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[AGM] Shrine City Archtype


Dasan

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Ahem..the story these Swordmasters from The popular Shrine City Archtype is the archtype that are trained within the Temple itself. (Oh and they can't stand ancient gears too.) Anyway it's play style revolves around quicker ways to Xyz Summon not to mention they rely on the "The Popular Shrine City" so without further or do young Grasshopper lets introduce you to this archtype. There will be more of this archtype so feel free to speak your opinion about it.

 

[spoiler=Show Monster Cards]

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Once per turn, While "The popular Shrine City" Field Spell is face-up on the Field: you can Shuffle 1 card from your hand into the Deck, then add 1 Level 4 or lower "Shrine City" monster from your Deck to your hand. While there is another face-up "Shrine City" monster on your side of the field: this card can attack your opponent directly.

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Cannot be Special Summoned, also cannot be used as a Synchro Material monster. When this card is Tribute Summoned: you can banish 1 "Shrine City" monster from your Graveyard, then target up to 2 cards on the Field; destroy those targets. Once per turn, while "The popular Shrine City" Field Spell is face-up on the Field: You can Target 1 "Shrine City" monster you control except "Shrine City Grandmaster"; this turn if that target battles a monster with a higher attack than that target; Destroy it immediately.

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While there is another face-up "Shrine City" monster except this card: You can Special Summon this card from your hand. Once per turn, while "The Popular Shrine City" Field Spell is face-up on the field: you can pick a Level between 1 to 6; this card becomes that level until the End phase.

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You can discard this card from your hand to the Graveyard; negate the effect of a card effect, and if you do, destroy it. You must control a face-up "Shrine City" monster to activate, and resolve this effect

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Cannot be destroyed by battle, and also Cannot be used as a Synchro Material monster. While "The Popular Shrine City" is face-up on the Field: this card cannot be targeted by card effects. If this card is used as an Xyz Material, it gains this effect:

• Target 1 card on the field; banish it, and if it's a monster: Target 1 Xyz Monster you control; it gains 1000 ATK.

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If your opponent controls a monster, and you control no monsters: You can Special Summon this card from your hand. While "The Popular Shrine City" Field Spell is face-up on the Field: it's effects cannot be negated. Once per turn: you can target 1 "Shrine City" monster you control; increase its level by 1.

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Cannot be used as a Synchro Material monster. While "The popular Shrine City" Field Spell is face-up on the field: this cards effect cannot be negated. Once per turn: you can banish 1 "Shrine City" monster from your Graveyard, then Special Summon 1 "Shrine City" monster with the same level as this card from your Deck.

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This card cannot be used as a Synchro Material monster. When this card is Special Summoned: you can pay 800 Life Points, then target 1 card your opponent controls; destroy it. While "The Popular Shrine City" Field Spell is face-up on the field: you can target 1 monster your opponent controls; return that monster to its owners hand.

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When this card is Normal Summoned: Target 1 Level 4 or lower "Shrine City" monster from your Graveyard: Special Summon it, and if you do, this card becomes the level of that monster. While this card is Special Summoned: add 1 "Shrine City" monster with a different name from your Deck to your hand.

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When "The Popular Shrine City" Field Spell is face-up on the field: this cards effect cannot be negated. Once per turn: you can send 1 "Shrine City" card from your hand to the Graveyard, then Draw 1 card.

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While "The Popular Shrine City" Field Spell is face-up on the Field: This card's effect cannot be negated. When this card is Normal Summoned, after this effect resolves: You can Normal Summon 1 Level 4 or lower "Shrine City" monster in addition to your Normal Summon/or set. (You can only Gain this effect once per turn.)

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Cannot be used as a Synchro Material monster. If your opponent activates a Spell/Trap Card: You can Discard this card from your hand to Negate the activation, and if you do, destroy it. You must control a face-up "Shrine City" monster to activate, and resolve this effect. When this card is Special Summoned while "The Popular Shrine City" Field Spell is face-up on the field: You can Special Summon 1 Level 4 or lower "Shrine City" monster from your Deck.

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This card cannot be used as a Synchro Material monster. When This card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Shrine City" monster from your hand. When "The Popular Shrine City" is face-up on the field: This effect cannot be negated.

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If this card is Discarded while "The Popular Shrine City" Field Spell is face-up on the Field: add 1 "Rank-Up-Magic" Spell card from your Deck to your hand.

