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Fatekeepers - Link spam dice archetype


shadowsapex

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Fairly large archetype here. It consists of 6 main deck Spellcaster monsters, levels 1-5, two familiars, and then evolved Extra Deck versions of each of those monsters - Links for the Spellcasters, Xyzs for the familiars, and Synchro for Pythas, and with the Fusion bosses, that's all the extra deck summoning methods. Each of the Fatekeepers has the main gimmick of changing their level when summoned by rolling a die, and they swarm with dice-rolling effects - quite effectively, if I can say so myself. 

It even has a storyline. Not that you can tell without art, heh. Maybe it'll have art someday.

(basically, Pythas betrays them and Calamyth is the enemy)

Please review! I wanna get this on Duelportal, but the balance is really iffy right now. I might even be able to get it scripted. 

 

[spoiler=Monsters]

Fatekeeper Ailight

Level 5, 2000/1800, LIGHT, Spellcaster

If this card is Summoned: Roll a die, and this card's Level becomes equal to the result. If this card destroys a monster by battle: You can Special Summon 1 "Fatekeeper's" monster from your Deck. You can only use 1 of these effects of "Fatekeeper Ailight" per turn and only once that turn.

● If you control no monsters: You can Special Summon this card from your hand.

● If you have no cards in your hand: You can add this card from your GY to your hand.

 

Fatekeeper Azuryh

Level 4, 1600/1400, FIRE, Spellcaster

If this card is Normal Summoned: You can target 1 Level 5 or lower "Fatekeeper" monster in your GY; Special Summon it. If this card is Summoned: Roll a die, and this card's Level becomes equal to the result. You can shuffle this card from your GY into the Deck, then target 2 "Fatekeeper" monsters you control with Levels; make the Level of one equal to the other.

 

Fatekeeper Fauntal

Level 3, 1300/1600, WIND, Spellcaster

If you roll a die: You can Special Summon this card from your hand. If this card is Summoned: Roll a die, and this card's Level becomes equal to the result. If this card is sent to the GY: You can roll a die; make the Level of 1 face-up monster on the field equal to the result.

 

Fatekeeper Nexivie

Level 2, 1000/1500, WATER, Spellcaster

If this card is Summoned: Roll a die, and this card's Level becomes equal to the result. Once per turn: You can Tribute this card and 1 "Fatekeeper" monster with the same Level; draw 2 cards. If this card is sent to the GY: You can roll a die; add 1 "Fatekeeper" monster from your Deck to your hand with a Level equal to the result. You can only use this effect of "Fatekeeper Nexivie" once per turn.

 

Fatekeeper Itel

Level 1, 800/900, EARTH, Spellcaster

You can send this card from your hand to the GY; roll a die and Special Summon 1 "Fatekeeper" monster from your GY with a Level equal to the result. If this card is Summoned: Roll a die, and this card's Level becomes equal to the result. If a "Fatekeeper" monster you control is destroyed by battle or by an opponent's card effect, except "Fatekeeper Itel": You can Special Summon this card from the GY. You can only use each optional effect of "Fatekeeper Itel" once per turn.

 

Fatekeeper Pythas

Level 5, 1900/200, DARK, Spellcaster, Tuner

You can discard 1 "Fatekeeper" card; Special Summon this card from your hand. If this card is Summoned: Roll a die, and this card's Level becomes equal to the result. Once per turn: You can banish 1 "Fatekeeper" monster from your Graveyard; increase this card's Level by its Level. Once per turn (Quick Effect): You can target 1 "Fatekeeper" Link Monster you control; roll a die, and that card can be treated as a Synchro Material with a Level equal to the result.

 

Fatekeeper's Guide, Mere

Level 3, 0/2000, LIGHT, Winged Beast

(Quick Effect): You can discard this card; both players roll a die, and "Fatekeeper" monsters you control gain ATK equal to your result x 100 and the monster your opponent controls with the highest ATK loses ATK equal to their result x 100, until the End Phase. If this card is Special Summoned: You can add 1 "Fatekeeper" Spell/Trap from your Deck to your hand. You can only use this effect of "Fatekeeper's Guide, Mere" once per turn.

 

Fatekeeper's Shadow, Calamyth

Level 4, 2000/0, DARK, Beast

Cannot attack if you control another monster. (Quick Effect): You can discard this card; both players roll a die and you gain LP equal to your result x 100 and your opponent loses LP equal to their result x 100. You can Tribute 1 "Fatekeeper" monster; Special Summon this card from the GY, but it cannot be used as Link Material. You can only use this effect of "Fatekeeper's Shadow, Calamyth" once per turn.

 

 

 

[spoiler=Spell/Trap]

Fatekeeper's Call

Normal Spell

Excavate 6 cards from your Deck, add 1 excavated "Fatekeeper" card to your hand, and shuffle the rest into the Deck. If this card is in the GY: You can roll a die, and if it is a 6, add this card to your hand. You can only use this effect of "Fatekeeper's Call" once per turn. You can only activate 1 "Fatekeeper's Call" per turn.

