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Arctic Covenant (15/15)


dustdevil9

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I apologize for my affual card text mistakes. So the deck is send to grave and shuffle things back kind of deck, its menat to produce a big amount of resources rather fast but because of how cards work it limits the initial cieling but the rest of the duel the cieling get really high.

 

Hermit of the Artic Covenant

Lvl 1

Water

Aqua/Effect

100/500

If you control 2 or more face-up "Arctic Covenant" monster, you can Special Summon this card (from your hand). You cannot Special Summon any Level 5 or higher monster the turn you use this effect. You can Tribute this card to target 1 "Arctic Covenant" monster in your Graveyard, except "Hermit of the Arctic Covenant"; Special Summon that target.

 

Traveller of the Arctic Covenant

Lvl 2

Water

Winged Beast/Effect

1000/2000

Flip: Target 1 monster your opponent controls; shuffle it into the deck, then Special Summon 1 "Arctic Covenant" monster from your hand. If this card is sent from the field to the Graveyard; shuffle into the deck, then draw 1 card. You can only activate this effect of "Traveller of the Artic Covenant" once per turn.

 

Ghost of the Arctic Covenant

Lvl 3

Water

Spellcaster/Spirit

900/1500

Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: Add 1 "Arctic Covenant" Spell/Trap card from your Deck to your hand.

 

Harbinger of the Arctic Covenant

Lvl 4

Water

Beast Warrior/Effect

1500/1000

If an "Arctic Covenant" monster(s) is destroyed: you can Special Summon this card from your graveyard. If this card is Special Summoned by an "Arctic Covenant" card effect, you can target 1 "Arctic Covenant" monster in your graveyard, except "Harbinger of the Arctic Covenant"; Special Summon it, then change this card's level to the targeted monsters.

 

Calvary of the Arctic Covenant

Lvl 5

Water

Beast/Effect

2000/2000

During either player's turn: you can Fusion Summon 1 "Arctic Covenant" Fusion Monster from your Extra Deck, by shuffling your Fusion Materials listed on it into your Deck from your graveyard. You cannot Special Summon any other monsters except by this card's effect, during the turn you activate this effect.

 

Symbol of the Arctic Covenant

Lvl 6

Water

Fairy/Effect

0/0

If this card is sent to the graveyard: you can target 1 other "Arctic Covenant" card in your graveyard, and 1 "Arctic Covenant" card on the field; shuffle this first target and this card into your deck, then return the second to your hand, and draw 1 card. You can only activate 1 "Symbol of the Arctic Covenant" effect per turn.

 

Wyverguin, Wind of the Arctic Covenant

Lvl 7

Water

Sea Serpent/Fusion/Effect

2600/1900

2 "Arctic Covenant" monsters

When this card is Special Summoned: you can send 1 "Arctic Covenant" monster from your deck to the graveyard, and if you do, shuffle 1 card from your opponent's hand (at random), Graveyard, or their side of the field into the Deck. If this card is sent to the graveyard: Return 1 "Arctic Covenant" monster you control to your hand, and if you do, send 1 "Arctic Covenant" card from your deck to your graveyard.

 

Liophin, Wave of the Arctic Covenant

Lvl 7

Water

Sea Serpent/Fusion/Effect

2500/2200

1 "Arctic Covenant" monster + 1 level 6 or lower water monster.

When this card is Fusion Summoned; add 1 "Arctic Covenant" Spell/Trap to your hand from your deck. During either player's turn, you can shuffle 2 Water monsters in your graveyard into the deck; to change 1 face-up monster to face-down Defense Position. If this card is sent to the graveyard; add 1 "Arctic Covenant" monster from your deck to your hand.

 

Hope Guardian of the Arctic Covenant

Lvl 8

Water

Sea Serpent/Fusion/Effect

3000/2400

1 "Arctic Covenant" Fusion monster + 2 "Arctic Covenant" monsters

During either player's turn, when a Spell/Trap or Monster effect is activated: You can discard 1 card; negate the activation and destroy it. During your End Phase, you must shuffle 1 "Arctic Covenant" monster from your graveyard into your deck, if you dont change this card to Face-down Defense Position, it cannot change its battle position. If this card is sent to the graveyard, Special Summon 1 "Arctic Covenant" monster from your deck.

 

Arctic Covenant Binding

Normal Spell

You can only activate 1 “Arctic Covenant Binding ” per turn, and you cannot Special Summon any other monsters this turn. Fusion Summon 1 Fusion Monster that lists an “Arctic Covenant” monster as a Fusion Material Monster from your Extra Deck, using monsters from your hand, Deck, or your side of the field as Fusion Materials.

 

Secret Castle of the Arctic Covenant

Field Spell

When this card is activated: You can add 1 "Arctic Covenant" monster from your deck to your hand. During either player'sEnd Phase, you can shuffle 1 card in your hand into your deck; then place 1 "Arctic Covenant" in your graveyard on top of your deck.

