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Inari Deck - Fun, New, and Exciting!


SnowBunny

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This deck is centered around special summoning spell cards as monsters and using those monsters to link summon, there is also a boss monster in the main deck. They also have an effect like Crystal Beast monsters which puts them face-up in the spell/trap zone, with an effect, if they would be destroyed in the monster zone or used for a summon and to the graveyard.

 

[spoiler=Main Deck Monsters and Spells]

 

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Special Summon this card as an Effect Monster (Fiend-Type/Tuner/WIND/Level 3/ATK 1400/DEF 100). (This card is NOT treated as a Spell Card.) When this card is summoned, you can place 1 "Inari" Spell card in your Spell & Trap Zone. (It is treated as if it was placed there by its own effect.) If this card would be destroyed while in the Monster Zone, or sent to the Graveyard for the summon of a monster, you can place it in your Spell & Trap Zone with this effect: You can target 1 monster your opponent controls, its ATK and DEF is halved until your opponent's next end phase. You can only use this effect once per turn and only one that turn.

 

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Special Summon this card as a Normal Monster (Fiend-Type/WIND/Level 4/ATK 1600/DEF 100). (This card is NOT treated as a Spell Card.) If this card would be destroyed while in the Monster Zone, or sent to the Graveyard for the summon of a monster, you can place it in your Spell & Trap Zone with this effect: You can send this face-up card from your Spell & Trap Zone to the Graveyard, then shuffle 2 cards from your Graveyard into the Deck.

 

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Special Summon this card as an Effect Monster (Fiend-Type/Tuner/WIND/Level 3/ATK 1500/DEF 100). (This card is NOT treated as a Spell Card.) When this card is summoned, you can add 1 "Inari card from your Deck or Graveyard to your hand. If this card would be destroyed while in the Monster Zone, or sent to the Graveyard for the summon of a monster, you can place it in your Spell & Trap Zone with this effect: All "Inari" monsters you control gain 500 ATK and DEF.

 

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Special Summon this card as a Normal Monster (Fiend-Type/WIND/Level 4/ATK 1800/DEF 100). (This card is NOT treated as a Spell Card.) If this card would be destroyed while in the Monster Zone, or sent to the Graveyard for the summon of a monster, you can place it in your Spell & Trap Zone with this effect: When an "Inari" monster would be placed in your Spell & Trap Zone zone, you can add that card to your hand instead.

 

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Special Summon this card as a Normal Monster (Fiend-Type/WIND/Level 4/ATK 1700/DEF 100). (This card is NOT treated as a Spell Card.) If this card would be destroyed while in the Monster Zone, or sent to the Graveyard for the summon of a monster, you can place it in your Spell & Trap Zone with this effect: Once per turn, you can return 1 other "Inari" card in your Spell & Trap Zone to your hand to return 1 card your opponent controls to their hand.

 

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Special Summon this card as a Normal Monster (Fiend-Type/WIND/Level 4/ATK 1900/DEF 100). (This card is NOT treated as a Spell Card.) If this card would be destroyed while in the Monster Zone, or sent to the Graveyard for the summon of a monster, you can place it in your Spell & Trap Zone with this effect: You can send this card to the Graveyard, then target 1 "Inari" monster in your Graveyard, place it in your Spell and Trap Zone as a Spell Card.

 

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If you control no monster, you can place 1 "Inari" Spell card, from your hand to your Spell and Trap Zone, face-up. (It is treated as if it was placed there by its own effect.) When you Synchro or Link Summon an "Inari" monster, you can set 1 "Inari" Spell Card to your Spell and Trap Zone, from your Deck. You can only use these 2 effects once per turn. If this card would be destroyed, you can destroy 1 face-up "Inari" Spell Card in your Spell and Trap Zone instead.

 

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You can Special Summon this card from your hand by returning 1 face-up "Inari" Spell card in your Spell and Trap Zone. If you would Synchro Summon an "Inari" monster this, you can use 1 appropriate (based on the level in its effect) "Inari" Spell Card in your Spell and Trap Zone as 1 of the materials.

 

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You can Special Summon this card from your hand by returning 2 face-up "Inari" cards in your Spell and Trap Zone to your hand. You can pay 1000 life points, then you can treat this card as a Synchro Monster if used to summon an "Inari" Synchro Monster, this turn.

 

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This card cannot be Normal Summoned/Set. Must be Special summoned by controlling exactly 3 face-up "Inari" Spell cards and cannot be Special Summoned by other ways. This card cannot be destroyed by battle or card effects while you control an "Inari" Spell card. When this card inflicts battle damage to your opponent, destroy Spell & Trap cards they control, up to the number of "Inari" Spell cards in your Spell & Trap Zone (Max 3).

