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[Re-Uploaded] [Written] [A very weird combination] "Entity" Archetype


Bellringer Angel

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[Re-Uploaded because the original one is a bit messy, so I organised it]

 

Maybe too OP?

 

Inspiration

 

So... I got this idea from Dark Doriado's effect to have all EARTH, WIND, WATER, and FIRE monsters you control gain 200 ATK and DEF for each monster you control with a different Attribute and decided to use it to broke the game. Also added in some Spirit, Union, Flip, Gemini, Fusion, Ritual and Synchro Monsters for no reason at all. BTW this archetype can Summon Quasar.

 

[spoiler:Monsters]

1. Elemental Entity Seishin

WIND/Fairy/Spirit/Level 1

ATK/0 DEF/0

This card's attribute is also treated as FIRE, WATER and EARTH. During the End Phase of the turn this card is Normal Summoned, Special Summoned or flipped face-up: Return it to the hand. When this card is Summoned, you can Special Summon 1 WIND monster from your hand or graveyard, except "Elemental Entity Seishin". If this card returns to your hand during the End Phase, you can draw 1 card from your Deck. All WIND monsters you control gain 200 ATK and DEF for each WIND monster you control (this effect still applies while being an Equip Card). You cannot Summon this card while you have Trap Card(s) in your Graveyard. You can only use each effects of "Elemental Entity Seishin" once per turn.

 

2. Elemental Entity Yoroi

EARTH/Fairy/Union/Level 1

ATK/0 DEF/0

This card's attribute is also treated as FIRE, WATER and WIND. When this card is Summoned, you can equip up to 3 EARTH monsters from your deck or graveyard to this card, except "Elemental Entity Yoroi". Once per turn, during either player's turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. All EARTH monsters you control gain 200 ATK and DEF for each EARTH monster you control (this effect still applies while being an Equip Card). (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead). You cannot Summon this card while you have Trap Card(s) in your Graveyard. You can only use each effects of "Elemental Entity Yoroi" once per turn.

 

3. Elemental Entity Henryuuki

FIRE/Fairy/Gemini/Level 1

ATK/0 DEF/0

This card is treated as a Normal Monster while face-up on the field or in the graveyard. This card's attribute is also treated as EARTH, WATER and WIND. If you control no monsters, you can Special Summon this card (from your hand). While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with these effects:

1. Once per turn, you can Normal Summon 1 FIRE monster in addition to your Normal Summon/Set, except "Elemental Entity Henryuuki".

2. All FIRE monsters you control are unaffected by your opponent's monster effects.

3. All FIRE monsters you control gain 200 ATK and DEF for each FIRE monster you control.

You cannot Summon this card while you have Trap Card(s) in your Graveyard. You can only use each effects of "Elemental Entity Henryuuki" once per turn.

 

4. Elemental Entity Arawasu

WATER/Fairy/Flip/Level 1

ATK/0 DEF/0

FLIP: Banish 1 card on your opponent's side of the field, then Special Summon 1 WATER monster from your hand or deck, except "Elemental Entity Arawasu".

This card's attribute is also treated as EARTH, FIRE and WIND. When this card is Normal or Special Summoned, you can add 1 WATER monster from your deck to your hand, except "Elemental Entity Arawasu", and if you do: You can change this card to face-down Defense Position. All WATER monsters you control gain 200 ATK and DEF for each WATER monster you control (this effect still applies while being an Equip Card). You cannot Summon this card while you have Trap Card(s) in your Graveyard. You can only use each effects of "Elemental Entity Arawasu" once per turn.

 

5. Elemental Priestess Hikari

LIGHT/Spellcaster/Effect/Tuner/Level 4

ATK/0 DEF/2000

Once per turn, you can add 1 "Holy Art:" Spell Card from your deck to your hand. As long as this card and at least 1 "Elemental Entity" monster remain on the field, negate the effects of all Trap Cards. You cannot Summon this card while you have Trap Card(s) in your Graveyard.

 

 

[spoiler:Boss Monsters]

1. Tenrai, The Divine Entity

LIGHT/Fairy/Ritual/Effect/Level 8

ATK/? DEF/?

You can Ritual Summon this card with "Holy Art: True Awakening". Must be Ritual Summoned by using up to 4 "Elemental Entity" monsters with different names (min: 2) and 1 "Elemental Priestress Hikari", and cannot be Special Summoned by other ways. This card's ATK and DEF are always equal to the amount of "Elemental Entity" monsters in your graveyard x 1000. Unaffected by your opponent's card effects. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step. You cannot Summon this card while you have Trap Card(s) in your Graveyard.

 

2. Elemental Princess Hana

LIGHT/Spellcaster/Fusion/Effect/Level 5

ATK/2450 DEF/0

1 "Elemental Priestress Hikari" + 1 "Elemental Entity" monster

Must be Fusion Summoned with the above Fusion Material Monsters by using "Holy Art: Radiant Fusion" and can't be Special Summoned by other ways. Cannot be destroyed by card effects. When the effect of a DARK monster(s) activates on the field, in the hand or in the graveyard: You can discard 1 card; negate its effect, and if you do, banish it. At the start of the Damage Step, if this card battles a DARK monster: Banish that monster. You cannot Summon this card while you have Trap Card(s) in your Graveyard.