 

Cycle of the Arctic Covenant

Normal Spell

Target 3 "Arctic Covenant" monsters in your graveyard; Shuffle them into your deck then draw 2 cards.

 

Initiation to the Arctic Covenant

Quick Play Spell

Fusion Summon 1 "Arctic Covenant" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Material Monsters. You can only activate 1 "Initiation to the Arctic Covenant" per turn.

 

Unity of the Arctic Covenant

Normal Trap

You can send 1 "Arctic Covenant" monster from your deck to the graveyard; then increase the ATK and DEF of all "Arctic Covenant" monsters by 100 x the sent monster's Level until the end of the turn.

 

Secrets of the Arctic Covenant

Continuous Trap

Once per turn, you can target 1 "Arctic Covenant" monster you control;destroy it, then Special Summon 1 "Arctic Covenant" monsters from your deck in face-down Defense Position. During the End Phase that you activated this effect: Flip all Set monsters face-up.

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So would we all, friend, but not all of us get to be that lucky. I'll give you a shot, though. Not going to go over all the cards, but I'll try to go deep for the ones I do.

Your Level 1 Monster is titled "Hermit of the Arctic Circle" but is referred to as "Hermit of the Arctic Covenant" in its own text. I assume that was unintentional, but either way it ought to be fixed. The 'ban' on Special Summoning is interesting as it can't stop Rank 5+ Xyz Monsters from being Summoned so as long as the Monsters used were already out on the Field, but it still manages to keep you from doing retarded Synchro setups the turn you summon Hermit with that effect.

Harbinger is crazy as the way the text is worded means you Special Summon it with its own effect, it's an "Arctic Covenant" Monster so it fulfills its own Effect Condition, getting you back whatever you just lost in order to trigger its Special Summon effect. Maybe it's not broken but I'd say make it "Special Summoned by an 'Arctic Covenant' card effect, except 'Harbinger of the Arctic Covenant'" to be safe.

Initiation is good as it's a Quick-Play but doesn't have Super Poly's no-response clause so your opponent can still shut it down if you try to flip it on their turn. Nice job there.

Cycle may be too good as it's basically a slightly less general Pot of Avarice, and Avarice was banned. Perhaps find a way to bring it down another notch or two.

Arctic Covenant Binding drops free stuff out of the Deck, which always gives people fits. Perhaps, to make it so you can give people fits in a different way, say Extra Deck instead of Deck? This way, you can get "Hope Guardian of the Arctic Covenant" out without having to Fusion Summon one of the others first, plus none of your Fusions have the Nomi Clause so you can then Special Summon them out of the Graveyard next turn with, say, Harbinger, and have Liophin or Wyverguin or heck, even another Hope Guardian out for pretty much free. Btw, I laughed so hard trying to figure out what a wyverguin would look like, thanks for making my day with that card.

Secrets is fun, plus it kind of counters Ghostricks a little by making all their cards flip Face-Up at the end of your turn. Also it can trigger Harbinger, which is looking like the main card people would build their decks around were this to become real.

Unity is also fun - send a free card from Deck to Grave for later use and also boost ATK? Yes please!

Symbol is looking really interesting, as it can trigger when it's used for a Fusion Summon. Maybe make it destroy the on-Field target so you can trigger Harbinger!

Overall, this is a good Archetype, and I'm already imagining epic degenerate plays where you use Binding(dropping from Extra Deck instead of Deck) to fuse Harbinger, Symbol, and a Hope Guardian to 1) trigger Symbol to get rid of Hope Guardian and shuffle Binding back to the Deck and draw, 2) activate the sent Hope Guardian's effect to draw a card, 3) trigger Harbinger to Special Summon it, 4) trigger the Summoned Hope Guardian's effect when Symbol destroyed it to draw another card, 5) Special Summon one of the Hope Guardians with Harbinger assuming you leave it as-is, 6) Xyz Summon a Rank 8, 7) Detach Hope Guardian to do a thing, and 8) draw a card thanks to Hope Guardian's draw effect. End Result: you drew 4 cards and got a Rank 8 out to do its thing from giving up maybe 3 cards from hand assuming Symbol and/or Harbinger weren't on the Field when you used Binding. And that's without really looking at the other cards, which might be able to extend the length of the degeneracy and the height of your opponent's frustration.

In the end, I'd say Fix Hermit's name/card text so it's not confusing, make Binding drop from the Extra Deck instead of the Main Deck, tone Cycle down so it's not an Archetype-specific Pot of Avarice, and perhaps make Hermit Special Summon in Face-Down DEF Position so you can float it into Traveller.

EDIT: I just noticed I forgot about Binding's no-Special-Summon clause. If you want to be able to make stupid plays like the one above, either drop the clause or make it say "Except 'Arctic Covenant' Monsters".

