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[Spirit Monsters Set] New, Reworkeds and Supports


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Hey guys, this is my first attempt of creating some sort of way to put Spirit Monsters in a more competitive format or even metagame level. Since the birth of Pendulum Summon (PS), Spirit Monsters, or any decks that utilise Spirit Monsters have found themselves unable to keep up with match summoning mechanism of PS.

 

I do not own ANY of the original renders that were use on the artworks. (Although I did have to put a lot of time and effort to remove the background on some of them). Original artworks came from Akayashi Ghost Guild, Final Fantasy, Dynasty Warriors, Monster Hunter, Card Vanguard, and Google.

 

Any idea from fellow Spirit advocators would be greatly appreciated. (Since I'm a bit short on ideas right now).

 

On the update 29 th May, the card "Mikaboshi' was renamed "Hiruko" (means "leech" I think) after one of Izanagi and Izanami' first children. it fit the card concept and artwork better than the original name.

 

[spoiler= Update May 17th, 2015]

[spoiler=Fujin]

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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 card is Summoned or flipped-up: You can discard 1 Spirit monster from your hand to return all face-up Spell and Trap cards on your opponent side of the field to the deck. This card cannot attack during the turn you activated this effect.[/spoiler]

 

[spoiler=Raijin]

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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 card is Summoned or flipped-up: You can discard 1 Spirit monster from your hand to return all Special Summoned monsters on the field to their respective owner's deck, then shuffle the deck. This card cannot attack during the turn you activate this effect.[/spoiler]

 

[spoiler=Chakora]

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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, you can reveal 1 Spirit monster on your hand (except 'Chakora'): Negate the effect of all Spell or Trap Cards your opponent controls during the Battle Phase (but they can still be activated).[/spoiler]

 

[spoiler=Chataka]

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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. During the Battle Phase only, you can reveal 1 Spirit monster on your hand (except Chataka); Negate the effects of all face-up monsters your opponent controls during the Battle Phase (but their effects can still be activated).[/spoiler]

 

[spoiler=Hamsa]

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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 card is Normal Summoned or flipped face-up: Shuffle up to 3 cards that were banished from either player's side back to the Deck. This card gain 300 ATK and DEF for each card shuffled back to the deck by this effect.[/spoiler]

 

[spoiler=Hiruko]

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Cannot be Normal Summoned or Flip Summoned. Can only be Special Summoned by banishing 1 Spirit monster you control. Once per turn, you can target 1 Special Summoned monster your opponent controls; equip that target to this card. This card gains ATK and DEF equal to half of the equipped monster's. If this card would be destroyed by battle, return the equipped monster to it's owner deck instead. During the End Phase, if this card doesn't have an equiped monster: return it to it's owner's hand.[/spoiler]

 

[spoiler=Sharabba]

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This card can be Special Summoned by banishing 1 Spirit Monster from your hand and 1 Spirit monster on the field. All Spirit monsters you control gain 500 ATK as long as this card remains face up on the field. While you control at least 1 face-up Spirit monster, your opponent can only select this card as an attack target. You can only control 1 face up "Sharabba". As long as this card remains face-up on the field, it is treated as a Spirit monster.[/spoiler][/spoiler]

 

[spoiler=Update May 20th, 2015]

[spoiler=Amaterasu]

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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, during either player's turn, after damage calculation, when this card battle an opponent's monster, you can reveal 1 Spirit monster on your hand, then target 1 card on the field: Return that target to it's owner's deck. Except for this card, no other monster can attack during the turn you activate this effect.[/spoiler]

 

[spoiler=Joga]

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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. During either player's Damage Step, when a Spirit monster you control battles: You can send this card from your hand to the Graveyard; that monster gains ATK equal to the ATK of the opponent's monster it is battling, until the end of this turn.[/spoiler]

 

[spoiler=Omoikane]

 

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During the End Phase of the turn this card is Summoned or flipped face-up: Return it to the hand. You can return 1 Spirit monster from your hand to your Deck to Special Summon this card from your hand. Once per turn, if this card would be destroyed by battle, it is not destroyed. If this card battles, you can Normal Summon/Set 1 Spirit monster in addition to your Normal Summon in your next Main Phase. You can only summon one "Omoika" per turn.[/spoiler][/spoiler]

 

[spoiler=Update May 21st, 2015]

[spoiler=Otohime]

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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 card is Normal Summoned or flipped face-up: You can target 1 face-up monster your opponent controls; change that target's battle position. Your opponent cannot change the targeted monster's battle position until the end of his/her next turn, except with a card effect.[/spoiler]

 

[spoiler=Yata Garasu]

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This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. Once per turn, when this card inflicts battle damage to your opponent: Declare 1 card type (Monster, Spell, or Trap). During your opponent's next turn, except on the Draw Phase, your opponent must reveal all cards they draw, and shuffle any revealed of that type into the Deck. You can only use Yata-Garasu's effect once per turn..[/spoiler]

 

[spoiler=Gundari]

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This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. If this card battles a monster that was summoned from the Extra Deck, return both monsters to their owner's hands at the start of the Damage Step (without damage calculation).[/spoiler][/spoiler]

 

[spoiler=Update May 25th, 2015]

[spoiler=Fantasia]

 

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Return 1 face-up monster you control to your hand to Set 1 Spirit Monster from the Deck with the same Level or less then the Tributed monster.[/spoiler]

 

[spoiler=Karmic Bondage]

 

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When your opponent activated an effect that removes a Spirit Monster(s) from the field: Tribute 1 Spirit Monster monster you control, negate the activation and destroys that card. Then you can target another card on the field; destroy that target.[/spoiler]

 

[spoiler=Sirituality]

