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RIP Eidolon Beast (Etherna archetype)


Kanashimi

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To relieve my disappointment with Eidolon Beast leaks so far, im making my own Summoned Beast archetype, still, i have a good faith on the future S/T support . . . . .

 

Anyway, its called Etherna, portmanteau of Ether/Ethereal and Eterna/Eternal.

 

The story goes with the 2 twin sisters (Etherna Conjurers), specialize in conjuration spells. They can conjure a legendary everlasting creature called "Etherna Aeons". Differ from Eidolon Beast which is Fusion based, this archetype is Pendulum based with a small touch of Fusion. The Conjurer is a Normal Pendulum, while the Aeon is an Effect Pendulum. The idea is Conjurer placed on Pendulum Zone is able to Pendulum Summon (conjuring a creature) the Aeons.

 

[spoiler=Etherna Conjurer'']

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Etherna Conjurer Lakshmi

LIGHT/Level 5

1< >1

Spellcaster/Pendulum

Pendulum Effects: Unless you have an "Etherna" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once while this card is face-up: You can discard 1 card; add up to 2 "Etherna Aeon" monster from your Deck or Graveyard face-up to your Extra Deck. You can only use this effect of "Etherna Conjurer Lakshmi" once per turn.

 

Monster Lore: Parvathi twin sisters. Master sorcerer at young age specialize in conjuration spells, able to conjure the legendary beast called "Etherna Aeon". Blessed with a large pool of mana from birth, she is able to channel and maintain multiple conjuration at once. But her casting spell takes longer because of multi-conjuration.

500/2600

 

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Etherna Conjurer Parvathi

DARK/Level 4

9< >9

Warrior/Pendulum

Pendulum Effects: Unless you have an "Etherna" card in your other Pendulum Zone, this card's Pendulum Scale becomes 5. Once while this card is face-up, during either player's turn: You can target 1 "Etherna Aeon" non-Fusion Monster from your Graveyard or face-up in your Extra Deck; Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Etherna Conjurer Parvathi" once per turn.

 

Monster Lore: Lakshmi twin sisters. Famous Knight-Enchanter specialize in conjuration spells, able to conjure the legendary beast called "Etherna Aeon". Prodigy at magic and battle, she is able to cast conjuration spell instantly in a blink of an eye, catching a surprise to the enemy she faced. But she can only maintain one conjuration at once.

1900/1200

 

 

[spoiler=Etherna Aeon'']

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Etherna Aeon Centaurea

LIGHT/Level 7

9< >9

Beast-Warrior/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: Cannot be Normal Summoned/Set. Must be Pendulum Summoned by controlling atleast 1 "Etherna Conjurer" card and cannot be Special Summoned by other ways. Once per turn: You can target 1 Spell/Trap Card on the field; destroy it. You can only control 1 "Etherna Aeon Centaurea".

2300/2200

 

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Etherna Aeon Diablo

DARK/Level 7

9< >9

Fiend/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: Cannot be Normal Summoned/Set. Must be Pendulum Summoned by controlling atleast 1 "Etherna Conjurer" card and cannot be Special Summoned by other ways. If this card is Special Summoned: Your opponent cannot activate monster effects for the rest of this turn. You can only control 1 "Etherna Aeon Diablo".

2700/1800

 

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Etherna Aeon Hecatoncheir

EARTH/Level 6

1< >1

Warrior/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: Cannot be Normal Summoned/Set. Must be Pendulum Summoned by controlling atleast 1 "Etherna Conjurer" card and cannot be Special Summoned by other ways. All monsters your opponent's control lose ATK and DEF equal to their Level/Rank x 200. You can only control 1 "Etherna Aeon Hecatoncheir".

2500/2000

 

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Etherna Aeon Ifrit

FIRE/Level 7

9< >9

Beast/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: Cannot be Normal Summoned/Set. Must be Pendulum Summoned by controlling atleast 1 "Etherna" card and cannot be Special Summoned by other ways. Each time "Etherna" card you control destroy a monster by battle or destroy a card by its effect, inflict 500 damage to your opponent. You can only control 1 "Etherna Aeon Ifrit".

 

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Etherna Aeon Quetzalcoatl

WIND/Level 6

1< >1

Beast-Warrior/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: Cannot be Normal Summoned/Set. Must be Pendulum Summoned by controlling atleast 1 "Etherna Conjurer" card and cannot be Special Summoned by other ways. Unless they discard 1 card from their hand, your opponent cannot Special Summon monster from their Extra Deck. You can only control 1 "Etherna Aeon Quetzalcoatl".