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If you control 1 " Shrine City" Xyz Monsters: You can Special Summon this card from your hand. If this card is used as an Xyz Material for an Xyz Summon of a "Shrine City" monster, it gains this effect:

• Reveal the Top 3 cards from your Deck, and if there is a "Shrine City" monster that was Revealed: the summoned monster gains 1000 ATK, then shuffle the rest back into the Deck.

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While "The Popular Shrine City" Field Spell is face-up on the Field: You can target 1 "Shrine City" Xyz monster you control; equip it with this card, and if you do, your opponent cannot activate Spell/Trap Cards as long as this card is face-up on the field. Once per turn, While this card is equipped to a "Shrine City" monster: You can Tribute this card, then target 1 card on the field; Banish it. (You can only gain this effect once per turn.)

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Once per turn: Roll a Six Sided dice, then Excavate the cards from the top of your Deck equal to the number you rolled; add 1 "Shrine City" monster from your Deck to your hand among them, and if you do, you cannot Special Summon monsters this turn except "Shrine City" monsters.

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If you took battle or effect damage: You can Special Summon this card from your hand, and if you do, you gain Life Points equal to the battle or effect damage you took. While "The Popular Shrine City" Field Spell is face-up on the field: you can activate 1 of the following effects:

• increase this cards level by 1 until the End phase.

• Reduce this cards level by 1 until the End phase.

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When this card is Normal Summoned: add 1 "Shrine City" monster from your Deck to your hand. While "The popular Shrine City" Field Spell is face-up on the field: This card can attack twice during the same battle phase, also you cannot change the battle position of this card.

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If a monster your opponent controls declares a direct attack: Special Summon this card in Defense Position, and if you do, the battle phase ends. If your opponent activate a card effect that destroys, or banished a monster: You can Tribute this card; negate the activation, and if you do, Destroy it.

 

 

[spoiler=Show Spell Cards]

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You can Special Summon 1 "Shrine City" monster from your Graveyard in Defense Position. You can activate 1 "Shrine City Trust" once per turn.

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Send 1 "Shrine City" monster from your hand to the Graveyard, then Draw 2 cards. You can activate 1 "Shrine City Daylight" once per turn.

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If a "Shrine City" monster you control attacks: you can target the attacking monster; it gains 1000 ATK until the End of the battle Phase. You can activate 1 "The Battle of the Shrine City Samurais" once per turn.

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You can Send 1 Spell Card from your hand to the Graveyard, then add 1 Level 4 or lower "Shrine City" monster from your Deck to your hand. You can only activate 1 "Shrine City Welcoming Party" once per turn.

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This card is treated as "The Popular Shrine City" Field Spell while this card is face-up on the field. Once per turn: You can Excavate the top 3 cards from your Deck; Special Summon 1 Level 4 or lower "Shrine City" monsters among them ignoring the summoning conditions, then send the rest to the Graveyard.

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All "Shrine City" monsters you control gain 500 ATK and DEF. "Shrine City" monsters you control cannot be targeted by card effects. Once per turn: you can target 1 Level 4 or lower "Shrine City" monster from your Graveyard; add it to your hand. If this card is Destroyed: Special Summon 1 "Shrine City" monster from your Graveyard, but it's effects are negated.

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Target 1 "Shrine City" monster you control; this turn if that target Destroys a monster: it can attack once again during the same battle phase.

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Target 1 "Shrine City" Xyz Monster you control; Special Summon from your Extra Deck 1 "Shrine City" Xyz Monster that is 1 rank higher than that target. You can activate 1 "Rank-Up-Magic Shrine Force" once per turn.

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Target 1 Xyz monster from either players field; Special Summon 1 "Shrine City" Xyz monster that is 1 rank higher from your Extra Deck using that target as an Xyz Material. (Xyz Materials attached to that monster is also attached to the Summoned monster.)

 

 

[spoiler=Show Trap Cards]

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Target 1 "Shrine City" Xyz monster that has an Xyz Material; Detach that Xyz Material from the target, then target 1 card on the Field; Destroy it.

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Each time a "Shrine City" monster you control is destroyed by battle, or by a card effect: place 1 Shrine Blossom Counter on this card. Once per turn, you can activate 1 of the following effects depending on the number of Shrine Blossom Counters you removed:

• 1 Counter: if a card effect targets exactly 1 "Shrine City" monster: this turn it cannot be destroyed by card effects. (This is a quick effect.)

• 3 Counters: this turn if a "Shrine City" monster destroys a monster: you can target 1 card on the field Shuffle that monster into the Deck.