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Select 1 Spirit monster on your side of the field. Pay 500 Life Point and reveal the top card of your Deck, then shuffle the Deck. If the revealed card was a Monster card; this card effect depends on the Atribute of that card:*Fire: If the selected monster destroys another monster as a result of battle: inflict damage to your opponent's Life Point equal to the target's ATK;*Earth: If the selected monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.;*Light:  If the selected monster attacks another monster, destroy that target without damage calculation* Wind: If the selected monster destroys an opponent's monster by battle: It can make a second attack in a row; *Water: If the selected monster destroys another monster as a result of battle: Gain Life Points equal to that target's ATK;.*Dark: If the selected monster attacks another monster, banish that target.[/spoiler][/spoiler]

 

[spoiler=Update May 26th, 2015 - Virtuous Sigils] 

[spoiler=Sigil of Divinity]

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When this card is activated: Put 5 Sigil Counter on it; all Spirit Monsters gain 100 ATK and DEF for each Sigil Counter on this card. Each time a card is return from the field to the hand or Deck; Put a Sigil Counter on this card. If this card is destroyed, you can remove 1 Sigil Counter from this card instead. If this card is removed from the field while it still has a Sigil Counter(s); return "Sigil" Spell/Trap cards and Spirit monsters from your Graveyard to the Deck up to the number of Sigil Counters were still on this card, then draw 2 cards.[/spoiler]

 

[spoiler=Sigil of Charity]

 

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You can only control 1 face-up 'Sigil' Continuous Spell or Trap Card. Each time a monster is Special Summoned to your opponent’s side of the field, you can return 1 card from your hand to your Deck to draw 1 card. During the End Phase, you can return this card to your Deck; add a "Sigil" Continuous Spell or Trap Card from your deck to your hand.[/spoiler]

 

[spoiler=Sigil of Love]

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You can only control 1 face-up 'Sigil' Continuous Spell or Trap Card. Each time a monster is Special Summoned to your opponent’s side of the field, return 1 card on the field back to it's owner Deck. During the End Phase, you can return this card to your Deck, add a "Sigil" Spell or Trap Card from your deck to your hand.[/spoiler]

 

[spoiler=Sigil of Faith]

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You can only control 1 face-up 'Sigil' Continuous Spell or Trap Card. Once per turn, if your opponent controls at least 1 Special Summoned monster; you can Normal Summon 1 Spirit monster in addition to your Normal Summon/Set. You cannot Special Summon the turn you use this effect. During the End Phase,  return this card to your Deck, then add a "Sigil" Continuous Spell or Trap Card from your deck to your hand, except ‘Sigil of Faith’.[/spoiler]

 

[spoiler=Sigil of Courage]

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You can only control 1 face-up 'Sigil' Continuous Spell or Trap Card. Until the end of this turn, each of your opponent's Special Summoned monsters that conducted an attack while this card was face-up on the field has its ATK halved as long as this card remains on the field. During the End Phase, you can return this card to your Deck, add a "Sigil" Continuous Spell or Trap Card from your deck to your hand, except 'Sigil of Courage'.[/spoiler]

 

[spoiler=Sigil of Prudence]

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You can only control 1 'Sigil' Continuous Spell or Trap card. Spirit monsters you control cannot be destroyed by battle with a Special Summoned monster whose Levels or Ranks equal to or higher than the target's Levels. During the End Phase, you can return this card to your deck and add a ‘Sigil’ Continuous Spell or Trap Card to your hand, except 'Sigil of Prudence'.[/spoiler]

 

[spoiler=Sigil of Temparance]

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There can only be one face-up “Sigil” Continuous Spell or Trap Card on your side of the field. Once per turn, during either player's turn, you can target 1 face-up card on the field; that target's effects are negated until the End Phase of this turn. During the End Phase of the turn this card was activated, if you control a face-up Spirit Monster, you can return this card to you deck, and if you do, add a "Sigil" Spell or Trap Card to your hand, except ‘Sigil of Temparance’.[/spoiler]

 

[spoiler=Sigil of Justice]

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You can only control 1 face-up 'Sigil' Continuous Spell or Trap Card. Once per turn, target 1 of your opponent Special Summoned monsters: Normal Summon 1 Spirit monster whose Levels are equal to or lower than the Levels or Ranks of the target during your Main Phase, OR Set 1 Spirit monster whose Levels are equal to or lower than the Levels or Ranks of the target during your opponent's Battle Phase. During the End Phase of the turn this card was activated, you can return this card to you Deck, and add a "Sigil" Continuous Spell or Trap Card to your hand, ”except 'Sigil of Justice'.[/spoiler][/spoiler]

 

[spoiler=Update May 27th, 2015]

[spoiler=Great Tengu]

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Cannot be Special Summoned. If your opponent controls a Special Summoned monster(s), you can Normal Summon or Set this card without Tributing. During the End Phase of the turn this card is Normal Summoned or flipped face-up: If this card inflicts Battle Damage to your opponent's Life Points, your opponent skips their next Battle Phase.[/spoiler]

 

[spoiler=Fushi no Tori] 

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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 card inflicts Battle Damage to your opponent's Life Points, gain Life Points equal to the Battle Damage.[/spoiler][/spoiler]

 

[spoiler=Update May 29th, 2015]

[spoiler=Izanagi]

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You can Special Summon this card from your hand by removing from play 1 Spirit monster from your hand. Spirit monsters you control do not have to have their effects that return them to the hand activated. As long as this card remains face-up on the field, it is treated as a Spirit monster.[/spoiler]

 

[spoiler=Inari]

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Once per turn, you can either equip this face-up card to a Spirit monster you control; OR unequip this card to that monster and Special Summon this card to your side of the field. If the equiped monster is destroyed by battle, destroyed this card instead. A monster equiped with this card gain 800 ATK during the Battle Phase only. Additionally, when the equiped monster battles a Special Summoned monster; Double it's original ATK. During the End Phase, the equiped monster doesn't have to have the effect that returns it to the hand activated. This card is treated as a Spirit monster as long as it remains face-up on the field.[/spoiler]

 

[spoiler=Tenuki]

