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Celtic Guardian's Revival


Nu-Mou Knight

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Celtic Guardian, one of the many under-appreciated monsters of the first few Yu-Gi-Oh years. Well, the only real reason he was appreciated is because he looks cool and for the Obnoxious Celtic Guard. I'm here to fix that. I have an Archetype here inspired by Celtic Guardian, which not only works with him and his retooled counterpart, but supports itself pretty well as a whole. (On paper at least, I haven't tested it yet.) Any helpful comments are appreciated, and this will be updated fairly regularly if people stay interested.

 

[spoiler=Celtic Army Monsters][spoiler=Regular Monsters]

CelticLightMaiden.jpg

When this card is used as a Synchro Material Monster, you can send up to 2 monsters from your hand to the Graveyard to increase or decrease the Level of this card by the number of monsters sent to the Graveyard. Once per turn, you can pay 600 Life Points to Special Summon 1 Level 3 or lower "Celtic" monster from your Graveyard.

 

CelticHunter-1.jpg

When a "Celtic Guardian" you control is targeted for an attack, you can discard 1 card to negate the attack and decrease the attacking monster's ATK by 400 points. This card cannot be destroyed by battle with a Warrior-Type EARTH monster.

 

CelticShieldbearer.jpg

Once per turn, you can select 1 monster you control except this card. The selected monster gains 600 DEF until your next Standby Phase. When this card is destroyed by battle, you can equip it to a "Celtic" monster you control as an Equip Spell Card. The equipped monster gains 1000 DEF and cannot be targeted by the effects of Spell Cards.

 

CeltPeasantWarrior.jpg

When a "Celtic" monster you control is destroyed by battle, you can Special Summon this card from your hand. When a "Celtic Guardian" you control is returned to your hand, you can Tribute this card to Special Summon the returned monster to your side of the field and increase its ATK and DEF by 600 points.

 

CelticRanger.jpg

You can pay 800 Life Points to negate the activation and effect of a Trap or Quick-Play Spell Card and destroy the card. This card cannot be destroyed by battle while you control "Hidden City of the Celts" or 3 or more EARTH "Celtic" monsters.

 

CelticAxeWeilder.jpg

When this card attacks a Defense Position monster, negate any DEF gains of the opposing monster. This card inflicts Piercing Battle Damage.

 

CelticGuardiansPetDragon.jpg

Once per turn, during your Main Phase, you can equip this card to a Warrior-Type monster you control with "Celtic Guard" in its card name as an Equip Card, OR unequip it and Special Summon it to your side of the field. While equipped to a monster by this effect, that monster gains 300 ATK and 400 DEF. The equipped monster is treated as a WIND monster and cannot be targeted by the effects of Trap Cards. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

 

CelticCryptkeeper.jpg

When a "Celtic" monser you control is returned to your hand by the effect of "Hidden City of the Celts", you can send the returned card to your Graveyard and place 1 Soul Counter on this card. (max. 6) This card gains 100 ATK and 200 DEF for each Soul Counter on this card. When this card is destroyed, Special Summon up to 3 "Celtic" monsters from your Graveyard whose Levels are equal to or less than the number of Soul Counters on this card. If this card was destroyed by a card effect, the Special Summoned monsters cannot be removed from the field by card effects.

 

CelticMercenary.jpg

When this card is Summoned, add 1 Equip Spell Card to your hand from your Deck or Graveyard. Once per turn, you can unequip 1 Equip Spell Card equipped to this card and equip it to 1 different, correct monster you control. This card gains the following effects when equipped with the correct number of Equip Spell Cards: ●1: This card gains 300 ATK and DEF. ●2: This card can attack twice during the same Battle Phase. ●3: When this card inflicts Battle Damage to your opponent's Life Points, you can randomly discard 1 card from your opponent's hand OR draw 1 card. ●4: This card cannot be removed from the field by Spell or Trap Card effects.

 

CelticCavalry.jpg

During your Main Phase 2, you can Special Summon this card from your hand and destroy 1 monster on the field who was targeted for an attack during this turn. This card can attack your opponent directly while you control "Hidden City of the Celts" or 2 or more "Celtic Guardians".