2400/2100

 

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Etherna Aeon Veselago

WATER/Level 6

1< >1

Aqua/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: Cannot be Normal Summoned/Set. Must be Pendulum Summoned by controlling atleast 1 "Etherna" card and cannot be Special Summoned by other ways. If this card is Special Summoned: Both players shuffle all cards in their hand to the Deck, then draw the same number of cards. You can only control 1 "Etherna Aeon Veselago".

2200/2300

 

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Etherna Aeon Bahamut

FIRE/Level 8

1< >1

Dragon/Fusion/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: 2 "Etherna Aeon" cards
Must be first be Fusion Summoned with above Fusion Materials. Cannot be Pendulum Summoned. You can Tribute 2 "Etherna Aeon" monsters, Special Summon this face-up card from your Extra Deck. Once per turn, during either player's turn, you can activate this effect: Switch the battle position of all other monsters on the field, and if you do, this card is unaffected by card effects during this chain. If this card is destroyed while in the Monster Zone: You can place it to the Pendulum Zone. You can only control 1 "Etherna Aeon Bahamut".

3000/1500

 

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Etherna Aeon Raging Bahamut

FIRE/Level 10

9< >9

Dragon/Fusion/Pendulum/Effect

Pendulum Effects: Unless you have an "Etherna Conjurer" card in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

 

Monster Effects: "Etherna Aeon Bahamut" + 1 "Etherna" card
Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Fusion Summoned: You can destroy as many cards on the field as possible, and if you do, you take 200 damage for each cards destroyed by this effect. Cards and effects cannot be activated in response to this effect activation. If you activate this effect, halve any battle damage your opponent takes for the rest of this turn. You can only control 1 "Etherna Aeon Raging Bahamut".

4000/2500

 

 

[spoiler=Etherna Magna'']

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Etherna Magna Yggdrasil

LIGHT/Level 9

1< >1

Fairy/Fusion/Pendulum/Effect

Pendulum Effects: If this card is placed to your Pendulum Zone: You can target 1 Spell/Trap Card your opponent's control; if it is face-down, it cannot be activated, if it is face-up, negate its effect. This effect apply as long as this card is face-up in your Pendulum Zone.

 

Monster Effects: "Etherna Conjurer Lakshmi" + 1 "Etherna Aeon" monster
Must be be Fusion Summoned with above Fusion Materials and cannot be Special Summoned by other ways. Your opponent must play with their hand revealed. During either player's turn, if this card is in your Monster Zone: You can target 1 "Etherna" card in your Pendulum Zone: Special Summon it, ignoring its Summoning conditions, and if you do, place this card into your Pendulum Zone. You can only control 1 "Etherna Magna Yggdrasil".

2800/2800

 

V5WOd3S.png

Etherna Magna Celestia

DARK/Level 9

9< >9

Fairy/Fusion/Pendulum/Effect

Pendulum Effects: If this card is placed to your Pendulum Zone: You can target 1 monster your opponent's control; if it is face-down, it cannot be flipped face-up, if it is face-up, negate its effect. This effect apply as long as this card is face-up in your Pendulum Zone.

Monster Effects: "Etherna Conjurer Parvathi" + 1 "Etherna Aeon" monster
Must be be Fusion Summoned with above Fusion Materials and cannot be Special Summoned by other ways. Your opponent cannot declare an attack if they control 3 or more cards. During either player's turn, if this card is in your Monster Zone: You can target 1 "Etherna" card in your Pendulum Zone: Special Summon it, ignoring its Summoning conditions, and if you do, place this card into your Pendulum Zone. You can only control 1 "Etherna Magna Celestia".

2800/2800

 

 

[spoiler=Etherna Spell/Trap'']

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Rift of the Etherna

Spell/Field

If this card is activated: You can add 1 "Etherna" Spell/Trap Card from your Deck to your hand, except "Rift of the Etherna". Summon(s) involving "Etherna" monster cannot be negated. Once per turn, you can activate 1 of these effects. You can only activate 1 "Rift of the Etherna" per turn.
● Shuffle 1 "Etherna Conjurer" monster from your hand to the Deck; add 1 "Etherna Aeon" monster from your Deck or Graveyard to your hand.
● Discard 1 "Etherna Aeon" monster; add 1 "Etherna Conjurer" monster from your Deck or Graveyard to your hand.

 

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Etherna Fusion

Spell/Quick-Play

Fusion Summon 1 "Etherna" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also use card(s) in your Pendulum Zone as Fusion Material. If you activate this card during Battle Phase, monster Fusion Summoned by this effect cannot declare an attack this turn. At the start of your Standby Phase, if this card is in your Graveyard: You can Tribute 1 "Etherna" monster you control; add this card to your hand. You can only activate 1 "Etherna Fusion" per turn.