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Once per turn, you can either equip this face-up card to a Spirit monster you control; OR unequip this card to that monster and Special Summon this card to your side of the field. If the equiped monster is destroyed by a card 's effect, destroyed this card instead. A monster equiped with this card gain 800 ATK during the Battle Phase only. Additionally, when the equiped monster battles a Special Summoned monster; Destroy that monster and inflict damage to your opponent equal to half of it's original ATK. During the End Phase, the equiped monster doesn't have to have the effect that returns it to the hand activated.. This card is treated as a Spirit monster as long as it remains face-up on the field.[/spoiler]

 

[spoiler=A Crushing Revelation]

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Discard 1 Monster Card on your hand; all Spirit monsters you control gain ATK and DEF equal to that monster ATK and DEF respectively during this Battle Phase. During the End Phase; return all Spirit monsters that have battled this turn to their owner's hand.[/spoiler]

 

[spoiler=Gateway for Wanderers]

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Activate only if "Sigil of Divinity" is on the field. If your opponent control at least 1 Special Summoned monster and you control no monster, you can Normal Summon or Set Spirit monster with 1 less Tribute than necessary. The Normal Summon or Flip Summon of Spirit monsters cannot be negated as long as this card remains face-up on the field. If 'Sigil of Divinity' is removed from the field; destroy this card.[/spoiler]

 

[spoiler=The Lost Relic]

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If your opponent activates an effect that destroys a card(s) you control, draw cards equal to the number of cards destroyed by that effect, then you can Set 1 Spell or Trap card from your hand.[/spoiler][/spoiler]

 

[spoiler=Update May 30th, 2015]

[spoiler=Inaba White Rabbit]

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This card 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 monster can attack your opponent's Life Points directly, but when it uses this effect, any Battle Damage it inflicts to your opponent is halved.[/spoiler]

 

[spoiler=Altar of Sacrifice]

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Destroyed 1 Spirit monster you control. Select 1 monster on the field; Until the End Phase of this turn, decrease that monster's ATK equal to the ATK, OR increase that monster's DEF equal to the DEF of the destroyed monster.[/spoiler]

 

[spoiler=Ancient Ruins]

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Both player can take 1 card on the bottom of the Deck; add that card to their hand, then shuffle their Decks. If that card was a Spirit monster, both players can reveal it to their opponent; and if they do, return 1 card from their Banished Zone to the Deck, and if that player draws 1 more card. Neither player can Special Summon during this turn if they add any cards to their hand with this effect.[/spoiler]

 

[spoiler=Fatal Temptation]

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Activated during your opponent Battle Phase if your opponent control at least 2 monsters. During this turn, all monsters your opponent control must attack if possible; additionally, make all attacks your opponent declares this turn Direct Attacks, but halved all damage you received this turn. At the end of this turn, your opponent choose to activated 1 of these effects:
*You gain control of up to 2 of your opponent's mosters whose ATK is equal or less than the amount Battle Damage you took this turn.
*Desroyed up to 2 of your opponent's monsters whose ATK is equal or less than the amount of Battle Damage you took this turn and inflict damage to your opponent equal to half of their combine original's ATK.[/spoiler]
 
[spoiler=Fortress of Solitude]
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Neither player can attack directly. Both players can only Special Summon once per turn. If a player doesn't control a Special Summoned monster(s), all monster that player controls gain 1500 DEF and once per turn, if a monster in Defense Position would be destroyed by battle, it is not destroyed. During the End Phase of each turn, change all face-up Attack Position monsters on the field to face-up Defense Position. Destroy this card at the end of your 5th turn after this card's activation.[/spoiler]
 
[spoiler=Susanoo]
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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. The Battle Damage this card inflicts to your opponent's Life Points is halved. If this card attacks a Defense position monster, inflict Piercing Damage to your opponent.[/spoiler][/spoiler]
 
[spoiler=Update June 4th, 2015]
[spoiler=Enlightment]
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Equip only to a Spirit monster. The equiped monster gains 300 ATK for each face-up monster your opponent controls. Once per turn, you can flip 1 face-down Defense Position monster your opponent controls face-up. (Flip Effects are not activated at this time). When the equipped monster destroys an opponent's monster by battle, send the top card of your opponent's Deck to the Graveyard. When this card is sent from the field to the Graveyard, both players draw 1 card.[/spoiler]
 
[spoiler=Yomiland]
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Activated only of you have 4 or more Spirit monsters, or if you have either 'Izanagi' or 'Izanami' in your Graveyard. If either player conducts their 3rd Summon in a turn; End that turn, and return monsters on that player's side of their field to the Deck until that player only controls 1 monster (That player choose which monster to return to the Deck). Destroy this card during the 4th End Phase after its activation.[/spoiler]
 
[spoiler=Vessel of Illusion]
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Once per turn, if a Spirit monster you control is destroyed (either by battle or by a a card effect), Special Summon 1 Vessel Token in Defense Position (Fiend/Lv 1/ATK: 0/DEF: 0). These Tokens cannot be used for Summoning monsters, except for Summoning Spirit monsters. Once per turn, if a Vessel Token(s) is destroyed by battle; it is not destroyed. Tokens summoned by this effect are destroyed at the 3rd End Phase after being summoned.[/spoiler]
 
[spoiler=Vengeful Apparition]
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Activate this card when your opponent successfully Special Summon a monster to their side of the field; equip this card to that monster. As long as this card remains face up on the field, negate the effect of that monster and it cannot be used for Special Summoning another monster. Once per turn, inflict damage to both players Life Point equal to the target's Levels or Ranks x 100.[/spoiler]
 
[spoiler=Towards the Light]
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If a Spirit monster is destroyed by battle by a monster whose Levels or Ranks are equal or higher than that Spirit monster, return the attacking monster to your opponent's Deck. Additionally, add a monster from the deck to your hand whose Levels are equal or less then the monster returned to the Deck by this effect.[/spoiler]
 
