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Spirit Monsters were released many a year ago, and to this day do not have an archetypal deck centered around them. Enter Nine Gates: A deck centered around the summoning and protection of Spirit Monsters. 

 

Description: As Spirit Monsters cannot be Special Summoned, each Nine Gates monster has an effect when it is Normal Summoned and when it returns to the hand. They are all Level 4 LIGHT monsters of varying types (oftentimes Warrior- or Beast-Warrior-Type). They have a fair amount of removal, protection, and search power, although field presence may be lacking.

 

The Deck:

 

Nine Gates Ganesha, Level 4 LIGHT
Beast-Warrior/Spirit
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: You can add 1 “Nine Gates” Card from your deck to your hand. When this card returns to the hand: Return up to 2 monsters your opponent controls to the hand.
ATK 1700/DEF 1300
 
Nine Gates Brahma, Level 4 LIGHT
Spellcaster/Spirit
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 Normal Summon 1 “Nine Gates” Monster from your hand. When this card returns to the hand or is sent to the Graveyard: Add 1 “Nine Gates” card from your Graveyard to your hand.
ATK 1000/DEF 2000
 
Nine Gates Shiva, Level 4 LIGHT
Warrior/Spirit
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: Destroy 1 card your opponent controls. When this card leaves the field: target 1 card your opponent controls; destroy it.
ATK 1900/1100
 
Nine Gates Vishnu, Level 4 LIGHT
Warrior/Spirit
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: Target 1 monster you control; as long as this card remains face-up on the field, that card is unaffected by Spell/Trap effects. When this card returns to the hand: Target 1 Spirit Monster you control; Negate its effects until your opponent’s next Standby Phase.
ATK 1500/DEF 1500
 
Nine Gates Bhairava, Level 4 LIGHT
Fiend/Spirit
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. Your opponent cannot activate cards’ effects when you summon “Nine Gates” monsters. When this card is returned to the hand: You can Normal Summon 1 “Nine Gates” monster from your hand. 
ATK 1800/ DEF 1200
 
Nine Gates Hanuman, Level 4 LIGHT
Beast-Warrior/Spirit
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: You can declare 1 card name; your opponent reveals their hand, and discards any cards with the card name declared. When this card returns to the hand during the End Phase: You can discard this card; Look at your opponent’s Extra Deck, then choose 3 cards to banish from their extra deck.
ATK 1400/DEF 1600
 
Nine Gates Narasimha, Level 4 LIGHT
Beast-Warrior/Spirit
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: You can reveal 1 Spirit Monster in your hand and target 1 Spell/Trap card your opponent controls; destroy it. The targetted card cannot be activated in response to this card’s effect.
ATK 1600/DEF 1400
 
Nine Gates of Dharma
Continuous Spell
Each time a Spirit Monster(s) returns to your hand, you can add 1 Spirit Monster from your deck to your hand. When this card is removed from the field: You can Normal Summon 1 Spirit Monster from your hand. 
 
Nine Gates of Samsara
Field Spell
When a “Nine Gates” Monster activates its effect to return to the hand or Extra Deck; You can negate that effect, and it gains 300 ATK and DEF. When you Normal Summon a “Nine Gates” monster; you can set 1 monster your opponent controls. 
 
Nine Gates of Peace
Counter Trap
When an opponent would summon a Monster with 2000 or more ATK: You can reveal 1 Spirit Monster in your hand; negate the summon or attack, and return all cards on the field to the hand. You can only activate 1 “Nine Gates of Peace” per turn. 
 
Nine Gates Brahman, Rank 4 LIGHT
Divine-Beast/Xyz/Effect
2 Level 4 Spirit Monsters
This card returns to the Extra Deck during the End Phase of the turn it is Summoned. When this card is Xyz Summoned: You can banish 1 “Nine Gates” card from your graveyard; shuffle 1 card on your opponent’s side of the field and 1 card in their hand into the deck, then draw 2 cards. You can only use this effect of “Nine Gates Brahman” once per duel. You can Normal Summon twice per turn. When this card is removed from the field: Set 1 “Nine Gates” Spell/Trap card from your deck. You can only control 1 “Nine Gates Brahman.”
ATK 2000/DEF 2000
 
Strategy and Support: The goal of Nine Gates is to manipulate the effects of your monsters limitations to make up for your opponent's advantages. Creature Swap is a blatantly obvious choice and requirement in any Spirit deck, as it lets one switch their elusive Spirit that will return to their hand anyway with your opponent's neutered Apoqliphort Towers (lol). Several cards in the deck allow for Spirit Monsters to remain on the field after they are summoned, or give you effects when they return to your hand. Since the deck does not summon often, cards that limit your opponent's summons are helpful; Summon Limit, Vanity's Emptiness, and maybe even a Wavering Eyes can all assist your deck's obvious lack of field presence. Another approach is to run Ultimate Offering or Double Summon with Nikitama and Aratama (which are good cards anyway) to "swarm" Spirit Monsters. 
 
Comboes: The main combo of the deck is simply to normal summon Brahma and another Nine Gates, particularly Ganesha, who helps with field clearing and search power. Tenki can add Ganesha to the hand and increase its ATK by 100 (not that it matters much), which allows it to be normal summoned and search out the important cards you need. Oftentimes, searching for Brahma, Peace, or Dharma are the best options–whichever you do not have–as they allow for relatively powerful combos. Adding Dharma can let you search again on end phase, and allows for potential double searches with Bhairava, who gets an extra normal summon on end phase.
 
Weaknesses: If your opponent can summon more than you (which they will, if you don't stop them), they will win: This is a guarantee. Light Imprisoning Mirror is obnoxious, and considering how little this deck can summon, back row hit or forbidden chalice/lance is necessary. Alternatively, Wiretap or Dark Bribe can defeat Solemn Warning AND most trap holes, but they lack utility. 
 
Lore: They're all based off of Hindu Deities, if that wasn't blatantly obvious enough.
 
Edits:
Nerfed Ganesha to return only 2 monsters to the hand
Nerfed Peace so that it can only be activated when an opponent summons a monster with 2000 or more ATK
Errata'd Dharma to say "monster(s)"
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