Jump to content

Séance Beckoned archetype (Ritual Spirits)


Tesability Black

Recommended Posts

Well, I had one too many glasses of cinnamon tea. I had a goofy idea to combine the summoning of Rituals with the Spirit subtype to create a wierd little Archetype. The unique thing about the Ritual Spirits in this group is they do NOT bounce back to the hand if Ritual Summoned, despite being Spirits themselves. A warning, while the é has no issues in the names of these cards, that gets transformed into something else in the card effects and I don't know how to fix that.

 

~Ritual Monsters~

Name: Séance Beckoned - Headless Horseman

Attribute: FIRE
Level: 6
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. When this monster is Summoned, Special Summon 1 "Flaming Pumpkin Head" Token (FIRE/Plant-type/Level 1/ATK: 500/DEF: 500) to your side of the field. Once per turn, Special Summon 1 "Flaming Pumpkin Head" Token to your side of the field. Once per turn, during your Main Phase: you can tribute any number of "Flaming Pumpkin Head" tokens you control to target an equal number of cards on the field; destroy those targets.
ATK: 2500
DEF: 2150

[spoiler=The Horseman has art.]SBKN-001%20-%20Seacuteance%20Beckoned%20[/spoiler]

Name: Séance Beckoned - Bloody Mary

Attribute: WATER
Level: 6
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. When this monster is Ritual Summoned, banish the top 5 cards of your opponent's deck face-down. If an opponent has 15 or more cards Banished face-down, your opponent cannot Banish Spirit Monsters. (If a card would Banish cards face-down, reveal the affected cards first. If there are any Spirit Monsters among them, they are not Banished.)
ATK: 1700
DEF: 2150

[spoiler=Bloody Mary now has art featuring the queen Mary.]SB-BloodyMary_zps1aed1058.jpg[/spoiler]

Name: Séance Beckoned - Vântoase

Attribute: WIND
Level: 8
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. When this monster is Ritual Summoned, return all non-Spirit monsters and all Spell/Trap Cards to their owner's hand.
ATK: 2700
DEF: 1850

[spoiler=Vântoase is the third to get its card image and what a pretty it is.]SB-Vacircntoase_zps9bf20485.jpg[/spoiler]

Name: Séance Beckoned - The Wild Hunt

Attribute: EARTH
Level: 8
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. Once per turn, during either player's turn, the Turn player may Special Summon from the Hand 1 non-Ritual Spirit monster, ignoring all summoning conditions. If a monster is summoned by this effect, the Summoned Monster's controller pays LP equal to the Monster's Level x300. A Spirit Monster summoned by this effect does not return to the Hand during the End Phase.
ATK: 2400
DEF: 2150

[spoiler=On a roll! Here's The Wild Hunt!]SB-TheWildHunt_zps11db4a6c.jpg[/spoiler]

Name: Séance Beckoned - Moroi

Attribute: DARK
Level: 6
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. If this monster was destroyed by battle, this card's owner may Special Summon this monster to their side of the field during the End Phase. If Special Summoned by this effect, this card does not return to the Hand during the End Phase.
ATK: 2200
DEF: 1600

[spoiler=Yes, I just HAD to use the image from the Moroii from M:TG, it looked too awesome to pass up.]SB-Moroi_zpsfce816ca.jpg[/spoiler]

Name: Séance Beckoned - The White Lady

Attribute: LIGHT
Level: 5
Type: Zombie/Ritual/Spirit
Effect: Cannot be Normal Summoned or Set. Must first be Ritual Summoned. You can Ritual Summon this card with any "Séance" Ritual Spell Card. If this monster is Special Summoned by other means, it is returned to the Hand during the turn's End Phase. Whenever a monster is returned to the Hand from the field, this card's controller gains 800 LP.
ATK: 2200
DEF: 2150

[spoiler=The only person I could give credit for art to was someone named 'White Goose'...and it's now unbroken.]SB-TheWhiteLady_zps0de613e1.jpg[/spoiler]

 

~Non-Ritual Monsters~

Name: Séance Leader

Attribute: LIGHT
Level: 3
Type: Spellcaster/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If this card is sent to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, return this card to your Hand during your End Phase. You may only use the effect of "Séance Leader" once per turn.
ATK: 1200
DEF: 700

[spoiler=Updated art has been found for this card...now it's not cartoon-looking...]Seance%20Leader.png_zpsc0koey9n.jpeg[/spoiler]

Name: Séance Follower

Attribute: LIGHT
Level: 2
Type: Spellcaster/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If this card is send to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, return this card to your Deck during your End Phase. You may only use the effect of "Séance Follower" once per turn.
ATK: 700
DEF: 500

