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Crusaders of Fate


Killey

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I posted this set back when information of Synchro monsters were first released in Japan. Card creator didn't have the synchro borders at the time since Syncrho's weren't released yet so I had to use the Purple Fusion Borders instead. In any case the set was really rough and had some issues with balancing and didn't have a really consistent theme in terms of effects although peoplpe enjoyed the cards back then but I wasn't completely satisfied with it. So I completely redid the effects of the monsters and added some much needed Synergy and consistency to the theme of the deck, which I'm calling the Arcanic Crusaders.

 

It was something I created in order to combat the metagame of Dark Armed Return Decks and to slow the pacing of the game. Since Dimension Fusion was banned and Return from a Different Dimension was Limited the pacing of that deck type corrected itself. However, with the metagame being dominated by Gladiator Beasts, Teleport-Dragon, and Lightsworn I wanted to create a theme that can go toe-to-toe with those decks and still compete with anti-meta decks. It's a rather ambitious thing to do and the original issue I had was that I was trying to create a full deck with this theme and that was too stupid of me. Considering the staple cards that the TCG use I should only be creating enough cards to create the theme while leaving room for staple cards and new techs to be added. Although I shouldn't be taking this to an extreme but it is a fun idea to toy around with. I guess if I really wanted to outdo the metagame decks then I should have created something that is less reliant on certain conditions but I can make up for it with the spells and traps.

 

Anyways, rather than trying to post every idea I have in one go I have decided to break this theme down into 3 sets. The first 2 sets will be consistent to each while the 3rd set will be a spin off to the original theme. If I have more inspiration then I will create a 4th set that will support the original theme or maybe I'll release a few cards here and there as additional support much like Six Samurai or Lightsworn now. This post contains all of the tuner monsters in Set 1, which I've called "Crusaders of Fate" though I guess "Crusaders of Divination" would have been a better fit. Currently there is 1 Synchro I have yet to reveal and at least 2 more support monsters coming soon for Set 1. I will post the spells and traps tomorrow if I have time. Please discuss the cards and point out any errors with the TCG text and/or effects of the cards. Balancing is a key issue for me as I've undergone a lot of tweaking in this set.

 

The theme of the deck revolves around the tuner and synchro monsters, which I've called the Arcanic Crusaders and the Arcana. Each tuner monster has a corresponding Synchro monster that carries a multitude of effects that are dependant on the engine of Arcana Counters. Arcana Counters are just like are just an engine to activate the monsters various effects. The counters are generated through a variety of conditions but most of them happen during the standby phase of your turn. However, the support cards for this set will speed the process up dramatically so that the effects become easier to activate otherwise the theme loses a lot of speed and synergy, which is the balancing act of this theme.

 

In general the effects of the tuner monsters usually work in conjunction with their Synchro monster or tries to speed up the process of synchro summoning. They are trynig to provide some advantage to you whether surviving through the opponent's turn or speeding up the synchro summoning. The Synchro monsters are a new type, which I've unoriginally called ARCANA-Type. With the exception of Arcana IX - The Colorless Hermit the Arcana monsters are Synchro monsters. Their condition is that they need their specific tuner but in exchange the tuner will be Special Summoned back onto the field once being used for the Synchro Summon. This is because Arcana monsters can only generate Arcana Counters by draining them from the tuner monster. In exchange for being Special Summoned back onto the field the tuner cannot attack but they can't be selected as an attack target either, however, I may change the cannot attack portion depending on how I feel they will perform against the metagame decks. Furthermore, if the tuner monster is not present on your side of the field during the end phase then the Synchro gets spun back to the extra deck, similar to how Neos Fusions return to the Extra deck at the end of the turn. The key purpose of the Synchro monsters besides providing that push in ATK points is to control the pace of the match by denying your opponent key moves.

 

The support monsters are a huge asset to the theme of the deck and is the main trigger to get the game rolling in the Arcanic Crusaders favor. Some of them provide hand advantage by replacing themselves with another card, some have special summoning conditions to speed up synchro summoning, and others have the ability to generate Arcana Counters. Basically, onec you get started it should be easy to snowball into the key effects of the tuners/synchros.

 

There are some bits of wording that wouldn't typically be used in the TCG, such as Piercing damage but I've chosen to use certain wording due to a CCG I'm taking part in.

 

Set 1 - Crusaders of Fate

Monster Cards:

 

Arcanic Crusader - Direga

Card Attribute: Water

Card Type(s): Beast-Warrior/Tuner/Effect

Level: 4

ATK/DEF: 1600/1200

Card Effect Type(s): Ignition/Trigger

TCG Status: Unlimited

Card Rarity: Common

When this card is Summoned, place 1 Arcana Counter on this card (max 3). During your Standby Phases, place 1 Arcana Counter on this card. By removing any number of Arcana Counters from this card, the corresponding effect is applied:

• 1: Place 2 “Ice Tokens” in your Spell & Trap Card Zone as a Continuous Spell Card. Destroy the “Ice Tokens” during your 2nd Standby Phase after activating this effect.

• 2: Place 2 “Ice Tokens” in your opponents Spell & Trap Card Zone as a Continuous Spell Card. Destroy the “Ice Tokens” during your 2nd Standby Phase after activating this effect.

