Jump to content

High Spirits & Spiritual Avatars [Written]


jotaxper3

Recommended Posts

In this post i make two groups of cards, one of them uses the members to the other to gain their powers. I'll present them with thier lore:
 

 

[spoiler=High Spirits]

 

A group of 3 monsters representing high spirits from the spiritual realm that live apart from this world. As such this cards cannot be summoned ever, but all have hand trap effects.

 

 
Khadarja the Warmonger of the High Spirits 
 
Level 11 FIRE Fairy/Effect
 
This card cannot be summoned. Once per turn, during your opponent's turn (Quick Effect): Discard this card from your hand, then target 1 face-up monster on the field; increase the target ATK by 1000 until the end phase. This card can attack all monsters on the field and if this card battle a defense position monster, inflict piercing battle damage.The effects of monsters this card battle are negated. This card cannot declare a direct attack. This card cannot be banished.
 
ATK:4300 DEF:3750
 

 
Azeramun the Empatic of the High spirits
 
Level 11 WIND Fairy/Effect
 
This card cannot be summoned. Once per turn if your opponent activates an effect from a card in the GY (Quick Effect): Discard this card from your hand; Negate that effect then banish that card in the GY. When an opponent's card effect is activated from the hand or field (Quick Effect): You can pay 500 LP; negate that activation and destroy that card, then this card gain 500 ATK. These effects last until the end of this turn. Once per turn (Quick Effect): change this card battle position, then target a face-up monster on the field; negate the effect of that target, your opponent cannot activate cards in response to this effect. This card cannot be banished.
 
ATK:3300 DEF:3950
 

 
Maharata the Judgement of the High Spirits
 
Level 11 WATER Fairy/Effect
 
This card cannot be summoned. Once per turn if your opponent destroy a face up attack position monster you control and is sent to the GY (Quick Effect): Discard this card from your hand; Special Summon the destroyed monster in face up attack position from your GY ignoring its summoning condition.While this card is face up on the field your opponent cannot Special Summon Effect monsters. This card cannot be banished.
 
 
ATK:3800 DEF:3550
 

 

 

 

 

[spoiler=Spiritual Avatars]

 

Monks devoted to harrness the energy of spiritual energy through meditation and communion with the High Spirits of their faith, serving as avatars of thier will.

 

Spiritual Avatar Nuhr

 

Level 3 EARTH Psyquic/Effect

 

Once per turn: Target 1 "High Spirit" monster in your hand; equip it to this card, also the equipped card cannot be targeted by your opponent's card effect (you can only equip 1 monster at a time to this card with this effect). This card  ATK and DEF became the ATK and DEF of the equipped monster. During your stand-by phase pay 1000 LP or destroy the equipped card by this card effect.

 

ATK: 1000  DEF: 1500

 


 

Spiritual Avatar Dhelkin

 

Level 3 DARK Psyquic/Effect

 

Once per turn: Target 1  "High Spirit"  monster in your GY; equip it to this card, also the equiped card cannot be targeted by your opponent's card effect  (you can only equip 1 monster at a time to this card with this effect). This card  gains the Effect of the equipped monster. During your stand-by phase pay 1000 LP or destroy the equipped card by this card effect. If an equipped card would leave the field: shuffle it into your deck instead.

 

ATK: 1500  DEF: 1000

 


 

Spiritual Avatar Zoroka

 

Level 3 LIGHT Psyquic/Effect

 

Once per turn: Target 1 "High Spirit" monster in your hand or GY; equip it to this card, also the equiped card cannot be targeted by your opponent's card effect  (you can only equip 1 monster at a time to this card with this effect). This card  ATK, DEF and Effect became the ATK , DEF and Effect of the equipped monster. During your stand-by phase shuffle all cards equipped to this card into the Deck.

