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Link-Era Expansion; The Return of the Sigilstars


Neutrality Man

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Full disclosure, this is just a Link-era card text update for 99% of the post. The Link Monster is the only truly new card in this iteration of the thread. Before posting, please make sure your concern was not brought up and addressed in the previous threads.
 
 
In 2015, one of my IRL friends wanted a custom Deck of their own after seeing me sweep through an entire group of 20 Tier 3 and 2 players with my Solemn Soldiers. This is what I made for him, updated to the modern standard.
 
The Level 4 monsters are generally just ignition for the Deck to get started before eating a direct attack on Turn 3 for a hand limit discard.

 

[spoiler=Level 4s]



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Sigilstar Sage Seer

Level 4 | LIGHT | Spellcaster-type | Tuner | Effect Monster

1400 / 1200

  • If this card is destroyed by battle and sent to the GY: you can discard 1 card; destroy the monster that battled this card.
  • You can Banish this card from your GY; add 1 "Sigilstar" Spell or Trap card from your Deck to your hand.

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Sigilstar Sage Priestess

Level 4 | DARK | Spellcaster-type | Effect monster

1700 / 1400

  • If this card is destroyed by battle and sent to the GY: you card draw 1 card, then discard 1 card.

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Sigilstar Sage Swordsmistress

Level 4 | FIRE | Warrior-type | Effect Monster

1800 / 1600

  • When this card is Summoned: target 1 other card you control; return that target to the hand, and if you do, Special Summon 1 "Sigilstar Sage" monster from your hand or Deck, except "Sigilstar Sage Swordsmistress".

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Sigilstar Sage Vicar

Level 4 | WIND | Fairy-type | Effect Monster

300 / 2000

  • If you control a face-up WIND "Sigilstar" monster: you can Special Summon this card from your hand.
  • When this card is Special Summoned by its own effect: discard 1 card and target 1 other "Sigilstar" monster you control; destroy that target, also you gain LP equal to the ATK of that target.

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Sigilstar Sage Kunoichi

Level 4 | Scale 3 | Water | Warrior-type | Effect Pendulum Monster

1400 / 1600

  • You cannot Pendulum Summon monsters, except "Sigilstar" monsters.
  • When you draw a card(s) due to a card effect: both players discard 1 card.

 

  • When this card is Special Summoned: Take control of 1 face-up monster your opponent controls until your next Standby Phase.

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Sigilstar Sage Shinobi

Level 4 | Scale 7 | EARTH | Warrior-type | Pendulum Effect Monster

1900 / 1600

 

  • You cannot Pendulum Summon monsters, except "Sigilstar" monsters.
  • When you Pendulum Summon a "Sigilstar Sage" monster(s): draw 1 card.

 

  • When this card is Special Summoned: Discard 1 card; Special Summon 1 "Sigilstar" monster from your hand or Deck. It cannot be destroyed by battle or by card effects until the End Phase.

 


 
The Level 6s hold the main engine in their shared effect. Whenever one touches the Grave, no matter HOW they touch the Grave, they Summon the next in the Zodiac cycle and return themselves to the bottom of the Deck after the shuffle. I made sure this effect cannot miss timing by phrasing it exactly the same as White Stone of Legend, and also it is mandatory. You can Tribute one for another and the one that was Tributed will go off, Summoning its target, and that's how this works as a Rank 6 engine.
 
If the Summon fails they stay in the Grave by nature of the "then" keyword.

 

[spoiler=Level 6s]

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Sigilstar Aries

Level 6 | FIRE | Spellcaster-type | Effect Monster

2000 / 1400

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Taurus" from your hand or Deck, then return this card to the bottom of the Deck.
  • If this card attacks or is attacked: destroy 1 Spell/Trap card on the field after damage calculation, and if you do, this card gains 300 ATK.

 

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Sigilstar Taurus

Level 6 | EARTH | Warrior-type | Effect Monster

2600 / 800

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Gemini" from your hand or Deck, then return this card to the bottom of the Deck.
  • This card inflicts piercing Battle Damage.