• 3: Place 1 “Giga Ice Token” in your Spell & Trap Card Zone as a Continuous Spell Card. While a “Giga Ice Token” is in your Spell & Trap Card Zone, effects of your Spell & Trap Cards cannot be negated.

 

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Arcana III - The Azure Empress

Card Attribute: Water

Card Type(s): Aqua/Synchro/Effect

Level: 8

ATK/DEF: 2800/2200

Card Effect Type(s): Ignition/Continuous

TCG Status: Unlimited

Card Rarity: Common

“Arcanic Crusader - Direga” + 2 or more non-Tuner Monster

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Direga” from your Graveyard. While you control this face-up card, your opponent cannot select the Special Summoned “Arcanic Crusader - Direga” as an attack target and the Special Summoned “Arcanic Crusader - Direga” cannot declare an attack. This card returns to its owner’s Extra Deck during the End Phase, if you do not control an “Arcanic Crusader - Direga”. Once per turn, during your Main Phase you can remove 1 Arcana Counter from a face-up “Arcanic Crusader - Direga” you control and place it on this card (max 4). This card gains effects based on the number of Arcana Counters on this card:

• 1: By Tributing 1 card in your Spell & Trap Card Zone, negate the activation and effect of a Spell Card and destroy it.

• 2: Your opponent must Set Spell Cards before activating them, and cannot activate them until their next turn.

• 3: Once per turn, you can destroy 1 set Spell or Trap Card on the field.

• 4: Remove all Arcana Counters from this card to Special Summon 1 “Arcana IV - The Jade Emperor” from your Extra Deck, ignoring the Summoning conditions.

 

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Arcana IV - The Jade Emperor

Card Attribute: Wind

Card Type(s): Spellcaster/Synchro/Effect

Level: 9

ATK/DEF: 3200/2800

Card Effect Type(s): Summon/Ignition/Continuous

TCG Status: Unlimited

Card Rarity: Ultra Rare

“Arcanic Crusader - Direga” + 2 or more non-Tuner Monster

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Direga” from your Graveyard. While you control this face-up card, the Special Summoned “Arcanic Crusader - Direga” cannot attack and cannot be selected as an attack target by your opponent. This card returns to the Extra Deck during the End Phase if you do not control an “Arcanic Crusader - Direga.” As long as this card remains face-up on the field, both players are not allowed to activate Trap Cards during their opponent’s turn. While you control this card, you can activate Trap Cards from your hand.

 

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Arcanic Crusader - Zalren

Card Attribute: Fire

Card Type(s): Beast-Warrior/Tuner/Effect

Level: 3

ATK/DEF: 1400/800

Card Effect Type(s): Ignition/Trigger

TCG Status: Limited

Card Rarity: Common

When this card is Summoned, place 1 Arcana Counter on this card (max 3). During your Standby Phases, place 1 Arcana Counter on this card. By removing any number of Arcana Counters from this card, the corresponding effect is applied:

• 1: Select 1 Spell Card in your Graveyard and add it to your hand. The selected card cannot be set or played until your next turn.

• 2: Select 1 Spell Card from your Deck and add it to your hand.

• 3: Select 1 Spell Card that your opponent played on their previous turn and activate its effect.

 

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Rulings:

3 Arcana Counters Rulings: The costs and conditions of Spell Cards are ignored. The effect of the Spell Card is applied to the controller of this card. Meaning, if you control this card and you select Destiny Draw from your opponent’s graveyard you do not have to discard a Destiny Hero from your hand and you draw 2 cards.

 

Arcana I - The Crimson Magician

Card Attribute: Fire

Card Type(s): Spellcaster/Synchro/Effect

Level: 6

ATK/DEF: 2400/1300

Card Effect Type(s): Ignition/Trigger/Continuous

TCG Status: Unlimited

Card Rarity: Rare

“Arcanic Crusader - Zalren” + 1 or more non-Tuner monsters

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Zalren” from your Graveyard. While you control this face-up card, the Special Summoned “Arcanic Crusader - Direga” cannot attack and cannot be selected as an attack target by your opponent. This card returns to the Extra Deck during the End Phase if you do not control an “Arcanic Crusader - Zalren.” Once per turn, during your Main Phase you can remove 1 Arcana Counter from a face-up “Arcanic Crusader - Zalren” you control and place it on this card (max 3). When a Spell Card is activated, increase the ATK of this card by 300 points until the end of the turn. By removing any number of Arcana Counters from this card, the corresponding effect is applied:

• 1: Discard 1 Normal or Quick-Play Spell Card from your hand. During the Main Phase of your next turn you can activate its effect.

• 2: Tribute 1 Spell or Trap in your Spell & Trap Card Zone. Select 1 Spell Card from your Deck or Graveyard and add it to your hand.

• 3: Tribute this card and 1 face-up “Arcanic Crusader - Zalren” on your side of the field. Select up to 5 Spell Cards from your Graveyard or Deck and add it to your hand. This turn, for each Spell Card you play you must pay 300 Life Points.

 

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Arcanic Crusader - Oruja

Card Attribute: Wind

Card Type(s): Beast-Warrior/Tuner/Effect

Level: 2

ATK/DEF: 900/700

Card Effect Type(s): Trigger/Ignition/Quick

TCG Status: Unlimited

Card Rarity: Common

When this card is Summoned, place 1 Arcana Counter on this card (max 2). During your Standby Phases, place 1 Arcana Counter on this card. By removing any number of Arcana Counters from this card during your turn, the corresponding effect is applied:

• 1: Double the ATK of 1 monster you control, during either player’s Damage Step.