 

Fatekeeper's Vision

Equip Spell

Target 1 "Fatekeeper" Link Monster in your GY; Special Summon it, and equip it with this card. Its effects are negated and it cannot attack. If this card leaves the field, banish it. Once per turn: You can roll a die; its Link Rating becomes equal to the result until the end of the turn, also you cannot Link Summon for the rest of the turn, except "Fatekeeper" monsters. You can only activate 1 "Fatekeeper's Vision" per turn. You can only control 1 "Fatekeeper's Vision".

 

Fatekeeper's Divination

Continuous Spell

If you roll a die: You can Special Summon 1 "Fatekeeper" monster from your hand with a Level equal to the result. You can roll a die; send 1 "Fatekeeper" monster from your Deck to the GY with a Level equal to the result, or if you cannot, send 1 "Fatekeeper" Spell/Trap from your Deck to the GY, also, if you sent a monster, "Fatekeeper" monsters you control with that Attribute cannot be targeted by your opponent's card effects for the rest of the turn (even if this card leaves the field). You can only use each effect of "Fatekeeper's Divination" once per turn.

 

Fatekeeper's Revelation

Normal Spell

Target 3 "Fatekeeper" monsters in your GY; shuffle them into the Deck, then draw 1 card and roll a die, and if you do, all "Fatekeeper" Link Monsters you control gain ATK equal to the result x 100 until the End Phase. You can banish this card from your GY; the Summons of "Fatekeeper" monsters cannot be negated this turn.

 

Fatekeeper's Betrayal

Quick-Play Spell

If a "Fatekeeper" monster battles: Banish 1 "Fatekeeper" monster from your GY, then target that battling monster your opponent controls; it loses ATK equal to the banished monster's ATK during damage calculation only. You can banish this card from your GY, then target 1 DARK "Fatekeeper" monster you control; it becomes any Level from 1-6, and a Tuner.

 

Fatekeeper's Calamity

Normal Trap

Detach 1 material from a "Fatekeeper" Xyz Monster you control, then target up to 2 cards on the field; destroy them. You can target 1 "Fatekeeper" Xyz Monster you control; attach this card from your GY to it as Xyz Material, but banish this card if it is detached. You cannot activate this effect the turn this card was activated.

 

Fatekeeper's Bond

Quick-Play Spell

Target 1 "Fatekeeper" monster you control; Special Summon 1 "Fatekeeper" monster with the same Level and a different name from your Deck, then send that monster to the GY. You can banish this card from your GY; add 1 "Fatekeeper" monster from your GY to your hand. You cannot activate this effect the turn this card was sent to the GY. You can only activate 1 "Fatekeeper's Bond" per turn.

 

Fatekeeper's Final Clash

Normal Spell

Banish monsters you control listed on a Fusion Monster that lists a "Fatekeeper" monster as material, then Fusion Summon that monster from your Extra Deck. It cannot be Tributed. If it leaves the field, Special Summon 1 Level 5 or lower "Fatekeeper" monster with the same Attribute as it from your GY.

 

 

 

[spoiler=Extra Deck]

Fatekeeper Itel, the Stonecaster

Link 1, 900, EARTH, Fairy, Link [W]

1 non-Link "Fatekeeper" monster

You can only Link Summon "Fatekeeper Itel, the Stonecaster" once per turn. You can reveal 3 "Fatekeeper" Spell/Traps with different names from your Deck and target 3 cards in your opponent's GY; number each card from 1-6, then roll a die and add the corresponding card to its owner's hand. You can only use this effect of "Fatekeeper Itel, the Stonecaster" once per turn. If this card is sent to the GY: You can target up to 2 "Fatekeeper" monsters in your GY; shuffle them into the Deck.

 

Fatekeeper Nexivie, the Dream Teller

Link 2, 1800, WATER, Fairy, Link [sW, SE]

2 "Fatekeeper" monsters

Monsters this card points to cannot be targeted by your opponent's card effects. When you roll dice, you can reroll 1 of them and use either result. You can use this effect a number of times per turn up to the number of "Fatekeeper" Link Monsters you control. Once per turn: You can discard 1 "Fatekeeper" monster; draw 1 card. If this card is sent to the GY: You can add 1 "Fatekeeper" monster from your GY to your hand. You can only use this effect of "Fatekeeper Nexivie, the Dream Teller" once per turn.

 

Fatekeeper Fauntal, the Star Signs

Link 3, 2200, WIND, Fairy, Link [s, SE, E]

2 or more monsters, including a "Fatekeeper" monster

If you roll dice, gain LP equal to the result x 100. If your opponent Special Summons a Level 6 or lower monster(s): You can roll a die and banish 1 of those monsters with a Level equal to the result. If this card is sent to the GY: You can target 1 Link 2 or lower "Fatekeeper" monster in your GY; Special Summon it, but it cannot attack or be used as material for a Link Summon this turn.