 

 

 

 

[spoiler=Extra Deck Monsters]

 

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Link (Left,Bottom,Right)
Material - 3 "Inari" monsters and/or face-up "Inari" Spells in your Spell & Trap Zone
When this card is summoned, you can target 1 "Inari" monster in this card's Linked Zones, destroy 1 "Inari" Spell card in your Deck with a different name than that card. (It is treated as if it was destroyed while in the Monster Zone.) Once per turn, you can target 1 "Inari" Spell card in your Spell & Trap Zone and Special Summon it to one of this card's Linked Zones.

 

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Link (Top, Bottom)
Material - 2 "Inari" monsters
Once per turn, when your opponent Special Summons a monster to one of this card's Linked Zone, that monster's effects are negated and it cannot attack Once per turn, you can target 1 card in this card's Linked Zones, destroy it, then you can either Special Summon 1 "Inari" Spell card from your deck as if it was summoned by its own effect, or place it face-up in your Spell & Trap Zone as if it was placed there by its own effect.

 

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1 "Inari" Tuner + 1 non-tuner "Inari" monster

When this card is Synchro Summoned, return all Spells and Traps on the field to the hand. When an "Inari" card is placed in your Spell & Trap Zone, you can target 1 monster your opponent controls, destroy it. You can only use this effect once per turn.
 
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1 "Inari" tuner + 1 non-tuner "Inari" monster
When this card is summoned, you can target 1 "Inari" Spell card in your Graveyard, place it in your Spell and Trap Zone. (It is treated as if it was placed there by its own effect.) This card can attack a number of times equal to the number of "Inari" Spell cards in your Spell and Trap Zone.

 

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1 "Inari" tuner + 1 non-tuner "Inari" monster
This card cannot be destroyed by battle or card effects, the turn it is summoned. Once per turn, you can destroy 1 "Inari" monster you control, then target 1 monster your opponent controls. Its loses ATk and DEF equal to that monster's ATK until the end of this turn. If this card attacks a Special Summoned monster, that monster's effects are negated.
 
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1 "Inari" Tuner + 1 non-Tuner "Inari" monster
You can only use each of this card's name effects once per turn. If this card is Synchro Summoned: You can add 1 "Inari" Spell from your GY or face-up on your field, to your hand. You can destroy 1 face-up "Inari" Spell you control: Target 1 card your opponent controls; banish it face-down. If this card leaves the field by battle or your opponent's card effect: Add 1 "Inari" Spell from your Deck or GY to your hand.
 
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1 "Inari" tuner + 1 "Inari" Synchro Monster
Your opponent cannot activate cards or effects when this monster is summoned. This card cannot be targeted by your opponent's card effects. Once per turn, you can destroy 1 "inari" monster you control to look at your opponent's hand, then send 1 card (of your choosing) from their hand to the Graveyard. If this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Inari" monster from your Graveyard in defense position. It cannot be used for a Synchro Summon until your next turn.

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I love the idea behind the Inari Spell Cards. The fact that they can become monsters is already good, but having an effect that they can be placed on the Spell and Trap Zone instead of sending them to the grave is just brilliant. Also since they are Spell Cards, you can activate 1 or more of them in one turn.

 

I would like to ask a question. Can Link Summoning trigger the spell card's secondary effect of going to the s/t zone instead of going to the graveyard? If yes, there a lot of problems it can cause. Fiery Illusion's effect can possibly do a "mutual link" in just one turn if this is the case. If not, then this deck is pretty much balanced overall and is really enjoyable. Overall, the concept is really good. I would like to see konami adopt this.

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I love the idea behind the Inari Spell Cards. The fact that they can become monsters is already good, but having an effect that they can be placed on the Spell and Trap Zone instead of sending them to the grave is just brilliant. Also since they are Spell Cards, you can activate 1 or more of them in one turn.

 

I would like to ask a question. Can Link Summoning trigger the spell card's secondary effect of going to the s/t zone instead of going to the graveyard? If yes, there a lot of problems it can cause. Fiery Illusion's effect can possibly do a "mutual link" in just one turn if this is the case. If not, then this deck is pretty much balanced overall and is really enjoyable. Overall, the concept is really good. I would like to see konami adopt this.

When I made the cards, I was thinking being destroyed in the monster zone. I will update the card effects so they are more clear. I also am updating Zorro so you can summon with it, not just your opponent. Thank you for the awesome feedback, I really appreciate it.