[spoiler=And this one bows to those before...]SeacuteanceFollower_zpsf3t4gfvc.jpg[/spoiler]

Name: Séance Guardian

Attribute: DARK
Level: 4
Type: Warrior/Spirit
Effect: Cannot be Special Summoned, except by its own effect. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in face-up Defense Position.
ATK: 700
DEF: 2100

[spoiler=Anger not those whom can appear out of nowhere.]SeacuteanceGuardian_zps6172cf91.jpg[/spoiler]

Name: Séance Hound

Attribute: EARTH
Level: 3
Type: Beast/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If this card is send to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, you may return either 1 Spell Card from your Graveyard to your Deck OR 1 "Séance" Ritual Spell Card from your Graveyard to your Hand. You may only use this effect of "Séance Hound" once per turn..
ATK: 1700
DEF: 200

[spoiler=The Hound has some art as well now.]SeacuteanceHound_zps6b86e315.jpg[/spoiler]

Name: Séance Shadow

Attribute: DARK
Level: 2
Type: Beast/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this monster is Normal Summoned: Select 1 Special Summoned monster your opponent controls; equip this card to the selected monster. You may Tribute the monster equipped with this card for the Ritual Summon of a "Séance Beckoned" monster.
ATK: 500
DEF: 500

[spoiler=After a few months of inactivity, a new card appears!]SeanceShadow_zpscbsz6nsn.jpg[/spoiler]

Name: Séance Seeker

Attribute: WIND
Level: 1
Type: Winged Beast/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.  Once per turn, when this monster is Normal Summoned, you may search your deck for a "Séance" card and place it your hand. If you do, shuffle your deck and reduce your LP by 1000. You may only use the effect of "Séance Seeker" once per turn.
ATK: 100
DEF: 100

[spoiler=And the Seeker has arrived!]SeacuteanceSeeker_zpscfda450b.jpg[/spoiler]

Name: Séance Channeller

Attribute: LIGHT
Level: 1
Type: Spellcaster/Spirit
Effect: Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand.  This card can be used as the entire tribute for the Ritual Summon of a "Séance Beckoned" monster while face-up on the field, but it is banished afterwards. If this card is send to the Graveyard for the Ritual Summon of a "Séance Beckoned" Ritual Monster, the Ritual Summoned monster is returned to your hand during your next End Phase. You may only use the effect of "Séance Channeller" once per turn.
ATK: 300
DEF: 200

[spoiler=And the Channeller is both everywhere and nowhere.]SeacuteanceChaneller_zpstn1ojit0.jpg[/spoiler]

 

~Spell Cards~

Name: Séance Calling

Type: Ritual Spell
Effect: This card can be used to Ritual Summon any "Séance Beckoned" Ritual Monster. You must also Tribute Spirit Monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon.

[spoiler=Finally, a non-Charm-related picture for this card.]SeanceCalling_zpsila0gadx.jpg[/spoiler]

Name: Beckoning Séance From Beyond

Type: Ritual Spell
Effect: This card can be used to Ritual Summon any "Séance Beckoned" Ritual Monster. You may send Spirit Monsters from your Deck to your Graveyard whose total Levels equal the Level of the Ritual Monster you Ritual Summon.

[spoiler=Another Ritual Spell gets its image.]BeckoningSeacuteanceFromBeyond_zps039206[/spoiler]

Name: Words of the Forbidden Séance
Type: Ritual Spell
Effect: This card can be used to Ritual Summon any "Séance Beckoned" Ritual Monster. You may Banish Spirit Monsters from your Graveyard whose total Levels equal the Level of the Ritual Monster you Ritual Summon. If you Banish a Ritual Monster with the same name as the monster Ritual Summoned by this card, Spirit Monsters are not returned to the Hand as long as the Summoned monster is face-up on the field.

[spoiler=The first non-Ritual-Monster to get a card image is this one.]WordsOfTheForbiddenSeacuteance_zps31b558[/spoiler]

Name: Doorway to the Realm Beyond

Type: Field Spell
Effect: Once per turn, you can Normal Summon 1 Spirit monster in addition to your Normal Summon or Set. During each of your opponent's Standby Phases: Place 1 Stability Counter on this card. While there are 4 or more Stability Counters on this card, you do not take any Battle Damage while you control no monsters. When this card with 4 or more Stability Counters is sent to the Graveyard: Special Summon 1 "Séance" monster from your hand or Deck, ignoring all other summoning conditions. "Séance Beckoned" monsters summoned by this effect are treated as if they had been Ritual Summoned.

