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Dark Soul Advent - Redux


Sunshine Jesse

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This is a broken-ass archetype I made when I was an edgy teenager, so I decided to redo it with updated OCG and more balanced effects. However, power creep happened, and cards that could probably be considered broken at the time probably weren't anymore, so...
 
I decided to buff them, updating their effects so they'll fit in a more modern and powerful era.
 
The basic theme of this archetype is absurdly powerful monsters that are difficult to maintain, somewhat like Koa'ki Meiru except with higher risk and reward. Every monster has an immense cost associated with simply keeping it on the field, and unlike usual maintenance costs, failure to pay it doesn't result in the monsters being destroyed, it results in the users taking tremendous damage, ending the duel on the spot if appropriate measures aren't taken.

 

Of course, the Field Spell circumvents this, but it has one of the harshest maintenance costs out of all the cards minus Golem, who happens to be one of the strongest of the non-boss monsters.
 
There's a lot more to come (this archetype was huge), these are just the central, most important cards.
 
[spoiler=Field Spell]
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Seal of the Dark Oracle
Field Spell
Unaffected by your opponent's card effects. All "Dark Soul" monsters gain 1000 ATK when battling another monster. You can choose to not lose any Life Points from the effects of "Dark Soul" monsters that activate during the End Phase. During your End Phase: You can tribute 2 monsters or lose 4000 Life Points.


[spoiler=Monsters]
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If you control a "Dark Soul" monster, you can Special Summon this card (from your hand).  When this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Dark Soul" monster from your Deck to your hand, except "Dark Soul Jester." You can only Summon 1 "Dark Soul Jester" per turn. Once per turn, during your End Phase: Either banish 1 "Dark Soul" monster from your Extra Deck, or lose 3000 Life Points.
 
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If you control a "Dark Soul" monster, you can Special Summon this card (from your Graveyard). You can only use this effect of "Dark Soul Footsoldier" once per turn. Once per turn, during your End Phase: Either banish this card, or lose 2000 Life Points.
 
 
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This card can attack twice per Battle Phase. Once per turn, during your End Phase: Either banish 2 cards in your Graveyard, or lose 3000 Life Points.
 
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Cannot be destroyed by battle or card effects. Once per turn, during your End Phase: Either tribute 2 monsters, or you lose 4000 Life Points.
 
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Unaffected by your opponent's Spell and Trap effects. Once per turn, during your End Phase: Either discard 2 cards, or you lose 4000 Life Points.
 
 
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When this card is Normal Summoned: Add one "Dark Soul" card from your Deck to your hand. Can attack your opponent directly. During your End Phase: Either allow your opponent to draw 1 card, or you lose 2000 Life Points.
 
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Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by tributing 3 "Dark Soul" monsters and taking 3000 damage. Each effect of "Dark Soul Psycho General" can only be activated once per turn.
* Gain 700 Life Points for every "Dark Soul" monster in your Graveyard.
* Special Summon any Level 4 or lower "Dark Soul" monsters from your hand or Deck. Your opponent takes no damage this turn. During your next End Phase, lose 2000 Life Points for every monster summoned by this effect that is no longer on the field.

 

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You can Special Summon this card from your hand by taking 2000 damage. When using this card as an Xyz or Synchro Material Monster, you can treat it as being any Level. A Synchro or Xyz Monster that uses this card as a Material gains the following effect:
* Once per turn, during your End Phase: Banish every other card you control (min. 2), or lose 4000 Life Points.

 


[spoiler=Boss Monsters]

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2 Level 10 "Dark Soul" Monsters
You can also Xyz Summon this card by using a "Dark Soul Nightmare Angel" you control as the Xyz Material. Cannot be destroyed by card effects. When this card destroys an opponent's monster by battle: Attach the destroyed monster to this card as an Xyz Material and Special Summon 1 "Enslaved Soul Token". The Token has the same ATK, DEF, Level, Type, Atrribute, and Effect of the destroyed monster. This card gains 500 ATK for each of its Xyz Material. During your End Phase, detach 1 Xyz Material from this card, or you lose 4000 Life Points

 

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1 "Dark Soul" Tuner + 1 or more "Dark Soul" monsters
Can only be Special Summoned by Synchro Summon, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. The effect of this card cannot be negated. Once per turn: Select any number of "Dark Soul" monsters in your Graveyard. This card gains their effect(s) until your opponent's next End Phase, but you lose 2000 Life Points for every targeted monster during your End Phase unless you tribute this card.
 
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"Dark Soul - Chaos King" + 4 "Dark Soul" monsters.
Must be Special Summoned (from your Extra Deck) by banishing the above cards from your field or Graveyard (You do not use "Polymerization"), and cannot be Special Summoned by other ways. Cards and effects cannot be activated in response to this card's summon. When a card effect is activated, you can discard 1 card: Negate its activation and effect, banish it, and have this card gain 1000 ATK.  Once per turn, during your End Phase: Banish the top 10 cards of your deck or lose 6000 Life Points.


[spoiler=Spells]
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Discard 1 "Dark Soul" monster: Draw 4 cards. Then, if "Seal of the Dark Oracle" isn't on the field: Discard up to 4 cards. For each card not discarded by this effect, take 2000 damage.

 

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