 

CelticSorceress.jpg

When a "Celtic" monster you control, except this card, is argeted by a card effect, you can pay 300 Life Points to negate the card effect and destroy the card. When this card destroys a monster by battle, select and activate 1 of these effects: ●Draw 1 card. ●Increase the ATK of 1 "Celtic" monster you control equal to the destroyed monster's Level x 100. ●Increase the DEF of 1 "Celtic" monster you control by half of the destroyed monster's DEF.

 

CelticWarrior.jpg

When this card is Normal Summoned successfully, you can Special Summon up to 2 "Celtic Guardians" or 1 "Obnoxious Celtic Guard" from your hand. During battle with an EARTH monster, this card inflicts Piercing Battle Damage.

 

CelticBlademaster.jpg

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster while it remains on the field or in the hand with this effect:

●The Attribute of this card is also treated as LIGHT and the Type of this card is also treated as Spellcaster. When you or your opponent activates a Spell Card during your turn, place 1 Spell Counter on this card. (max. 2) This card gains 100 ATK for each Spell Counter on it. Once per turn, you can remove 1 Spell Counter from this card and declare 1 Attribute. Monsters of the declared Attribute lose 800 ATK during battle with a Celtic monster during this turn. You can remove 2 Spell Counters from this card to destroy 1 Spell or Trap Card on the field.

 

CelticCaptain.jpg

This card can be Special Summoned from your Graveyard if you control 2 or more monsters named "Celtic Guardian". "Celtic" monsters you control gain 300 ATK during Damage Calculation with a monster whose Level is higher than that of your "Celtic" monster.

 

CelticGoddessofSuffering.jpg

This card cannot be Special Summoned except by paying 800 Life Points while this card is in your hand or by paying 200 Life Points while this card is in your hand and has been successfully Normal Summoned. During the End Phase of the turn that this card is Summoned or flipped face-up, return it to its owner's hand and this card's owner loses 300 Life Points. When this card destroys a monster by battle, Banish 1 card adjacent to the destroyed card OR your opponent randomly discards 2 cards from their hand and loses 400 Life Points.

 

 

 

[spoiler=Synchro, Fusion, and Ritual]

CelticDragonRider.jpg

"Celtic Guardian" + "Celtic Guardian's Pet Dragon"

This card can be Fusion Summoned by Banishing the above Fusion Material Monsters you control. (You do not use "Polymerization".) If you Fusion Summon this card in this way, it loses 400 ATK and DEF. When this card destroys an opponent's monster by battle, you can destroy 1 face-down Spell or Trap Card on the field. When this card is destroyed by battle, you can Special Summon 1 "Obnoxious Celtic Guard" from your Graveyard.

 

CelticKnight.jpg

"Celtic Captain" + "Celtic" Monster

When this card is Fusion Summoned, you can Banish the Fusion Material Monsters used in this card's Fusion Summon to have this card gain 300 ATK and DEF. When this card is destroyed by battle, you can Special Summon 1 "Celtic Captain" from your Graveyard, The "Celtic Captain" Special Summoned by this effect loses 200 ATK and DEF and cannot activate its effects.

 

CelticSoulGuard.jpg

1 Spellcaster-Type Tuner + 1 or more non-Tuner monsters

"Celtic" monsters in your Graveyard are unaffected by your opponent's card effects. Once per turn, if you have a "Celtic" monster in your Graveyard or Banished Zone, you can place 1 Soul Counter on 1 monster you control. You can remove Soul Counters from your side of the field to activate 1 of the following effects: *Decrease the ATK and DEF of 1 monster on the field by 200 points for each Soul Counter removed. *Special Summon 1 "Celtic" Monster from your Graveyard whose Level is equal to the number of Soul Counters removed. *Discard 1 card from the top of your opponent's Deck equal to the number of removed Soul Counters.

 

AngelicCelticGeneral.jpg

1 "Celtic" Tuner + 1 or more "Celtic" non-Tuner monsters

When this card is Synchro Summoned, you can flip 2 cards on the field face-down. Once per turn, select 1 "Celtic" monster you control. The selected monster gains 400 ATK until your next Standby Phase. This card inflicts Piercing Battle Damage. When this card is desroyed by battle, you can Special Summon up to 2 "Celtic" monsters from your Graveyard or Banished Zone in Attack Position. If either of the Special Summoned monsters are Level 5 or higher, both cards are destroyed during your End Phase.

