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[Written] Renaissance of the Gleaming Knights


Blake

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Shinight Blaze

FIRE

Lv. 4

Pyro/Normal

At the end of the struggle, the embers of life stirred. Knights long thought dead rose.

1900/0

 

Shinight Frost

WATER

Lv. 4

Aqua/Normal

A portal now led to a new world, free of the restraints of the old. 

0/2100

 

Shinight Bolt

LIGHT

Lv. 4

Thunder/Normal

Their purpose served, the knights stepped through the portal.

1600/1800

 

Shinight Gust

WIND

Lv. 4

Winged Beast/Normal

What will become of the brilliant knights?

1800/800

 

Shinight Flare

FIRE

Lv. 4

Pyro/Effect

This card is treated as a Normal Monster while it is not on the field. When this card is summoned: You can target 1 other "Shinight" monster you control; that monster gains the following effect. You can only use the preceding effect of "Shinight Flare" once per turn.
●Once per turn: You can target 1 monster on the field; send it to the GY, but this card cannot declare an attack for the rest of the turn.

1800/900

 

Shinight Freeze

WATER

Lv. 4

Aqua/Effect

This card is treated as a Normal Monster while it is not on the field. When this card is summoned: You can target 1 other "Shinight" monster you control; that monster gains the following effect. You can only use the preceding effect of "Shinight Freeze" once per turn.
●Once per turn: You can target 1 Spell or Trap on the field; send it to the GY, but this card cannot declare an attack for the rest of the turn.
1300/2000

 

Shinight Spark

LIGHT

Lv. 4

Thunder/Effect

This card is treated as a Normal Monster while it is not on the field. When this card is summoned: You can target 1 other "Shinight" monster you control; that monster gains the following effect. You can only use the preceding effect of "Shinight Spark" once per turn.
●Once per turn: You can target 1 face-up card on the field; its effect are negated until the end of the turn.
1600/1400

 

Shinight Squire

EARTH

Lv. 4

Warrior/Effect

This card is treated as a Normal Monster while it is not on the field. When this card is summoned: You can target 1 other "Shinight" monster you control; that monster gains the following effect. You can only use the preceding effect of "Shinight Squire" once per turn.
●Once per turn, if you control at least 2 other "Shiknight" monsters, you can: Add 1 "Shinight" card from your Deck or GY to your hand.
1800/1200

 

Shinight Brilliant Maiden

LIGHT

LINK-2 (D, DR)

Fairy/Link/Effect

2 "Shinight" Monsters

This card is treated as a Normal Monster while in the GY. You can send 1 "Shinight" card from your hand or field to the Graveyard, and if you do, add 1 "Shinight" card from your Deck to your hand. You can only use the effect of "Shinight Brilliant Maiden" once per turn. Monsters linked to this card gain the following effect.

●The first time this card would be destroyed each turn, it is not.

1800 ATK

 

Shinight Radiant Lord

EARTH

LINK-3 (L, R, DL)

Warrior/Link/Effect

2 or more non-Effect Monsters, except Tokens.

This card is treated as a Normal Monster while in the GY. This card gains 100 ATK for each Normal Monster in your Graveyard.  If this card would be destroyed, you can destroy another face-up "Shinight" card you control instead. Monsters linked to this card gain the following effect.

●Cannot be targeted or destroyed by your opponent's card effects.

2450 ATK

 

Shinight Gleaming Queen

LIGHT

LINK-4 (U, DL, D, DR)

Warrior/Link/Effect

2 or more "Shinight" Link Monsters

You can only Special Summon 1 "Shiknight Gleaming Queen" per turn. This card is treated as a Normal Monster while in the GY. An opponent's zone that this card points to cannot be used. An opponent's monster linked to this card cannot activate its effects and its ATK becomes 0. Once per turn: You can send 1 card from your hand or field to the GY, and if you do, Special Summon 1 "Shiknight" monster from your Graveyard to a zone this card points to. Monsters linked to this card gain the following effects.

●This card cannot be destroyed by battle.

●Monsters this card is linked to gain 650 ATK and DEF.

3400 ATK

 

Renaissance of the Gleaming Knights

Field Spell

You can only activate 1 "Renaissance of the Gleaming Knights" per turn. When this card is activated: Either destroy this card or reveal 1 "Shinight" card in your hand. During the turn this card was activated, you can: Draw 1 card. Once per turn: You can target 1 face-up Spell or Trap on the field; destroy it, and if you do, set 1 "Shinight" Spell or Trap directly from your deck.