[spoiler=Premonition]
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You cannot Special Summon the turn you activate this card. Your opponent declare 1 type of card (Monster, Spell, Trap) then excavate the top card on your Deck. If that card is the declared type, you draw 2 card. If it's not, both players draw 1 cards.[/spoiler]
 
[spoiler=Purification]
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If your opponent activate an effect that inflicted damages to your Life Point, reveal 1 Spirit monster or a 'Sigil' Spell or Trap Card on your hand; negate the activation of that card; and if you do, destroy 1 monster on the field and inflict damages to your opponnent equal to it's original ATK (if that monster was in Attack Position), or DEF (if that monster was in Defense Position).[/spoiler][/spoiler]

 

[spoiler=Update June 6th, 2015]

[spoiler=Omnipresent]

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Equip this card to a Spirit monster you control; the equip monster cannot attack and negate the equiped monster's effects. Additionally, the equip monster cannot be destroyed by battle or by a card effect that does not target (Battle Damage calculated normally); During the End Phase, it does not have it's effect that returns it to the hand activated. Once per turn, during each of your End Phase; gain Life Point equal to half of the equiped monster's ATK. If this card is destroyed while equiped to a monster; flip that monster to face-down Defense Position.[/spoiler]

 

[spoiler=Next World]

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Select 1 face-up monster your opponent controls. Normal Summon 1 monster from your hand with a Level equal to the selected monster's (Tributes are not required for a Level 5 or higher monster). That monster cannot attack during this turn.[/spoiler]

 

[spoiler=Mirror of Yata (Remastered)]

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Equip only to a Spirit monster. The equiped monster gains ATK equal to its Levels x 100 during your Battle Phase only. The equipped monster does not have to have its effect that returns it to the hand activated. Once per turn, select 1 Spirit monster on the field and equip this card to that monster. If it would be destroyed by battle, you can destroy this card instead.[/spoiler]

 

[spoiler=Mid-World]

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Pay 500 Life Point to activate this card. Your opponent choose 1 of these effects to activate:
*You can Normal Summon or Set 1 Spirit Monster in addition to your Normal Summon this turn, and if you do, your opponent can Special Summon 1 monster from their hand whose Levels are equal to that Spirit monster. These monsters cannot be used for Summoning another monster. Destroy these monsters if this card leave the field.
*Select 1 Spirit monster on the field. As long as this card remains face-up on the field, when that monster inflicted Battle Damage to your opponent; all Spirit monsters you control can attack your opponent directly during that Battle Phase.[/spoiler]
 
[spoiler=Metaphysical Battleground]
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During either player Battle Phase, if a monster declares an attack, return that monster from the field to its owner's hand after Damage Step. Both players can pay 800 Life Point to negate this effect.[/spoiler]
 
[spoiler=Lost Temple of Paganism]
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Add a 'Sigil' Continuous Spell or Trap Card or a Spirit monster to your hand. If you control a 'Sigil of Divinity'; your opponent cannot activate card in respond to this card's activation. Activate 1 of these effects:
*Return 1 face-up Spell Card you control to the Deck: Until the end of your opponent's next turn, Spirit monsters you control gain 300 ATK for each card on your hand.
*Return 1 face-up Trap Card you control to the Deck: Until the end of your opponent next turn: Spirit monsters you control gain 300 DEF for each card on your hand.
*Return 1 face-up Spirit monster you control to the Deck: Until the end of your opponent's next turn, Spirit monsters you control cannot be destroyed by card effects.
*Return 1 face-down Spirit monster you control to the Deck: Until the end of your opponent next turn, Spirit monster you control cannot be destroyed by battle.[/spoiler]
 
[spoiler=Kojiki]
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During each of your Standby Phase, pay 500 Life point. If you cannot, destroy this card. All Spirit monsters you control lose 1000 ATK. As long as this card remains face-up on the field, Spirit monster you control can attack your opponent directly. If a Spirit monster is targeted for an attack, banish the top card on your deck, that Spirit monster is not destroyed. (Battle Damages are calculated normally).[/spoiler]
 
[spoiler=Ground Breaking (Remastered)]
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Special Summon 1 Spirit monster from your hand, ignoring all summoning conditions. That monster cannot be used for summoning another monster. During the End Phase of this turn; banish that monster and you take damgae equal to half of it's original ATK.[/spoiler][/spoiler]
 
[spoiler=Update June 10th 2015]
[spoiler=Takamagaraha]
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All Spirit you controls gain 100 ATK and DEF x their own Level. If you control a face-up Spirit monster(s); once per turn during your Main Phase, you can Normal Summon or Set 1 more time in addition to your Normal Summon that turn. You cannot Special Summon during the turn you use this effect. When this card is destroyed and sent to the Graveyard by your opponent's card effects; return all monsters on the field to their respective owner's Deck, then both players excavate the top card on their Deck, and if that card is a Spirit monster, Special Summon that card in face-down Defense Position, ignoring its Summoning conditions.[/spoiler]
 
[spoiler=Kirin]
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Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up, unless you control a face-up Field Spell Card: Return it to the hand. This card gains 300 ATK and DEF for each face-up Spirit monster you control. You can discard this card from your hand; add a Field Spell Card from your Deck to your hand. Once per turn, you can tribute a face-up "Kirin" you control; destroy a face-up Field Spell Card on the field.[/spoiler]
 
[spoiler=Great King Enma]
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Cannot be Special Summoned, except by its own effect. You can discard 2 Spirit monsters from your hand to Special Summon this card from your Graveyard. You can banish 2 Spirit monsters from your Graveyard to Special Summon this card from your hand. As long as this card remains face-up on the field; negate the effects of monsters destroyed by Spirit monsters you control. If this card is destroyed by battle and sent to your Graveyard; your opponent cannot banish monsters or from either player's Graveyard as long as this card is in your Graveyard. This card is treated as a Spirit monster as long as it remains face-up on the field.[/spoiler]
 
