Jump to content

Celestial Archetype (Fusion-based)


Maeriberii Haan

Recommended Posts

Earthly Celestial of the Material World

Spellcaster/Effect Earth *4 1900/1200

This card is also treated as a LIGHT monster in your hand, field, and graveyard. When this card is Normal Summoned if you have equal or less than 3 monsters in your graveyard, send 1 “Celestial” monster from your deck to the graveyard. During the end of your Battle Phase if this card declared an attack this turn, discard 1 “Celestial” monster from your hand. If you do, add 1 "Celestial" Spell Card from your deck or graveyard to your hand.

 

Celestial Knight of the Thunderclouds

Thunder/Effect Light *4 1200/1900

When this card is summoned, you can banish 1 "Celestial" card from your graveyard to destroy 1 Spell/Trap card on the field and change this card to Defense Position. If this card is in your graveyard, you can discard 1 Spell Card, banish this card from the graveyard, and banish a "Earthly Celestial of the Material Realm" or "Celestial Dragon of the Flawless Veil" you control to Fusion Summon a Fusion monster from your extra deck which lists the banished monster as a Fusion material, then banish all monsters from your graveyard. You can only activate this effect of "Celesial Knight of the Thunderclouds" once per turn.

 

Silent Servant of the Celestials

Fairy/Effect Earth *4 1400/1000

When this card is banished from the graveyard, draw 1 card. Once per turn, if you control no other monsters, you can tribute this card to add 1 “Celestial” Spell/Trap card from your deck to your hand, then if you do, you can Normal Summon an additional "Celestial" monster this turn, except "Silent Servant of the Celestial". You can only use 1 "Silent Servant of the Celestial" effect per turn, and only once that turn.

 

Celestial Dragon of the Scarlet Jewel

Dragon/Effect Earth *4  1700/1700

You can send 1 card from your hand to the graveyard; send 1 “Celestial” monster from your deck to the graveyard. You can tribute this card; add 1 “Celestial” monster from your deck to your hand. You can only use 1 "Celestial Dragon of the Scarlet Jewel" effect per turn, and only once that turn.

 

Celestial Dragon of the Heavenly Wings

Dragon/Effect Light *4 1700/1700

When this card is summoned and you control no other monsters, you can Special Summon 1 level 4 or lower “Celestial” monster from your graveyard in Defense position, but its effect is negated. During either player’s turn if you control a Level 7 or higher “Celestial” monster, you can discard this card from your hand and banish 1 "Celestial" monster from your graveyard; All “Celestial” monsters you control is unaffected by your opponent's card effects until the End Phase.

 

Celestial Dragon of the Flawless Veil

Dragon/Effect Light *4 1700/1700

This card is also treated as an EARTH monster.  When this card is Normal Summoned if this card is the only monster you control, you can send the top 4 cards of your deck to the graveyard. During your End Phase, you can discard 1 "Celestial" monster to add 1 "Celestial" Spell or Trap Card from your graveyard to your hand.

 

[hr]

 

Ascension of the Celestial Being

Spell Card

 Banish, from your side of the field or graveyard, the materials for a “Celestial” Fusion monster in your extra deck, then fusion summon the monster. You can only activate 1 “Ascension of the Celestial Being” per turn.

 

Fabled Scarlet Sword of the Celestials

Spell Card

 If you control a LIGHT monster, you can return 2 of your banished monsters to your graveyard to draw 1 card and send 1 EARTH monster from your deck to your graveyard. If you control an EARTH monster, you can set 1 level 4 or lower EARTH or LIGHT monster from your graveyard to your side of the field. You can only activate 1 of "Fabled Scarlet Sword" effects per turn.

 

Celestial Rain of Blessings

Spell Card

Banish 1 "Celestial" monster from your hand then draw 2 cards. You cannot Special Summon monsters the turn you activate this card effect, except "Celestial" Fusion Monsters.

 

Celestial Heaven of the Transcendent Mind

Field Spell Card

When this card is activated, you can return up to 2 of your banished “Celestial” cards to your graveyard. Once per turn during the end of the turn, if a “Celestial” monster was sent from your hand or your deck to the graveyard this turn, you can discard 1 card to send 1 face-up card on the field to the graveyard. When a “Celestial” monster declares an attack, you can reveal 1 “Celestial” monster in your hand to flip the attack target face-down.

 

[hr]

 

Treasured Celestial Sword of the Heaven and Earth

Counter Trap Card

Activate only if you control a face-up "Celestial" monster. Banish 2 “Celestial” cards from your graveyard and discard 1 card. Negate the activation of a Spell or Trap card, or the Normal or Special Summon of a monster and destroy it. When a “Celestial” monster deals battle damage to your opponent, you can shuffle this card and another “Celestial” Spell/Trap card back to your deck.

 

Celestial State of Enlightenment

Trap Card

When this card is activated, select 1 "Celestial" monster you control. If that monster is sent to the graveyard this turn, Special Summon 1 "Celestial" monster from your deck to your side of the field during the End Phase. If the targetted monster is a "Celestial" Fusion Monster, that target gains 300 ATK and DEF and cannot be removed from the field until the End Phase.

