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Aura Archetype Pt. 1


Bluvista

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The Aura archetype is a unique one in the fact that they are similar to Toon monsters. They are also similar to Specter's Sunavalons. They all have the annoying, "Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking." clause. But they also have, "Cannot be selected as the target for card effects." and the, "While this card is face-up on the field, it is treated as not being on the field."*  clauses. So they all have really, really good protection from just about anything. But wait, there's more! You can just activate a field negate effect on these guys, Why? Because it will have no effect! All of the Aura Monsters also have a secondary type, that being the Aura-type. (EARTH/Fusion/Warrior/Flip/Aura/Effect) just as an example. The way this works is that so long as they have their "Aura" typing, they retain their annoying protection effects. field negation doesn't work because field negation doesn't affect Aura typing. (Unless you make a card that specifically counters the "Aura" typing) And of course DNA Surgery would fail as well seeing as the Aura typing is secondary to Warrior. It would be the same principle for a Tuner monster or a Union monster. DNA surgery wouldn't change the fact that they are Tuners or Union monsters. Anyways, long rant aside, here is the Archetype. (I am well aware at how absurd some of these cards are, but keep in mind that a fair majority of this stuff isn't that good. And you have to play the not as good stuff to reap the benefits of the really good cards. ) Also the fusion monsters are exactly like the Neos fusions in that they shuffle materials into the deck, and can do so without a fusion card. However, they don't return to the extra deck. This power is limited to the field only though. (thank god, we don't need a deck that can send materials from the hand into the deck for free anytime it wants and fusion summon whatever it desires with ease.)

(Main Monster Zone Monsters)

Aura Guardian: Shuriken

Level: 4 

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can target 1 monster on the field, lower its ATK and DEF by 300, and inflict 300 damage to your opponent. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Shield

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can target 1 monster on the field, switch it into face-down defense position. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Sword

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can target 1 monster on the field, increase its ATK and DEF by 500. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Slash

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can inflict 800 damage to your opponent. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Secret

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: The turn this card is flip summoned, when it is used as material for the fusion summon of an "Aura" fusion monster, it can be treated as any "Aura" monster. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Spy

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can add 1 Aura Spell/Trap from your deck/GY to your hand. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Spirit

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can add 1 "Aura" monster from your deck to your hand. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Slate

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can target 1 "Aura" fusion monster in your extra deck, that can be fusion summoned using this card as material. Shuffle this card, and any other "Aura" monsters in your hand or on your field that are required fusion materials for the targeted "Aura" fusion monster. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Spellcaster

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, you can target 1 face down card in the opponents Spell/Trap zone, destroy it, then you can set 1 "Aura" Spell/Trap from your hand. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

Aura Guardian: Shaman

Level: 4

EARTH/Warrior/Flip/Aura/Effect

FLIP: When this card is flip summoned, both players shuffle a card from their hand into their deck, then draw 1 card. If this card is flipped summoned during the battle phase, it cannot be destroyed by battle for the rest of the turn. Once per turn, you can switch this card into face-down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field.

ATK: 500

DEF: 1500

(That's the main monster zone cards, there are 10 of them, and i'm sure you don't need me to tell you which are the good ones, and which are the not so good ones.)

(Next, we have the Spells/Traps of the Archetype.)

Sacred Temple of the Aura

Field Spell

When this card is activated you add 1 "Aura" card from your deck to your hand. While this card is on the field, card effects cannot affect face-down defense position monsters. Once per turn, you can special summon 1 level 4 or lower "Aura" monster from your hand. Once per turn, you can change all monsters on your side of the field into either face-up defense position, or face-down defense position. You can only activate 1 "Sacred Temple of the Aura" per turn.

Aura Technique of Drawing

Normal Spell

Activate only while you control at least 1 level 4 "Aura" monster. Shuffle 1 card in your hand into your deck, then draw 2 cards.  you can only activate 1 "Aura Technique of Drawing" per turn. If there is a "Forbidden Aura Technique of Ultimate Drawing" in your GY, you cannot activate this card. 