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I really enjoy the gimmick behind this archetype, but I'm surprised that you don't have any way to recover your spells from the graveyard. Also, you have 2 link monsters but no other Extra Deck monsters. It just feels a little weird to me.

There are many cards that can shuffle cards from your graveyard into the deck (Shy Sakura is one of them), and there is Magician of Faith if you want to bring them back to your hand. Fiery illusion and Autumn Love bring them back to your hand as well, if there are in/going to the spell/trap zone, so you can re-summon them instead of sending them to the graveyard. There are only link monsters, because the combo for them is that you summon Zorro first, so your opponent is at a disadvantage, then you summon Sakura so you can special summon an "Inari" monster, and it would be easier to bring out Wicked Bedevil if Sakura wasn't in your extra monster zone.

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This is an archetype that I've been following for a while, so I thought I would chime in give some feedback.

 

Firstly, grammar. All of your spell monsters should be formatted like this: Special Summon this card as an Effect Monster (Fiend-Type/WIND/Level x/ATK xxxx/DEF xxxx). (This card is also still a Spell Card.). Mentions of spell/trap zone should be Spell & Trap Zone. Those are the most glaring grammar issues I've found so far.

 

I will talk about each card one by one.

 

Inari Trickster:

        Overall a weak card. No effect on field, and the spell effect is mediocre at best. The real reason you would run this is because of the instant level 4 you would receive. In addition, you WANT you cards destroyed in battle; otherwise they remain mostly effectless. If your leaving a Inari on field, you want it to die. 

 

Inari Dodger; 

     Better than trickster, but still very weak. Although it is slightly better than trickster, its extremely slow. The search effect is good, and it removing itself is good for spell/trap zone management, but you are forced to use other effects or wait a turn before you can search. Again, the main merit to running the card is the non-normal summon level 4.

 

Inari Mirror:

    Once again, lack of effect while treated as a monster really weakens this card. The attack buff is nice, especially if you can load 3 of them in your spell and trap zone, but the odds of that happening are slim to none, and boosting the attack boost to 500 would not be overkill in terms of bettering the card. You have better odds at throwing three Phantom beast cross-wings to the grave than getting 3 mirrors in your spell and trap zone, and those are much harder to remove and easier to play around

 

Inari Illusion:

    Arguably the best card of the set. Again, monsterwise it is weak, but once you get her in the spell and trap zone, you essentially have a never ending supply of monsters. Admittedly this is.... rather weak. They need to be destroyed to be bounced to the hand, and the number of extended combos you could do with this is limited by that. But this does mean that you have pendulums 2.0, and can summon 4 monsters over and over again in defense mode without losing advantage.  Meh card, meh effect, but its better than everything else so far.

 

Inari Autumn:

      I see why you would put the tribute condition on this card, but i wish you would have just scaled the stats down and made it a level 4 instead. Its stats are mediocre for a vanilla 1 tribute summon, and the effects she gets in the spell and trap zone have even more restrictions. You might occasionally have a Inari monster kill something, but in most cases you are using them to make non-inari monsters. Once per turn is enough of a restriction already. It can be a powerful effect, but the cost of the summoning the card, the slowness in placing the card into the spell and trap zone, and the extra requirements in triggering the effect, make this card bad. For the most part you won't be getting your cards in the spell and trap zone to begin with, since you will be using these as material getting to something else.

 

 

Wicked Bedevil: 

     While the indestructible effect for your field is cool and all, it completely defeats the point of the deck. your spell monsters WANT TO BE DESTROYED. removing an extra method in killing them is only making it harder for you to play your deck. I understand the cost of three spells, but in return you weaken her spell and trap removal effect as well. Again, getting those Inari cards into your spell and trap zone is already a hassle. Maybe make the effect :You can only special summon this card(from your hand) If you control 3 "Inari" Spell cards face-up in your Spell & Trap Zone.

     If she didn't send spell cards to the grave, she would be the boss of the deck, but as is, she will never be played.

  P.S: dmg should be "battle damage"

 

Shy Sakura: 

      AKA the decks only win condition. Once you get at least one Inari card in your spell and trap zone, you Summon Sakura, Special summon it, and continue to make boards full of synchros and XYZs. She is extremely easy to summon both early and late game, since she can use Inari monsters or spells. She is the first triple bottom link card, and the only reason Inari would see play. She opens the field to play yugioh again. In addition, she can give you a free monster to continue comboing off of once she is summoned, if its late enough into the game.

     Her other two effects are not important. Generic direct attack is generic and rarely used, and you will never need to shuffle a card in your graveyard back into your deck. At least, not enough to use a hard to obtain Spell for it.