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Target 1 "Shrine City" monster from your Graveyard; Special Summon it in Attack Position, and if it's an Xyz Monster; attach this card to that target as an Xyz Material. You can activate 1 "The Temple's Greatest Gift" once per turn.

 

 

[spoiler=Show Xyz Monsters]

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2 Level 2 "Shrine City" monsters

While "The Popular Shrine City" Field Spell is face-up on the field: Your opponent cannot select this card as an attack target. Once per turn: you can Detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target and if you do, inflict 600 damage to your opponent.

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2 Level 3 "Shrine City" monsters

While "The Popular Shrine City" Field Spell is face-up on the field, and if it attacks a Special Summoned monster that is higher: Destroy that minister immediately. Once per turn: You can Detach 1 Xyz Material from this card, then target 1 monster your opponent controls; Shuffle that monster into the Deck.

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2 Level 4 "Shrine City" monsters

While "The popular Shrine City" is face-up on the field: you take no battle damage involving this card. Once per turn, During your Turn: you can detach 1 Xyz Material from this card, this turn this card can attack twice during the same Battle Phase until the End Phase. If this card is destroyed: Special Summon 1 "Shrine City" monster from your Deck.

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3 Level 4 "Shrine City" monsters

This card cannot be Destroyed by battle. While "The Popular Shrine City" Field Spell is face-up on the field: This card cannot be Destroyed by card effects. You can Detach 1 Xyz Material from this card, then target 2 cards your opponent controls; Destroy it.

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2 Level 4 "Shrine City" monsters

While "The popular Shrine City" Field Spell is face-up on the field: your opponent takes all the battle damage that you would have taken involving this card. Once per turn: you can detach 1 Xyz Material from this card: this turn if this card inflicts damage to your opponent: Discard 1 random from your opponents hand to the Graveyard.

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2 Level 5 monsters

This card can attack your opponent directly. Once per turn: you can detach 1 Xyz Material from this card, then target up to 2 cards your opponent controls; Destroy them. If this card inflicts damage to your opponent: You can Target 1 monster your opponent controls; Destroy them, and if you do, inflict damage to your opponent equal to its Level/Rank.

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3 Level 7 monsters

While this card has an Xyz Material while "The Popular Shrine City" Field Spell is face-up on the Field: You can banish 1 Random card from your opponents Graveyard. Once per Turn, During either players turn, if your opponent activates a Spell/Trap Card: you can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; Banish That target, and if you do, inflict damage to your opponent equal to the banished monster's original ATK.

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2 Level 7 "Shrine City" monsters

While "The Popular Shrine City" is face-up on the field: you can target 1 "Shrine City" monster from your Graveyard; add it to your hand. Once per turn: You can Detach 1 Xyz Material from this card; this turn if this card destroys a Special Summoned monster: inflict damage to your opponent equal to its ATK.

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2 Level 8 monsters

When this card is Xyz Summoned: you can detach 1 Xyz Material from this card; this card can make up to 2 attacks during each battle phase this turn. If your opponent activate a Spell/Trap Card, or a Monster effect: You can banish 1 "Shrine City" monster from your Graveyard; negate the activation, and if you do, destroy it, then Special Summon the Destroyed monster on your Field.

 

 

I give credit to the artist of safebooru any thoughts or suggestions?

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Spy: A cute searching effect with the potential of a direct attack. It's an okay card.

 

Grandmaster: A sluggish beatstick capable of destroying; not really worth using.

 

Pursuit: A great card that can easily set up Xyz Summons and potential Synchro plays.

 

Samurai: It may not be Spell Speed 3, but I think it should say "You must control a face-up "Shrine City" monster to activate this effect", so it can't bleed into other Decks.

 

Huntress: It's an okay card. Really, the only reason you'd use it is for that Xyz effect.

 

Maiden: It's got a neat self-Summon effect that can help set up Xyz Summon. And nice stats to boot.

 

Matador: A card that thins out the Deck, Special Summons, AND can set up Xyz Summons? Yes, please!

 

Scouter: An okay removal card, but nothing else really. Usually, it'd just slow you down, as you might end up drawing it, and neither of the removal effects are really worth the effort.

 

Assailant: A MUST to use in a Deck with this archetype. Not only is it capable of Special Summoning from the Graveyard, setting up many Rank 4 or lower Xyz Summons, it also helps add monsters from your Deck if it happens to be Special Summoned.

