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[Written] Seraphim - Fairy Beatdown


IcaruDuskin

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I got bored and did what I always do, look through the yugioh wiki. While there, I found an archetype from the GX Manga called Seraphim. I like their playstyle, and figured I'd take the character who used them and expand the Archetype with some of the other cards she used to make a fully playable stand-alone deck.

 

[spoiler=Main Deck Monsters]

Seraphim Scout – Zeriel

[Monster | Effect] Fairy/Light

[1*] 300/200

All “Seraphim” Monsters you control gain 500 ATK for each “Seraphim” Monster you control.

 

Seraphim Spirit – Parmal

[Monster | Effect] Fairy/Light

[1*] 200/300

If a “Seraphim” Monster(s) you control would be destroyed (by battle or card effect): You can send this card from your hand to the Graveyard; they are not destroyed. You can Banish this card from your Graveyard: Target 1 “Seraphim” Monster you control; It cannot be destroyed by card effects this turn (This is a quick effect). You can only activate each effect of “Seraphim Spirit – Parmal” once per turn.

 

Seraphim Angel – Minima

[Monster | Effect] Fairy/Light

[1*] 200/100

You can tribute this card: Special Summon up to 2 “Seraphim” Monsters from your Graveyard. You cannot Special Summon any monsters, other than “Seraphim” Monsters the turn you activate this effect.

 

Seraphim Decoy – Tellus

[Monster | Effect] Fairy/Light

[3*] 500/500

If this card is sent to the Graveyard: You can Special Summon 1 “Seraphim Decoy Token” (Fairy-Type/Light/Level 1/ATK 0/DEF 0) to your side of the field. You can only activate this effect of “Seraphim Decoy – Tellus” once per turn, and you cannot Special Summon monsters, other than “Seraphim” monsters the turn you activate this effect.

 

Seraphim Gardna – Custos

[Monster | Effect] Fairy/Light

[4*] 1000/2000

All “Seraphim” Monsters you control gain 300 DEF for each “Seraphim” Monster you control. Your opponent cannot target other “Seraphim” Monsters you control with card effects.

 

Seraphim Saber – Ferrum

[Monster | Effect] Fairy/Light

[4*] 1600/1500

All “Seraphim” Monsters you control gain 300 ATK for each “Seraphim” Monster you control. All “Seraphim” Monsters you control inflict piercing damage.

 

Seraphim Blaster – Spatium

[Monster | Effect] Fairy/Light

[4*] 1800/1200

All “Seraphim” Monster you control gain 300 ATK for each “Seraphim” Monster you control. Once per turn, if an opponent’s monster activates an effect: you can send 1 “Seraphim” Monster from your side of the field or your hand to the Graveyard; Negate the effect and destroy that monster.

 

Seraphim Strategist – Iofiel

[Monster | Effect] Fairy/Light

[4*] 1000/800

When this card is Summoned: You can send 1 “Seraphim” monster from your deck to the Graveyard; This card gains 1000 ATK. Once per turn: You can add 1 “Seraphim” Spell/Trap card from your deck to your hand. This card cannot attack the turn you activate this effect. You can only use each effect of "Seraphim Strategist - Iofiel" once per turn.

 

Seraphim Commander – Shatiel

[Monster | Effect] Fairy/Light

[5*] 500/2000

If your opponent controls a monster, and you control no monsters, you can Special Summon this card from your hand. When this card is Summoned: You can change its battle position. All “Seraphim” Monsters you control gain 500 ATK and DEF for each “Seraphim” Monster you control.

 

Seraphim Breaker – Vach

[Monster | Effect] Fairy/Light

[6*] 2200/1800

Once per turn: You can Tribute 1 “Seraphim” Monster you control; Special Summon 1 “Seraphim” Monster with a different name from your Graveyard.

 

Seraphim Sovereign – Athene

[Monster | Effect] Fairy/Light

[7*] 2600/800

When this card is Summoned: You can target 1 “Seraphim” Monster in your Graveyard; Special Summon it. Once per turn: You can send 1 “Seraphim” Monster from your hand to the Graveyard; add 1 “Seraphim” card from your deck to your hand.

