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Field Spell Fishies Make A Splash! :'D


Snatch Steal

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This deck again. I would have just bumped the original repost, but my computer is...an interesting specimen since it disallows me to load pages based on absolutely nothing in particular. By the time I could have bumped it, it was long past.

I oughta add something to this too so yeah

 

Description: The goal of Seascape is to activate your Fish-Types as field spells and swarm the field with powerful level twelves. They are all entirely centered on Field Spells, eventually becoming them to assist the current fish on the field. When you Xyz summon a rank 12 monster, it has a whopping 8000 ATK to get over all natural monsters, but it cannot deal battle damage (and this effect cannot be negated, so deal with it, Skill Drain).

 

[spoiler=Monsters]

 

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You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate "Seascape Catalyst" this way once per turn. While this card is a field Spell Card, it gains the following effects:

• Once per turn; you can add 1 "Seascape" Monster from your deck to your hand. When this card leaves the field: you can target 1 Spell/Trap card your opponent controls; banish that target.
 
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You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape Spelunker“ this way once per turn. While this card is a field Spell Card, it gains the following effects:
• Your opponent cannot target "Seascape" Monsters you control for attacks, but this does not prevent them from attacking you directly. The first time you would take battle damage in a turn; reduce that damage to 0. When this card leaves the field: You can pay 1000 Life Points; activate 1 "Seascape" monster from your hand or main deck as a Field Spell Card.
 
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You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape Fertilizer“ this way once per turn. While this card is a field Spell Card, it gains the following effects:
• You can destroy this card; special summon 2 "Seascape" monsters with the same name from your deck. When this card is removed from the field: You can set 1 "Seascape" monster from your deck in your Field Spell Card Zone. It cannot be flipped face-up this turn.
 
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You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape Denizen“ this way once per turn. While this card is a field Spell Card, it gains the following effects:
• Once per turn: You can tribute 1 monster, then target up to 2 face-up monsters your opponent controls; choose one to shuffle into the deck, and one to flip facedown. When this card is destroyed by card effect: During your next standby phase; you can special summon this card from your graveyard.
 
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You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape “ this way once per turn. While this card is a field Spell Card, it gains the following effects:
• When this card is activated: You can target 1 "Seascape" Monster in your graveyard; special summon it. Its effects are negated. Your opponent cannot target "Seascape" cards with card effects. 
 
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Any battle damage this card inflicts to your opponent is halved. You can put this card (from your hand or face-up on your side of the field) into your Field Spell Card zone as a face-up Field Spell Card you control. You can only activate “Seascape “ this way once per turn. While this card is a field Spell Card, it gains the following effects:
• During either player's turn: You can target 1 card you control; return it to the hand, then you can Special Summon 1 "Seascape" Monster from your hand. Its effects are negated. When this card leaves the field: You can banish 1 level 5 or higher monster your opponent controls. 
 

 
[spoiler=Spells]
 
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Special Summon 1 Fish-Type monster from your deck. It is unaffected by other card effects this turn, but its effects are negated, also banish it during your next Battle Phase. You cannot Special Summon other monsters during the turn you activate this effect. You can banish this card from your Graveyard; add 1 "Seascape" card, except "Seascape Fishing Trip," from your deck to your hand. You can only use 1 effect of "Seascape Fishing Trip" per turn, and only once that turn.
 
Written: Cerulean Seascape 
 
Field Spell Card
All "Seascape" monsters you control gain 300 ATK and DEF. Your opponent cannot target "Seascape" monsters you control with monster effects from monsters with a lower level than yours. When this card leaves the field: You can target any number of cards on the field; return each "Seascape" card targetted by this effect to your hand, then destroy the remaining targetted cards, up to the number of "Seascape" cards returned to the hand by this effect.
 

 
[spoiler=Traps]
 
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All "Seascape" monsters gain 100 DEF. When your opponent Special Summons a Monster while you control a "Seascape" Monster with less ATK or DEF than that monster's ATK: You can target 1 "Seascape" Spell Card on the field and 1 card your opponent controls; return them to the hand. You can only control 1 "Seascape Field Trip." You can only use this effect of "Seascape Field Trip" per turn.
 
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Banish all "Seascape" cards you control, and if you banished at least 1 card by this effect, you take no damage for the rest of this turn. Return any cards banished by this effect to their original positions during the end phase of this turn.
 