 

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Etherna Swift Shift

Trap/Continuous

This card is treated as "Etherna Conjurer" card while on the field. You can target 1 "Etherna" card in your Spell/Trap Zone or Pendulum Zone, except "Etherna Swift Shift", then target 1 "Etherna" monster from your Graveyard or face-up in your Extra Deck; return the first target to the hand, and if you do, place the second target to your Pendulum Zone. You can only use this effect of  "Etherna Swift Shift" once per turn.

 

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Final Cast of the Etherna

Trap/Normal

Discard 1 card; destroy all face-up Spell/Trap Card(s) on the field, then, each player can add Pendulum Monster from their Graveyard or face-up in their Extra Deck to their hand up to the number of their card(s) destroyed by this effect. Monster added by this effect cannot be activated or Summoned this turn.

 

 

Will add more (1 S/T and the Fusion Monster).

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interesting approach on Nomi Pendulum i see. arguably (at least in my common sense of Summon Beast legends/myth), this archetype capture the essence of summon beast better than konami eidolon ones.

 

for now i will take the monsters

 

The Sisters: woah those pendulum effect are quite strong. as when it properly set up it you can unleash minimum of 3 monster or 1 early game playmaker and 2 reserve. luckily those effect can only be active once while their face-up + HOPT

 

Centauria: its actually ok since its basically limited MST.

 

Diablo: the Mass-Stun is nice and not overbearing, obviously meant to go together with Centauria for flashy finish

 

Hecatonchier: ah Tower-esque slayer. neat

 

Ifrit: i kinda not comfortable that these guys have their own REFMD. on one hand it seems replaceable (personally) with more copies of Centauria and Diablo since its simply secure your play a bit better by shutdown their play rather than just punish them bit by bit, more so since these guys stats overall it not that shabby . but in the other hand it does help to lower your kill ceiling

 

Quetzalcoalt: im actually liking this effect. as it punish turbo-consistent deck in the meta for trying to spam field presence. but i can't help to not  pity rogue deck with lower consistency to also get punished out of it. personally im gonna broaden were my opponent could banish. like top of the deck or field

 

Veselago: im technically afraid of this card and it make me rethink the archetype as a whole. since im realizing that the archetype is actually quite splash-able to some degree. in case of Veselago  its basically a better Reload that can be searched, activated as many times as you want while disturbing opponent hand advantage + being a decent sized field presence. all i have to do is running Lakshmi and a generic scale 8.

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Ifrit: i kinda not comfortable that these guys have their own REDMD. on one hand it seems replaceable (personally) with more copies of Centauria and Diablo since its simply secure your play a bit better by shutdown their play rather than just punish them bit by bit, more so since these guys stats overall it not that shabby . but in the other hand it does help to lower your kill ceiling

 

Quetzalcoalt: im actually liking this effect. as it punish turbo-consistent deck in the meta for trying to spam field presence. but i can't help to not  pity rogue deck with lower consistency to also get punished out of it. personally im gonna broaden were my opponent could banish. like top of the deck or field

 

Veselago: im technically afraid of this card and it arguably make me think the archetype as a whole. since im realizing that the archetype is actually quite splash-able to some degree or downright generic. in case of Veselago  its basically a better Reload that can be searched that can be activated as many times as you want while disturbing opponent hand advantage + being a decent sized field presence. all i have to do is running Lakshmi and a generic scale 8.

Ifrit: Ummmmmmm . . . . . . because i have an evil intent :p

I mean Ifrit and REFMD combo can burn 1k each activation soooooo there you go, i have other burn eff in mind, i'll change that.

 

Quetzalcoatl: Its . . . not banish, but discard, well i mistype it somehow (im using TCGEditor + Photoshop template, as you can see, there's clear difference between Pendulum effects and Monster effects) and thx to Photoshop i cant copy text from Photoshop to text editor for some weird reason, thats why i typed them again manually.

 

Veselago: Should i limit it to 2-3 random cards reload only instead of all cards? or changing Conjurer restrictions? (say Lakshmi instead of become scale 4, it turns into scale 6, while Parvathi into 7 maybe).

 

Also update:

> Added "Etherna Aeon Bahamut" and "Etherna Aeon Raging Bahamut".

 

Still more S/T and Fusions as promised (e.g Fusion between the Conjurer and the Aeon).

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Veselago: Should i limit it to 2-3 random cards reload only instead of all cards? or changing Conjurer restrictions? (say Lakshmi instead of become scale 4, it turns into scale 6, while Parvathi into 7 maybe).

