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Spirit Pendulum Geist Archetype with Spell/Trap Monsters (YGOPro Scripts)


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My forth go,and this time i spelled archetype correctly. Hope you like the cards.

 

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Pendulum Effect: You cannot Pendulum Summon monsters, except "Geist" monsters. You cannot Summon/Set monsters from your hand, Deck or Graveyard, except Spirit monsters. If you have a "Geist" card in your other Pendulum Zone: Battle damage you take is halved.

 

Monster Effect: This card cannot be Special Summoned, except Pendulum Summoned. During the End Phase of the turn this card was Normal/Pendulum Summoned or flipped face-up: Return it to the hand. Once per turn, during either player's turn: You can place 1 "Geist" Pendulum Monster from your hand or face-up in your Extra Deck in one of your Pendulum Zones. When this face-up card on the field returns to the hand by its own effect: You can target 1 face-up monster your opponent control; negate its effects until the End Phase of the next turn.

 

Personal Input: One of your 2 Scale 1 pendulums. Very good pendulum effect since spirits leave the field and usually you take a lot of damage and good monster effect too. One of the main cards in the deck. Play 3.

 

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Pendulum Effect: You cannot Pendulum Summon monsters, except "Geist" monsters. You cannot Summon/Set monsters from your hand, Deck or Graveyard, except Spirit monsters. If you have a "Geist" card in your other Pendulum Zone, when you take battle damage: Gain LP equal to half the damage taken.

 

Monster Effect: This card cannot be Special Summoned, except Pendulum Summoned. During the End Phase of the turn this card was Normal/Pendulum Summoned or flipped face-up: Return it to the hand. When this card inflicts battle damage to your opponent: Gain LP equal to the damage inflicted. When this face-up card on the field returns to the hand by its own effect: You can target 1 face-up monster your opponent controls; it cannot attack until the End Phase of the next turn.

 

Personal Input: Your other Scale 1, just as good at reducing the damage, but in a different way. The monster effect helps you gain those precious LP back. Play 3.

 

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Pendulum Effect: You cannot Pendulum Summon monsters, except "Geist" monsters. You cannot Summon/Set monsters from your hand, Deck or Graveyard, except Spirit monsters. If you have a "Geist" card in your other Pendulum Zone: You can add 1 "Geist" Spell/Trap Card from your Deck or Graveyard to your hand. This effect can only be used once while this card is face-up in the Pendulum Zone.

 

Monster Effect: This card cannot be Special Summoned, except Pendulum Summoned. During the End Phase of the turn this card was Normal/Pendulum Summoned or flipped face-up: Return it to the hand. You can activate "Geist" Trap Cards from you hand. When this face-up card on the field returns to the hand by its own effect: You can target 1 face-up Spell/Trap Card your opponent control; negate its effects until the End Phase of the next turn.

 

Personal Input: Will most likely be used for his pendulum effect, but his monster effect can be a nasty surprise for your opponent in some situations. Play 3.

 

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Pendulum Effect: You cannot Pendulum Summon monsters, except "Geist" monsters. You cannot Summon/Set monsters from your hand, Deck or Graveyard, except Spirit monsters. If you have a "Geist" card in your other Pendulum Zone: There is no limit to the number of cards in your hand.

 

Monster Effect: This card cannot be Special Summoned, except Pendulum Summoned. During the End Phase of the turn this card was Normal/Pendulum Summoned or flipped face-up: Return it to the hand. Once per turn, during either player's turn: You can destroy a face-up card in either player's Pendulum Zones; if you destroyed your opponent's Pendulum Zone card, this card cannot be destroyed by card effects until the end of the turn; if you destroyed your own Pendulum Zone card, draw 1 card. When this face-up card on the field returns to the hand by its own effect: You can target 1 Spirit Monster in your Graveyard, add it to your hand.

 

Personal Input: The best card in the Archetype. Its pendulum effect counters the fact that, because they're spirits, they return to the hand, so you won't have to discard and the monster effect is a part of the Spirrior/Phantomage combo to get a lot of pluses. Play 3, i would play 5 if i could.