[spoiler=Shinigami]
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Cannot be Special Summoned, except by its own effect. If your opponent succefully Special Summon a monster(s), you can Special Summon this card from your hand. If your opponent activates an effect that would destroy a card(s), you can Special Summon this card from your Graveyard. This card can be treated as 2 Tributes for the Tribute Summon of a Spirit monster. This card gains 300 ATK and DEF for each face-up non-Spirit monster on the field. You can only summon 1 "Shinigami" per turn, and only once during that turn.[/spoiler][/spoiler]
 
[spoiler=Update June 13th, 2015: The Lucky 7]
[spoiler=Bishamon]
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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 attack twice during the Battle Phase. Once per turn, if this card attacks or is attacked, you can banish 1 Spirit monster on your hand; destroy the monster that battles with this card. If this card is destroyed by a card your opponent controls, select up to 2 banished Spirit monsters; return them to the Deck,then draw 1 card.[/spoiler]
 
[spoiler=Daidoku]
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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 card is Normal Summoned or flipped face-up, you can select 1 Spirit monster in your Graveyard and equip it as an Equip Card to this card. This card gains ATK and DEF equal to half the DEF of that monster. If this card is sent from the field to the Graveyard while it í equipped with a monster, you can select 1 Spirit monser on your hand whose Levels are equal or less than the Equip Card's; Special Summon that monster in face-down Defense Position, ignoring the summoning conditions.[/spoiler]
 
[spoiler=Benzaiten]
PstkaEE.jpg
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 card is summoned or flipped face-up, you can uselect 1 Special Summoned monster your opponent controls; During the Battle Phase only, this card ATK or DEF becomes the selected monster's ATK or DEF respectively. Once per turn, if this card would be destroyed by battle or by a card effect, you can pay 800 Life Points; it is not destroyed.[/spoiler]
 
[spoiler=Hotei]
JXENBc0.jpg
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 card is summoned or flipped face-up, you can discard 1 Spirit monster on your hand; All monsters with the same Attribute as the discarded card lose 700 ATK and DEF, and cannot have their effects activated until the end of Battle Phase. If this card is destroyed by battle or a card effect: Return up to 2 Spirit monsters in your Graveyard back to the Deck, and if you do, draw 1 card.[/spoiler]
 
[spoiler=Jurojin]
cWZF1p4.jpg
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 Normal Summoned or flipped face-up: You can toss a coin and call it. If you call it right, the ATK of all face-up monsters your opponent controls become 0 until the end of this turn. If you call it wrong, the ATK of all monsters your control become 0 until the end of this turn. Once per turn, if this card is targeted for an attack: Discard 1 card from your hand, neagte that attack, and if you do, gain Life Points equals to half of the attacking monster. [/spoiler]
 
[spoiler=Fukurokuju]
ed6cFFP.jpg
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. As long as this card remains face-up on the field while you control another Spirit monster(s), Spirit monsters you control cannot be destroyed by card effects. If this card is destroyed and sent to Graveyard by a card effect; as long as this card remains in your Graveyard, each time your opponent Special Summon a monster(s), return 1 card on the field to its owner's hand.[/spoiler]
 
[spoiler=Ebisu]
hGsaEh2.jpg
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 card is Normal Summoned or flipped face-up: You can select 1 card your opponent controls. Until the End Phase of this turn, each time your opponent activates one of the target's effects; you can return 1 card on the field to its owner's hand. If this card is destroyed and sent to the Graveyarđ while your opponent controls a monster(s): rbanish 1 Spirit monster from your Graveyard , summon "Sacred Fish Token" (Fish/WATER/Lv 3/ATK: 900/DEF: 900) equal to the number of face-up monsters your opponent controls.[/spoiler][/spoiler]
 
 
P.s: Dear moderator(s), I have read your rules for posting in this thread, yet I still haven't fully understood: Can I add more cards to this thread in the future, or must I start a new thread? (Answered)
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Pretty cool, nice artworks, and an interesting concept to see someone make new cards for Spirit monsters. Really like the anti-Pendulum effect on Raijin, and the capability to prevent them with Fujin. I'm a bit confused on the effects of Chataka and Chakora, but I think I understand Chakora's effect. As for Sharabba, might I suggest making it a Winged-Beast? Just a suggestion, it does have wings after all.

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I asked the same when I first got here and they told me it is okay to add new ones in the same thread later on. I have been doing that as well in my threads like my Mython Archetype. So, yes.

Interesting cards and nice artwork. Where did you find it?

Thank you. That's a relieve!!! Oh, by the way, how do you manage to hide your card pictures? You know, the "show/hide" button on your post that shows the card when you click on them. It would help me save a lot of space.

 

As for the artworks, I search for the full renders from different games/anime (if they are available then you are lucky), or search for a cool picture, then remove its background. After that, just put it on the Spirit Card background, which is available online too. So, in a sense, I kinda made them. :D

 

Pretty cool, nice artworks, and an interesting concept to see someone make new cards for Spirit monsters. Really like the anti-Pendulum effect on Raijin, and the capability to prevent them with Fujin. I'm a bit confused on the effects of Chataka and Chakora, but I think I understand Chakora's effect. As for Sharabba, might I suggest making it a Winged-Beast? Just a suggestion, it does have wings after all.

 

Yes, Raijin and Fujin parallel each other, and are both designed not only to slow down PS, but to slow down decks that focus on swarming and Special Summon. Since Spirit monsters biggest weakness is their present on the field (or lack thereof), players are in big trouble when dealing with swarming decks, as they could easily summon a full house of heavy hitters by relying on Special Summon (Fushion,, Ritual, Synchro, XYZ or, yes, Pendulum Summon). So, yeah, at least now they have a chance.

 

Chataka and Chakora also paralel each other, however, they were inspired by the infamous Skill Drain and Jinzo/(and that card that nulls Spell cards that I just cannot remember), or a better example would be Trap Stun.