 

3 Should be a good number for staying as close to the original, especially if the shuffle is not as predictable so it not ending up as mulligan either. it could be spiced up with some cross player interaction like:

 

Both players choose up to 3 random cards from their opponent hand;  that opponent shuffle all the chosen cards in to the Deck, then draw the same number of cards.

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First thing to say is that these cards are beautiful. Second, they are quite a strong, splashable group of cards. Getting to the fusion/win condition doesn't seem that difficult and honestly a tad bit over powered. Bahamut basically makes it hard to destroy by battle or card affects, at least you can attempt again afterwards (by spell/trap since battle becomes nearly impossible after the effect). Raging Bahamut is a true boss monster, nuking a field while you take minor damage for it, interesting to see it has less protection than it's previous form though. Can I ask what the plan was?

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First thing to say is that these cards are beautiful. Second, they are quite a strong, splashable group of cards. Getting to the fusion/win condition doesn't seem that difficult and honestly a tad bit over powered. Bahamut basically makes it hard to destroy by battle or card affects, at least you can attempt again afterwards (by spell/trap since battle becomes nearly impossible after the effect). Raging Bahamut is a true boss monster, nuking a field while you take minor damage for it, interesting to see it has less protection than it's previous form though. Can I ask what the plan was?

Thx . . . . anyway:

 

> A bit/more overpowered because these archetype means to be competitive, that is why i post it on advanced. If you guys have a suggestions to balance them, i will do it. (If there's any broken card/broken combo with these).

 

> As for Bahamut, you can reverse it. Bait him with S/T first then Monster removal, that way you wont be affected much from his mass-battle position changer. Because he's the ultimate Aeon, thats why i make him more stronger.

 

> As for Raging Bahamut, my original plan was making him 1 turn only summon (much like Majestic Star/Red Dragon), but changed it instead. Lack of protection because you dont need it, the moment you summon Raging Bahamut is when you should/already win the duel, given Raging Bahamut + his own eff (uninterrupted) guarantee you 2k damage (from attacking), not to mention if you have another monster(s), 3k-4k damage 1 turn. The easier way to explain is . . . . yknow Bahamut from Final Fantasy series right? His signature move Megaflare, or Zodiark final form in his signature move Final Eclipse, much like that. So Raging Bahamut basically original Bahamut casting the Megaflare, altering his protection skill into sheer power, leaving him defenseless.

 

NOTE: Update pending because im rather busy rn bzzzzzzzzzzzzzzzz

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continuing the (current) rest of the cards

 

Bahamut: a nice body that can be special summoned quite easily despite cannot be bypassed by substitutes...capable to prevent opponent to going defensive to some degree. and being immune on top of that. i do have question though, since you don;t mention "face-up" specifically on its position changer effect...would that mean this card can also change face-down to face-up?

 

Raging Bahamut: the unstoppable destruction effects is nice to have and its double drawback is enough to tame the OTK potential

 

Rift: well its a super-searcher that also protect the summoning of your monster, again neat

 

Fusion: well it turn Centauria into real 4ht + copy of MST... and get rid of unwanted scale you use earlier if you got a bad hands. unless you want to create more fusion i think it float effects is okay. otherwise, maybe a bit stricter by actually sent the float cost to Graveyard...its not that dead considering Parvhati, Shift, and Rift can get it back

 

Shift: another card to adjust your scale if your hand happen to be not good. immediately turning bad scale into body that ready to summon on top of that. neat

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...would that mean this card can also change face-down to face-up?

Yes

 

Rift is super-searcher while searchable by Terraforming, not to mention Summoner's Art > Lakshmi, Painful Decision/RoTA > Parvathi, well thx to Normal Monster support :3

 

Update:

> Parvathi now can only SS non-Fusion Etherna Aeon, to prevent her easily summoning Etherna Aeon Bahamut.

> Changing Etherna Aeon Ifrit eff so it wont be used in tandem stoopidly with REFMD.

> Nerfing Etherna Aeon Veselago eff, no longer shuffle all cards but up to 3.

> Adding restriction so Etherna Aeon Bahamut so its no longer be Pendulum Summoned, but adding additional Special Summon itself.

> Small restriction to Etherna Aeon Raging Bahamut, can only be Fusion Summoned, and removing last part of its Pendulum eff.

> Etherna Fusion can now be activated during Battle Phase, but said monster wont be able to attack that turn to prevent OTK.

> Finally added "Etherna Magna Yggdrasil" and "Etherna Magna Celestia".

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What did you use to create your pendulum cards?

 

Most likely TCGEditor, which you can find a link to in the stickied thread in General. Or do a quick Google search.

 

I also need to remind you about the Advanced Clause in this section; you can ask these kinds of questions, but you also have to make a comment about how the cards function. 

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