 

Shrine City Duo: Wait a minute; this is just Strategist of the Ice Barrier (though, for this archetype) with an effect that prevents it from being negated. Even the ATK and DEF are the same.

 

Girls: A great way to bring out more to the field; maybe even Assailant.

 

Sisters: Cool Deck Summoning effect, but again, like Samurai, I feel the first effect should have "You must control a face-up "Shrine City" monster to activate this effect"

 

Wanderer: Another card for bringing out more to the field.

 

Spiritualist: Oddly specific; sure, you can add a "Rank-Up Magic" Spell Card (any really), but what prompted its cost to trigger upon discard? Most of the monsters don't seem to discard.

 

Vicious Samurai: An okay self-Summoning effect, but it would imply you already had an Xyz monster on the field. It won't do a whole lot for you, even with the Xyz effect.

 

Seeker: While it can't self-Summon, this card's really a jerk in the knee to your opponent, as it's not too hard to Summon with some of the other monsters that have effects that Summon, and this card's relatively easy to Summon, too. This one honestly seems broken.

 

Gambler: Another neat way of thinning out your Deck, but as the name implies, it's all about chance. It's okay, but I think it'd get overshadowed by the other searchers.

 

Driver: A neat way of self-Summon, whilst recovering your Life Points, too. And as a bonus, it can manipulate its Level.

 

Diva: Probably one the best searchers for this archetype, other than assassin.

 

Peacekeeper: As the name implies, it helps prevent your opponent from disturbing the peace by ending the Battle Phase and nullifying destruction/banishment effects, while self-Summoning, too.

 

Trust: A neat way of recovering dead "Shrine City" monsters.

 

Daylight: Simple, but effective.

 

Battle: A cute way to boost ATK, but not much else to say.

 

Party: Another searcher, but this one's oddly specific.

 

Temple: Another neat way of getting more monsters out on the field, while also supporting the Field-dependent effects of the monsters.

 

City: I only have one question: Where do you Special Summon from?

 

Multislash: It's okay, but you'll never really draw it at a time that you could use it.

 

Shrine Force: An okay form of bringing out bigger Xyz monsters.

 

Spirit Shrine: A slightly different one that could be sided in for mirror matches.

 

Technique: Won't really see use, as you need an Xyz monster, and destruction just isn't as potent as it used to be.

 

Garden: I think this card would get hit by Spell/Trap Cards before you even get to use the third effect. Not really worth using.

 

Gift: A cute form of recovering your monsters, with a cool pay-off for the Xyz Monsters.

 

Shogun: It's okay; really, the main reason you'd use it is for the first effect, rather than the removal.

 

Crane: Neat; an in-archetype Castel with a Catastor-eske effect in case it can't be targeted.

 

Entertainer: A cool beatstick with an effect to help Special Summon, compensating for its destruction.

 

Swordsmen: A card that is immune to destruction at full potential, yet fully capable of bringing destruction to your opponent; I'd say it's balanced, as you require 3 monsters from the same archetype to build it.

 

Swordmistress: An okay card; not much reason to use it, as the other Rank 4s will serve you better in the long run.

 

High Mistress: You might want to make its materials "Shrine City" monsters; Adreus, Keeper of Armageddon already exists.

 

Emperor; mighty removal and ATK, but it requires 3 Level 7, so you should be fine for the most part.

 

Queen: An okay beatstick, but really, the highlight of its effect is the first one.

 

Empress: Make this one's materials "Shrine City" monsters; otherwise, remove that first effect.

 

Overall, they seem fairly competent. They have some filler, the searcheabilty is rather repetitive.

 

And the only ones I had a problem with were the negators, Seeker, and a few Xyz. Otherwise, just fix up some of the text. The way you have it set up for a lot of these cards implies that there's little to no limit, like Brionac, Dragon of the Ice Barrier.

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Spy: A cute searching effect with the potential of a direct attack. It's an okay card.

 

Grandmaster: A sluggish beatstick capable of destroying; not really worth using.

 

Pursuit: A great card that can easily set up Xyz Summons and potential Synchro plays.

 

Samurai: It may not be Spell Speed 3, but I think it should say "You must control a face-up "Shrine City" monster to activate this effect", so it can't bleed into other Decks.

 

Huntress: It's an okay card. Really, the only reason you'd use it is for that Xyz effect.

 

Maiden: It's got a neat self-Summon effect that can help set up Xyz Summon. And nice stats to boot.