 

Shinight Unity

Continuous Spell

You can only activate 1 "Shinight Unity" per turn. When this card is activated: Either destroy this card or reveal 1 "Shinight" card in your hand. During the turn this card was activated: You can add 1 Normal Monster from your Deck to your hand. A "Shinight" monster summoned to your field while you control this card gains the following effect (even if this card leaves the field).

●Once per turn: You can target 1 other monster you control; that target's ATK becomes 0, and if you do, add that lost ATK to this card. These effects last until the End Phase.

 

Shinight Soul

Continuous Spell

You can only activate 1 "Shinight Soul" per turn. When this card is activated: Either destroy this card or reveal 1 "Shinight" card in your hand. During the turn this card was activated: You can Special Summon 1 Lv. 4 or lower Normal Monster from your hand or GY. A "Shinight" monster summoned to your field while you control this card gains the following effect (even if this card leaves the field).

●Once per turn: You can target 1 other monster on the field; that target's ATK becomes 0, and if you do, add that lost ATK to this card, but other monsters you control cannot declare an attack this turn. These effects last until the End Phase.

 

Shinight Bonds

Quickplay Spell

Special Summon 1 "Shinight" Link Monster from your Extra Deck, by banishing Link Materials listed on it from your Graveyard, but it is destroyed during the End Phase. You can only activate 1 "Shinight Bonds" per turn.

 

Shinight Enhancement

Continuous Trap

You can only activate 1 "Shinight Enhancement" per turn. When this card is activated: Either destroy this card or reveal 1 "Shinight" card in your hand. During the turn this card was activated, you can activate this effect: All "Shinight" monsters you currently control gain 500 ATK and DEF. A "Shinight" monster summoned to your field while you control this card gains the following effect, (even if this card leaves the field).

●If this card inflicts battle damage to your opponent: Destroy up to 2 cards your opponent controls.
 
Shiinight Discovery
Continuous Trap
You can only activate 1 "Shinight Discovery" per turn. When this card is activated: Either destroy this card or reveal 1 "Shinight" card in your hand. During the turn this card was activated, "Shinight" cards you control cannot be destroyed by card effects. A "Shinight" monster summoned to your field while you control this card gainst the following effect (even if this card leaves the field).
●If this card inflicts battle damage to your opponent: Draw 1 card.
 
Shinight Showdown
Continuous Trap
You can only activate 1 "Shinight Showdown" per turn. When this card is activated: Either destroy this card or reveal 1 "Shinight" card in your hand. During the turn this card was activated: You can target 1 "Shinight" monster you control; monsters your opponent controls cannot attack for the rest of this turn, except to attack that monster.. A "Shinight" monster summoned to your field while you control this card gainst the following effect (even if this card leaves the field).
●If this card battles an opponent's monster, that monster's effects are negated until the end of the Battle Phase (even in the GY).

 

[spoiler=Design Notes]While I think having to include these is dumb, here it is.

 

Spoiler: These are the Gem-Knights. Theoeretical rebirth when the battle between Tierra and Zefraath ended and the portal to > opened.

 

They're designed to be a bit more competent version of Weathery, at least as far as the S/T go, with the idea being that they gain effects based on their comrades and bonds, as opposed to just having the storms effect a small surrounding area.

 

While the deck is a Normal Summon deck overall, the oportunity for summons is there with Soul and Brilliant Fusion, which this was made to have exceptional synergy with, as you can add Spark/Bolt directly from deck to hand via Gem-Knight Lazuli.

 

Additionally, the combination of the Link 2 and 3, Gleaming Queen, is supposed to represent a neo Lady Diamond, who can synergize with Lazuli or Obsidian, since she sends cards generically.

 

Field originally had a search effect on top of the destroy to search, but I realized that was a bit too strong. May still be too strong, but unsure, especially because Normal Summon deck.

 

Probably ends up being a bit too slow, but at least workable, and open to new support. I think it's pretty obvious which knight is which Gem-Knight, but hey.

 

That said, if you can make Maiden, you can get the ball rolling fairly quickly.

 

EDIT: Forgot to mention the points of the Link Markers.

 

Maiden points D/DR because she's meant to be a leader. She empowers and enables the troops.

 

Lord points L/R/DL to compliment maiden for laddering purposes + be on the lines with the troops, despite being a leader, because that's where he feels he best belongs.

 

Queen points U/DL/D/DL to symbolize being the other two combined + being the leader she was before, so she also belongs in the EMZ.

 

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