Forbidden Aura Technique of Ultimate Drawing

Normal Spell

Discard 5 cards from your hand, then draw until you have 6 cards in your hand.  you must control at least 2 face-up, level 4 "Aura" monsters to activate and resolve this card. You cannot conduct your battle phase the turn you activate this effect. You can only activate 1 "Forbidden Aura Technique of Drawing" per turn. You cannot activate this card the same turn you activated another card with the word "Drawing" in its name. 

Aura Technique of Training

Continuous Spell

Once per turn, you can switch 1 face-up "Aura" monster you control into face-down defense position. Then increase the ATK and DEF of all face-up "Aura" monsters you control by 300. you can only activate 1 "Aura Technique of Training" per turn. If there is a "Forbidden Aura Technique of Ultimate Training" in your GY, you cannot activate this card. 

 

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Ok, ok. This archetype seems to be annoying as burning hell for the opponent to take on, isn't it? I have to point out firstly, that you seem to be a little confused about what is a Flip Summon. You can only consider a monster to be Flip Summoned when you manually flip it from face-down Defense Position to face-up Attack Position, this during your Main Phase 1 or 2. Not even doing this by a card effect such as Book of Taiyou would count as a Flip Summon. I mention this because your monsters say "If this card is flipped summoned during the battle phase". Since you cannot Flip Summon during the Battle Phase, you must mean when your monster is attacked by the opponent and it is flipped face-up, which is different. Flipped face-up is the term you use precisely when your face-down monster is attacked or is affected by a card effect that make it change to face-up position, either Attack or Defense.

I've read the whole archetype, but for now I want to refrain from giving you a detailed opinion, since we're still missing Spell/Traps, and, of course, the extra deck. But I want to say that this looks much more balanced than the Vizors, having much more acceptable effect and their greatest appeal residing in their tremendous immunity capabilities. Still, Forbidden Aura Technique of Ultimate Drawing seems extremely hard to activate, I don't think you will be having lot of moments when you have 5 cards in your hand. Also, I'm pretty sure you'll explain to me why, but the Technique of Training effect of changing an Aura monster to face-down is not redundant since all of them can do that by themselves?

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thanks for the first response. Technique of training, Sacred Temple, and a third card which has yet to be posted can all change the battle positions of "Aura" monsters. There is no OPT effect on any of these, so you CAN, flip them face up and/or face down as many times as you please. Having 3 different cards that flip them, and having them flip themselves is just a way of allowing them to activate their effects multiple times per turn. Making them generally more annoying.  

Also, yes, I will change that to "When flipped face-up" thanks for pointing that out. 

Here is the remainder of the Archetype

Aura Fusion

Normal Spell

You can target 1 "Aura" fusion monster in your extra deck or GY, shuffle the required "Aura" monsters from your hand, field or GY into your deck, then special summon that "Aura" fusion monster. (This special summon is treated as an fusion summon) You can only activate 1 "Aura" Fusion" per turn. 

Ultimate Forbidden Techniques of Aura Mastering

You can only activate this card if it is the only card in your hand, there are no cards in your GY, there are no cards o your field, and there are at least 20 cards in your deck. Pay LP so that you only have 1 left, shuffle this card into your deck, then draw until your have 6 cards in your hand. When you next draw this card during your draw phase, Banish all other cards in your hand, on your field, and in your GY, if you have at least 20 cards in your Banish zone, you win the duel. If not, you lose the duel. You cannot conduct your battle phase the turn you activate this card. You can only activate each effect of "Ultimate Forbidden Techniques of Aura Mastering" once per duel. You can only activate 1 "Ultimate Forbidden Techniques of Aura Mastering" per turn. 

Aura Technique of Defense

Continuous Trap

Your opponent cannot attack directly. Once per turn, "Aura" card you control cannot be destroyed by battle or by card effect. If there is an "Aura Technique of Ultimate Defense" in your GY, you cannot activate this card. 

Aura Technique of Ultimate Defense

Continuous Trap

Your opponent cannot attack directly. While both this card and another Face-up "Aura" card are on the field, "Aura" cards cannot be destroyed by battle or by effect. Once per turn, you can switch the battle positions of all "Aura" monsters on the field. When an "Aura" monsters is switched from face-down defense position to face-up position, inflict 200 damage to your opponent. 

