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(Written) (Legacy) Mist Spirit (14/?)


xray1324

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Mist Spirits are a Rank 4 archetype focusing on Normal Summoning, then Special Summoning another Mist Spirit monster on Normal Summon (as a generic effect all Mist Spirit's on Special Summon have a End Phase effect and a standard additional Normal Summon for a Mist Spirit monster.)

 

Without further adeu:

 

Monsters

Mist Spirit - Eliza

WATER/Aqua/Level 4

1200/2000

When you Normal Summon this card: You can Special Summon 1 'Mist Spirit' Level 4 monster from your deck, except 'Mist Spirit - Eliza'

When this card is Special Summoned: You can Normal Summon (but not set) an additional 'Mist Spirit' monster this turn.

At the End Phase of the turn that this card was Special Summoned: if this card is still face-up on the field; You can destroy 1 card on the field.

Once per turn, during your opponent's turn, if they activate a Spell Card: Negate the activation and destroy it.

 

Mist Spirit - Klare

WATER/Aqua/Level 4

1400/1800

When you Normal Summon this card: You can Special Summon 1 'Mist Spirit' Level 4 monster from your deck, except 'Mist Spirit - Klare'

When this card is Special Summoned: You can Normal Summon (but not set) an additional 'Mist Spirit' monster this turn.

At the End Phase of the turn that this card was Special Summoned: if this card is still face-up on the field; You can draw 2 cards.

Once per turn, during your opponent's turn, if they Summon a Monster: Negate it's effects and destroy it.

 

Mist Spirit - Raiza

WATER/Aqua/Level 4

2000/1200

When you Normal Summon this card: You can Special Summon 1 'Mist Spirit' Level 4 monster from your deck, except 'Mist Spirit - Raiza'

When this card is Special Summoned: You can Normal Summon (but not set) an additional 'Mist Spirit' monster this turn.

At the End Phase of the turn that this card was Special Summoned: if this card is still face-up on the field; You can Special Summon 1 'Mist Spirit' monster from your Deck.

Once per turn, during your opponent's turn, if they activate a Trap Card: Negate the activation and destroy it.

 

Mist Spirit - Asilee

WATER/Aqua/Level 4

1000/2200

When you Normal Summon this card: You can Special Summon 1 'Mist Spirit' Level 4 monster from your deck, except 'Mist Spirit - Asilee'

When this card is Special Summoned: You can Normal Summon (but not set) an additional 'Mist Spirit' monster this turn.

At the End Phase of the turn that this card was Special Summoned: if this card is still face-up on the field; Set 1 'Mist Spirit' Spell/Trap Card from your deck.

Once per turn, during your opponent's turn, if they draw a card or adds a card to their hand: They must discard that card.

 

Mist Spirit - Dlaire

WATER/Aqua/Level 5

2300/900

When you Normal Summon this card: You can shuffle 3 or more 'Mist Spirit' cards from your GY or banished into your deck; draw 2 cards.

Once per turn: You can banish 1 'Mist Spirit' monster from your GY; this card's level becomes 4.

You can only activate the above effect of 'Mist Spirit - Dlaire' once per turn.

If this card is destroyed: Special Summon 1 'Mist Spirit' monster from your hand or GY.

 

Mist Spirit - Elaza

WATER/Aqua/Level 10

2800/400

This card cannot be Special Summoned or Set. You must Tribute Summon this card by tributing 3 Aqua-type monsters.

When this card is Normal Summoned: Add 1 'Mist Spirit' Spell/Trap Card from your deck to your hand.

At the End Phase of the turn that this card was Normal Summoned: if this card is still face-up on the field; Banish 1 'Mist Spirit' monster from your GY, at your next Standby Phase, Special Summon it.

During your opponent's turn, if they activate a card or effect, or summon a monster: you can banish a 'Mist Spirit' card from your GY; Negate the activation, effect or Summon, and destroy it.

You can only activate the above effect of 'Mist Spirit - Elaza' once per turn.

When this card is destroyed or tributed: Special Summon 2 Level 4 Aqua-type monsters from your GY.