 

ATK: 1250  DEF: 1250

 


 

In momenst of critical situations all monks prayers come together into  the most devoted and faithful of the avatars to become:

 

High Spiritual Avatar Zorokahn

 

Rank 3 LIGHT Psyquic/Xyz/Effect

 

3 Level 3 "Spiritual Avatar" monsters.

 

Once per turn: you can detach 1 material from this card to target 1 "High Spirit" monster from your hand, deck or GY; attach it to this card as a material. This card gains the effect of all "High Spirit" monsters materials this card have.

 

 

ATK: 3750  DEF: 3750

 

 

 

 

 

[spoiler=Spell/Traps]

 

Magatama of the Spiritual Avatar 

 

Equip Spell

 

Target 1 "Spiritual Avatar" monster in your GY: Special Summon it and equip it with this card. If this card leaves the field: destroy the equipped monster. Once per turn; you can banish this card in your GY; add 1 "Spiritual Avatar" monster from your deck or GY to your hand.

 


 

Isolated Meditation of the Spiritual Avatar

 

Normal Spell

 

If you control no monsters: Send all cards in your hand to the GY; Special Summon 1 "Spiritual Avatar" monster from your Deck.

 


 

Stray Beads of the Spiritual Avatar

 

Equip Spell

 

Equip only to a "Spiritual Avatar" monster. Increase the Equipped monster ATK and DEF by 700. If the equipped monster would be destoyed by battle or effects: destroy this card instead.

 


 

Blessing of the Spiritual Avatar

 

Normal Spell

 

If you control a "Spiritual Avatar" monster: Draw 3 cards, then end your turn.

 


 

Karma of the Spiritual Avatar

 

Continuous Spell

 

Once per turn, during your end phase if you control a "Spiritual Avatar" monster: draw as many cards that were sent to your opponents GY this turn. Once per turn during your stand-by phase pay 1000 LP, if you cannot destroy this card.

 


 

Determination of the Spiritual Avatar

 

Normal Trap

 

If a "Spiritual Avatar" monster  you control is sent to the GY: Discard 1 card from your hand; activate 1 of the following: • Add 1 "Spiritual Avatar" Spell/Trap from your deck to your hand. • Destroy 1 card your opponent control. 

 


 

Mantra of the Spiritual Avatar

 

Normal Trap

 

When an opponent monster activates it's effect on the field or GY: Negate that activation of that monster and banish it. Once per turn, during your opponent's turn: banish this card in your GY; add 1 "High Spirit" card from your Deck to your hand.

 


 

Prayers of the Spiritual Avatar

 

Normal Trap

 

Target 1  monster on the field: Banish it until the end of the turn. Once per turn,  during your turn: banish this card in your GY; add 1 "High Spirit" or "Spiritual Avatar" card from your GY to your hand.  

 

 

 

 

 

 

 

Link to comment
Share on other sites

I saw a report come from here, so I thought I should clarify for newer members.  No one is in trouble, this is just to explain the section.

 

Written Cards posts will most always not contain any images of cards.  That is because this subforum is for cards in written format as well as visuall.  This means that you will not see images of cards all the time, but you will see things like card names, card attack and defense values, card types, and so on and so forth.  If you don't see images of cards, it's okay as long as the topic title contains a [Written] tag.

 


 

While I'm here, I want to point out that I'm a big fan of handtraps.  When you say high spirits, I want to think of spirits from mythology, though there are many.  I'm curious to see what you come up with.  I'll be back to visit and see what you've worked on.

Link to comment
Share on other sites

About the High Spirits, the only cards that were her at the time of this post:

 

"This card cannot be summoned" 

 

Then why do they all have some effects that activate on the field? The only way for a mon to enter the field is to be summoned. Henceforth, the effects that they use as mons on the field are a moot point. However, if you were to ignore summoning conditions, they could be used... in which case, I will say:

 

You need to place an "until the end of the Damage Step" clause on Warmonger's effect negation effect. As it is now, the mon's effect will be negated forever. Intentional or a misunderstanding of card grammar, that effect is broken, given that it can attack all your opponent's mons. Also lower its ATK by a bit... maybe 4100. Otherwise it's OK, maybe piercing is a bit too much but given that you need to ignore sumcons it's appropriate.

