CuriousHeartless Posted May 24, 2017 Report Share Posted May 24, 2017 Souldier is an Archetype of Equip Spells. Each has an ability to Special Summon itself as a monster, though they bounce during your next Standby. They are all Zombies but come in various levels. The original name was Ghostrike, but that is so close to Ghostrick that I changed to Souldier. [spoiler=Main Deck Monster]Souldier SniperDARKLevel 6If you control no cards, you can normal summon this card without tribute, but you cannot Special Summon monsters this turn, except for "Souldier" monsters. Up to twice per turn, you can discard an Equip Spell Card: Target 1 card on the field; send that card to the GY.1500 ATK/1500 DEF There is only one main deck monster which is meant to help fight Anti-Spell Fragrance, Vanity's Fiend, etc a bit. Targets but doesn't destroy. [spoiler=Main Deck 'Monsters']Souldier AxeEquip SpellEquipped monster gains 1000 ATK. You can Special Summon this card (from your hand) as a Normal Monster (Zombie/DARK/Level 4/ATK 2000/DEF 1000). (This card is NOT treated as a Spell Card.) If Summoned this way, return this card and any card equipped to it to the hand during your next Standby Phase. You can only Special Summon "Souldier Axe" by this effect once per turn. Axe is a very basic beater. All Souldoer are based around a 1000/1000 body that is altered by whatever bonuses or negatives they grant. Since Axe is a basic +1k to attack, it is a basic 2k beater with the downside that since only one can be summoned per turn and it bounces each turn, you can only ever have one. Souldier DaggersEquip SpellEquipped monster loses 500 ATK, but can attack twice each Battle Phase. You can Special Summon this card (from your hand) as a Normal Monster (Zombie/DARK/Level 4/ATK 500/DEF 1000). (This card is NOT treated as a Spell Card.) If Summoned this way, this card can attack twice each battle phase, also return this card and any card equipped to it to the hand during your next Standby Phase. You can only Special Summon "Souldier Daggers" by this effect once per turn. Daggers is weak but can attack twice. It is kinda a strictly better Twin Daggers of Flashing Light, but to my knowledge that is an underwhelming card anyways so it shouldn't be too problematic. Unlike Axe, you really don't want to double up on Daggers since the 500 Attack drop stacks but the extra attacks don't. Souldier RamEquip SpellEquipped creature gains 500 ATK and if it attacks a Defense Position monster, deal Piercing Combat damage. You can Special Summon this card (from your hand) as a Normal Monster (Zombie/DARK/Level 3/ATK 1500/DEF 1000). (This card is NOT treated as a Spell Card.) If Summoned this way, if it attacks a Defense Position monster, deal Piercing Combat damage, also return this card and any card equipped to it to the hand during your next Standby Phase. You can only Special Summon "Souldier Ram" by this effect once per turn. Gives a small boost and piercing. Not the most useful but maybe helpful. Souldier ShieldEquip SpellEquipped creature gains 1000 DEF and cannot be destroyed by battle. You can Special Summon this card (from your hand) as a Normal Monster (Zombie/DARK/Level 4/ATK 1000/DEF 2000). (This card is NOT treated as a Spell Card.) If Summoned this way, this card cannot be destroyed by battle, also return this card and any card equipped to it to the hand during your next Standby Phase. You can only Special Summon "Souldier Shield" by this effect once per turn. Combat protection and a sizable defense boost. Combat protection isn't super useful but it's something. Souldier War FanEquip SpellWhen the equipped monster attacks, change the attack target's battle position. You can Special Summon this card (from your hand) as a Normal Monster (Zombie/DARK/Level 2/ATK 1000/DEF 1000). (This card is NOT treated as a Spell Card.) If Summoned this way, when this card attacks, change the attack target's battle position, also return this card and any card equipped to it to the hand during your next Standby Phase. You can only Special Summon "Souldier War Fan" by this effect once per turn. I wanted to give some less standard abilities so here's a combat position changer. Souldier PikeEquip SpellEquipped creature gains 500 ATK and DEF. When combat involving the equipped creature is started: Your opponent loses 500 LP. You can Special Summon this card (from your hand) as a Normal Monster (Zombie/DARK/Level 3/ATK 1500/DEF 1500). (This card is NOT treated as a Spell Card.) If Summoned this way, it gains the following effect, also return this card and any card equipped to it to the hand during your next Standby Phase. •When combat involving this card is started: Your opponent loses 500 LP. You can only Special Summon "Souldier Pike" by this effect once per turn. A second more unique ability, as well as the only to give attack and defense. I am very much unsure of wording here. Souldier SwordEquip SpellEquipped monster gains 700 ATK. If the equipped creature is attacked: It gains 700 ATK until the End Phase. You can Special Summon this card (from your hand) as a Normal Monster (Zombie/DARK/Level 4/ATK 1700/DEF 1000). (This card is NOT treated as a Spell Card.) If Summoned this way, if this card is attacked, it gains 700 ATK, also return this card and any card equipped to it to the hand during your next Standby Phase. You can only Special Summon "Souldier Sword" by this effect once per turn. A sword was obviously needed. An attack booster that is weaker than Axe on your turn but stronger on your opponent's. [spoiler=Extra Deck Monsters]Souldiers have Fusion monsters made of a mixture of monsters and equip spells attached to them. There are two subseries of Souldiers: Vehicular Souldiers which are based on war vehicles and siege weapons, and Souldier Generals based on warriors. Vehicular Souldiers use two or three material and can become equipment while Souldier Generals use three or more materials and use equip spells for effects. Vehicular Souldier Assault CatapultDARKLevel 5Zombie/Fusion/Effect1 "Souldier" monster + 1 "Souldier" Equip SpellMust first be Special Summoned (from your Extra Deck) by sending the above cards you control to your GY (you do not use "Polymerization".) You can only Fusion Summon "Vehicular Souldier Assault Catapult" once per turn. Once per turn [Quick Effect]: You can send a card from your hand to GY; your opponent loses 800 LP. If this card is sent from a Monster Zone to your GY: You can equip it to a monster you control. The equipped monster gains 1000 ATK and DEF. If this card is sent from a Spell/Trap Zone to your GY: Your opponent loses 800 LP.2000 ATK/2000 DEF Vehicular Souldier Siege EngineDARKLevel 6Zombie/Fusion/Effect1 "Souldier" monster + 1 "Souldier" Equip SpellMust first be Special Summoned (from your Extra Deck) by sending the above cards you control to your GY (you do not use "Polymerization".) You can only Fusion Summon "Vehicular Souldier Siege Engine" once per turn. If this card attacks: It gains 1000 ATK until the End Phase. If this card is sent from a Monster Zone to your GY: You can equip it to a monster you control. The equipped monster gains 1000 ATK and DEF. If this card is sent from a Spell/Trap Zone to your GY: Select 1 monster you control; it gains 1000 ATK until your next End Phase.2000 ATK/2000 DEF Vehicular Souldier Grand CannonDARKLevel 6Zombie/Fusion/Effect1 "Souldier" monster + 2 "Souldier" Equip SpellsMust first be Special Summoned (from your Extra Deck) by sending the above cards you control to your GY (you do not use "Polymerization".) You can only Fusion Summon "Vehicular Souldier Grand Cannon" once per turn. If this card attacks: Target 1 Spell/Trap card on the field; Destroy it. If this card is sent from a Monster Zone to your GY: You can equip it to a monster you control. The equipped monster gains 1000 ATK and DEF. If this card is sent from a Spell/Trap Zone to your GY: Target 1 Spell/Trap card on the field; Destroy it.2000 ATK/2000 DEF Vehicular Souldier Anti-Air LauncherLevel 6Zombie/Fusion/Effect1 "Souldier" monster + 2 "Souldier" Equip SpellsMust first be