Jump to content

Spirit of Samurai [Written] Equip Archetype


Ninjask Is Bae

Recommended Posts

"Spirit of Samurai" is an archetype inspired by "ABC-Dragon Buster", in that it equips its monsters to each other and can perform Fusion Summons with them. The difference however is that "Spirit of Samurai" is very much equip and aggro based. Instead of focusing on the Fusion aspect.

 

Each Samurai has three pieces. A weapon (An offensive equip that boosts offence), random stuffles Samurai carried (A defensive equip that boosts defence) and a piece of armor (a playmaker)

 

[spoiler=Armour]

Spirit of Samurai Red - Do Maru

Effect Monster l level 4 l FIRE l Fiend

If this card is normal summoned you can equip 1 "Spirit of Samurai Red" monster from your deck to this card, during the turn you activate this effect you cannot summon any monsters, except "Spirit of Samurai" monsters, also after this effect resolves you cannot summon any monsters until your opponent's next End-Phace, except "Spirit of Samurai" monsters.
If this card is used as a Fusion materuial for a Fusion Summon, you can add 1 "Spirit of Samurai" monster from your deck to your hand.
1600 ATK/1400 DEF
 
This card makes going into the Fusions much easier as it gathers the pieces for the Fusion Summon of "Spirit of Samurai Red". It can also just do stuff without going into said Fusion as it equips a monster from deck (making it either a 1900 beater that is unaffected by your opponent's monsters or a 2100 playmaker)
 
Spirit of Samurai Yellow - Kusari
Effect Monster l level 4 l LIGHT l Fiend
If this card is Normal Summoned, you can equip 1 "Spirit of Samurai Yellow" monster from your deck to this card, you cannot activate Trap cards during the turn you activate this effect, except "Spirit of Samurai" Trap cards, also you cannot activate Trap cards until your opponent's next End-Phace, except "Spirit of Samurai" Trap cards.
If this card is used as a Fusion material for a Fusion Summon, you can add 1 "Spirit of Samurai" Trap card from your deck to your hand.
 
Same as the previous but instead going for "Spirit of Samurai Yellow". Doesn't do a lot on its own but has the strongest Fusion. (As it goes plus 2 by simply going into it)
 
Spirit of Samurai Blue - Karuta
Effect Monster l level 4 l WATER l Fiend
If this card is normal summoned you can equip 1 "Spirit of Samurai Blue" monster from your deck to this card, if you do, during the turn you activate this effect you cannot activate Spell cards, except "Spirit of Samurai" Spell cards ,also you cannot activate Spellcards until your opponent's next End Phace, except "Spirit of Samurai" Spell cards.
If this card is used as a Fusion material for a Fusion Summon, you can add 1 "Spirit of Samurai" Spell card from your deck to your hand.
 
Makes the Fusion of "Spirit of Samurai Blue" easier. Makes itself a 2k wall with 1700 damage to your face or a 1700 beater unaffected by Spells.

 

 

[spoiler=Weapons]

Spirit of Samurai Red - Katana

Effect Monster l level 4 l FIRE l Fiend

You can equip this card, from your hand, to a face-up "Spirit of Samurai" monster you control.
A monster equiped with this card gains 500 ATK.
If a monster equiped with this card destroys an opponent's monster by battle, you can special summon 1 "Spirit of Samurai" monster from your deck.
1900 ATK/ 400 DEF
 
Turns the thing it's equiped to into a large beater/playmaker.
 
Spirit of Samurai Yellow - Naginata
Effect Monster l level 4 l LIGHT l Fiend
You can equip this card, from your hand, to a face-up "Spirit of Samurai" monster.
If this card in your Spell/Trap card zone is sent to the graveyard, you can add 1 "Spirit of Samurai" Trap card from your deck to your hand.
A monster equiped with this card gains 200 ATK for each "Spirit of Samurai" card equiped to it.
1800 ATK/700 DEF
 
Spirit of Samurai Blue - Yumi
Effect Monster l level 4 l WATER l Fiend
You can equip this card, from your hand, to a face-up "Spirit of Samurai" monster.
A monster equied with this card gains 300 ATK and DEF and can attack your opponent directly.
During either player's turn, a monster equiped with this card can change its battle position.
1700 ATK/1000 DEF
 
Turns it into a "Superheavy Toon".

[spoiler=accesoires/defensive stuff]
Spirit of Samurai Red - Mempo
Effect Monster l level 4 l FIRE l Fiend
You can eqiup this card, from your hand, to a face-up "Spirit of Samurai" monster.
A monster equiped with this card cannot be destroyed by battle or you opponent's monsters' effects.
A monster equiped with this card gains 300 ATK and DEF. 
 
Get used to this one as there are two more of it
 
Spirit of Samurai Yellow - Uwa Obi
Effect Monster l level 4 l LIGHT l Fiend
You can equip this card, from your hand, to a face-up "Spirit of Samurai" monster.
A monster equiped with this card gains 300 ATK and DEF.
A monster equiped with this card is unaffected by your opponent's Trap cards' effects.
1200 ATK/1900 DEF
 
Spirit of Samurai Blue - Kabuto
You can equip this card, from your hand, to a face-up "Spirit of Samurai" monster.
A monster equiped with this card gains 300 ATK and DEF.
A monster equiped with this card is unaffected by your opponent's Spell cards' effects.
1100 ATK/2000 DEF

[spoiler=Fusions]

Spirit of Samurai Red

Fusion Monster l level 8 l FIRE l Warrior

"Spirit of Samurai Red - Katana" + "Spirit of Samurai Red - Mempo" + "Spirit of Samurai Red - Do Maru"

You can Fusion Summon this card by sending the above Fusion Materials you control to the graveyard (you do not use pollymerization).