• 2: Special Summon 2 “Hierophant Tokens” (Insect-Type/WIND/Level 1/ATK 0/DEF 0) in Defense Position.

 

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Arcana V - The Celadon Hierophant

Card Attribute: Wind

Card Type(s): Dragon/Synchro/Effect

Level: 5

ATK/DEF: 2500/300

Card Effect Type(s): Quick/Continuous

TCG Status: Unlimited

Card Rarity: Common

“Arcanic Crusader - Oruja” + 1 or more non-Tuner Monster

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Oruja” from your Graveyard. While you control this face-up card, the Special Summoned “Arcanic Crusader - Oruja” cannot attack and cannot be selected as an attack target by your opponent. This card returns to the Extra Deck during the End Phase if you do not control an “Arcanic Crusader - Oruja.” Once per turn, during your Main Phase you can remove 1 Arcana Counter from a face-up “Arcanic Crusader - Oruja” you control and place it on this card (max 3). By removing any number of Arcana Counters from this card, the corresponding effect is applied:

• 1: Tribute 1 card on your side of the field only when your opponent activates a Spell Card. The effect of that Spell Card is negated, and the effect is applied to the other player.

• 1: Tribute 1 card on your side of the field only when your opponent activates a Trap Card. The effect of that Trap Card is negated, and the effect is applied to the other player.

• 1: Tribute 1 card on your side of the field only when your opponent activates the effect of an Effect Monster. The effect of that Effect Monster is negated, and the effect is applied to the other player.

• 3: Tribute this card and the Special Summoned “Arcanic Crusader - Oruja”. Take control of 1 face-up monster your opponent controls.

 

Rulings: The costs for Spell Cards are ignored for the other player. For example, if the opponent plays “Destiny Draw” and you activate the 1st effect of this card then you do not need to discard a Destiny Hero from your hand. Instead you will draw the 2 cards instead of your opponent. If certain conditions aren’t met for the Spell Card then the effect is simply negated. This does not apply to Spell Cards such as Burst Stream of Destruction or Dark Magic Attack. However, cards that Special Summon a certain monster, such as “Cyber Laser Dragon” will be negated unless you have said monster in your Deck. The same rulings apply to Trap Cards and Effect Monsters. Continuous traps, spells, field spells, and monster effects are unaffected.

 

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Arcanic Crusader - Katzell

Card Attribute: Light

Card Type(s): Beast-Warrior/Tuner/Effect

Level: 3

ATK/DEF: 1000/500

Card Effect Type(s): Ignition/Trigger

TCG Status: Unlimited

Card Rarity: Common

When this card is Summoned, place 1 Arcana Counter on this card (max 3). During your Standby Phases, place 1 Arcana Counter on this card. By removing 3 Arcana Counters from this card during your turn, you can select and activate 1 of these effects:

• Special Summon up to 2 Level 3 or lower monsters in your hand or Graveyard, in Defense Position.

• Special Summon 1 “Arcana XI - The Silver Justice” in your Graveyard.

 

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Arcana XI - The Silver Justice

Card Attribute: Light

Card Type(s): Warrior/Synchro/Effect

Level: 6

ATK/DEF: 2200/2000

Card Effect Type(s): Summon/Ignition/Trigger/Continuous

TCG Status: Unlimited

Card Rarity: Common

“Arcanic Crusader - Katzell” + 1 or more non-Tuner monsters

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Katzell” from your Graveyard. While you control this face-up card, the Special Summoned “Arcanic Crusader - Katzell” cannot attack and cannot be selected as an attack target by your opponent. This card returns to the Extra Deck during the End Phase if you do not control an “Arcanic Crusader - Katzell.” Once per turn, during your Main Phase you can remove 1 Arcana Counter from a face-up “Arcanic Crusader - Katzell” you control and place it on this card (max 3). By removing any number of Arcana Counters from this card during your turn, the corresponding effect is applied:

• 1: During your opponents Battle Phase, negate the attack of 1 monster.

• 2: During your Main Phase, Tribute 2 Level 3 or lower monsters to Special Summon up to 2 “Arcana XI - The Silver Justice” from your Extra Deck or Graveyard, ignoring the Summoning conditions.

• 3: Equip this card to an “Arcanic Crusader - Katzell” you control (You can only equip 1 “Arcana XI - The Silver Justice” at a time to this card.) The equipped monster gains ATK equal to the original ATK of this card and inflicts Piercing damage. If the equipped monster attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

 

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Arcana XX - The Silver Justice of Judgment

Card Attribute: Light

Card Type(s): Fairy/Synchro/Effect

Level: 10

ATK/DEF: 3000/3000

Card Effect Type(s): Summon/Trigger/Continuous

TCG Status: Unlimited

Card Rarity: Rare

“Arcanic Crusader - Katzell” + “Arcana XI - The Silver Justice” + 1 or more non-Tuner monsters

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Katzell” from your Graveyard. While you control this face-up card, the Special Summoned “Arcanic Crusader - Katzell” cannot attack and cannot be selected as an attack target by your opponent. Return this card to the Extra Deck during the End Phase, if you do not control an “Arcanic Crusader - Katzell.” This card gains all Arcana Counters that were on “Arcana XI - The Silver Justice” and “Arcanic Crusader - Katzell” (max 3). This card cannot be destroyed by a card effect. This card gains effects based on the number of Arcana Counters on this card:

• 1: Your opponent cannot activate any Spell or Trap Cards during the Battle Phase.