 

CelticSleeperSoldier.jpg

1 Tuner + 1 or more Warrior-Type "Celtic" monsters

When this card declares an attack, change it to Defense Position after Damage Calculation and this card cannot change its Battle Position until your next End Phase. If this card inflicts 1500 or more Battle Damage to your opponent's Life Points, Banish it. During your next Main Phase 2, you can Special Summon this card to your side of the field.

 

ArmedCelticGiant-1.jpg

This card can only be Ritual Summoned with the Ritual Spell Card, "Magical Conjuring". This card cannot declare an attack unless you control a Spellcaster-Type monster. This card inflicts Piercing Batle Damage. When a Level 4 or lower "Celtic" monster you control is targeted for an attack, you can switch this card to Defense Position and make this card the attack target instead.

 

CelticFlameGolem-1.jpg

This card can only be Ritual Summoned with the Ritual Spell Card, "Magical Conjuring". This card's Type is also treated as Fiend and Pyro. This card cannot declare an attack unless you control a Spellcaster-Type monster. Once per turn, you can discard 1 card to decrease the ATK and DEF of all Plant-Type monsters your opponent controls by 500 points and inflict 300 points of Effect Damage to your opponent's Life Points for each Plant-Type monster they control. When this card is destroyed during the Battle Phase, you can Special Summon the monsters Tributed for this card's Ritual Summon from your Graveyard.

 

CelticNaturalGolem-1.jpg

This card can only be Ritual Summoned with the Ritual Spell Card, "Magical Conjuring". This card's Type is also treated as Fiend and Plant. This card cannot declare an attack unless you control a Spellcaster-Type monster. When this card battles with a Pyro-Type monster, this card is destroyed at the end of the Battle Phase. You can Special Summon the monsters Tributed for this card's Ritual Summon from your Graveyard if this card is destroyed by this effect.

 

 

 

[spoiler=S&T Support]

CelticGuardiansFlute.jpg

This card can only be activated while "Celtic Guardian" is the only monster you control. Add up to 2 "Celtic" monsters from your Deck to your hand, and Special Summon up to 2 Level 3 or lower "Celtic" monsters from your hand. "Celtic Guardians" you control cannot attack during this turn and cannot be destroyed by battle during your opponent's next turn.

 

MagicalCelticSword-Tuilleadh.jpg

This card can only be equipped to a "Celtic" monster you control. The equipped monster gains 200 ATK and DEF for each Spellcaster-Type monster on the field. Once per turn, you can destroy 1 face-down Spell or Trap Card on the field. If you activate this effect, the equipped monster cannot declare an attack during this turn.

 

MagicalCelticSword-Bhis.jpg

This card can only be equipped to a "Celtic" monster you control. The equipped monster gains 500 ATK and DEF. When the equipped monster destroys a monster by battle, the destroyed monster cannot be added to your opponent's hand by a card effect while this card is face-up on the field.

 

HiddenCityoftheCelts.jpg

Monsters with "Celtic Guard" in their card name or are named "Celtic Hunter" gain 300 ATK and DEF. Warrior-Type monsters cannot be destroyed by battle with a Level 3 or lower monster. When a Level 4 or lower "Celtic" monster is destroyed by a card effect, return it to its owner's hand after the card effect resolves. The "Celtic" monster can be Special Summoned during its owner's next End Phase.

 

HunterinHiding.jpg

Reveal a Level 4 or lower Warrior-Type monster to your opponent, then select 1 monster your opponent controls. The selected monster loses ATK equal to the revealed monster's Level x 100 and cannot declare an attack during your opponent's next Battle Phase.

 

BlessingoftheWoodElves.jpg

You gain Life Points equal to the number of "Celtic" monsters in your Graveyard and on your side of the field x 200. You cannot gain more than 2000 Life Points by this effect. If you have 6 or more "Celtic" monsters in your Graveyard, you can send 2 monsters on your opponent's side of the field to the Graveyard and Special Summon 1 "Celtic Guardian" from your Graveyard or Banished Zone.

 

WitchsLightning.jpg

You can only activate this card while you control a Spellcaster-Type "Celtic" monster. Tribute 1 monster you control to destroy up to 3 monsters your opponent controls whose Level is equal to or less than that of the Tributed monster. You can discard the top card of your opponent's Deck for each Effect Monster destroyed by this effect.

 

FlameDragonsBlade.jpg

This card can only be equipped to a "Celtic" monster you control. The equipped monster's Type is treated as Dragon and gains 300 ATK for each Dragon-Type monster on the field and in either player's Graveyard. The equipped monster can declare an attack, regardless of card effects.

