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Token Power Deck [09/?]


evil cucumber

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 Monsters

 

Oracle Queen Morrigan

Level 3

Fairy / DARK

You can only use each effect of "Oracle Queen Morrigan" once per turn. (1) During either player's Damage Step, when a Token you control battles: You can send this card from your hand to the Graveyard; that monster gains ATK equal to half the original ATK of the opponent's monster it is battling, also negate that opponent's monster effects. (2) You can target 1 Level 3 or lower Token you control; that target can attack your opponent directly this turn. Other monsters cannot attack the turn you activate this effect.

1500 / 1100

 

 

Oracle Queen Arianrhod

Level 3

Fairy / LIGHT

You can only use each effect of "Oracle Queen Arianrhod" once per turn. (1) During either player's turn: You can discard this card from your hand to the Graveyard to target 1 Token you control; it is unaffected by your opponent's card effects for the rest of this turn. (2) You can Special Summon 1 "Sacred Token" (Fairy-type/LIGHT/Level 3/ATK 0/DEF 0) in Attack Position.

1100 / 1300

 

 

Oracle Queen Cerridwen

Level 3

Fairy / EARTH

You can only use each effect of "Oracle Queen Cerridwen" once per turn. (1) When you take Battle Damage: You can discard this card from your hand to the Graveyard; Special Summon 1 "Sacred Token" (Fairy-type/LIGHT/Level 3/ATK 0/DEF 0) in Attack Position. Increase its ATK by the damage you took. (2)  You can make all Tokens with 1500 or less ATK on your side of the field gain 500 ATK for each monster you control.

1300 / 1100

 

 

Oracle Queen Epona

Level 3

Fairy / WIND

You can only use each effect of "Oracle Queen Epona" once per turn. (1) During either player's Battle Phase, if your opponent controls a Special Summoned monster: You can discard this card from your hand to the Graveyard; activate 1 "Sacrier" Spell/Trap card directly from your Deck.

(2) You can target 2 "Sacrier" Spell/Trap cards in your Graveyard and 1 Set card your opponent controls; return the first targets to your Deck, then destroy the second target.

1400 / 1200

 

 

Oracle Queen Samsara

Level 7

Fairy / WATER

(1) When exactly 1 face-up "Sacrier" card you control is targeted by an opponent's card effect: You can Special Summon this card from your hand, then negate that effect, and if you do, destroy it. (2) You can pay 500 Life Points; return all cards on the field to the hand, except Tokens. You can only use this effect of "Oracle Queen Samsara" once per turn.

2500 / 1700

 

 

Spells / Traps

 

Sacrier Sanctuary

Field Spell

(1) Once per turn, if 1 or more Token(s) you control would be destroyed by a card effect, it is not destroyed. (2) Once per turn, during either player's turn: You can send 1 "Oracle Queen" monster from your hand or face-up from your side of the field to the Graveyard; increase the ATK of all "Sacred Tokens" you control by the original ATK of the sent monster.

 

 

Oracle Revival

Quick Play Spell

(1) Target 1 Level 3 or lower "Oracle Queen" monster in your Graveyard; Special Summon it. (2) During your turn, except the turn this card was sent to your Graveyard: You can banish both this card and 1 "Oracle Queen" monster from your Graveyard; add 1 "Sacrier" card from your Deck to your hand. You can only use this effect of "Oracle Revival" once per turn.

 

 

Sacrier Temple of Gods

Continuous Trap

If you control a face-up "Sacrier Sanctuary", you can activate this card from your hand. (1) When an opponent's monster declares an attack: You can Special Summon 1 "Sacred Token" (Fairy-type/LIGHT/Level 3/ATK 0/DEF 0) in Attack Position. You cannot use this effect if you control a monster Special Summoned by this effect. (2) If this card is sent from the field to the Graveyard: You can add 1 "Sacrier" card from your Deck to your hand, except "Sacrier Temple of Gods".