• 2: When this card inflicts Battle Damage to your opponent, destroy all Spell and Trap Cards your opponent controls.

• 3: Tribute this card during the Battle Phase, to Special Summon up to 3 “Arcana XI - The Silver Justice” from your Extra Deck or Graveyard, ignoring the Summoning Conditions. After the resolution of this effect place 3 Arcana Counters on each “Arcana IX - The Silver Justice” that was Special Summoned by this effect.

 

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Arcanic Crusader - Ral

Card Attribute: Earth

Card Type(s): Beast-Warrior/Tuner/Effect

Level: 1

ATK/DEF: 800/300

Card Effect Type(s): Ignition/Trigger

TCG Status: Unlimited

Card Rarity: Common

When this card is Summoned, place 1 Arcana Counter on this card (max 2). During each of your Standby Phases, place 1 Arcana Counter on this card. By removing any number of Arcana Counters from this card during your turn, the corresponding effect is applied:

• 1: Select 1 “Arcanic Crusader” monster you control. It is treated as a non-Tuner monster while it is face-up on the field.

• 2: Special Summon 1 “Arcana IX - The Colorless Hermit” from your Deck or Graveyard.

 

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Arcana IX - The Colorless Hermit

Card Attribute: Light

Card Type(s): Winged-Beast/Union

Level: 3

ATK/DEF: 1000/1000

Card Effect Type(s): Ignition/Trigger/Continuous

TCG Status: Unlimited

Card Rarity: Common

If you control an “Arcanic Crusader”, you can Special Summon this card. Once per turn, you can equip this card to an “Arcanic Crusader” monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card’s effect, that equipped monsters gains 500 ATK and DEF. If this card is equipped to an “Arcanic Crusader - Ral”, the equipped monsters gains 1000 ATK and DEF. When the equipped monster inflicts Battle Damage to your opponent, place 1 Arcana Counter on this card (max 1). You can remove 1 Arcana Counter from this card to Special Summon 1 Level 3 or lower FIRE, WATER, or EARTH monster from your Deck. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

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Arcana IX - The Vermillion Hermit of Power

Card Attribute: Fire

Card Type(s): Winged-Beast/Synchro/Effect

Level: 7

ATK/DEF: 2500/2100

Card Effect Type(s): Summon/Ignition/Continuous

TCG Status: Unlimited

Card Rarity: Common

“Arcanic Crusader - Ral” + “Arcana IX - The Colorless Hermit” + 1 or more FIRE non-Tuner monsters

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Ral” from your Graveyard.

While you control this face-up card, the Special Summoned “Arcanic Crusader - Ral” cannot attack and cannot be selected as an attack target by your opponent. This card returns to the Extra Deck during the End Phase if you do not control an “Arcanic Crusader - Ral.” This card inflicts Piercing damage. Once per turn, during your Main Phase you can remove 1 Arcana Counter from a face-up “Arcanic Crusader - Ral” you control and place it on this card (max 3). By removing any number of Arcana Counters from this card during your turn, the corresponding effect is applied:

• 1: Tribute this card. Destroy 1 monster your opponent controls and inflict damage to your opponent equal to its ATK. If the monster destroyed was face-down and the DEF is lower than the ATK of this card, inflict damage to your opponent equal to the difference. If you activated this effect you cannot conduct your Battle Phase that turn. During your next Standby Phase after activation, you can Special Summon this card from your Graveyard.

• 3: Tribute this card. If you control an “Arcanic Crusader - Ral” during your second Standby Phase after activation, destroy all monsters your opponent controls and inflict damage equal to their combined ATK or DEF, whichever is higher. Special Summon 1 “Arcana IX - The Colorless Hermit” from your Graveyard during the End Phase.

 

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Arcana IX - The Cobalt Hermit of Speed

Card Attribute: Water

Card Type(s): Winged-Beast/Synchro/Effect

Level: 7

ATK/DEF: 2500/2100

Card Effect Type(s): Summon/Ignition/Continuous

TCG Status: Unlimited

Card Rarity: Common

“Arcanic Crusader - Ral” + “Arcana IX - The Colorless Hermit” + 1 or more WATER non-Tuner monsters

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Ral” from your Graveyard.

While you control this face-up card, the Special Summoned “Arcanic Crusader - Ral” cannot attack and cannot be selected as an attack target by your opponent. This card returns to the Extra Deck during the End Phase if you do not control an “Arcanic Crusader - Ral.” Once per turn, during your Main Phase you can remove 1 Arcana Counter from a face-up “Arcanic Crusader - Ral” you control and place it on this card (max 3). In addition to a normal attack, this card can attack during the same Battle Phase as many times as the number of Arcana Counter on it. During your End Phase, remove Arcana Counters from this card for each additional attack performed. By removing 3 Arcana Counters from this card, return this card to your Extra Deck, Special Summon 1 “Arcana IX - The Colorless Hermit” and 1 “Arcana” monster from your Graveyard.