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Sigilstar Gemini

Level 6 | LIGHT | Fiend-type | Effect Monster

2000 / 1700

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Cancer" from your hand or Deck, then return this card to the bottom of the Deck.
  • This card can attack twice each Battle Phase

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Sigilstar Cancer

Level 6 | WATER | Aqua-type | Effect Monster

1600 / 2700

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Leo" from your hand or Deck, then return this card to the bottom of the Deck.
  • When this card is destroyed: send the top 5 cards of your opponent's Deck to the GY.

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Sigilstar Leo

Level 6 | DARK | Beast-type | Effect Monster

2500 / 1300

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Virgo" from your hand or Deck, then return this card to the bottom of the Deck.
  • When this card is Summoned: all banished cards are shuffled into their owner's Deck. If this card is banished; add it to your hand during the End Phase.

 

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Sigilstar Virgo

Level 6 | WIND | Fairy-type | Effect Monster

2500 / 1300

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Libra" from your hand or Deck, then return this card to the bottom of the Deck.
  • Your opponent cannot target face-up Level/Rank 6 monsters you control with card effects.

 

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Sigilstar Libra

Level 6 | EARTH | Reptile-type | Effect Monster

2600 / 0

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Scorpio" from your hand or Deck, then return this card to the bottom of the Deck.
  • Once per turn: target one face-up monster your opponent controls; equip this card with that target as an Equip Card. This card can only be equipped with 1 monster at a time.
  • Destroy this card during the End Phase if it does not have an equipped monster card.

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Sigilstar Scorpio

Level 6 | FIRE | Insect-type | Effect Monster

2450 / 1650

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Sagittarius" from your hand or Deck, then return this card to the bottom of the Deck.
  • This card can make 3 attacks on monsters each Battle Phase.
  • If this card attacks twice or more in the same Battle Phase: switch it to Defense position at the end of the Battle Phase.
  • If this card attacks three times in the same Battle Phase: reduce its ATK and DEF to 0 until the End Phase of your next turn.

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Sigilstar Sagittarius

Level 6 | LIGHT | Beast-Warrior-type | Effect Monster

2450 / 1650

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Capricorn" from your hand or Deck, then return this card to the bottom of the Deck.
  • Once per turn: You can pay 800 LP and declare 1 Extra Deck Monster Card Type (Fusion, Synchro, or Xyz) and a Level/Rank(1 through 12); send 1 card of the declared Type and Level/Rank from your opponent's Extra Deck to the GY. If there are no monsters of the called Type and/or Level/Rank in your opponent's Extra Deck, your opponent can Special Summon 1 Level 4 or lower monster from their Main Deck.

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Sigilstar Capricorn

Level 6 | WATER | Sea Serpent-type | Effect Monster

2800 / 1150

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Aquarius" from your hand or Deck, then return this card to the bottom of the Deck.
  • While you control this face-up monster: If this card inflicts Battle Damage, banish 1 card from your opponent's GY for every 400 points of damage.

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Sigilstar Aquarius

Level 6 | DARK | Psychic-type | Tuner | Effect Monster

1800 / 2050

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Pisces" from your hand or Deck, then return this card to the bottom of the Deck.
  • When this card is Special Summoned: shuffle all Spell/Trap cards in each player's GY into their respective Decks; each player then draws 1 card and reveals it, then applies the appropriate effect, based on the type of card drawn (Monster, Spell, Trap). You can only activate this effect of Sigilstar Aquarius once per turn:​
    • ​Monster: During your next turn, you can Summon Level 5 or higher monsters for one less Tribute. 
    • Spell: Draw 1 more card.
    • Trap: Skip your next Battle Phase.

 

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Sigilstar Pisces

Level 6 | WIND | Fish-type | Effect Monster

2200 / 2200

  • If this card is sent to the GY: Special Summon 1 "Sigilstar Aries" from your hand or Deck, then return this card to the bottom of the Deck.
  • While this card is attached as Xyz Material: that Xyz Monster gains 200 ATK for every card on the field.
  • If this card is sent to the GY for the Summon of a Synchro Monster: add 1 "Sigilstar" monster from your Deck to your hand.