Special Summoned (from your Extra Deck) by sending the above cards you control to your GY (you do not use "Polymerization".) You can only Fusion Summon "Vehicular Souldier Anti-Air Launcher" once per turn. If this card is sent from a Monster Zone to your GY: You can equip it to a monster you control. The equipped monster gains 1500 ATK and DEF.2500 ATK/2500 DEF Souldier General AchillesDARKLevel 7Zombie/Fusion/Effect1 "Souldier" monster + 2 "Souldier" Equip SpellMust first be Special Summoned (from your Extra Deck) by sending the above cards you control to your GY (you do not use "Polymerization".) You can only Fusion Summon "Souldier General Achilles" once per turn. This card cannot be destroyed while a card is equipped to it. Once per turn, if this card has a "Souldier" card equipped to it: You can target 1 monster with ATK lower than this card's ATK; destroy that target, and if you do, send a card equipped to this card to the GY.2500 ATK/1000 DEF Souldier General Shaka ZuluDARKLevel 7Zombie/Fusion/Effect2 "Souldier" monster + 1 "Souldier" Equip SpellsMust first be Special Summoned (from your Extra Deck) by sending the above cards you control to your GY (you do not use "Polymerization".) You can only Fusion Summon "Souldier General Shaka Zulu" once per turn. Once per turn: You can target 2 "Souldier" Equip Spells in your GY with different names; Special Summon 1 of those targets and equip the other target to the Special Summoned monster, and if you do, shuffle those cards into your deck during your next Standby Phase.2500 ATK/1000 DEF Souldier General Genghis KhanDARKLevel 8Zombie/Fusion/Effect2 "Souldier" monster + 2 "Souldier" Equip SpellMust first be Special Summoned (from your Extra Deck) by sending the above cards you control to your GY (you do not use "Polymerization".) You can only Fusion Summon "Souldier General Genghis Khan" once per turn. When this card is Special Summoned: You can equip any number of "Souldier" Equip cards with different names to it from your GY. If this card attacks and inflicts combat damage to your opponent: You can Special Summon 1 "Souldier" Equip Spell you control as if it was Special Summoned by its own effect.2500 ATK/2000 DEF [spoiler=Other Support]Abandoned ArmoryField SpellYou can only use each effect of "Abandoned Armory" once per turn. You can excavate the top card of your Deck: If it is a "Souldier" Equip spell, add it to your hand, otherwise, send it to the GY. If two or more Equip Spell cards you control would be sent to the GY: Select one of those cards; send it to the GY and put all other equip spell cards that would've been sent to the GY on the top of your deck in a random order. You can banish this card from your GY: Target 3 Equip Spells in your GY with different names; shuffle them into the deck, then draw 1 card. Mark of the SouldierNormal SpellDiscard 1 card; Target 1 Equip Spell on the field. Special Summon it to your field as a Normal Monster (Zombie/DARK/Level 3/ATK 1000/DEF 1000). (That card is NOT treated as a Spell Card.) Any of that cards effects that mention "the equipped monster" become "this card" instead. You can use any Equip spell so you can even steal your opponent's...which means what, rarely grabbing a Moon Mirror Shield. I don't know prominent Equip Spells. It does however apply to your own equips if you use any non Souldier ones. Wording's a bit funky. Souldier FairySpellTarget 2 "Souldier" equip spells in your GY; add those targets to your hand. They cannot be activated or Special Summoned this turn. Name is a reference to Fairy of the Spring. Link to comment Share on other sites More sharing options...
CuriousHeartless Posted May 26, 2017 Author Report Share Posted May 26, 2017 Bump Link to comment Share on other sites More sharing options...
CuriousHeartless Posted May 30, 2017 Author Report Share Posted May 30, 2017 Bump Link to comment Share on other sites More sharing options...
CuriousHeartless Posted June 2, 2017 Author Report Share Posted June 2, 2017 Bump Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.