 

 

[spoiler=Extra Deck Monsters]

Seraphim Field Commander – Venus

[Monster | Effect | Link] Fairy/Light

[sE | SW] 1600/Link 2

2 “Seraphim” Monsters

“Seraphim” Monsters in this card’s Linked Zones gain 300 ATK and DEF for each “Seraphim” card you control. You can discard 1 card; Draw 1 card. You can target 1 “Seraphim” Monster in your Graveyard; Special Summon it to 1 of this card’s Linked Zones.  You can only use each effect of “Seraphim Field Commander – Venus” Once per turn.

 

Seraphim Saint – Krysta

[Monster | Effect | Link] Fairy/Light

[sE | S | SW] 2300/Link 3

2 or More “Seraphim” Monsters

“Seraphim” Monsters in this card’s Linked Zones gain 500 ATK and DEF for each “Seraphim” card you control. Once per turn: You can draw 1 card, and if you do, discard 1 card. Once per turn: You can Special Summon 1 “Seraphim” Monster from your Hand or Graveyard to this card’s Linked Zones.

 

 

[spoiler=Spells]

Seraphim Support

[Normal Spell]

If you control a “Seraphim” Monster; You can Special Summon 1 “Seraphim” Monster from your Hand. You can only activate 1 “Seraphim Squadron” per turn.

 

Seraphim Survival

[Normal Spell]

You can target 1 “Seraphim” Monster in your Graveyard; Special Summon it. The Special Summoned monster cannot attack this turn.

 

Seraphim Sanctum

[Field Spell]

You can Normal Summon level 5 or higher “Seraphim” Monsters without tributing. If a “Seraphim” Monster you control is destroyed (by battle or card effect), you can add 1 “Seraphim” Monster with a different name from your deck to your hand.

 

 

[spoiler=Traps]

Seraphim Diversion

[Normal Trap]

When a “Seraphim” Monster you control is targeted for an attack: change the attack target to a different “Seraphim” Monster you control, and double the ATK and DEF of the new attack target until the end of the turn.

 

Seraphim Sabotage

[Normal Trap]

When an opponent’s monster declares a direct attack: send 2 Level 4 or lower “Seraphim” monsters from your Deck to the Graveyard; Negate the direct attack and end the Battle Phase.

 

Seraphim Shining

[Counter Trap]

When your opponent activates a Spell/Trap or Spell/Trap card effect and you control at least 1 “Seraphim” Monster; Negate the activation and if you do, destroy it.

 

 

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Let's see how you did here in making Reggie MacKenzie.dek. (Technically speaking, her Deck is just named after angelic beings and not actually an Archetype.)

 

Monsters

  • Zeriel: Well, it's just power boosting. Nothing really special about it, but yeah, Level 1 monster. (At least it's 800 on its own, so that's nice).
  • Parmal: The protection effects are fine, though I do feel that an OPT is needed for them. 
  • Minima: At least the revival effect is good and the high Levels can be retrieved easily, least outside Athena/e and all. This would be good as a Link 2 enabler if they had one to play with. 
  • Tellus: See above for Link stuff; though because you based this on a GX era thing where anything past Fusion is nonexistent, I'll leave it at this. Least you get Tribute fodder from Athena and stuff. 
  • Custos/Ferrum: Nothing really special about these two; stat bonuses are always good, but that's quite literally all they can do. Ferrum might be of some use as I don't see a lot of people playing Defense Position stuff as much. (Also note that outside Athena and any enablers, you don't have much summon speed here)
  • Spatium: This really should be doing something else besides copying Ferrum's effect. Yes, 600 per monster is amazing, but we're in an age where stat bonuses don't matter as much, and effect removal exists. Either change this or Ferrum to do something else (i.e. negation, search power, SSing capacities, etc)
  • Iofiel: This is just a less potent version of the original Iofiel, which lacked any restriction.
  • Shatiel: Again, just a copy/paste of Shatiel from manga except Archetype-locked. I think you should at least give it a way to get it out faster (either SS in a vein similar to Cyber Dragon, or no Tributes and/or can Summon in face-up Defense Position [or change battle position when summoned]); preferably the former (give it CyDra clause). 
  • Vach: Well, original had no effect so you really had free reign on this. At least you can Tribute Tellus and stuff to get revival going. 
  • Athene: I really don't know why you're SS-locking it, as it can't be summoned via Support, Valhalla or any sort of Fairy tech card that would help. Both of its effects aren't powerful enough to warrant making it a Tribute Summon only monster. At least it's a searcher, but yeah.