 

MagicalConjuring.jpg

You must control a Spellcaster-Type monster to activate this card. This card can be used to Ritual Summon "Armed Celtic Giant", "Celtic Natural Golem", or "Celtic Flame Golem" from your hand. You must also Tribute monsters you control or in your hand whose total Levels are equal to or more than the Level of the Ritual Monster you are attempting to Ritual Summon.

 

FlamingWitchsBrew.jpg

This card can only be activated while you control a "Celtic" Spellcaster-Type monster. When this card is activated, place 3 Brew Counters on this card. Once per turn, you can remove 1 Brew Counter from this card and inflict 200 points of Effect Damage to both players. When this card has no Brew Counters on it, destroy this card and monsters you control gain 600 ATK. If this card is destroyed by your opponent's card effect, your opponent loses 800 Life Points and the card that destroyed this card is Banished.

 

CelticWindslash.jpg

When a Level 4 or lower "Celtic" monster you control is targeted by a card effect, negate the card effect and destroy the card. The targeted "Celtic" monster gains 300 ATK if the destroyed card was a Continuous Spell or Trap Card.

 

CastingofArmaments.jpg

When a monster your opponent controls that is equipped with Equip Spell Cards declares an attack, negate the attack and end the Battle Phase. Shuffle all Equip Spell Cards on the field back into their owner's respective Decks, then both players draw 2 cards.

 

Cross-GuardingDragon.jpg

When this card is activated, select 1 Dragon-Type monster you control. The selected monster cannot declare an attack while this card remains face-up on the field. You take no damage from Spell and Trap Cards or from attacks or effects of monsters whose Level is lower than that of the selected monster.

 

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for Celtic Hunter, Shrink works better, and maybe even Skull Dice could do similarly

 

Axe Wielder might be a bit too much though. Negating the def of ANY monster seems a bit much. You should have put a limit on how much def this applies to and all that (that way you can't just negate like a 2500 def monster)

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Axe Wielder:

When this card attacks a Defense Position monster, negate any DEF gains of the opposing monster. This card inflicts Piercing Battle Damage.

 

I'm not taking away DEF power, just anything that the opponent has added to it. For instance, should my opponent use the effect of a Defense Position Six Sam - Enishi [DEF: 700] (ignore the fact that he wouldn't be in defense position) and it gains 500 DEF, that gain would be negated, bringing him back to 700 DEF.

 

For Hunter, I realize that isn't exactly original, but I wanted someone to physically help out the Guardian. I was considering altering it though, so I suppose I'll change it to something a bit more pleasing.

 

Thanks for taking the time to look over my cards. If I may ask though, could you give me a concise score for these? I'm curious about your opinion of the set as a whole.

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Alrighty, I've changed Celtic Hunter's support effect. Here is the changed part:

 

When a "Celtic Guardian" you control is targeted for an attack, you can discard 1 card to negate the attack and decrease the attacking monster's ATK by 400 points.

 

You can also see it in the OP. I'm still looking for a bit more interest before adding to this. If you'd like to see more from this set, I'd ask for you to post with a small critique.

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Alright, I've gone ahead and updated the set. The addition includes 2 quite useful Effect Monsters, the Mercenary and the Cryptkeeper, as well as a new Spell and a Trap, "Hunter in Hiding" and "Casting of Armaments" respectively. I've also tried including 2 rare monster SubTypes; a Gemini in the form of "Celtic Blademaster", and a Spirit monster in the form of the Goddess of Suffering. I've changed the wording for them each a tiny bit, to cancel out a few of their weaknesses. Gemini (should) stay treated as an Effect Monster while face-down, allowing his effect to stay alive through "Book of Moon"; Spirit is allowed to be Special Summoned for a small LP cost, which is lessened if she was Normal Summoned first.

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Update, it hath come once more. There're 15 more cards now, including a circle of "Golem" Ritual Monsters and a milling power-house, a Synchro known as "SoulGuard". We also have our first Tuner, who I believe could pass for a Lightsworn: Celtic Light Maiden. We also have another Synch, the Angelic General. There's also a few more Spells and Traps, and more Support in Celtic Ranger. I also have a few monsters that go back to this set's roots: Celtic Peasant and Cavalry. Feel free to browse, comment, etc.

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