 

Mist Spirit - Maria

WATER/Aqua/Rank 4

2400/800

2 Aqua-type Level 4 monsters

During either player's turn, when your opponent activates a Monster Effect, or activates a Spell Card: You can detach 1 XYZ Material from this card; negate the activation and destroy it.

You can only use the above effect of 'Mist Spirit - Maria' once per turn.

When you Normal Summon a 'Mist Spirit' monster: Special Summon 1 'Mist Spirit' monster from your deck with the same name as that monster.

 

Mist Spirit - Hazia

WATER/Aqua/Rank 5

?/0

3 Aqua-type Level 5 monsters

You can also XYZ Summon this card using 1 WATER Rank 4 XYZ Monster, with 2 or more XYZ Materials (XYZ Materials attached to that card are attached to this card.)

This card gains 250 ATK for each XYZ Material attached to this card and each 'Mist Spirit' card in your GY.

When this card attacks: Your opponent cannot activate Cards or Effects until the end of the Battle Phase; also double this card's ATK until the End Phase.

If this card attacks a Defense Position monster: after Damage Calculation, destroy the Defense Position monster, and if you do; inflict damage to your opponent equal to this card's current ATK.

 

Spells/Traps

 

Fog of the Mist Spirits

Quick-Play Spell Card

Your opponent cannot target any 'Mist Spirit' cards with card effects, and cannot chain effects to 'Mist Spirit' cards' activations, until the end phase.

 

Call of the Mist Spirits

Spell Card

Add 1 Aqua-type monster from your deck to your hand.

 

Clarity Orb of the Mist Spirits

Continuous Spell

You must play with your hand revealed.

When this card is activated: Place counters on this card equal to the amount of 'Mist Spirit' non-Monster cards in your hand.

You can Normal Summon in addition to your Normal Summon/Set 'Mist Spirit' monsters equal to the amount of counters placed on this card.

You can remove all counters on this card: Special Summon 1 'Mist Spirit' monster from your deck.

 

Last Resort of the Mist Spirits

Spell Card

Tribute 3 'Mist Spirit' monsters: Destroy all cards on the fields and in both player's hands.

You cannot conduct your Battle Phase this turn or Summon any more monsters.

 

Mist Spirit - Lake of the Mist Spirit

Field Spell

When this card is activated: Add 1 'Mist Spirit' card from your deck to your hand.

Your opponent cannot chain cards or effects to the activations of 'Mist Spirit' monsters' effects.

'Mist Spirit' monsters cannot be destroyed by card effects.

You can only activate 1 'Mist Spirit - Eozaes' per turn.

 

Defensive Manuever of the Mist Spirits

Trap Card

If your opponent activates an effect of a card already face-up on the field: negate the activation and destroy it, and if you do; Special Summon 1 Level 4 'Mist Spirit' monster from your deck.

You can only activate 1 'Defensive Manuever of the Mist Spirits' per turn.

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Bump

 

3 new cards:

 

Mist Spirit - Dlaire

Mist Spirit - Hazia

Clarity Orb of the Mist Spirits

 

Mist Spirit - Dlaire is a way for the Mist Spirits to recycle themselves.

 

Mist Spirit - Hazia is more of a late-game option when you have a bunch of cards in your GY.

 

Clarity Orb of the Mist Spirits is a additional way to get extra Normal Summons off, and incase of bricky hands, a free Special Summon for one of your Mist Spirits (so you atleast have something :P)

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I'm not sure how in depth this is going to be, but here we go...

 

Let's start with the levels 4s... Holy sheet these guys are so broke. Each of them let you summon a monster from your Deck for free then normal again. Then they all negate (non-hard once per turn) for free. Like what? And to top that off they have really broke effects at the end phase.

 

The level 5 on the otherhand is awful. It does nothing active and the float effect is mediocre.

 

The rank 4 seems too strong for a deck that seems to sheet out level 4s. While the rank 5 seems only abusable outside of this deck.

 

Next we have the spells. The quickplay and the field spell seem kind of ridiculous. While the continuous spell is underwhelming. And the search spell is way to generic. (frogs are all aqua).

 

Finally the trap is just too slow and specific when you already have 30 negates with the monsters.

 

Overall the deck seems too powerful for no cost. You interrupt there draw phase man for no cost. Yata garasu a cards the created the banlist doesn't even do that come on.

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