 

 

 

Generic Fusions to send the Level 6s to the Grave en masse.
 
[spoiler=Fusions]

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Zodiac Phoenix

Level 4 | Scale 1 | FIRE | Winged-Beast-type | Pendulum | Fusion | Effect Monster

  • When a "Sigilstar Sage" monster is Normal Summoned: you can banish 1 card from the top of your Main Deck; destroy 1 card on the field. You can only use the Pendulum Effect of "Zodiac Phoenix" once per turn.

2 "Sigilstar" monsters

  • Once per turn: you can discard 1 card; add 1 "Sigilstar" card from your Deck to your hand. Cards and effects with the same name as the card added by this effect cannot be Summoned or activated until your next Standby Phase. 
  • You can banish 2 "Sigilstar" cards from your GY face down; place this face-up card in your Extra Deck in your Pendulum Zone.

 

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Zodiac Dragon

Level 12 | LIGHT | Dragon-type | Fusion | Effect Monster

3 "Sigilstar" monsters

 

  • Must be Fusion Summoned with "Sigilstar Fusion".
  • While you control this face-up card: you cannot Special Summon from the Main Deck.

 

 

 

And 2 Xyz meant to remove the threat presented by overextension.

 
[spoiler=Xyz]
 

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2300 / 1700

Rank 4 | LIGHT | Spellcaster-Type | Xyz Effect Monster

2+ Level 4 "Sigilstar" monsters

 

  • When an Xyz Monster is Xyz Summoned: you can detach 1 Xyz Material from this card and target 1 Set card on the field; the targeted card(s) cannot be activated as long as this card remains face-up on the field. 
  • If this card is sent to the GY: target up to 3 "Sigilstar Sage" monsters in your GY; return those targets to your hand.

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Sigilstar Ophiuchus

Rank 6 | DARK | Wyrm-type | Xyz Effect Monster.

3+ Level 6 "Sigilstar" monsters

  • When this card is Xyz Summoned: shuffle all cards in your GY into your Deck, then this card gains ATK equal to the number of cards shuffled into the Main Deck by this effect x500.
  • Once per turn: You can detach 1 Xyz Material from this card; destroy all other cards on the field. If you activate this effect: you cannot Special Summon and your opponent takes no Battle Damage until the End Phase.

 


 

 

 

And now, the one card this thread was made to have actually reviewed, with the others all being context. Thank you VRAINS for giving me a reason to revisit the Sigilstars.

 

[spoiler=Link Monster]

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Sigilstar Sage Guardiangel

2200 / LINK-3

WIND | Cyberse | Link Effect Monster

2+ monsters with different Attributes

DL / U / DR

  • When this card is Link Summoned, you can: banish 1 card from your hand; while this card is face-up on the field, monsters this card points to are unaffected by card effects that do not target them.
  • "Sigilstar" monsters you control gain 100 ATK for each card in your GY.
  • If this card is sent to the GY by battle or by an opponent's card effect: return this card to the Extra Deck; Draw 1 card.

 


A Field Spell that makes the Level 6s Level 4 in the hand, and an Archetype Fusion Spell.
 
[spoiler=Spells]

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Sigilstarlight 

Field Spell

  • Reduce the Levels of all "Sigilstar" monsters in your hand by 2.

 

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Sigilstar Fusion

Normal Spell

  • Send, from your hand or your side of the field to the GY, the Fusion Material Monsters that are listed on a "Zodiac" Fusion Monster Card, then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.)
  • You can banish this card in your GY: Special Summon 1 banished "Sigilstar" monster.

 



Finally, a Continuous Trap that combines Valhalla, Hall of the Fallen and LP regeneration.

 

[spoiler=Trap]

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Sigilstar Destiny

Continuous Trap

  • Once per turn: You can Special Summon 1 "Sigilstar" monster from your hand. You must control no monsters to activate and resolve this effect.
  • When a "Sigilstar" monster is returned to the bottom of the Deck: gain 200 LP.

