counter on 1 face-up monster on your opponent's side of the field. (If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) Place 1 Ice Counter on a monster that battles this face-up card. After this card has been flipped face-up, when it is destroyed by battle and sent to the Graveyard, draw 1 card. Change all monsters your opponent controls with Ice Counters to Defense Position.(If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) If a "Winter Spirit" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. When you Normal Summon an "Winter Spirit" monster, you can Special Summon this card from your hand. When this card is Summoned, place 2 "Ice Counters" on face-up monster(s) your opponent controls. Place 1 "Ice Counter" on all monsters Summoned to your opponent's side of the field. (If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) When a Card with 1 or more Ice Counters is removed from the field; Distribute Ice Counters on the field equal to the number of counters the removed card had on the field. (If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) You can remove 2 Ice Counters from anywhere on the field to Special Summon this card from your hand. Once per turn, you can place 1 "Ice Counter" on each face-up monster your opponent controls. (If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) You can only control 1 face-up "Winter Spirit Krampus". [spoiler=Spells]Once per turn, you can select any number of face-up Spell or Trap Cards other than this card. Return those cards to their owners' hands, and distribute new Ice Counters among monsters on the field equal to the number of cards returned.(If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) You can only activate 1 "Winter Solstice" per turn. Destroy 1 monster on the field with an Ice Counter. Then, you can Special Summon 1 Level 4 or lower "Winter Spirit" monster from your Deck. Destroy it during your next End Phase. Target 1 face-up monster on the field; send 1 "Winter Spirit" monster from your Deck to the Graveyard, and if you do, place Ice Counters on that monster equal to the Level of the sent monster. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Winter Spirit" monster from your Deck to your hand. Each time an Ice Counter(s) is removed from play by a card effect, place 1 Ice Counter on this card. When this card is destroyed, distribute the Ice Counters on this card among face-up monsters. Each time a face-up "Winter Spirit" monster(s) is destroyed, place 1 Ice Counter on this card. Once per turn, you can remove 2 Ice Counters from anywhere on the field to Special Summon 1 "Winter Spirit" monster from your Graveyard. [spoiler=Traps]Send any number of monsters from your side of the field to the Graveyard and or monsters with Ice Counters your opponent controls to the Graveyard to activate this card. Select from your Deck 1 "Winter Spirit" monster whose Level is equal to the total Levels of the sent monsters, and Special Summon it. If you fail to find a monster to Special Summon, you take 2000 damage. Monsters with Ice Counters except "Winter Spirit" monsters cannot Attack, be Tributed, or change their battle position except by card effect. Destroy this card during your 2nd Standby Phase after activation. [spoiler=Extra Deck]1 "Winter Spirit" monster + 1 monster with 3 or more Ice Counters Cannot be used as a Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the Graveyard. (You do not use "Polymerization".) Once per turn, you can remove 2 Ice Counters from anywhere on the field to destroy 1 card your opponent controls.(If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) 1 "Winter Spirit" monster + 1 monster with 6 or more Ice Counters Cannot be used as a Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the Graveyard. (You do not use "Polymerization".) Once per turn, you can remove 3 Ice Counters from anywhere on the field to target 1 card on the field or in either graveyard; Banish that target.(If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) You can only control 1 "Winter Spirit Mab". 1 WATER Tuner + 1 or more non-Tuner monster(s) Monsters with Ice Counters except "Winter Spirit" monsters have their effects negated.(If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) 1 WATER Tuner + 2 or more non-Tuner monsters Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card, or monster effect: you can remove 2 Ice Counters from anywhere on the field to negate the activation, and if you do, destroy that card.(If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) 2 Level 3 WATER monsters Once per turn: You can detach 1 Xyz Material from this card;you can place 1 Ice Counter on 1 face-up monster your opponent controls. (If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) This card gains 200 ATK and DEF for each Ice Counter on the field. 2 Level 4 WATER monsters You can also Xyz Summon this card by using a "Winter Spirit" Xyz Monster you control as the Xyz Material, except "Winter Spirit Giant". (Xyz Materials attached to that monster also become Xyz Materials on this card.)Once per turn: You can detach 1 Xyz Material from this card;you can place 1 Ice Counter on all face-up cards on the field. (If a monster with an Ice Counter battles an "Winter Spirit" monster, it loses 200 ATK and DEF for each Ice Counter during damage calculation only.) Link to comment Share on other sites More sharing options...
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