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Here we go again... New Spirit Support (Written)


Charlelot

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Hey everyone,

 

So, a while ago, I posted a new archetype based around Spirit monster. Although I was (and still am) very proud of that card series, some of the criticism I received mentioned the fact that my creations were a little too different than the source material. It’s true, I admit it. I sacrificed fidelity to the previous mechanics in favor of consistency. So, I’ve spent a few days thinking of a new series of Spirit monster that would be more in tune with the existing support. After writing down my first draft, I feel I’ve hit a bit of a dead end. When this kind of thing happens, I usually seek a little input from other Spirit enthusiasts, hoping that the comments and criticisms will help me continue my work.

 

So, here we are. Have a read and tell me what you think.

 

[spoiler=Monster Cards:]

 

Shin'nyu 

Level 4 EARTH Insect/Spirit/Effect

ATK 1000 DEF 2000

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. Once per turn, when a Spirit monster is Normal Summoned: you can Special Summon 1 ‘’Ethereal Infestation Token’’ (Insect-Type/Spirit/EARTH/Level 4/ATK 200/DEF 1200). During your Main Phase: you can destroy 1 face-up card you control; immediately after this effect resolves, Normal Summon 1 Spirit Monster. You can only activate this effect of ‘’Shin'nyu’’ once per turn. During either player’s Damage Step, when a Spirit monster attacks or is attacked: you can send this card from your hand to the GY; that monster gains 1000 ATK until the end of this turn.

 

Fushizen'na

Level 5 WATER Aqua/Spirit/Effect

ATK 1950 DEF 1950

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 you control a face-up Spirit monster: you can Normal Summon this card without Tributing. You can Summon Spirit monsters for 1 less Tribute. When an opponent monster declares a direct attack: you can discard this card; negate the attack, then end the Battle Phase (Quick Effect). During the End Phase of the turn this card was sent to the GY: you can add 1 Level 5 or higher Spirit monster from your Deck to your hand. You can only use this effect of ‘’Fushizen'na’’ once per turn.

 

 Okina Hachurui

Level 6 FIRE Reptile/Spirit/Effect

ATK 2400 DEF 1200

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 destroys a monster by battle: you can look at the top 3 cards of your Deck, then you can reveal 1 Spirit monster or 1 Spell/Trap Card that specifically lists Spirit monster(s), among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. When a face-up Spirit monster you control would be targeted or destroyed by an opponent’s card effect: you can send this card from your hand to the GY; negate the activation and destroy the card. You can only use each effects of ‘’Okina Hachurui’’ once per turn.

 

 

[spoiler=Spell Cards:]

 

Misty Land of the Old Ones

Field Spell Card

When this card is activated: you can add 1 Spirit monster from your Deck to your hand. There is no limit to the number of cards in players’ hands. Once per turn, you can select any number of Spirit monsters you control: place 1 Mist Counter on each of them (Spirit monster with a Mist Counter do not return to their owner hand even if they are Normal Summoned or flipped face-up). During your Main Phase, if your opponent controls more cards than you: you can banish this card from your GY; Special Summon 1 level 5 or higher Spirit monster from your hand, Deck or GY ignoring its Summoning conditions. You can only use each effects of ‘’Misty Land of the Old Ones’’ once per turn.

 

Dimensional Convergence

Normal Spell Card

Discard 1 Spirit monster: draw 2 cards. During your Main Phase, except on the turn this card was sent to the GY, while you control a face-up Spirit monster: you can banish this card from your GY; each player chooses 1 monster they control and switches control of those monsters with each other. You can only use this effect of ‘’Dimensional Convergence’’ once per turn.

 

 

[spoiler=Trap Cards:]

 

Gateway to the Mortal Plane

Continuous Trap Card

The effects of face-up Spirit monsters you control cannot be negated. During your Main Phase: you can pay 500 LP; immediately after this effect resolves, Normal Summon 1 Spirit Monster. During your Main Phase: you can banish this card from your GY; once during this turn, if you would Tribute a monster(s) for the Tribute Summon of a Spirit monster, you can Tribute 1 monster your opponent controls as if you controlled it. You can only activate each effects of ‘’Gateway to the Mortal Plane’’ once per turn.