 

 

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I know the rest is just for context, but I'm doing a full proper review :P

 

Your Level 4s are rather underwhelming, save for Swordsmistress. You'd think the low level monsters would be better at enabling plays, but Priestess and Seer barely have archetypal effect. Particularly Priestess, which gives you no reason to run it, considering there are much better alternatives for draw. Skelengel, for example, gives you a plain draw on a FLIP. Vicar is difficult to get out, and its effect is not only restricted to that occasional SS, but it forces you to destroy and discard for a tiny amount of LP gain. Now, ya see, this isn't actually such an issue, considering how much your monsters rely on being sent to the GY, but you're really lacking consistency in order to that. You have 1 of each of your 12 main Sigilstars, so you're going to have to be able to search them so you don't empty your hand for no reason. For example, Priestess could force you to discard a Sigilstar when it is destroyed by any means, and allow you to draw 2, but with HOPT ofc. Vicar could allow you to Summon it with any of the Level 6 Sigilstars, and grant you for one of the specific WIND ones upon its Summon. Need to account for Strike and the rest, and have more than one play. Your Pendulums aren't amazing, but they do combo nicely with Swordsmistress, and Shinobi is rather supportive.

 

The Level 6s are an okay R6 engine, but considering if the chain gets broken at any point, it becomes a lot less consistent. Again, love how you're encouraging and enabling the player to run one of each, but again, if at any point it gets interrupted, and you are unable to restock your deck...there's a break in the chain coming up. And since they all rely on each other, it's difficult to comment on them being strong and weak, however there is a very clear power divide between cards like Leo/Cancer/Pisces and Libra/Virgo. The rest aren't terrible, but nothing special either. Decent combination, and again, I do love this idea you've had.

 

QUICKLY ONTO YOUR SPELLS AND FUSIONS STARLIGHT IS MEH BECAUSE YOUR LEVEL 4S EVEN IN THEIR CURRENT STATE ARE STILL BETTER AT GETTING OUT YOUR MONSTERS FROM YOUR DECK BECAUSE THEY GRANT YOU A MONSTER IN ADDITION TO THEIR SUMMON, JUST MAKE IT DO SOMETHING ELSE. I have no idea why I typed that all in caps, but I don't really want to format it, so meh. Fusion Spell is also...eh. You need to make the Fusion worth running, and although it combos decently with Pheonix's effect...it seems like it only does so. Besides, all that Fusion does is grant a search after you've already gone -2, and considering you've probably already activated your Sigilstar, the discard doesn't plus you. With all the restrictions, it makes it worse, and it doesn't even have the standard "when this card is destroyed" to make it a Pendulum. This forces you to remove it on the field, and basically makes it a direct ladder into the Pendulum Spell...which seems to defeat the point of it being a Fusion. Zodiac Dragon is...bad. I mean, it being a pure beater with no other benefits would be bad enough, but the restriction on your Summons just kills it.

 

Majesty does a bit of recycling...but the first effect is VERY meh. Like, Thunder Dragon would be a better immediate go-to for that, and this archetype is lacking the speed for this card's second effect to be worth it. Ophiucus...well, it's actually rather decent. The only problem is that considering you need 3 of your Level 6s, and you're going to be running one of each at most, you've definitely not only broken your chain, but I am surprised that you got out 3 in the first place.

 

Guardianangel isn't terrible, but it's not terrifically great either. It helps with minor beatdowns, and gets you a draw when it dies, and the protection at a cost is nifty, but it's nothing amazing. At least the beatdown is something the archetype couldn't do before without its 13th zodiac, which as mentioned before, is hard to get out. One of the better designed cards of the archetype. Destiny could do with a boost on the LP gain, but again, not a bad card. Simple, yet effective.

 

Definitely on the weak side. You've got nothing here that's broken, but quite a few card that wouldn't had with adding more supportive effects, or buffing the effects they already have. You're lacking consistency and speed, but that is easily fixed. You haven't worked yourself into the whole, and again, I simply love the mechanics and thematics of the set.

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