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Spirit Force Theme [Written]


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Dark Spirit Force, Luna
lv 4 DARK
Fiend/Effect
Cannot be Normal Summoned/Set. You can only use the following effects of "Dark Spirit Force, Luna" once per turn.
* Must be Special Summoned (from your hand) by banishing 1 DARK monster from your GY or sending 1 non-DARK "Spirit Force" monster from your Deck to your GY.
* If this card is Special Summoned: You can add 1 "Spirit Force" Spell/Trap card from your Deck to your hand, then, inflict 1000 points of damage to your opponents LP.
ATK/1600 DEF/1200

Water Spirit Force, Aquaria
lv 4 WATER
Aqua/Effect
Cannot be Normal Summoned/Set. You can only use the following effects of "Water Spirit Force, Aquaria" once per turn.
* Must be Special Summoned (from your hand) by banishing 1 WATER monster from your GY or sending 1 non-WATER "Spirit Force" monster from your Deck to your GY.
* If this card is Special Summoned: You can target 1 face-up card your opponent controls; shuffle the targeted card into the Deck.
ATK/1600 DEF/1200

Wind Spirit Force, Garuda
lv 4 WIND
Winged-Beast/Effect
Cannot be Normal Summoned/Set. You can only use the following effects of "Wind Spirit Force, Garuda" once per turn.
* Must be Special Summoned (from your hand) by banishing 1 WIND monster from your GY or sending 1 non-WIND "Spirit Force" monster from your Deck to your GY.
* If this card is Special Summoned: You can target up to 2 Spell/Trap cards on the field; destroy the targeted cards.
ATK/1600 DEF/1200

Light Spirit Force, Diana
lv 4 LIGHT
Fairy/Effect
Cannot be Normal Summoned/Set. You can only use the following effects of "Light Spirit Force, Diana" once per turn.
* Must be Special Summoned (from your hand) by banishing 1 LIGHT monster from your GY or sending 1 non-LIGHT "Spirit Force" monster from your Deck to your GY.
* If this card is Special Summoned: You can add 1 "Spirit Force" monster from your Deck to your hand, then, gain 1000 LP.
ATK/1700 DEF/1000

Fire Spirit Force, Ifrit
lv 4 FIRE
Pyro/Effect
Cannot be Normal Summoned/Set. You can only use the following effects of "Fire Spirit Force, Ifrit" once per turn.
* Must be Special Summoned (from your hand) by banishing 1 FIRE monster from your GY or sending 1 non-FIRE "Spirit Force" monster from your Deck to your GY.
* If this card is Special Summoned: Inflict 300 points of damage to your opponent for each different Attribute on the field.
ATK/1700 DEF/1000

Rock Spirit Force, Titan
lv 4 EARTH
Rock/Effect
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 EARTH monster from your GY or sending 1 non-EARTH "Spirit Force" monster from your Deck to your GY. You can only use this effect of "Rock Spirit Force, Titan" once per turn. All monsters you control gain 300 ATK for each different Attribute on the field.
ATK/1700 DEF/1000

Master Spirit Force, Maxwell
Rank 4 LIGHT
Spellcaster/Xyz/Effect
2+ Level 4 monsters with different Attributes
Must be Xyz Summoned. Gains 1000 ATK/DEF for each card attached to this card as Xyz material, also, this card is unaffected by your opponents activated card effects. You can only use the following effects of "Master Spirit Force, Maxwell" once per turn.
* (Quick Effect): Declare an Attribute; negate the effects of all monsters your opponent controls with the declared Attribute until the End Phase this turn.
* During your End Phase: You can attach 1 monster from your GY or banishment to this card as Xyz material, then, if this card has 6 monsters with different Attributes attached to this card as Xyz material, you can detach all Xyz material from this card, send all other cards on the field to the GY, then, inflict 500 points of damage to your opponent for each card sent to the GY by this effect.
ATK/0 DEF/0

Temple of the Spirit Force
Field Spell Card
After activation: Add 1 "Spirit Force" card from your Deck to your hand. All monsters you control gain 200 ATK for each different Attribute on the field. During your Main Phase: You can Special Summon 1 "Spirit Force" monster from your GY or banishment ignoring its summoning conditions. You can only use this effect of "Temple of the Spirit Force" once per turn. You can only activate 1 "Temple of the Spirit Force" per turn.

Elemental Spirit Force
Spell Card
Discard 1 card from your hand; 2 "Spirit Force" monsters with different Attributes from your Deck or GY to your hand. If a "Spirit Force" monster(s) would be destroyed by a card or effect, you can banish this card from your GY instead. You can only activate 1 "Elemental Spirit Force" per turn.

Spirit Force Flash
Counter Trap Card
If you control "Master Spirit Force, Maxwell", you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap card or a monster effect while you control a "Spirit Force" monster. Negate the activation and destroy it, then, you can shuffle up to 4 monsters with different Attributes from your GY or banishment, inflict 500 points of damage to your opponent for each card returned to the deck by this effect. You can only activate 1 "Spirit Force Flash" per turn.

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I really like the idea of these different attribute monsters with similar effects forming an xyz engine together, but Maxwell feels broken if you can potentially summon a 4000 atk unaffected monster with ease. On top of that, other rank 4 decks like Ryzeal could really abuse this, especially since Maxwell can be any level 4s as long as they have different attributes, which Ryzeal does have. I would recommend putting summoning restrictions like "can only Special Summon Spirit Force" or Maxwell needing specifically Spirit Force monsters, remove the "unaffected by other cards" from Maxwell, the negate effect and board wipe are enough for it, and perhaps change their Levels, since you won't normal summon them, they can easily be any Level with no issue (maybe issues if they're Level 5, would be more fuel for K9).

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