 

Matador: A card that thins out the Deck, Special Summons, AND can set up Xyz Summons? Yes, please!

 

Scouter: An okay removal card, but nothing else really. Usually, it'd just slow you down, as you might end up drawing it, and neither of the removal effects are really worth the effort.

 

Assailant: A MUST to use in a Deck with this archetype. Not only is it capable of Special Summoning from the Graveyard, setting up many Rank 4 or lower Xyz Summons, it also helps add monsters from your Deck if it happens to be Special Summoned.

 

Shrine City Duo: Wait a minute; this is just Strategist of the Ice Barrier (though, for this archetype) with an effect that prevents it from being negated. Even the ATK and DEF are the same.

 

Girls: A great way to bring out more to the field; maybe even Assailant.

 

Sisters: Cool Deck Summoning effect, but again, like Samurai, I feel the first effect should have "You must control a face-up "Shrine City" monster to activate this effect"

 

Wanderer: Another card for bringing out more to the field.

 

Spiritualist: Oddly specific; sure, you can add a "Rank-Up Magic" Spell Card (any really), but what prompted its cost to trigger upon discard? Most of the monsters don't seem to discard.

 

Vicious Samurai: An okay self-Summoning effect, but it would imply you already had an Xyz monster on the field. It won't do a whole lot for you, even with the Xyz effect.

 

Seeker: While it can't self-Summon, this card's really a jerk in the knee to your opponent, as it's not too hard to Summon with some of the other monsters that have effects that Summon, and this card's relatively easy to Summon, too. This one honestly seems broken.

 

Gambler: Another neat way of thinning out your Deck, but as the name implies, it's all about chance. It's okay, but I think it'd get overshadowed by the other searchers.

 

Driver: A neat way of self-Summon, whilst recovering your Life Points, too. And as a bonus, it can manipulate its Level.

 

Diva: Probably one the best searchers for this archetype, other than assassin.

 

Peacekeeper: As the name implies, it helps prevent your opponent from disturbing the peace by ending the Battle Phase and nullifying destruction/banishment effects, while self-Summoning, too.

 

Trust: A neat way of recovering dead "Shrine City" monsters.

 

Daylight: Simple, but effective.

 

Battle: A cute way to boost ATK, but not much else to say.

 

Party: Another searcher, but this one's oddly specific.

 

Temple: Another neat way of getting more monsters out on the field, while also supporting the Field-dependent effects of the monsters.

 

City: I only have one question: Where do you Special Summon from?

 

Multislash: It's okay, but you'll never really draw it at a time that you could use it.

 

Shrine Force: An okay form of bringing out bigger Xyz monsters.

 

Spirit Shrine: A slightly different one that could be sided in for mirror matches.

 

Technique: Won't really see use, as you need an Xyz monster, and destruction just isn't as potent as it used to be.

 

Garden: I think this card would get hit by Spell/Trap Cards before you even get to use the third effect. Not really worth using.

 

Gift: A cute form of recovering your monsters, with a cool pay-off for the Xyz Monsters.

 

Shogun: It's okay; really, the main reason you'd use it is for the first effect, rather than the removal.

 

Crane: Neat; an in-archetype Castel with a Catastor-eske effect in case it can't be targeted.

 

Entertainer: A cool beatstick with an effect to help Special Summon, compensating for its destruction.

 

Swordsmen: A card that is immune to destruction at full potential, yet fully capable of bringing destruction to your opponent; I'd say it's balanced, as you require 3 monsters from the same archetype to build it.

 

Swordmistress: An okay card; not much reason to use it, as the other Rank 4s will serve you better in the long run.

 

High Mistress: You might want to make its materials "Shrine City" monsters; Adreus, Keeper of Armageddon already exists.

 

Emperor; mighty removal and ATK, but it requires 3 Level 7, so you should be fine for the most part.

 

Queen: An okay beatstick, but really, the highlight of its effect is the first one.

 

Empress: Make this one's materials "Shrine City" monsters; otherwise, remove that first effect.

 

Overall, they seem fairly competent. They have some filler, the searcheabilty is rather repetitive.

 

And the only ones I had a problem with were the negators, Seeker, and a few Xyz. Otherwise, just fix up some of the text. The way you have it set up for a lot of these cards implies that there's little to no limit, like Brionac, Dragon of the Ice Barrier.

The text of this archtype is fixed miss Nyx Avatar thank you for the review. :)
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