 

My idea for Chakora was a way to neutralize all the effect on the field during the Battle Phase, so cards like Swords of Revealing Light (for stalling) or Mirror Force (for mass destruction) which set off during Battle Phase, would be rendered useless. They could still be activated though, that means that players (both players) could still activate Trap/Spell Effects, but their effect would be negated. For example: Call of the haunted, if activated while Chakora is present during Battle Phase, it would still be activated, it just doesn't summon anything.

 

The same go for Chataka: you were dealing with a Spirit Reaper (which is immortal unless you trageting him with an effect), per se. Normally, after an attack, he'd still remain on the field, due to his effect that avoid destruction as a result of battle. However, Chataka would negate that effect, making him destructable now. The same go for Neo-Spacian Mole-thingy (couldn't remember his name): He would be blasted to bits instead of bouncing himself and his attacker, or Flip Effect Monsters (Yes, their effect would still be activated, and you can stilll stop the avtivation, but the effect would be negated)

 

At first I considered making their effects only affect the opponent, but then they would be too powerful to deal with. So I changed them to affact both players. That would mean both sides could literally "brawl it out". Am I making any sense?

 

As for Sharabba, yes! I was just afraid that perhaps I made to many Winged Beast monsters and needed a change, so I just put him as "beast" type. But Winged Beast does suit him better. 

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Thank you. That's a relieve!!! Oh, by the way, how do you manage to hide your card pictures? You know, the "show/hide" button on your post that shows the card when you click on them. It would help me save a lot of space.
 
As for the artworks, I search for the full renders from different games/anime (if they are available then you are lucky), or search for a cool picture, then remove its background. After that, just put it on the Spirit Card background, which is available online too. So, in a sense, I kinda made them. :D

[spoiler=Title]add the content, whatever that is.[/spoiler] 
The same would look like that:
[spoiler=Title]add the content, whatever that is.[/spoiler]
Have fun!!
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[spoiler=Title]add the content, whatever that is.[/spoiler] 
The same would look like that:
[spoiler=Title]add the content, whatever that is.[/spoiler]
Have fun!!


You can also create windows in windows. The code would be:
[spoiler=1st Title][spoiler=2nd Title]add the content, whatever that is. Close the inside[/spoiler] Add things outside if you want. Then close the outside[/spoiler] 
This would look something like:
[spoiler=1st Title][spoiler=2nd Title]add the content, whatever that is. Close the inside[/spoiler] Add things outside if you want. Then close the outside[/spoiler]

The same way you can put many windows one within the other.
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Thank you. That's a relieve!!! Oh, by the way, how do you manage to hide your card pictures? You know, the "show/hide" button on your post that shows the card when you click on them. It would help me save a lot of space.

 

As for the artworks, I search for the full renders from different games/anime (if they are available then you are lucky), or search for a cool picture, then remove its background. After that, just put it on the Spirit Card background, which is available online too. So, in a sense, I kinda made them. :D

 

 

Yes, Raijin and Fujin parallel each other, and are both designed not only to slow down PS, but to slow down decks that focus on swarming and Special Summon. Since Spirit monsters biggest weakness is their present on the field (or lack thereof), players are in big trouble when dealing with swarming decks, as they could easily summon a full house of heavy hitters by relying on Special Summon (Fushion,, Ritual, Synchro, XYZ or, yes, Pendulum Summon). So, yeah, at least now they have a chance.

 

Chataka and Chakora also paralel each other, however, they were inspired by the infamous Skill Drain and Jinzo/(and that card that nulls Spell cards that I just cannot remember), or a better example would be Trap Stun.

 

My idea for Chakora was a way to neutralize all the effect on the field during the Battle Phase, so cards like Swords of Revealing Light (for stalling) or Mirror Force (for mass destruction) which set off during Battle Phase, would be rendered useless. They could still be activated though, that means that players (both players) could still activate Trap/Spell Effects, but their effect would be negated. For example: Call of the haunted, if activated while Chakora is present during Battle Phase, it would still be activated, it just doesn't summon anything.

 

The same go for Chataka: you were dealing with a Spirit Reaper (which is immortal unless you trageting him with an effect), per se. Normally, after an attack, he'd still remain on the field, due to his effect that avoid destruction as a result of battle. However, Chataka would negate that effect, making him destructable now. The same go for Neo-Spacian Mole-thingy (couldn't remember his name): He would be blasted to bits instead of bouncing himself and his attacker, or Flip Effect Monsters (Yes, their effect would still be activated, and you can stilll stop the avtivation, but the effect would be negated)

 

At first I considered making their effects only affect the opponent, but then they would be too powerful to deal with. So I changed them to affact both players. That would mean both sides could literally "brawl it out". Am I making any sense?

 

As for Sharabba, yes! I was just afraid that perhaps I made to many Winged Beast monsters and needed a change, so I just put him as "beast" type. But Winged Beast does suit him better. 

 

Thanks for clearing that up, I thought you meant something like that, but I was a bit hazy as to how they'd be activated if they were negated.

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Reinvention of Otohime as well. Let's make her a little competitive tthan she used to be. I'm giving her some erata to give her somewhat of a stalling effect.

[spoiler=Otohime]

WgiF0hJ.jpg



Spellcaster/Spirit
ATK:0 / DEF: 100
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 card is Normal Summoned or flipped face-up: You can target 1 face-up monster your opponent controls; change that target's battle position. Your opponent cannot change the targeted monster's battle position until the end of his/her next turn, except with a card effect. [/spoiler]

A reinvented Yata Garasu, hopefully this is enough to work in the advanced format. Now instead of locking down your opponent 's hand, Yata would give him 2/3 chance to avoid the lock down.

[spoiler=Yata Garasu]
[center]8H8cCex.jpg

Winged Beast/Spirit
ATK: 500/ DEF: 400

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. Once per turn, when this card inflicts battle damage to your opponent: Declare 1 card type (Monster, Spell, or Trap). During your opponent's next Draw Phase, your opponent must reveal all cards they draw, and shuffle any revealed of that type into the Deck. You can only use Yata-Garasu's effect once per turn.[center][/spoiler]
(My laptop broke down, so I'm posting this by my phone. Pardon me for any grammar and spelling mistakes I made)
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I'm not really getting what sharraba does.  Is it only supposed to work with the spirit bosses? Because the rest of the spirits return to hand, so it doesn't really do anything, unless I'm missing something.  On another note, mika+tsuk would reminds me of the relinquished tsuk plays of old that just recked your opponent's field presence.