If this card is Fusion Summoned, you can equip up to 3 "Spirit of Samurai Red" monsters with different names, from your graveyard, to this card.

Once per turn, you can destroy 1 "Spirit of Samurai" card equiped to this card, if you do, target 1 monster on the field, destroy that target.

2500 ATK/1500

 

Hyperoffensive beast. Not an OTK monster or anything on itself. But very good when equiped with many thingies.

 

Spirit of Samurai Yellow

Fusion Monster l level 8 l LIGHT l Warrior

"Spirit of Samurai - Naginata" + "Spirit of Samurai Yellow - Uwa Obi" + "Spirit of Samurai Yellow - Kusari"

You can Fusion Summon this card by sending the above Fusion Materials you control to the graveyard (you do not use pollymerization)

This card gains 200 ATK and DEF for each "Spirit of Samurai" card equiped to it.

Up to twice per turn, you can destroy 1 "Spirit of Samurai" card equiped to this card to equip 1 "Spirit of Samurai" monster with a different name, from your graveyard, to this card.

2000 ATK/2000 DEF

 

Worst Fusion Materials on their own. Best Fusion. Searches three traps off of itself. Can be picky about its equips. Big beater (2900 on summon but probably more like >3500 after your opponent’s turn).

 

Spirit of Samurai Blue

Fusion Monster l level 8 l WATER l Warrior

"Spirit of Samurai Blue - Yumi" + "Spirit of Samurai Blue - Kabuto" + "Spirit of Samurai Blue - Karuta"

You can Fusion Summon this card by sending the above Fusion Materials you control to the graveyard (you do not use pollymerization).

If this card is Fusion Summoned, you can equip up to 3 "Spirit of Samurai" monsters with different names, from your graveyard, to this card.

During each of your Battle-Phaces this card can attack an additional time for each 2 "Spirit of Samurai" cards equiped to this card, at the end of the Battle-Phace destroy 2 "Spirit of Samurai" cards equiped to this card for each additional attack this card performed during the Battle-Phace.

1500 ATK/ 2500 DEF

 

Again hyperoffensive. 3 direct attacks of a 2100/2400/2600 monster isn’t that amazing if you factor in that the monster basicly kills itself afterwards, but it isn’t bad either.

[spoiler=Spells]

Spirit of Samurai - Kanabo

Equip Spell

If a monster equiped with this card destroys an opponent's monster by battle, look at the top card of your deck, if it is a "Spirit of Samurai" card, add it to your hand, otherwise, banish it.

This face-up card's card type is also treated as monster.

Once per turn, you can send 1 "Spirit of Samurai" monster from your deck to your graveyard; this card's name becomes the name of the card that was sent to the graveyard until the End-Phace.

 

Makes Fusion Summoning easier. And sets up grave for Traps.

 

Spirit of Samurai Assemble

Normal Spell

Show 1 "Spirit of Samurai" monster in your hand or target 1 face-up "Spirit of Samurai" monster; add from your deck to your hand, a "Spirit of Samurai" monster with the same Attribute.

 

This card+”Spirit of Samurai” monster=Fusion

 

Spirit of Samurai Re-Assembly

Quick Play Spell

Fusion Summon a "Spirit of Samurai" Fusion monster from your Extra Deck, by banishing Fusion Materials listed on it from your graveyard.

 

Gets out a Fusion that doesn’t get the auto-equips. Can be used as a Rank 8 maker, I guess.

[spoiler=Traps]

Spirit of Samurai Spirit Link

Normal Trap

Target 1 "Spirit of Samurai" monster in your graveyard and 1 face-up "Spirit of Samurai" monster; equip the first target to the second target.

During either player's turn, except during the turn this card was sent to the graveyard, you can banish this card from your graveyard, target 1 "Spirit of Samurai" monster in your graveyard and 1 face-up "Spirit of Samurai" monster; equip the first target to the second target.

 

Nothing to explain really. Meh field effect and meh GY coming together to create advantage.

 

Spirit of Samurai Ambush

Normal Trap

Destroy up to 4 face-up "Spirit of Samurai" cards you control, if you do, you can destroy cards on the field up to the amount of face-up "Spirit of Samurai" cards you destroyed.

During either player's turn, except during the turn this card was sent to the graveyard, you can banish this card from your graveyard, target 1 "Spirit of Samurai" monster in your graveyard and 1 face-up "Spirit of Samurai" you control; equip the first target to the second target.

If this set card is destroyed through a card effect, you can destroy 1 card on the field.

 

Field destruction that is able to get you back from the damage you did to yourself (through its GY effect). But can devastate the opponent.

 

Haunting Spirit of Samurai

Normal Trap

Special Summon up to 4 "Spirit of Samurai" monsters form your Spell/Trap card zone.

During either player's turn, except during the turn this card was sent to the graveyard, you can banish this card from your graveyard, target 1 "Spirit of Samurai" monster in your graveyard and 1 face-up "Spirit of Samurai" you control; equip the first target to the second target.

 

Field swarming. Gets back advantage you lose with GY effect.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...