 

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Pendulum Effect: You cannot Pendulum Summon monsters, except "Geist" monsters. You cannot Summon/Set monsters from your hand, Deck or Graveyard, except Spirit monsters. During your opponent's turn, if you have a "Geist" card in your other Pendulum Zone with a Pendulum Scale of 1: You can Pendulum Summon "Geist" monsters from your hand or face-up in your Extra Deck using the Pendulum Scales you have. You can only use this effect of "Geist Draghost" once per turn.

 

Monster Effect: This card cannot be Special Summoned, except Pendulum Summoned. During the End Phase of the turn this card was Normal/Pendulum Summoned or flipped face-up: Return it to the hand. While this card is face-up on the field: Negate the effects of all monsters you control, except Spirit monsters. If this card destroys a monster by battle, after damage calculation, shuffled that monster into the Deck instead of sending it to the Graveyard. When this face-up card on the field returns to the hand by its own effect: You can target 1 Set card your opponent controls; it cannot be flipped face-up by your opponent until the End Phase of the next turn. Once per turn, during either player's turn: You can send 1 "Geist" Pendulum Monster from your hand to the Graveyard, this card gains the following effect based on the Atribute of that monster:
●LIGHT: Target 1 Spell/Trap Card on the field; destroy it, and if you do, banish it.
●DARK: Target 1 other face-up monster on the field; destroy it, and if you do, banish it.

 

Personal Input: The "boss monster" of the deck that you won't bring out all that often since you can't pendulum summon him using your regular Scales.You have to either increase the scales or play a monster with a scale of 7 or higher. Of course you can always Tribute Summon him since you have pendulums that's not too hard. The pendulum effect can be very good, but usually you have some other monster in your PZone instead. A good monster but a bit too slow. I play 1 since it can be searched.

 

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Monster Effect: This card cannot be Special Summoned. During the End Phase of the turn this card was Normal Summoned or flipped face-up: Return it to the hand. You can target 1 Spirit monster you control; equip this monster from your hand or your side of the field to that target. You can only use this effect of "Soul Edge" once per turn. You cannot activate this effect if there is a face-up "Soul Edge" in your Spell & Trap Zone. The equipped monster does not have to have its effect that returns it to the hand activated, also it gains 1000 ATK. If the equipped monster leaves the field, return this card to your hand. During each of your Standby Phases, pay LP equal to the Level of the equiped monster x 100 or destroy that monster.

 

Personal Input: Technically not part of the Archetype but will include anyways. General Spirit support, functions like Mirror of Yata but with a lot more benefits and fewer drawbacks. Can search it with Aratama and it recyles itself. In this deck i play only 1 since it can be searched.

 

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Monster Effect: This card cannot be Special Summoned, except by its own effect. During either player's turn, when a Level 4 or lower monster on the field activates its effect: You can negate that activation and return it to the hand, and if you do, Special Summon this card from your hand. This turn, your opponent cannot activate effects of monsters with the same name as the monster returned to the hand by this effect. You can only activate this effect of "Mist Geist" once per turn. You can only activate this effect if you have "Geist" cards in both Pendulum Zones. During the End Phase of the turn this card was Normal/Special Summoned or filpped face-up: Return it to the hand.

 

Personal Input: May seem a bit different than the other monsters in the Archetype but there's a reason for that. It's part of a trio with a spell and a trap. Very good at stopping plays and can be reused afterwords. I play 2 but you can play 3.

 

 

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Spell Effect: You can only activate this card if you have "Geist" cards in both Pendulum Zones. When a Spell Card effect is activated: You can negate that activation and return it to the hand, and if you do, Special Summon this card as a Spirit Monster (Thunder-Type/Spirit/LIGHT/Level 3/ATK 1600/DEF 0). (This card is NOT treated as a Spell Card.) This turn, your opponent cannot activate cards with the same name as the card returned to the hand by this effect. During the End Phase of the turn this card was Special Summoned: Return it to the hand. You can only activate 1 "Static Geist" per turn.

 

Personal Input: Part of the negation trio. Does what Mist Geist does, but with spells. I play 1 since it can be searched and recycled by Phantomage.