 

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Arcana IX - The Emerald Hermit of Tranquility

Card Attribute: Earth

Card Type(s): Winged-Beast/Synchro/Effect

Level: 7

ATK/DEF: 2500/2100

Card Effect Type(s): Summon/Ignition/Trigger/Continuous

TCG Status: Unlimited

Card Rarity: Common

“Arcanic Crusader - Ral” + “Arcana IX - The Colorless Hermit” + 1 or more EARTH non-Tuner monsters

When this card is Synchro Summoned, Special Summon 1 “Arcanic Crusader - Ral” from your Graveyard.

While you control this face-up card, the Special Summoned “Arcanic Crusader - Ral” cannot attack and cannot be selected as an attack target by your opponent. This card returns to the Extra Deck during the End Phase if you do not control an “Arcanic Crusader - Ral.” Once per turn, during your Main Phase you can remove 1 Arcana Counter from a face-up “Arcanic Crusader - Ral” you control and place it on this card (max 3). By removing any number of Arcana Counters from this card during your turn, the corresponding effect is applied:

• 1: Return 1 card on the field to its owner’s hand.

• 2: Tribute this card. Return up to 5 card’s on the field to its owner’s Deck. For each card returned, that card’s controller draws 1 card. If you control an “Arcanic Crusader - Ral” during your second Standby Phase after activation, Special Summon this card from your Graveyard.

• 3: Tribute this card. Return all cards on your opponent’s side of the field to their Deck. You cannot conduct your battle phase that turn. If you control an “Arcanic Crusader - Ral” during your second Standby Phase after activation, you can Special Summon 1 “Arcana IX - The Colorless Hermit” from your Graveyard.

 

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Support Monsters:

Arcana Envoy

Card Attribute: Wind

Card Type(s): Spellcaster/Effect

Level: 1

ATK/DEF: 0/0

Card Effect Type(s):

TCG Status: Unlimited

Card Rarity: Common

During your Main Phase, you can send this card and 1 other “Arcana” monster from your hand to the Graveyard to Special Summon 1 “Arcanic Crusader” monster from your hand, Deck, or Graveyard.

 

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Arcana Guard

Card Attribute: Earth

Card Type(s): Warrior/Effect

Level: 3

ATK/DEF: 100/2200

Card Effect Type(s): Trigger

TCG Status: Unlimited

Card Rarity: Common

During your Standby Phases, place 1 Arcana Counter on this card. When a face-up “Arcanic Crusader” or “Arcana” monster you control is selected as an attack target, you can change the attack target to this card by removing 1 Arcana Counter from this card. During each of your turns you can move 1 of this card’s Arcana Counters to another face-up card on the field that you can place an Arcana Counter on.

 

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Arcana Rejuvenator

Card Attribute: Water

Card Type(s): Spellcaster/Effect

Level: 2

ATK/DEF: 400/800

Card Effect Type(s): Trigger

TCG Status: Unlimited

Card Rarity: Common

When this card is Special Summoned from the Graveyard, place 2 Arcana Counters on each face-up card on the field that you can place an Arcana Counter on.

 

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Arcana Apprentice

Card Attribute: Water

Card Type(s): Warrior/Effect

Level: 3

ATK/DEF: 1400/300

Card Effect Type(s): Summon/Trigger

TCG Status: Unlimited

Card Rarity: Common

When this card is Normal Summoned, you can send 1 “Arcana” monster from your Deck to your Graveyard to add 1 “Arcanic Crusader” monster from your Deck to your hand.

 

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Arcana Phoenix

Card Attribute: Fire

Card Type(s): Winged-Beast/Effect

Level: 3

ATK/DEF: 1500/400

Card Effect Type(s): Ignition

TCG Status: Unlimited

Card Rarity: Common

If this card is discarded from the hand to the Graveyard, place 1 Arcana Counter on this card (max 1). By removing 1 Arcana Counter from this card, you can Special Summon 1 “Arcanic Crusader” or “Arcana” monster from your Graveyard.

 

Ruling(s): The Arcana Counter is generated while the card is in the Graveyard. When you remove the Counter it is removed from the card while it is in the Graveyard.

 

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Arcana Duplicator

Card Attribute: Fire

Card Type(s): Spellcaster/Effect

Level: 2

ATK/DEF: 1200/200

Card Effect Type(s): Trigger

TCG Status: Unlimited

Card Rarity: Common

When this card is destroyed by battle and sent to the Graveyard, place 1 Arcana Counter on each face-up card that you can place an Arcana Counter on. You can also Special Summon up to 2 “Arcana Duplicators” from your deck.

 

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Spell Cards:

 

Arcana XXI - The World

Card Type: Spell Card

Property: Field

TCG Status: Unlimited

Card Rarity: Common

During your Standby Phases, place 1 Arcana Counter on all face-up cards that you can place an Arcana Counter on. If this card would be destroyed by a card effect, you can remove 2 Arcana Counters from your side of the field to prevent this card from being destroyed.

 

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Crusader Exchange

Card Type: Spell Card

Property: Quick-Play

TCG Status: Unlimited

Card Rarity: Common

Select 1 “Arcanic Crusader” monster on your side of the field. Return the selected monster to your hand, then Special Summon 1 “Arcanic Crusader” monster from your hand whose Level is equal to or lower than the selected monster’s. The monster Special Summoned by this effect gains all Arcana Counters of the returned card.