That's the spells and traps.

Here's the extra deck.

 Aura Amalgam: Alpha

Level: 7

EARTH/Fusion/Warrior/Aura/Effect

"Aura Guardian: Shuriken" + 1 Level 4 or lower "Aura" monster

When this card is flipped face up, you can target 1 monster the opponent controls, negate its effects, and if you do, lower its ATK and DEF by 1000. If this card is flipped face up during the opponents Battle Phase, it cannot be destroyed for the rest of the turn. Once per turn, when this card destroys an opponents monster by battle, you can can inflict 500 damage to your opponent. Once per turn, you can flip this card into face down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field. 

ATK: 2500

DEF: 1500

Aura Swordsman: Slasher

Level: 7

EARTH/Fusion/Warrior/Aura/Effect

"Aura Guardian: Slash" + 1 Level 4 or lower "Aura" monster

When this card is flipped face up, you can inflict 1500 damage to your opponent, and if you did, gain 500 LP. If this card is flipped face up during the opponents Battle Phase, it cannot be destroyed for the rest of the turn. This card can inflict piercing damage to defense position monsters. Once per turn, you can flip this card into face down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field. 

ATK: 3000

DEF: 0

Aura Golem: Giant

Level: 7

EARTH/Fusion/Warrior/Aura/Effect

"Aura Guardian: Shield" + 1 Level 4 or lower "Aura" monster

When this card is flipped face up, you can switch all monsters on the field into face down defense position. If this card is flipped face up during the opponents Battle Phase, it cannot be destroyed for the rest of the turn. Once per turn, you can flip this card into face down defense position, and if you do, you can switch all other monster on the field into face-up defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field. 

ATK: 500

DEF: 3500

Aura Engager: Explosive

Level: 7

EARTH/Fusion/Warrior/Aura/Effect

"Aura Guardian: Sword"  1 Level 4 or lower "Aura" monster

When this card is flipped face up, you can target 1 monster on the opponents field, lower its ATK and DEF by 500, then increase this monsters ATK by 1000. If this card is flipped face up during the opponents Battle Phase, it cannot be destroyed for the rest of the turn. Once per turn, when this card destroys an opponents monster by battle, you can inflict damage to your opponent equal to destroyed monster original ATK or DEF, whichever one is higher. Once per turn, you can flip this card into face down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field. 

ATK: 2500

DEF; 0

Aura Predator: Phantazma

Level: 10

EARTH/Fusion/Warrior/Aura/Effect

3 "Aura" monsters

When this card is flipped face up, inflict 500 damage to your opponent for every monster they control, then increase this cards ATK and DEF by the amount of damage you inflicted to your opponent. If this card is flipped face up during the opponents Battle Phase, it cannot be destroyed for the rest of the turn. Once per turn, if this card has yet to attack, you can switch it into face-up defense position, then add 1 "Aura" card from your deck to your hand. Once per turn, you can flip this card into face down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field. You can only activate each of the effects of "Aura Predator: Phantazma" once per turn. 

ATK: 3000

DEF; 2500

(All right guys, here it is, the big, beefy, final boss of the whole Archetype) 

Aura Master: Maleficent

Level: 12

EARTH/Fusion/Warrior/Aura/Effect

"Aura Predator: Phantazma" + 1 "Aura" Fusion monster + 1 Level 4 or lower "Aura" monster

When this card is flipped face up, you can target 1 "Aura" monster in your deck or extra deck, copy its flip effects onto this card until the next end phase. While this card is face-up on the field, All cards on the opponents field have their effects negated. Once per turn, you can add 1 card from your deck or GY to your hand, this card cannot attack directly the turn it activates this effect. If this card is flipped face up during the opponents Battle Phase, it cannot be destroyed for the rest of the turn, also, destroy all cards on the opponents field. Once per turn, you can flip this card into face down defense position. Cannot be targeted for attacks, but doesn't prevent your opponent from direct attacking. Cannot be selected as the target for card effects. While this card is face-up on the field, it is treated as not being on the field. You can only activate each of the effects of "Aura Master: Maleficent" once per turn. 

ATK: 4000

DEF: 4000

That's the deck! hope you enjoy!

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