[spoiler=I can see this super-impose itself over another Field Spell that the opponent may use.]DoorToTheRealmsBeyond_zpsqztpmnr6.jpg[/spoiler]

 

~Trap Cards~

Name: Chains of the Séance

Type: Normal Trap
Effect: Activate only when a "Séance Beckoned" monster is Ritual Summoned. Select one card on your opponent's field and Banish it. If a face-down card was selected, it is Banished face-up. If the Ritual Summoned monster used to activate this effect leaves the field, return the Banished card to the field in its original position.

[spoiler=The Energy that Summons can also Capture!]ChainsOfTheSeacuteance_zpsf787469c.jpg[/spoiler]

Name: Cursed Séance

Type: Normal Trap
Effect: Pay 6000 Life Points; Special Summon as many Spirit monsters as possible from your Graveyard, ignoring the summoning conditions. During the End Phase, banish all monsters that were Special Summoned by this effect.

[spoiler=Hey, a somewhat-balanced Hysteric?]CursedSeacuteance_zpsad221b91.jpg[/spoiler]

Name: Possessive Séance

Type: Continuous Trap
Effect: When this card is activated, place 1 Possession Counter on every non-Spirit monster on the field. Whenever a monster is summoned, place 1 Possession Counter on every non-Spirit monster on the field. Monsters with a Possession Counter on it are treated as Spirit Monsters. When this card leaves the field, all monsters with a Possession Counter return to the hand. "Séance" monsters increase their ATK and DEF by 100x the number of Possession Counters on the field.

[spoiler=And the souls present become tainted with those of the desceased.]PossessiveSeacuteance_zpsibdohyhm.jpg[/spoiler]

Link to comment
Share on other sites

this looks like a really cool archetype. i wonder why the accented e turns into the weird o. it probably has something to do with the coding of the site. my only problems are Beckoning Seance and White Lady. once you get White Lady out, it feels like you just purposely ss as many of these out as possible and rake in the LP with no consequences. i'd put a cap on the LP gain in a turn or make the other cards have consequences for when they return to the hand. Beckoning Seance... i like that it banishes thus negating bringing the spirit monsters used for the ritual summon, but i feel like there's some existing way to abuse this. i might just be thinking of necroface, who isn't a spirit, but idk. 

Link to comment
Share on other sites

The White Lady isn't as abusive as one would think and would be best used in the early game, before you can summon cards that anchor the Spirits onto the field, such as The Wild Hunt, Words of the Forbidden Séance at certain times, or already-existing cards that anchor the Spirits to the field. The White Lady's effect would have to be combined with Vântoase's effect (and you'd only get 800 LP because of her wording), already existing Spirits (almost all of who have to be Normal Summoned) or Spell/Traps that bounce things off the field (Giant Trunade, for example).

 

This archetype is focused around the concept of lingering Spirits that you purposely summon forth, many of whom won't bounce back under certain conditions. In all honesty, I'm surprised you didn't flag on Bloody Mary, who removes the top 5 cards of your opponent's deck face-down upon Ritual Summon. And there's next to nothing that can bring back what's banished face-down.

Link to comment
Share on other sites

The White Lady isn't as abusive as one would think and would be best used in the early game, before you can summon cards that anchor the Spirits onto the field, such as The Wild Hunt, Words of the Forbidden Séance at certain times, or already-existing cards that anchor the Spirits to the field. The White Lady's effect would have to be combined with Vântoase's effect (and you'd only get 800 LP because of her wording), already existing Spirits (almost all of who have to be Normal Summoned) or Spell/Traps that bounce things off the field (Giant Trunade, for example).

 

This archetype is focused around the concept of lingering Spirits that you purposely summon forth, many of whom won't bounce back under certain conditions. In all honesty, I'm surprised you didn't flag on Bloody Mary, who removes the top 5 cards of your opponent's deck face-down upon Ritual Summon. And there's next to nothing that can bring back what's banished face-down.

Step 1) White Lady. Step 2) Spam as many of these to the field as possible without using Seance Rituals. Optimal materials used: Leader and Follower. as many as possible. Step 3) They return to the hand by their effects. Step 4) gain at least 3200 from the ritual monsters alone. Step 5) Leader and Follower return to hand. If you dumped 3 of each to the grave, that's another 6 monsters returning to your hand. 4800 more life points.  You just doubled your LP.  

 

Oh and if you used Beckoning to summon Lady, it doesn't matter that Leader and Follower were in the deck. at all. 

Link to comment
Share on other sites

  • 2 weeks later...
  • 1 month later...

Archived

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

×
×
  • Create New...