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I'm not really getting what sharraba does.  Is it only supposed to work with the spirit bosses? Because the rest of the spirits return to hand, so it doesn't really do anything, unless I'm missing something.  On another note, mika+tsuk would reminds me of the relinquished tsuk plays of old that just recked your opponent's field presence.

 

Sharabba was designed with the idea of a defense mechanism when you have already figure out a way to keep your Spirits on the field. The idea was to have something to protect your Spirits that is can be summoned with ease, with high defensive power in order to avoid destrucsion from battle. But it doesn't just work in favor of Spirit monsters: "While you control at least one face-up Spirit monster, your opponent can only select this card as an attack target." This means if you have, idk, Yata and Izanagi for example, face up on the field, your op will not only be unable to attack Yata, but he cannot attack Izanagi as well, unless he gets rid of Sharabba first.

 

Mikaboshi is a Spirit version of Relinquished. but I haven't heard of the Relin-Tsuk combo yet. Could you walk me through the mechanism? Based on what you said, I would probably have to redesign Mika to avoid it being to OP.

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It's simple: use relinquished, end turn.  Next turn, use tsuk, flip relinquished down, flip relinquished up, steal another monster, return tsuk.  repeat every turn.  My thing is that you generally don't want spirits to stay on the field, so why would you make a card that rewards you for leaving them on the field.  Stuff like aratama and nikitama only work on summon, and the spirits are safer in your hand anyway.

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It's simple: use relinquished, end turn. Next turn, use tsuk, flip relinquished down, flip relinquished up, steal another monster, return tsuk. repeat every turn. My thing is that you generally don't want spirits to stay on the field, so why would you make a card that rewards you for leaving them on the field. Stuff like aratama and nikitama only work on summon, and the spirits are safer in your hand anyway.



Well, but not all Spirits benefit from rapidly returns to your hand and then being resummoned. Asura, Inaba, Fushi, Hino or Yamata all have Battle based effects. Sharabba was made for this particular situation.

Besides, Spirit monsters are quite flexible. I'm trying to make something that generally support them on that first update.

Edit: Ah, but with Mika being a Spirit monster, if we play Tsuk, he would be reset and returns to the hand at the End Phase. Your best bet to pull off thsi combo would be to also have Izanagi to prevent Mika from returning to ur hand after being Summoned, then constantly play Tsuk.

But I thought of a card was equipped to something was flipped face down, the equip card is automatically destroyed?
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The artz is beautiful.

Amaterasu, Raijin, Chakora, Chakata (though higher ATK would help it no end), the re-worked Gundari and possibly Joga and Omoika are the useful ones. The rest are kinda meh.

 

Fujin could put in work against Pendulum Decks but is too niche to be maindecked. The Continuous Spell, unfortunately, doesn't really help that much.

 

Overall, you're focusing on battle with a lot of your monsters, yet most of them are weak and have no Marshmallon-like abilities. Furthermore, you only have one ATK-booster; you need to make more support that lets Spirits survive and/or destroy monsters by battle - e.g. "At the start of the Damage Step, if a Spirit monster card battles a Special Summoned monster: Destroy that monster." Otherwise, having them gain protection and effects while battling is useless; if they can't actually survive the battle and at least destroy a monster, it would be better if you had just Xyz Summoned or something. The Spirits that are used in Decks nowadays (Aratama, Nikitama, Rasetsu, Izanami, Yaksha) weren't built for battle, so you'll need a lot more support to rectify that.

 

Fantasia isn't a very good card, as it's a minus 2. If you could add a Spirit from your Graveyard to your hand or something, then Set a monster with a different name, that would be better. Or it could be Gemini Spark-esque. For example:

 

Return 1 Spirit monster from your hand to your Deck, then target 1 card on the field; destroy it, and if you do, draw 1 card, then you can Set 1 monster from your hand.

 

It just isn't good enough at the moment. And by the way,all the "shuffle the Deck" clauses in your cards are unnecessary.

 

Karmic Bondage is interesting though it doesn't really help that much since protection Traps like it are mainly for use on the opponent's turn, and non-targeting removal hurts more than targeting removal (in the case of Spirits). If you made it a Quick-Play Spell to make it faster, and made it cover all forms of removal, it would be worth taking a look at. But it doesn't actually negate the effect of the card, which is a major drawback.

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Well, but not all Spirits benefit from rapidly returns to your hand and then being resummoned. Asura, Inaba, Fushi, Hino or Yamata all have Battle based effects. Sharabba was made for this particular situation.

Besides, Spirit monsters are quite flexible. I'm trying to make something that generally support them on that first update.

Edit: Ah, but with Mika being a Spirit monster, if we play Tsuk, he would be reset and returns to the hand at the End Phase. Your best bet to pull off thsi combo would be to also have Izanagi to prevent Mika from returning to ur hand after being Summoned, then constantly play Tsuk.

But I thought of a card was equipped to something was flipped face down, the equip card is automatically destroyed?

you are supposed to reset mika and then immediatley flip summon him to steal another monster, keeping him on the field.  And yes, equiped cards do get destroyed, which is the point.  You get to destroy pretty much any monster that can be targeted without having to deal with "this card can't be destroyed" clauses.

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#bump Update:

 

- Introducing the "Sigil" Archetype.

- Fixing effects and ATK/DEF of some older monsters.

- Fixing Spells and Traps that supported Spirits.

- Fixing some of the revamped cards from the Official game.

 

The artz is beautiful.

Amaterasu, Raijin, Chakora, Chakata (though higher ATK would help it no end), the re-worked Gundari and possibly Joga and Omoika are the useful ones. The rest are kinda meh.