 
[spoiler=Extra]
 
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2 Level 12 Monsters
This card is unaffected by card effects from cards on the field and gains 8000 ATK while you control a Field Spell card. Any battle damage this card inflicts to your opponent becomes 0 (this effect cannot be negated). When this card is Xyz Summoned: You can pay 500 Life Points; add 1 "Seascape" Spell/Trap card from your deck to your hand. When this is destroyed by card effect and sent to the Graveyard; you can activate it in your Field Spell Card zone as a Field Spell Card. While this card is a Field Spell Card, it gains this effect:
• Once per turn, during either player's turn: You can target 1 "Seascape" monster you control and 1 special summoned monster your opponent controls; Xyz summon this card, using those two monsters as Xyz materials. You can only summon "Seascape Academia(s)" once per turn.
 
 
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2 Level 12 Monsters
This card gains 8000 ATK and is unaffected by card effects from cards on the field while you control a Field Spell card. Any battle damage this card inflicts to your opponent becomes 0 (this effect cannot be negated). When this card is Xyz Summoned: You can activate 1 "Seascape" Monster from your deck in your Field Spell Card zone. When this card is destroyed by card effect and sent to the Graveyard; you can activate it in your Field Spell Card zone as a Field Spell Card. While this card is a Field Spell Card, it gains this effect:
• Once per turn, during either player's turn: You can target 1 "Seascape" monster you control and 1 special summoned monster your opponent controls; Xyz summon this card, using those two monsters as Xyz materials. You can only summon "Seascape Azure(s)" once per turn.
 

 
Strategy and Support: One of the deck's strengths is in its attribution: cards like Moray of Greed and Salvage allow for consistency in a deck where Normal Summons are nearly obsolete. Ancient Fairy Dragon can be used to pop the fish themselves and add the proper field spells. If you feel like it, you could run Lemuria or something.
 
Weaknesses: No Synchro or low-level Xyz is the main drawback of the deck. In fact, the only extra deck monsters you can summon are the archetypal ones. Be careful about getting called a noob for having a 6-card extra deck on Duel Portal. 
Swarm floodgates are typically annoying, such as Vanity's Emptiness, sometimes Skill Drain, Lose One Turn if you Xyz, and perhaps And The Band Played On (Isn't there a card that disallows the summoning of level 5 or higher monsters?)
 
Lore: The deck is based on fishing in general, but I don't have a reason for the field spell cards. Also the fish are big. Big-ass fish.
 
Ruling: If you have an active field spell card, you can use the effect of your Seascape fishes to ride it and become the new field spell (if I did not word it correctly to do so, or if it says otherwise, please notify me).
 
Edits: Nerfed Fertilizer and the Xyz Monsters
Added a field spell card (sorry, but I don't have any image for it, so it's in text .-.)
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Wow, these are just... Well RIP yugioh meta.

 

Fertilizer allows you to get either of the xyzs out without even normal summoning AND it can set one of your guys up for the following turn... yea, nope. Also there isn't really a point in them being 12 stars other than so they can't be used to xyz anything else so I suggest lowering their levels and just adding a clause stating that they can't be used for the xyz summon of any other monster types.

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Wow, these are just... Well RIP yugioh meta.

 

Fertilizer allows you to get either of the xyzs out without even normal summoning AND it can set one of your guys up for the following turn... yea, nope. Also there isn't really a point in them being 12 stars other than so they can't be used to xyz anything else so I suggest lowering their levels and just adding a clause stating that they can't be used for the xyz summon of any other monster types.

Not sure how this is "RIP yugioh meta" or "yea, nope", since I actually nerfed fertilizer to Set the monster rather than activate it. MST/TwiTwi are always a thing, especially when you're not even continuing your play outside of summoning the monsters.

Why make their effects bigger and make them lower levels like every other deck rather than just making them 12 stars unlike any other cards? Any deck can just slap a clause on it, why not make them higher levels?

Higher levels are the same thing but different. It's flavorful. Why can't we just make all Infernoids WIND? There's no reason to make them fire (except Rekindling, which was only used with decatron anyway)

You suggest that their levels should be lower, then complain about not being able to normal summon? Lol, they don't normal summon if they're level 12, so making them a lower level would make it even better.

Besides, Rescue Rabbit does pretty much the same thing, except with more variety. This one has 0 variety in a deck that doesn't usually Normal Summon. 

I guess you haven't seen Pendulums yet.

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