 

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Trap Effect: You can only activate this card if you have "Geist" cards in both Pendulum Zones. When a Trap Card effect is activated: You can negate that activation and return it to the hand, and if you do, Special Summon this card as a Spirit Monster (Pyro-Type/Spirit/FIRE/Level 3/ATK 1600/DEF 0). (This card is NOT treated as a Trap Card.) This turn, your opponent cannot activate cards with the same name as the card returned to the hand by this effect. During the End Phase of the turn this card was Special Summoned: Return it to the hand. You can only activate 1 "Flaming Geist" per turn.

 

Personal Input: Part of the negation trio. Does what the other 2 do but for traps. I play 1 because it can be searched.

 

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Trap Effect: You can only activate this card if you control no monsters or if all monsters you control are Spirit monsters. Special Summon this card as a Spirit Monster (Zombie-Type/Spirit/DARK/Level 1/ATK 2000/DEF 0). (This card is NOT treated as a Trap Card.) When this card is Special Summoned: You can target 1 face-up Attack Position monster on the field; change it to face-up Defense Position, it cannot change its battle position until the end of the turn. During the End Phase of the turn this card was Special Summoned: Return it to the hand. When this face-up card on the field returns to the hand: You can add 1 "Geist" monster from your Deck to your  hand. You can only activate 1 "Vengeful Geist" per turn.    

 

Personal Input: Great for stopping an attack, a decent beatstick and a searcher. It also can be searched by Phantomage. Play 2.

 

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Spell Effect: You can only activate this card if you control no monsters or if all monsters you control are Spirit monsters. Special Summon this card as a Spirit Monster (Zombie-Type/Spirit/DARK/Level 1/ATK 0/DEF 2000). (This card is NOT treated as a Spell Card.) When this card is Special Summoned: You can target 1 face-up Spell/Trap Card on the field; destroy it. During the End Phase of the turn this card was Special Summoned: Return it to the hand. When this face-up card on the field returns to the hand: You can add 1 "Geist" monster from your Deck to your  hand. You can only activate 1 "Mournful Geist" per turn.

 

Personal Input: The spell counterpart of Vengeful Geist. Great at destroying pendulum scales(your opponent's or your own) and it also searches. The drawback of it against something like MST or Twin Twister is that it's a monster, if it's destroyed by MST before it summons itself then it's gone (that goes for Vengeful too) and it's useless against something like Skill Drain or Lose 1 Turn since its destruction effect only activates when it's summoned. Play 2.

 

 

As always, if you want scripts PM me for Skype. Also yes, most monster names are portmanteaus of different words for ghost and what they are (Spirrior-Spirit + Warrior; Draghost-Dragon + Ghost) you get the idea.

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Wow, I love this. Much needed Spirit Support. Activating an effect when they return to the hand is pretty clever too. 

Now for some comments

 

Why not make the pendulums be able to ignore the summoning conditions on the other spirit monsters? Just something to consider. 

 

Spectraph: Seems a little subpar for the monster effect. If you attack, you get some lifepoints back, but if they control a monster its going to be a few hundred at best. It will only do anything if you get a direct attack in, which means its last effect to stop a monster from attacking will not activate. I think the two effects it has contradict eachothers goals. Furthermore, the meta usually has fields being cleared almost every turn. This could be useful, but usually it will just be used as xyz or synchro material etc so its not very useful even when you dont clear their field. But it really depends on how this deck plays out. 

 

I have to say I just really like Poltereaper. 

 

Nikitama plus Draghost is instant setup for it, plus a draw 1. Why would you not play more copies of this? Pendulum Summoning during your opponents turn is insane, not as good for spirits but, you still can activate all their effects to return during the end phase, as well as protecting yourself.

 

Also want to say good job on the artwork for the first 5 cards, S/O to Soul Caliber. 

 

Why the heck would you only run 1 vengeful geist, looks to be one of your best cards in your Deck. I get that it could get cloggy, but your opponent is going to aim to destroy this card, and i know you can recycle it, but you probably want to see it as soon as possible. It is a free body, it is a book of moon. and in the end phase it searches. And its reusable. If you have 2 copies, you can use this every turn. I would propose that this is broken, but the deck needs this searcher.

 

Might want to make mournful have a different effect than searching geist monsters, thats a bit much between both the cards. 

 

Anyway, awesome job. Ill probably PM you for the script!

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