 

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Arcana Sacrifice

Card Type: Spell Card

Property: Normal

TCG Status: Unlimited

Card Rarity: Common

Discard 1 “Arcana” or “Arcanic Crusader” card. Place 2 Arcana Counters on 1 face-up card that you can place an Arcana Counter on.

 

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Sacrificial Bonds

Card Type: Spell Card

Property: Normal

TCG Status: Unlimited

Card Rarity: Common

Select 1 monster in your Graveyard and remove it from play. Special Summon 1 “Arcanic Crusader” monster from your Deck that is equal to or less than the Level of the selected monster.

 

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Charge of the Crusaders

Card Type: Spell Card

Property: Quick-Play

TCG Status: Unlimited

Card Rarity: Rare

Activate only when there is an “Arcanic Crusader” monster face-up on the field. Special Summon up to 2 Level 4 or lower “Arcana” or “Arcanic Crusader” monsters from your hand.

 

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Arcana Mage Stone

Card Type: Spell Card

Property: Continuous

TCG Status: Unlimited

Card Rarity: Common

After activation, place 3 Arcana Counters on this card. During each of your turns you can move 1 of this card’s Arcana Counters to another face-up card on the field that you can place an Arcana Counter on. When there are no Arcana Counters on this card, this card is destroyed.

 

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Arcana Barter

Card Type: Spell Card

Property: Continuous

TCG Status: Semi-Limited

Card Rarity: Common

For each Arcana Counter removed from a card you control, place 1 Arcana Counter on this card (max 2). You can send this card to the Graveyard to draw 1 card for each Arcana Counter on this card.

 

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Trap Cards:

Arcana VI - The Scarlet Lovers

Card Type: Trap Card

Property: Continuous

TCG Status: Unlimited

Card Rarity: Ultra Rare

Select 1 “Arcanic Crusader” monster from your Graveyard and Special Summon it in face-up Attack Position. Place 3 Arcana Counters on the Special Summoned monster. When this card is removed from the field, remove the monster from play. When the monster is destroyed, remove this card from play.

 

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The Rescue of Righteous Justice

Card Type: Trap Card

Property: Normal

TCG Status: Unlimited

Card Rarity: Rare

Activate only when there is a face-up, “Arcanic Crusader - Katzell” and at least 1 “Arcana XI - The Silver Justice” on your side of the field. When a card with “Arcanic Crusader” in its card name is destroyed, Tribute all face-up “Arcana XI - The Silver Justice” on your side of the field. Return the destroyed monster to the field in the same battle position (This is treated as a Special Summon) and Special Summon 1 Synchro monster that lists the destroyed monster as its tuner monster from your Extra Deck. If this effect is used when “Arcanic Crusader - Katzell” is destroyed, you can Special Summon “Arcana XX – The Silver Justice of Judgment” ignoring Summoning conditions.

 

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Arcana Trigger

Card Type: Trap Card

Property: Normal

TCG Status: Unlimited

Card Rarity: Common

Remove 2 Arcana Counter from your side of the field. Draw 2 cards.

 

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Arcana Shield

Card Type: Trap Card

Property: Counter

TCG Status: Unlimited

Card Rarity: Common

Remove 2 Arcana Counter from your side of the field; negate 1 attack from a monster your opponent controls. Then draw 1 card.

 

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Could I get a mod to move this thread to the completed/finish sets forum.

 

In addition any detailed comments about the set would be much appreciated as well. I'm looking for more than "good job" type posts and would like some discussion on the cards themselves whether they are broken or clarification on the effects.

 

Thanks in advance.

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Could I get a mod to move this thread to the completed/finish sets forum.

 

In addition any detailed comments about the set would be much appreciated as well. I'm looking for more than "good job" type posts and would like some discussion on the cards themselves whether they are broken or clarification on the effects.

 

Thanks in advance.

 

Put the need for it to be moved by a Mod in title.

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I didn't think these cards would work against the metagame so well but they've proven to be a formidable force without breaking the metagame altogether. I took the time to add these cards into YVD by manually adding each card into the .set file and created the images so that they actually appear during a duel. Anyways, I did a mock battle against my own build of a D.End Dragoon-Teleport-Dragon deck and it held up surprisingly well. Being able to handle Dragoon, Stardust Dragon, and Goyo Guardian on multiple occasions. The only cards I used from the TCG was Heavy Storm, Monster Reborn, Dust Tornado x2, and 3x Solemn Judgment. However, this theme works fast...almost too fast for my liking.

 

The goal was to create a deck that didn't need to rely on drawing out the deck, however, with Arcanic Crusader - Zalren in combination with 3 Arcana Barters as well Arcana Trigger in combination with Arcana Mage Stone and you've got yourself an incredible draw engine with very little cost. In 1 turn I think I was able to draw 4+ cards. I either need to remove those cards or limit/semi-limit the cards. The draw power from those cards alone is incredible and Zalren's ability to thin the deck by searching for spell cards at the cost of only 1 Spell Counter, which he gets when he is summoned by any other method is also abusive. I think I have to re-balance that card quite a bit. Zalren scares me quite a bit because his 1 turn spell searcher is clearly abusive. It's not so bad in an Aracanic Crusaders deck but imagine the pro's exploiting this card. Hell, you don't need a huge imagination to think of pulling Monster Reborn/Heavy Storm/Lightning Vortex/etc... on the same turn you summon him. Granted, you can't use the card you pull in the same turn but waiting for 1 turn is not that bad especially when you are telegraphing to your opponent you have easy outs like Heavy Storm and then being able to recycle Heavy Storm if you have an arcana counter engine running at the same time. I'm sure there are people who could easily create infinite loops with this. Zalren is pretty much on the verge of being labeled as broken or perhaps I'm reading too deep into this but I honestly don't think I am.