 

Fatekeeper Azuryh, the Prophecy's Chosen

Link 4, 2800, FIRE, Fairy, Link [E, SE, SW, W]

2 or more monsters, including a "Fatekeeper" monster

If this card is Link Summoned: You can roll a die; excavate cards from your Deck up to the result and Special Summon 1 excavated "Fatekeeper" monster to a Zone this card points to, then shuffle the rest into the Deck. Unaffected by the effects of your opponent's Link Monsters and monsters they control with the same Attributes as monsters this card points to. During either player's Main Phase (Quick Effect): You can banish 1 monster this card points to until the End Phase; this card gains its ATK until the End Phase. You can only use each effect of "Fatekeeper Azuryh, the Prophecy's Chosen" once per turn.

 

Fatekeeper Ailight, the Divine Voice

Link 5, 3300, LIGHT, Fairy, Link [sW, S, SE, N, NE]

2 or more "Fatekeeper" monsters

If this card is Link Summoned: You can target Level 4 or lower "Fatekeeper" monsters in your GY, up to the number of monsters with different Attributes used for this card's Link Summon; Special Summon them to Zones this card points to, but they cannot be used as Link Material this turn. This card can make additional attacks on monsters it points to. Each time you roll dice for a "Fatekeeper" effect, you can reroll and take either result. If a "Fatekeeper" Link Monster you control battles an opponent's monster: You can roll a die; your opponent rolls a die, and the player with the lowest result has their monster sent to the GY (on a tie, do nothing).

 

Fatekeeper's Guiding Star, Mere

Rank 3, 1500/2000, LIGHT, Winged Beast, Xyz

2 Level 3 monsters

Once per turn: You can detach 1 material from this card, then target 1 monster you control; roll a die, and numbering your Main Monster Zones from the left, place it in the zone corresponding to the result (reroll on 6). If a "Fatekeeper" Spell/Trap you control is destroyed by a card effect: You can attach it to this card as material. If this card is used as Link Material, it can be treated as having a Link Rating equal to the number of materials attached to it.

 

Fatekeeper's Shadow Beast, Calamyth

Rank 4, 2500/0, DARK, Beast, Xyz

2 Level 4 "Fatekeeper" monsters

You can also Xyz Summon this card by using 1 "Fatekeeper" Link Monster you control as the material. If you do, it's effects cannot be activated, and destroy it at the end of the next turn. Once per turn, if your opponent Summons a monster(s): You can detach 1 material from this card, then roll a die; their Levels becomes equal to the result, and if they do, their ATK becomes the result x 500. If this card is destroyed by battle or leaves the field by your opponent's or its own effect: Special Summon any Link Monsters attached to it as material from the GY to their owner's field. You can only control 1 "Fatekeeper's Shadow Beast, Calamyth".

 

Fatekeeper Pythas, the Fate-Killer

Level 9, 3100/200, DARK, Fiend, Synchro

1 "Fatekeeper" Tuner + 1 or more Link Monsters

Must be Synchro Summoned. If this card is Summoned: You can add 1 "Fatekeeper's Shadow, Calamyth" from your GY to your hand, also send all Link Monsters you control to the GY, then you can roll a die for each Link Monster. While this card is on the field, if you roll a die once per turn, you can replace the result with 1 of those values you rolled. You can only use each value once. Cannot be Tributed. If your opponent activates a card or effect: You can roll a die and call it, and if you called it right, negate the activation.

 

Calamitas, the Destruction of Fate

Level 11, 3900/2300, DARK, Fiend, Fusion

"Fatekeeper Pythas, the Fate-Killer" + "Fatekeeper's Shadow Beast, Calamyth"

Must be Fusion Summoned. Neither player can Link Summon. If this card is Summoned: Destroy all other monsters on the field that were Special Summoned from the Extra Deck. At the start of the Battle Phase: You can roll a die; this card's maximum number of attacks this turn is equal to the result, but other monsters you control cannot attack this turn. Once per turn, if a card or effect is activated: You can roll a die; negate the activation, then inflict damage to your opponent equal to the result x 100, also this card is unaffected by effects of that type (Monster, Spell, or Trap) until the end of the next turn.

 

Fatekeeper Azuryh, the Victory's Sign

Level 12, 4000/3500, FIRE, Fairy, Fusion

"Fatekeeper Azuryh, the Prophecy's Chosen" + 1 LIGHT "Fatekeeper" Xyz or Link Monster

Must be Fusion Summoned. This card is also LIGHT. Link Monsters pointing to this card, and all other cards they point to, cannot be destroyed by card effects. Cannot be destroyed by battle. This card can attack all monsters your opponent controls, once each. Once per turn, during the Standby Phase: You can roll 2 dice and take either result; place that many Destiny Counters on this card. (Quick Effect): You can remove 1 Destiny Counter from this card, then declare 1 card name; this card is unaffected by the effects of cards with that name. Each time you roll a die, except by this card's effect, place 1 Destiny Counter on this card.

 

 

 
Redid Shadow Beast Calamyth's effect
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