 

Zorro:

      Niche. In general her effects are two weak to warrant giving your opponent slots to synchro/xyz in. Negation is nice, but you are giving him space to make more cards to negate your stuff in return. At  a 3 link cost, that is just awful.

 

 

 

Interestingly, I thought a deck of Spell monsters would be to powerful. However, due to  the limited number of spell monsters at any one level, and their unique and undersupported types of Wind/fiend, You have balanced the most problematic part of the spell monster idea. However, you have completely missed the boat on making a coherent functioning archetype.

 

You mentioned wanting to take inspiration form crystal beasts, then i would look back at the archetype to see what the important cards where. Things like Pegasus and carbuncle ran the deck. Cards that filled your "resource meter", AKA Spell and trap zone, with cards were vital to the deck. Crystal blessing and Pegasus were maxed out because getting those resources fast was important. The Inari archetype has no speed at all, considering all of your effects are locked behind a waiting game. You are relying on your OPPONENT to make YOUR plays. Crystal beasts at least ahd effects that they could use to be proactive, AND they filled the spell/trap zone without your opponent's help. In turn for a valuable resource, they got some insane cards like ruins or abundance. Zorro and Bedevil are not insane cards. They are weak cards.

 

As it stands, Inari are probably a synchro deck. Combined with things like Royal Magical Library and turbo synchro engines, The level 4 and 3 Inari Spells might see play. A free level 4 or 3 with no wait is an invaluable tool for any sycnhro or xyz deck. In addition, Sakura is a pretty good tool for a deck like that, and getting her out ASAP would allow for Quasar to be built "easily" again.

 

Overall the concept is there. Spell monsters are a powerful, powerful idea and making them sticky could be even more powerful if they are negated or destroyed. But the effects are lackluster and underpowered, the archtype has no cohesion. 

 

If you want to improve the archetype, consider these tips:

- Make them more like crystal beasts. Effects while they are monsters, not as spells. Immediate rewards are what people like to see and play.

- Give them a way to instantly place themselves as continuous spells. Make trickster place an Inari spell from your deck into your spell and trap zone on summon. Get Inari Moving into those slots faster

- Consider making them go into spell and traps when they leave the field, instead of on destruction. It does mean you would have to change illusion, but a faster more responsive deck is worth it.

- Give them powerful effects. You've already limited their power level as spell monsters and by making them Wind/Fiend. These are both power checks in their own right.

 

In addition, I thought I would point this out in case you did not know; because they are still treated as spells, they continue to take up a spell and trap card zone even while they are in a monster zone. If you have five Inari spell monsters, you cannot play anymore spells or traps. If you have to give up a spell and trap zone every time you summon a monster, you better give them a reason to take up two zones.

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Edit: Big changes happened, thanks to the feedback I got. I have changed Shy Sakura and Zorro to actual Link monsters now, also Zorro only takes 2 monsters now. Added a level 7 Synchro monster to the archetype. Made changes to all of their effects so they are more powerful. Twilight Trickster and deceiving mirror are now level 3 tuner monsters and Autumn Love is now level 4. I only made the tuners have effects when summoned so they all aren't over-bloated with effects and to balance them out a little. The link monster template is made by Zextra and Flash Flyer - Sakura, so thanks for making it, it really is helpful. I am also giving credit to the artists who made the artworks of the pictures I used, I'm pretty sure I found most of them, (if not all of them) on safebooru.org, and the rest I found (or not) browsing through google pictures. Autumn Love and Deceiving Mirror are the only ones I'm iffy on where I found them.

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  • 2 weeks later...

Bump. Seven new cards added, this will be the last of them. Inari Shrine, field spell card helps get "Inari" cards into your spell/trap zone. Sentry Lyca lets you put an "Inari" monster in your spell/trap zone which could help out with other "Inari" monster effects. Mischievous Reynard and Wise Tsukuyomi returns "Inari" Spells in your spell/trap zone to special summon them and have effects that help summon out th synchro monsters. The three triad sisters are the protectors of the Inari Shrine have varying effects that puts your opponent at a disadvantage. I got the pictures from safebooru.org, except Inari Shrine which is by Ecystudio on Deviantart.com.

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Now that the spells are officially going to s/t zone when used as summon material, I think that fiery illusions effect is now officially overpowered too. The last effect of Fiery Illusion should have a 'once per turn' clause imo. If not then this deck can control two extra monster zone in one turn. Also since the spell cards state that they can be placed to s/t zone when used for summon, this effect will also activate when used for synchro and fusion summons and can open a lot of overpowered possibilities.

 

Overall, the deck has gotten better than the last time. It is now more consistent and has gained the firepower it lacked.

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