 

After play testing this deck with my quick build that I threw together in a few minutes it seems like the deck suffers the same metagame issues as Dark Armed Dragon decks. While it doesn't have the capability of clearing the field like a Teleport-DAD deck or Lightsworn Deck it does have the ability to thin the deck out with search effects and incredible draw power with Arcana Barter and Arcana Trigger. I was pretty frightened at how fast I was able to draw cards and how fast I could recycle Arcana Barter (being run in 3's of course) with Zalren's effect. Not to mention I can capitalize on thhe Trade-ins and Destiny Draws being played by the DAD deck with one of Zalren's effects.

 

Things I like about the theme so far:

The potential for intricate card combo possibilities. Future Fusion was on the field and was 1 turn away from bringing out D.End Dragoon with 2 set cards, which I assumed was a Solemn Judgment or some other card to protect it.

 

After going through incredible draws with Arcana Barter combinations I was able to swarm my field with Arcanic Crusader - Ral, Arcana IX - The Vermilion Hermit of Power, Arcanic Crusader - Kaztell, and Arcana XI - The Silver Justice. I attacked only to get stopped by an Emergency Teleport Krebons that negated both attacks allowing Dragoon to come out.

 

Dragoon blew away my Arcanic Crusader - Ral, which spun my Arcana IX - The Vermillion Hermit of Power to my Extra Deck during the End Phase. What remained on my field was an Arcanic Crusader - Kaztell and Arcana XI - The Silver Justice each 1 Arcana Counter. I had a Arcana Mage Stone with 1 counter left and a Solemn Judgment. In my hand I had an Arcana Envoy, Arcana Duplicator, and 2 other cards that wouldn't help me. I had a bunch of spells and traps in my grave but still had a Ral, Colorless Hermit, and some misc monsters in my grave. I took a look at my Extra Deck to see which Arcana could be summed and would be useful for the situation. Nothing was strong enough to attack over Dragoon and there was no way I could get Vermilion back onto the field for a quick monster destruction effect. I could, however, control my opponent's movements by getting Hierophant on the field (I need to change Tranquility Hermit's name. It didn't dawn on me that both of them had Emerald in their name...) and I had the means to make that possible. During the standby phase Katzell gained another counter and I pitched the last counter on Mage Stone onto Katzell. I used all 3 to bring back Ral onto the field who got 1 Counter for being Special Summoned. I pitched Envoy and Duplicator to Special Summon Oruja who got 1 Counter. Used Ral's 1 Counter effect to turn himself into a non-tuner and then normal summoned arcana duplicator. Duplicator+Ral+Oruja equaled 5 stars and I got Hierophant onto the field. Opponent flipped solemn judgment but I negated that with my own. Hierophant hit the field bringing back Oruja who netted another counter. Slopped that counter onto Hierophant and set 1 magic card that was useless to me. This is why this was such a good combo and brings to what I wanted to achieve with this deck.

 

1) Hierophant having 1 counter on him and 1 set card on the field already telegraphs to my opponent that he cannot use Dragoon's effect to blow away anything because I can counter the effect by removing the counter, tribute the set card and then reapply the effect to Dragoon. This limited his options to having to attack over Hierophant since he can't attack the tuner.

 

2) He can't attack over anything because Arcana XI - The Silver Justice has 1 counter on it allowing me to negate his attack. Thus forcing him to expend himself to slow me down by forcing me to expend 1 counter on Silver Justice.

 

I've essentially got him in a lock because he can't use his effect in fear of losing Dragoon to it's own effect (as well as losing 3000 LP) and I can equally flip his own spells/traps on him with Hierophant. He can't attack over anyone because Silver Justice can negate the attack. His only option is to Special Summon a lot of heavy hitters and just force me to expend all of my counters so I can't save Hierophant anymore. This also allows me to stall the match for an answer but with Hierophant's final effect I can grab Dragoon for myself and use it against him. This puts an incredible amount of pressure on the opponent, as they have to find a new way to combat this lock that doesn't restrict their summoning strategies like Oppression/Little City Decks. I've taken control of the match in an instant while still allowing for several outs for the opponent thus not frustrating them into submission. Technically, he could still win by getting DAD onto the field sac Dragoon to expend a counter on Hierophant and start using DAD's effect.

 

Enough of my ranting. I guess you can't get a feel for how broken or balanced a card is until you actually play test it against competitive decks. I wouldn't have guessed at the speed and draw power this deck provided and that's something I'll have to take into severe consideration when I move onto Set 2. Furthermore, I still haven't provided an answer to anti-meta decks or macro decks since this deck does a lot of Special Summoning. A single macro deck could easily screw up the entire dynamic of set 1 since I could no longer keep any of the synchros since synchro summoning would RFG the tuner and without the tuner the synchro can't stand on the field for more than the turn it was summoned.