 

You should also place a "Once per turn" or "You can only use this effect of "Azeramun the Empatic of the High spirits" once per turn" on Azeramun's negation effect. Also it can destroy cards in the hand, which is pretty unique. Not seen that before.

 

You need to remove Judgement's effect to stop your opponent from Special Summoning Effect mons. Replace it with something else entirely. Given how the ENTIRE GAME revolves around effect monsters, it's basically a "Your opponent cannot Special Summon anything that would actually help them unless they are playing Phantasm Spiral or Red-Eyes." Not good. 

 

Take these with a bag of salt, since I don't think that these will EVER be SS'd ignoring Summoning conditions given how NO CARDS I KNOW can do that.

 

Alright, on to the hand trap effects, which matter infinitely more...

 

Warmonger can increase ATK by 1000... not bad, if only I could use that during my turn, it would be much better.

 

Empathetic is very unique. It negates grave triggers and banishes them, very original. Never seen anything like that before.

 

Judgement can summon a mon that was just destroyed and sent to the GY?! Ignoring summoning conditions?! And it doesn't specify a type of destruction as well... pretty good, I say.

 

All in all, slightly unoriginal (hand traps are the new metagame), but mostly innovative. You are pretty good.

Link to comment
Share on other sites

About the High Spirits, the only cards that were her at the time of this post:

 

"This card cannot be summoned" 

 

Then why do they all have some effects that activate on the field? The only way for a mon to enter the field is to be summoned. Henceforth, the effects that they use as mons on the field are a moot point. However, if you were to ignore summoning conditions, they could be used... in which case, I will say:

 

You need to place an "until the end of the Damage Step" clause on Warmonger's effect negation effect. As it is now, the mon's effect will be negated forever. Intentional or a misunderstanding of card grammar, that effect is broken, given that it can attack all your opponent's mons. Also lower its ATK by a bit... maybe 4100. Otherwise it's OK, maybe piercing is a bit too much but given that you need to ignore sumcons it's appropriate.

 

You should also place a "Once per turn" or "You can only use this effect of "Azeramun the Empatic of the High spirits" once per turn" on Azeramun's negation effect. Also it can destroy cards in the hand, which is pretty unique. Not seen that before.

 

You need to remove Judgement's effect to stop your opponent from Special Summoning Effect mons. Replace it with something else entirely. Given how the ENTIRE GAME revolves around effect monsters, it's basically a "Your opponent cannot Special Summon anything that would actually help them unless they are playing Phantasm Spiral or Red-Eyes." Not good. 

 

Take these with a bag of salt, since I don't think that these will EVER be SS'd ignoring Summoning conditions given how NO CARDS I KNOW can do that.

 

Alright, on to the hand trap effects, which matter infinitely more...

 

Warmonger can increase ATK by 1000... not bad, if only I could use that during my turn, it would be much better.

 

Empathetic is very unique. It negates grave triggers and banishes them, very original. Never seen anything like that before.

 

Judgement can summon a mon that was just destroyed and sent to the GY?! Ignoring summoning conditions?! And it doesn't specify a type of destruction as well... pretty good, I say.

 

All in all, slightly unoriginal (hand traps are the new metagame), but mostly innovative. You are pretty good.

 

 

Thanks for replaying so quickly. 

 

As you can see i´ve updated the cards with the full set. 

 

The High Spirits monsters aren't made to be Summoned. They are made to be equipped to the more fragile Spiritual Avatars. Une of them can only gain its stats and the others gain the effects

 

I think the monsters with the reduced stats, and the costs of keeping that effect are more fair, but i'm not an expert in the meta so maybe i'm wrong.

 

But what you told me for the high spirits apply to the boss monster because of its stats. i'm planning on restrict its effect a little or maybe reduce its stats to 0 to make it gains ATK and DEF respective to the number of High spirits it have as materials or halve the ATK and DEF of its materials.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...