 

Fujin could put in work against Pendulum Decks but is too niche to be maindecked. The Continuous Spell, unfortunately, doesn't really help that much.

 

Overall, you're focusing on battle with a lot of your monsters, yet most of them are weak and have no Marshmallon-like abilities. Furthermore, you only have one ATK-booster; you need to make more support that lets Spirits survive and/or destroy monsters by battle - e.g. "At the start of the Damage Step, if a Spirit monster card battles a Special Summoned monster: Destroy that monster." Otherwise, having them gain protection and effects while battling is useless; if they can't actually survive the battle and at least destroy a monster, it would be better if you had just Xyz Summoned or something. The Spirits that are used in Decks nowadays (Aratama, Nikitama, Rasetsu, Izanami, Yaksha) weren't built for battle, so you'll need a lot more support to rectify that.

 

Fantasia isn't a very good card, as it's a minus 2. If you could add a Spirit from your Graveyard to your hand or something, then Set a monster with a different name, that would be better. Or it could be Gemini Spark-esque. For example:

 

Return 1 Spirit monster from your hand to your Deck, then target 1 card on the field; destroy it, and if you do, draw 1 card, then you can Set 1 monster from your hand.

 

It just isn't good enough at the moment. And by the way,all the "shuffle the Deck" clauses in your cards are unnecessary.

 

Karmic Bondage is interesting though it doesn't really help that much since protection Traps like it are mainly for use on the opponent's turn, and non-targeting removal hurts more than targeting removal (in the case of Spirits). If you made it a Quick-Play Spell to make it faster, and made it cover all forms of removal, it would be worth taking a look at. But it doesn't actually negate the effect of the card, which is a major drawback.

 Thank you for the suggestion, i've been wrecking my brain going over these cards. Hmm, seems like I've been trying to hard to "balance" them, resulting in underwhelming effects. 

 

I have fixed some of the cards according to your suggestion. I've been out of the game for quite some time and appearantly what was once considered OP like the card Gemini Spark was now the norm. Good to know! :))

 

Anyway, thank you for the cnc. i have been begging for one that could help me fix my cards in like forever!

 

 

you are supposed to reset mika and then immediatley flip summon him to steal another monster, keeping him on the field.  And yes, equiped cards do get destroyed, which is the point.  You get to destroy pretty much any monster that can be targeted without having to deal with "this card can't be destroyed" clauses.

 

Ah, right, thank for clarify that for me. I did not know such combo exists until now, :) 

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I do believe that Mikaboshi, might be a bit over powered.

 

Spellcaster/Spirit

ATK: 1000/DEF: 1000

Cannot be Special Summoned. When this card is Normal Summoned or flipped face-up, You can target 1 face-up monster your opponent controls; equip that target to this card. This card gains ATK and DEF equal to half of the equipped monster's. If this card would be destroyed by battle, return the equipped monster to its owner hand instead. While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent. During the End Phase, if this card doesn't have an equiped monster: return it to it's owner's hand.

 

First off its first effect is identical to Destiny hero Plasma, "You can target 1 face-up monster your opponent controls; equip that target to this card. This card gains ATK and DEF equal to half of the equipped monster's." Plasma requires 3 tributes to be summoned. 

 

Second is similar Relinquished Effect you added as well ,"While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent." Though Relinquished gains the monsters entire attack and def not just half its also a ritual card, this monster is just too easy to get out, and its effect doubles as a Destruction card. Even if it doesn't destroy your opponents monster it causes a threat to many decks as it works as a Compluse to those cards.

 

 

Take monster, attacked, opponent takes damage, end-phase returns to hand, then summon next turn loop, (With scrubbed raid, this card can even be protected from battle.)

Even Infinity Dragon's Effect isn't on this card's level because infinity requires it to be in attack position.

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I do believe that Mikaboshi, might be a bit over powered.

Spellcaster/Spirit

ATK: 1000/DEF: 1000

Cannot be Special Summoned. When this card is Normal Summoned or flipped face-up, You can target 1 face-up monster your opponent controls; equip that target to this card. This card gains ATK and DEF equal to half of the equipped monster's. If this card would be destroyed by battle, return the equipped monster to its owner hand instead. While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent. During the End Phase, if this card doesn't have an equiped monster: return it to it's owner's hand.


First off its first effect is identical to Destiny hero Plasma, "You can target 1 face-up monster your opponent controls; equip that target to this card. This card gains ATK and DEF equal to half of the equipped monster's." Plasma requires 3 tributes to be summoned.

Second is similar Relinquished Effect you added as well ,"While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent." Though Relinquished gains the monsters entire attack and def not just half its also a ritual card, this monster is just too easy to get out, and its effect doubles as a Destruction card. Even if it doesn't destroy your opponents monster it causes a threat to many decks as it works as a Compluse to those cards.


Take monster, attacked, opponent takes damage, end-phase returns to hand, then summon next turn loop, (With scrubbed raid, this card can even be protected from battle.)
Even Infinity Dragon's Effect isn't on this card's level because infinity requires it to be in attack position.


Ah right, I was aiming for a Spirit Relinquished ish effect when I designed him. I might have gone overboard with this one. Thank you for pointing that out. I'll try to redeem him somehow.
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#bump

- Redesigning the Sigils. Some had their effects readjusted, others was redesigned completely. More balanced mechanism.

- Revised versions of already releashed Spirit: Yata (ATK changed, effects changed), Otohime (has her ATK and LVs change), Fushi (ATK, effects), Tengu (ATK, Effects)

- Revised versions of older cards, make them more agressive.

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#bump

 

Update: Thanks to all the cncs I received so far, I have been able to rework many of my cards and now I think most of them are ready. All cards I previously added have been revised, have their effects tweaked here and there to make them more competitive. More comments and suggestion would be greatly appreciated, thank you. (Although I'd prefer if you guys leave me solution to make my card less OP after leaving cnc)

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