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Thanks for positive comments though I wish I could some more detailed comments about the set.

 

I've done further testing with the cards and the current metagame is still dominating the deck. There really isn't a whole lot you can do when you are staring down 3 Synchros and a Dark Armed Dragon in turn 1. I've made some changes to the ATK/DEF of several monsters and adjusted Zalren's effect slightly. Zalren's changes has been updated in the post but the ATK/DEF changes have not been included. Also, I'm going to scrap the Arcana-Type and just reassign all the synchro's an appropriate type.

 

I've taken the liberty to uploading the .set file and images to megaupload. You can download it here.

 

http://www.megaupload.com/?d=BV1WNPDR

 

All you have to do is overwrite the yvd.set file with the set file in the rar file and then extract the images into the Image Folder.

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I've edited the first post to include all of the changes I've made to the cards. I'll summarize what the changes are.

 

-Arcanic Crusader - Zalren is now limited to 1 per deck. His spell searching abilities and spell recycling abilities is downright scary and that's just me using the cards in this set. I can't even imagine someone who has more skills than I abusing his effect with TCG spells. His spell searching effect now requires 2 Counters instead of 1.

-All Arcana-Type monsters have been changed to existing Types (Winged-Beast, Spellcaster, Fariy, etc...). It got confusing after a while and it didn't make much sense to have a specific type for Arcana Synchros.

-Arcana IX - The Colorless Hermit can now be Special Summoned if you have any Arcanic Crusader. It can also be equipped to any Arcanic Crusader but only gets a 500 boost unless it's equipped to Arcanic Crusader - Ral then he gains 1000 ATK/DEF. I felt that the Colorless Hermit was a dead draw a lot of the time and wasn't particularly useful.

-The ATK to Arcanic Crusader - Katzell and Arcana Apprentice have been raised.

-Arcana Duplicator is no longer RFG'd by its own effect. It seemed stupid why it would RFG itself.

-Arcana Barter's only accumulates counters by effects on your side of the field. I'm pretty close to semi-limiting Arcana Barter because this card can become quite abusable.

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I will indeed do the rest of the Major Arcana's, however, not all of them will appear as a Synchro monster. I figured that creating all Major Arcana's as Synchro monsters would be stupid since you would unbalance the tuner and non-tuner quotient.

 

I've already done that in this set but some of the Major Arcana's will be appearing as Spell or Trap Cards. I'm trying to create effects that remain similar to what they mean, which is why The Empress controls spell cards while The Emperor controls trap cards.

 

I've pretty much completed my testing of Set 1 and I'm quite satisfied with how they turned out. I think I will make one change to Arcana Phoenix so that it can resurrect an Arcanic Crusader monster as well. Then I will Semi-Limit Arcana Barter.

 

I'm currently working on Set 2 but I think I will play test the set first before even posting them. So far my plans are to introduce 1-3 new Tuner/Synchro combination in set 2 and the rest of the monsters will be support monsters of some sort. There will be more traps and spells that will help control the opponents actions.

 

The majority of the new Tuners and Synchro's will show up in Set 3 but I got a bit of a surprise in store for Set 3.

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See...I've been having that problem with imageshack lately where 2 image codes overlap with each. I'm not sure what's causing that but it's not the first time this has happened.

 

As for Judgement and Emperor...I think you have a good point there. It does break the current rules of syncrho monsters. I think I can get away with this by including the tuner+synchro combination in Judgement and Emperor, then include in the Rescue of Righteous Justice and Azure Empress to ignore summoning conditions. This might work out pretty well, as it gives another way to Synchro Summon for these monsters.

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See...I've been having that problem with imageshack lately where 2 image codes overlap with each. I'm not sure what's causing that but it's not the first time this has happened.

 

As for Judgement and Emperor...I think you have a good point there. It does break the current rules of syncrho monsters. I think I can get away with this by including the tuner+synchro combination in Judgement and Emperor' date=' then include in the Rescue of Righteous Justice and Azure Empress to ignore summoning conditions. This might work out pretty well, as it gives another way to Synchro Summon for these monsters.

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My opinion would be to make them Effect Monsters that go into your Extra Deck during the start of the Duel.

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That seems too convenient and it would be annoying to do at the beginning of each duel. I'll tinker with their summoning conditions for a bit but I'll probably just stick with what I originally said.

 

EDIT 1: Due to what tectonix55 pointed about Judgment and Emperor, I've made some changes to them. For the most part The Emperor has been left mostly untouched. However, I had to change the Level of Judgment to 10 and thus had to make the effect appropriate of a Level 10 monster. Furthermore, the cards that can special summon the two have been altered to ignore the summoning conditions.

 

EDIT 2: I've reworded the tuners and synchros to fix OCG errors.

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YOU SIR! ARE A GENIUS!!!I MYSELF THE CARD PROFESSOR!!!SAY IT! OUT LOUD!!!!

 

100% Creativity! APPROVED!

 

CC Notes: This cards are really great and creative, and will really turn the tables out of Sartorius's Arcana Force Cards!^_^ If these are cards were included in the series, Sartorius wold have a duelist rival bearing your Arcana cards. If a UDE Judge were to see this I know that he could be pleased^_^

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