 

 

[spoiler=Extra Deck:]

 

Shizen no Tamashi

LINK – 2 (Left, Bottom)WIND Fairy/Link/Spirit/Effect

ATK 2000 DEF -

2 Spirit monsters

You can discard 1 Spirit monster from your hand: until your next Standby Phase, each player can only Special Summon monster(s) once per turn (even if this card leaves the field). Once per turn, this card cannot be destroyed by battle or card effects. When this card leaves the field: you can add 1 Spirit monster from your GY to your hand. During the End Phase, if this card was Special Summoned this turn: return it to the Extra Deck, and if you do, you can Special Summon up to 2 ‘’Ethereal Construct Token’’ (Fairy-Type/Spirit/WIND/Level 4/ATK 1000/DEF 1000). 

 

Chimamire no Kemono

LINK – 3 (Left, Right, Bottom-Right)

DARK Zombie/Link/Spirit/Effect

ATK 2500 DEF -

2+ Spirit monsters

The Special Summon of this card cannot be negated. When this card destroys a monster by battle: you can gain LP equal to the ATK of the destroyed monster. If a Spirit monster you control attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. When this card leaves the field: you can add 1 Spirit monster from your GY to your hand. During the End Phase, if this card was Special Summoned this turn: return it to the Extra Deck, and if you do, you can Special Summon up to 3 ‘’Ethereal Familiar Token’’ (Zombie-Type/Spirit/DARK/Level 4/ATK 1000/DEF 1000).

 

Maho o Hoshi 

LINK – 4 (Left, Right, Bottom-Left, Bottom-Right)

LIGHT Fiend/Link/Spirit/Effect

ATK 3000 DEF -

3+ Spirit monsters

This card is unaffected by your opponent’s card effects. When this card declares an attack: you can change the battle position of 1 face-up monster your opponent controls. When this card destroys a monster by battle: you can add 1 Spell/Trap Card that specifically lists Spirit monster(s) from your GY to your hand. When this card leaves the field: you can add 1 Spirit monster from your GY to your hand. During the End Phase, if this card was Special Summoned this turn: return it to the Extra Deck, and if you do, you can Special Summon up to 4 ‘’Ethereal Mirror Token’’ (Fiend-Type/Spirit/LIGHT/Level 4/ATK 1000/DEF 1000).

 

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A little concerned about the fact that Shin'nyu's effect to return to the hand also has HOPT, but I don't see a way of exempting it outside of some esoteric OCG. Other than that, the ability to have an extra NS really helps spirits, and the Token Summon not only ties into that effect but also adds a potential Tribute for Tribute or Ritual Summoning, so it fits both builds of the archetype. Fushizen'na is a really useful addition to the Spirit deck, with all effects filling different niches. The only complaint I might have is the the fact that, as a Spirit monster, it's not staying on the field to allow its lack of Tribute effects to help you when you get your next Normal Summon, but that's what Shinobirds are for! Also, searching. Hooray. Okina isn't amazingly wonderful, but another search is always good, especially for the S/T behind the Sub-Type. The targeting protection seals the deal, however, making it runnable, even if you're not going to Summon it half the time. At least its Level 6, rather than 7+.

 

Your Spells/Traps are all rather decent, but I'll mention a few points that struck me. The counter aspect of the field rather helps in the staying power, and its uniqueness really interests me.The switching control is also a fun method of taking advantage of the self-bouncing power of said sub-type while not being OP thanks to its restrictions. Otherwise, they really cover the parts of Spirits that they were lacking; consistency, swarming, and means of searching. They're really nice.

 

As for the Extra Deck, Shizen needs an activation condition for its Summon lock effect. Returning the ED and granting tokens makes it actually somewhat decent, but even using it to ladder to another Spirit Link is also great with the search from the GY. This theme remaining and improving itself with the other Spirit monsters is also great. And, to be honest, I also love the fact that you tied the cards into the battling theme the more powerful OG Spirits have.

 

I like these a lot more than your previous set, and really have nothing bad to say about these. You didn't have to make an archetype, and you might not even need Shinobird to make these playable!

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