 

 

Sacrier Gift

Continuous Trap

If you control a face-up "Sacrier Sanctuary", you can activate this card from your hand. (1) When a "Sacred Token" you control battles an opponent's monster: You can increase that Token's ATK equal to the difference in ATK between the two monsters. (2) If you do not control a Token, destroy this card. (3) If this card is sent from the field to the Graveyard: You can add 1 "Sacrier" card from your Deck to your hand, except "Sacrier Gift".

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A good attempt to strengthen token decks, however your cards should not be restricted to the own tokens (Sacrier Gift), but lets go over all cards in detail.

1.) Oracle Queen Morrigan:

I see where you tried to go, she gives a boost to all kind of token monsters, adding atk and being able to allow them to go around defenses.

2.) Oracle Queen Arianrhod:

Another good card, protecting tokens from effects and summoning 1 per turn.

3.) Oracle Queen Cerridwen:

The first effect is fine, being a hand trap like gorz without his limitation, the second effect could get out of hand, maybe you could add a limit, so that the monsters could only gain the boost once, otherwise scapegoatsmight geta bit strong, gaining additional 2000 atk each turn, though they actually need that kind of power.

4.) Oracle Queen Epona:

The first effect is very useful, then again it would have been nice if the spells/traps could simply have token in their name to support older token cards like stampede and icecream, however the second effect seems less optimal to play if you could just use the first another time.

5.) Sacrier Sanctuary:

Unfortunate that it cannot boost the power of regular token monsters, useful for the own archetype, non the less it lacks genericness.

6.) Oracle Revival:

A trap that has only the purpose of revival without losing advantage in any way ... nothing required to say.

7.) Sacrier Temple of Gods:

An interesting idea, however the best support card gift is not easily comboable with it without making a suboptimal play.

8.) Sacrier Gift:

A bit too restricted, being no 2 card wall with temple, you can even prevent your opponent from using his grave and attacking with a 2 card combo, there would be no real problem for a 2 card wall, propably it would be alright without the destruction part, then again it instantly searches off of itself, this is propably the one card that would be better without the searching effect and the destruction part and would still be balanced if it would maybe work for any token.

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3.) Oracle Queen Cerridwen:

The first effect is fine, being a hand trap like gorz without his limitation, the second effect could get out of hand, maybe you could add a limit, so that the monsters could only gain the boost once, otherwise scapegoatsmight geta bit strong, gaining additional 2000 atk each turn, though they actually need that kind of power.

Actually, they would gain 2500 with a full field, and i agree, it can be very powerful xd I'll edit this effect to make it more balanced

5.) Sacrier Sanctuary:

Unfortunate that it cannot boost the power of regular token monsters, useful for the own archetype, non the less it lacks genericness.

This spell can increase atk by 2500 by sending Samsara, so ... I guess it can be abused with Scapegoat. Better let it help only the archetype for now ...

7.) Sacrier Temple of Gods:

An interesting idea, however the best support card gift is not easily comboable with it without making a suboptimal play.

Huh, i made this card to combo with the other trap, how they arent good together? o.O

8.) Sacrier Gift:

A bit too restricted, being no 2 card wall with temple, you can even prevent your opponent from using his grave and attacking with a 2 card combo, there would be no real problem for a 2 card wall, propably it would be alright without the destruction part, then again it instantly searches off of itself, this is propably the one card that would be better without the searching effect and the destruction part and would still be balanced if it would maybe work for any token.

I think you misunderstood the real utility this card can offer. Its more OTK-ish than a "lock" card. Most of the times you will want to use this card to deal a great damage by powering-up Tokens with more ATK than your opp monster. So they gain even more power, and if you manage to have 2 or 3 Gifts on the field you can easily OTK. The real "Lock" card is the Temple, which can stop your opponent attacks if combined with other cards(e.g. Zerozerock). And i dont want them to be overpowered....so thats why theyre pretty basic

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They are not too great together because gift would destroy itself after destroying the attacking monster (come to think of it of course one could play stampede to prevent this scenario).

Would Gift not calculate the ATK gain while resolving ?

If gift says you gain the difference as part of the effect then it should not allow more atk gain than the opponents monster as the difference is 0 when the others are calculated, however maybe I am wrong, this wording just seems like it would prevent said OTK potential.

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