 

[hr]

 

Heavenly Celestial of the Immaterial World

Fairy/Fusion/Effect *7 Light 2900/2200

 ''Earthly Celestial of the Material World'' + 1 LIGHT monster + 1 EARTH monster.

Must be Fusion Summoned first. When this card attacks a monster, reveal the top card of your deck. If it's an EARTH monster, add it to your hand and other card effects cannot be activated until the end of the Battle Phase. If it's a LIGHT monster, send 1 card from the field to the graveyard except this card's attack target. Otherwise, add the card to your hand. You can return this card from your graveyard to your extra deck and discard 1 card to special summon a ''Earthly Celestial of the Material World'' from your graveyard or banished pile to your side of the field.

 

Celestial Dragon Lord of the Perfect Harmony

Fairy/Fusion/Effect *7 Light 2700/2700

 “Celestial Dragon of Flawless Veil” + 1 LIGHT monster + 1 EARTH monster.

Must be Fusion Summoned first. Once per turn, you can banish 2 “Celestial” cards from your graveyard to destroy 1 card on the field and gain 1000 life points. If you activated this effect while this card is the only monster you control; draw 1 card. You can return this card from your graveyard to your extra deck and discard 1 card to special summon a “Celestial Dragon of Flawless Veil” from your graveyard or banished pile to your side of the field.

 

Distant Celestial of Fake Enlightenment

Rank 4 Fairy/Xyz/Effect Light 1900/1200

2 Level 4 “Celestial” monsters

Once per turn, you can detach 1 Xyz Material from this card to have this card gains 500 ATK and the following effect until the end of your opponent's next turn.

-When this card destroys a monster by battle, add 1 "Celestial" card from your graveyard to your hand. When this card is destroyed by your opponent’s card (by battle or by card effect), draw 1 card.

 

[hr]

 

The plan is basically set your grave, then summon fusions once per turn and protecting it as it give you advantage after advantage.

 

Freaking wall of text, yeah.

Link to comment
Share on other sites

Treasured Sword of the Heaven and Earth

Counter Trap Card

Banish 2 “Celestial” cards from your graveyard. Negate the activation of a Spell or Trap card, or the Normal or Special Summon of a monster and destroy it. When a “Celestial” monster deals battle damage to your opponent, you can shuffle this card and another “Celestial” Spell/Trap card back to your deck.

 

Extremely degenerate. Considering the field just puts what you banished right back.

Link to comment
Share on other sites

Hmm, good point. Should I give it an extra cost?

 

How about this?

 

Treasured Sword of the Heaven and Earth

Counter Trap Card

Activate only if you control a face-up "Celestial" monster. Banish 2 “Celestial” cards from your graveyard and discard 1 card. Negate the activation of a Spell or Trap card, or the Normal or Special Summon of a monster and destroy it. When a “Celestial” monster deals battle damage to your opponent, you can shuffle this card and another “Celestial” Spell/Trap card back to your deck.

Link to comment
Share on other sites

I find interesting how this archetype focused on milling involves LIGHT and EARTH Attributes, probably as a reference to Heaven and Earth, and both the Lightsworns and Card Troopers, which should work well in the deck for milling, can further support the archetype by becoming Materials for the Fusions. Was this done on purpose?

 

Anyways, the archetype is apparently balanced since the Fusions need 3 materials so it should take some time to Summon multiples of them, but I can't really tell how powerful the archetype truly is because with all the discarding, milling and recycling I don't know how easy would be to search for the Fusion Spell while maintaining enough monsters in the grave to constantly drop Fusions, or how much advantage both "Celestial Knight" and "Silent Servant" would be generating.

Link to comment
Share on other sites

Yep, both Card Trooper and Lightsworn were accounted when I'm making this archetype. But you'll probably only running the standard LS engine + 2 trooper. And yes, both Knight and Servant are designed to be your refund machine after dumping your hand to the grave for set-up, and serves as a safety net if your fusions got killed by warning/black horn. Though, I kinda worried that their recyclability might be too strong, not to mention many cards from the arch can trigger them easily, so maybe I should give them some other restriction. What do you think about it?

Link to comment
Share on other sites

I would like to test the deck or see it in action first to understand how it really works. But just from reading, probably I would drop the "When this card is banished from the graveyard, draw 1 card." effect from both Knight and Silent, and generate advantage through other means. Or maybe you could remove their discard costs? That way, you wouldn't be gaining cards from banishing Knight or Silent anymore, but you wouldn't be losing hand advantage either.

Link to comment
Share on other sites

Been thinking to change some of the effects a bit. Though, do you guys think the restriction put on Flawless Veil Dragon fair, or too much hassle to make it useful?

 

The latter. Having only 1 Xyz as an option really hurts, and it further restricts your potential plays with non-"Celestial" monsters. I suggest making it more flexible by allowing the Summon of EARTH and LIGHT monsters only, similar to Gusto's Pirika who allows the Summon of WINDs.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...