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So would we all, friend, but not all of us get to be that lucky. I'll give you a shot, though. Not going to go over all the cards, but I'll try to go deep for the ones I do.

Your Level 1 Monster is titled "Hermit of the Arctic Circle" but is referred to as "Hermit of the Arctic Covenant" in its own text. I assume that was unintentional, but either way it ought to be fixed. The 'ban' on Special Summoning is interesting as it can't stop Rank 5+ Xyz Monsters from being Summoned so as long as the Monsters used were already out on the Field, but it still manages to keep you from doing retarded Synchro setups the turn you summon Hermit with that effect.

Harbinger is crazy as the way the text is worded means you Special Summon it with its own effect, it's an "Arctic Covenant" Monster so it fulfills its own Effect Condition, getting you back whatever you just lost in order to trigger its Special Summon effect. Maybe it's not broken but I'd say make it "Special Summoned by an 'Arctic Covenant' card effect, except 'Harbinger of the Arctic Covenant'" to be safe.

Initiation is good as it's a Quick-Play but doesn't have Super Poly's no-response clause so your opponent can still shut it down if you try to flip it on their turn. Nice job there.

Cycle may be too good as it's basically a slightly less general Pot of Avarice, and Avarice was banned. Perhaps find a way to bring it down another notch or two.

Arctic Covenant Binding drops free stuff out of the Deck, which always gives people fits. Perhaps, to make it so you can give people fits in a different way, say Extra Deck instead of Deck? This way, you can get "Hope Guardian of the Arctic Covenant" out without having to Fusion Summon one of the others first, plus none of your Fusions have the Nomi Clause so you can then Special Summon them out of the Graveyard next turn with, say, Harbinger, and have Liophin or Wyverguin or heck, even another Hope Guardian out for pretty much free. Btw, I laughed so hard trying to figure out what a wyverguin would look like, thanks for making my day with that card.

Secrets is fun, plus it kind of counters Ghostricks a little by making all their cards flip Face-Up at the end of your turn. Also it can trigger Harbinger, which is looking like the main card people would build their decks around were this to become real.

Unity is also fun - send a free card from Deck to Grave for later use and also boost ATK? Yes please!

Symbol is looking really interesting, as it can trigger when it's used for a Fusion Summon. Maybe make it destroy the on-Field target so you can trigger Harbinger!

Overall, this is a good Archetype, and I'm already imagining epic degenerate plays where you use Binding(dropping from Extra Deck instead of Deck) to fuse Harbinger, Symbol, and a Hope Guardian to 1) trigger Symbol to get rid of Hope Guardian and shuffle Binding back to the Deck and draw, 2) activate the sent Hope Guardian's effect to draw a card, 3) trigger Harbinger to Special Summon it, 4) trigger the Summoned Hope Guardian's effect when Symbol destroyed it to draw another card, 5) Special Summon one of the Hope Guardians with Harbinger assuming you leave it as-is, 6) Xyz Summon a Rank 8, 7) Detach Hope Guardian to do a thing, and 8) draw a card thanks to Hope Guardian's draw effect. End Result: you drew 4 cards and got a Rank 8 out to do its thing from giving up maybe 3 cards from hand assuming Symbol and/or Harbinger weren't on the Field when you used Binding. And that's without really looking at the other cards, which might be able to extend the length of the degeneracy and the height of your opponent's frustration.

In the end, I'd say Fix Hermit's name/card text so it's not confusing, make Binding drop from the Extra Deck instead of the Main Deck, tone Cycle down so it's not an Archetype-specific Pot of Avarice, and perhaps make Hermit Special Summon in Face-Down DEF Position so you can float it into Traveller.

EDIT: I just noticed I forgot about Binding's no-Special-Summon clause. If you want to be able to make stupid plays like the one above, either drop the clause or make it say "Except 'Arctic Covenant' Monsters".

Okay Binding is the decks version of Red Eyes Fusion and fuels the effects if the main 2 Fusions. If I let the deck run wild and have all the Special Summons it would get way out of hand. Cycle is designed to be just like Yang Zing Path and thats at 3 so it stays just like it is. Hermit is fine the way it is, if you youre grabbing back Traveller than youre probably gonna be tributing traveller.

The deck has some insane power plays. The main i thought of was this

 

Terraforming into Secret Castle

Secret Castle into Ghost

Ghost into Binding

Binding for Wyverguin, milling Harbinger and any other Arctic Covenant monster except Symbol.

Wyverguin effect mills Symbol

Symbol shuffles the random Arctic Covenant and bounces field spell for a draw.

Set some stuff, End Phase Ghost back to hand.

At this point you're opponent has to dedicate resources go getting rid of Wyverguin thay dont destroy and depending on what you drew you may have that, but once you get your first fusion on board the deck just snowballs out of control.

Turn 1 youre +2 and it only took 1 card to start the combo. Everything is a bonus.

 

Also made Harbinger so it cannot Summon itself, and fixed Hermits name issue

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