Spell/Trap Cards

  • Support: Not bad, but still requires you to actually get monster out first. Can be done, but yeah.
  • Survival: I guess return Athene because that can't be revived, but that's about it.
  • Shining: Oh yay, more power boosting. While the idea isn't bad, recall from earlier that power boosting will only get you so far. Guess pushing for OTKs would be nice, if you can deal with backrow and other things. 
  • Sanctum: Lessening the Tribute costs is fine, but this is just Divine Sanctuary with an Archetypal membership. Vach can get the most use out of it; Shatiel can wall if you manage to not get it killed and Athene needs setup. Maybe try something similar to Spark Field / Metaphys Factor (once per turn, you can Normal Summon a Level 5 or higher Seraphim monster without Tributing).
  • Diversion: Not really seeing a reason why I should use this over Shift, because that at least allows running non-Archetypal monsters to take attacks. 
  • Sabotage: Alright, here's your power card. Slower version of Negate Attack, but it works out in the long run. 

====

Overall, this would PROBABLY work in the GX - early 5Ds era when things aren't as nuts, but as of right now, even by casual standards (and I ignore the power creep from the metagame), this Deck is rather slow to get its plays going. You also lack an overall searcher for the support cards; Athene's the only one you got and that just gets monster cards. Additionally, a good chunk of the cards are solely stat boosters; while they aren't bad, plain boosting will only go so far in the power creep. As mentioned, you can get away with letting one of the higher Levels be Normal Summoned without Tributes (at least with the field) or Shatiel getting an easier summon condition. 

 

I understand you wanted to improve Reggie's Deck, but a lot of the cards here are just rehashed versions of what the manga gave her and not much else. You need to be aware that a lot of the stuff this Deck does, others can do with much less effort and better payoff. For Archetypes, each member should have a distinct role that makes people want to run them in certain variants. 

 

Some suggestions you can try:

  • S/T searcher for the Archetype (remember when I said to change Ferrum or Spatium; maybe make one of them this searcher. I would probably change Ferrum, but it's up to you.)
  • Spark Field / Metaphys Factor condition for the higher Levels; let you summon them without Tributes. 
  • Change some of the power boosting cards to stuff that can deal with the opponent. Shining could probably be changed to affect the opponent (temporary negation, etc)
  • I mentioned Link monsters earlier on; given the new mechanic, Minima and Tellus could easily set up for Link 1/2 stuff if you're willing to go past GX standards and makes their restrictions suck less if they got ED bosses.
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First of all, thanks a ton for the criticism, it's greatly appreciated. After reading through what you said I went back and made quite a few changes to most of the cards and added a couple of Link Monsters to give some Extra Deck power.

 

Concerning the Monsters, I gave Parmal a Once per turn clause as I had meant to, thank you for pointing that out. I gave Custos, Ferrum, Spatium, and Shatiel all extra effects that could be useful in protection, offense, or swarming. I made Iofiel less restricted and much more beneficial to the archetype. I removed Athene's Special Summoning restriction since it was more or less pointless. I also added in 2 Link monsters to give some extra plays to the Seraphim.

 

Concerning the Spells and Traps, I changed Survival from add to hand to Special Summon, I made Sanctum more powerful by making all Seraphim normal summonable without tributes, and providing searches on destruction, boosted Diversions power by making it double the ATK and DEF of the new target, and completely changed Shining from a Quick Spell with power boost to a Seraphim version of Raptor's Gust.

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