 

3. Elemental Prince Shizen

LIGHT/Warrior/Synchro/Effect/Level 5

1 Tuner + 1 or more "Elemental Entity" monster

ATK/2450 DEF/0

Must be Synchro Summoned and can't be Special Summoned by other ways. Cannot be destroyed by card effects. At the start of the Damage Step, if this card battles a Level 5 or higher monster: Banish that monster. When a Level 5 or higher monster(s) would be Summoned: You can discard 1 card; negate the Summon and if you do, banish that card(s). You cannot Summon this card while you have Trap Card(s) in your Graveyard.

 

 

[spoiler:Spell Cards]

1. Holy Art: True Awakening

Spell/Ritual

This card can be used to Ritual Summon "Tenrai, The Divine Entity". Tribute up to 4 "Elemental Entity" monsters with different names (min: 2) and 1 "Elemental Priestress Hikari" from your hand or your side of the field, then Ritual Summon 1 "Tenrai, The Divine Entity" from your hand, deck or graveyard. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card; add 1 "Elemental Priestress Hikari" from your graveyard to your hand. You cannot activate this card while you have Trap Card(s) in your graveyard.

 

2. Holy Art: Radiant Fusion

Spell/Normal

Fusion Summon 1 "Elemental Princess Hana" from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card; add 1 "Elemental Priestress Hikari" from your graveyard to your hand. You cannot activate this card while you have Trap Card(s) in your graveyard.

 

3. Holy Art: Meditation

Spell/Quick-Play

Add exactly 2 "Elemental Entity" monsters from your graveyard into your hand. You cannot activate this card while you have Trap Card(s) in your graveyard.

 

4. Holy Art: Barrier

Spell/Continuous

When this card is activated, you can add 1 "Elemental Entity" monster from your deck to your hand. All non-DARK monsters on your side of the field gain 200 ATK and DEF. "Elemental Entity" monsters you control cannot be targeted or destroyed by your opponent's card effects. Your opponent cannot negate Special Summons. You take no effect damage. You cannot activate this card while you have Trap Card(s) in your graveyard.

 

5.Holy Art: Divine Blade

Spell/Equip

Equip only to an "Elemental Entity" monster. It gains 1000 ATK. When this card is activated, you can banish 1 Spell/Trap Cards on the field, then Special Summon 1 "Elemental Priestress Hikari" from your deck. You can only use this effect of "Holy Art: Divine Blade" once per turn. The equipped monster can be treated as a Tuner. If this card is sent to the graveyard: You can add this card back to your hand, then pay 1000 Life Points. You cannot activate this card while you have Trap Card(s) in your graveyard.

 

 

 

No Trap Cards. As always, CnCs are welcome.

 

EDIT: Removed Tamashii (Hikari is now a Tuner instead) and fixed (?) the OCG. Also added 5 Spell Cards.

EDIT: Shizen and Hikari's effects are changed a little.

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(friendly reminder: some your spoiler tag is failed) so all of them are Level 1 Non-DARK Fairy with 1 each of secondary-type slapped on most of them (except toon and xyz)  topped with weird summon restriction of having no trap card?

 

(Possible) Correct wording of restriction:

 

"You cannot Summon this card while you have Trap card(s) in your Graveyard"

 

the summon restriction is amusing me with mixed feelings, since its just kinda there...my 1st logical assumption that this archetype is intended to be played as fast as possible in OTK-esque way. this force you to make either semi-generic or royal in + in each support card you created, so yeah OP is highly expected. but at the same time it render the archetype ability to answer threat almost non existent. since you must sacrifice field presence. its not ideal in most situation for deck that inherently needed to go fast, slapping some of them in summoning technique that actually lower down their speed (Gemini,Spirit,Ritual,and Fusion) is too weird even for me. the only redeeming factor is the fact some of them are generic aside their attribute fixation..but only that.

 

Seishin: so you get a new monster that buffed with at least 400 ATK (i judge this based on fact there is no equipping mechanic here other than union) and a draw. to much advantage bonus even with 0/0 body since its reset itself anyway

 

Yoroi: a deck thinner that sacrifice backrow  and give monster extra life. there possible interesting interaction with 3 EARTH Monster you dump for its on summon effect. but the need of 3 empty backrow making me stop liking it (although i have personal worry about its uses with Qli monster and Pot of Riches), well at least its buff a monster with stat and protection

 

Henryuuki: a Double Summon on legs that can support himself and buffed monster with 200-400++ and monster effects immunity. Luckily, a nice speed boosting card to have in gemini

 

Arawasu: generic non-target banisher, +1 X2 search and/or summon, and a buffer. same case with Seishin only worse

 

Hikari: Tyrant Temper + Spell Absorbing Life. in deck that don't have any trap its nice to had this card, LP gain its pointless since you can't just slapped in other member except henryukki ironically

 

Tamashii: Reverse-Vanity Emptiness and Ceasefire. helps to maintain deck's already fragile field presence, burn effect is equally pointless as Hikari

 

Tenrai: a potentially big body of at least 4000 stat that cannot be answered by almost anything. that ironically in need of non existent card that require crazy amount of dedication in a bad way (unless its Void Dream-esque)

 

Hana: a better DD Warrior Lady with built in Divine Wrath for DARK and DARK only, sure its effect its arguably strong on top of quite big stat and destruction immunity. there a reason Ally of justice is bad outside some of its generic member.

 

Shizen: it has immunity..but its still a Nomi, less better Deep Dark Trap hole. army of Special summon 5+ level with better effects OR Xyz say hi

 

Shrine, , Barrier,Art, Restoration, Fusion, Enhancement: im sorry this is non-sense for now since its a different archetype altogether (maybe its a typo)

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