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Massive Harpie Lady Support


SecondSeraphim

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I love Harpie Lady but am first to admit the archetype has some weaknesses. This is my attempt to fix some of those, as well as giving more focus to the Harpie's Pet series by turning it into a full-on archetype. I also introduced a pair of "retrains" of Harpie Lady Sisters, as well as gave more options for Channeler's level changing effect, and some stuff for if you need to pop your own stuff for Hunting Ground. I also gave them a Link monster just because they would do so much with the extra deck now, even though I'll be the first to admit she isn't that good yet. Thoughts would be appreciated.

 

Monsters

 

Harpie’s Pet Dragon Tamer                WIND/Winged Beast/Pendulum        LV4 / S3         ATK 1300 / DEF 1400

Pendulum:       If this card in the Pendulum Zone is destroyed, you can activate this effect; this turn, Harpie

                        monsters you control are unaffected by the opponent’s cards that do not target them.

Monster:          This card's name becomes "Harpie Lady" while it is on the field or in the GY, or while face-up in 

                        the Extra Deck. If you Normal Summon a Dragon "Harpie" monster you can Special Summon

                        this card from your hand or Pendulum Zone. You can only activate this effect of "Harpie's Pet

                        Dragon Tamer" once per turn, and cannot activate it the same turn you activate the Monster

                        effect of "Harpie's Pet Hunting Dragon".      

           

 

Harpie’s Pet Hunting Dragon             WIND/Dragon/Pendulum        LV4 / S5         ATK 1200 / DEF 600

Pendulum:       If this card in the Pendulum Zone is destroyed, you can activate this effect; this turn, if a Harpie 

                        monster battles an opponent’s monster, any battle damage the opponent receives from that battle

                        is doubled.

Monster:         If you Normal Summon a Winged Beast "Harpie" monster you can Special Summon this card 

                        from your hand or Pendulum Zone. You can only activate this effect of "Harpie's Pet Hunting 

                       Dragon" once per turn, and cannot activate it the same turn you activate the Monster effect of

                       "Harpie's Pet Dragon Tamer".      

           

 

Extra Deck Monsters

 

Harpie Lady Duo                             WIND/Winged Beast/Link                 L1(D, R) ATK 1000 / L2

             2 Wind Monsters

             This card's name becomes "Harpie Lady" while it is on the field or in the GY. If you would

             Fusion or XYZ Summon a "Harpie" monster into one of this card's Linked Zones, you can use 1              

             monster  from your GY as material for the summon (if Fusion, banish it OR if XYZ, attach it as 

             Material). You can Tribute this card, then target a "Harpie Lady" in your GY; Special Summon it.

             You can only activate each effect of "Harpie Lady Duo" once per turn.

 

Harpie Lady Trio                                WIND/Winged Beast/Fusion              LV6                 ATK 1950 / 2100

            3 Winged Beast “Harpie” monsters

This card's name becomes "Harpie Lady Sisters" while it is on the field or in the GY. If this card leaves the field because it was destroyed by battle or an opponent’s card effect, you can target 3 “Harpie Lady” in your GY; Special Summon them. If you control a “Harpie Lady” while this card is in the GY, you can discard “Elegant Egotist”; Special Summon this card.

 

Harpie Queen Riding Dragon             WIND/Dragon/Fusion                                    LV7                 ATK 2600 / DEF 3000

            1 “Harpie Lady” or “Harpie Sisters” + 1 “Harpie’s Pet” monster.

            (This card is always treated as a “Harpie’s Pet” monster.)

This card's name becomes "Harpie Lady” while it is on the field or in the GY. This card can attack directly, but if it does so no other monsters you control can attack during the same turn. Cannot be targeted by cards or effects. You can banish this card from your GY; this turn, all “Harpie” monsters you control gain 500 ATK.

 

Harpie’s Pet Ancient Dragon               WIND/Dragon XYZ                           R7                   ATK 2900 / DEF 3400

            2 Level 7 WIND monsters

You can also XYZ summon this card using a “Harpie’s Pet Phantasmal Dragon” you control as XYZ Material, and if you do transfer it's materials to this card. While this card has a Winged Beast monster attached to it as XYZ Material; negate the effects of opponent’s monsters that battle with “Harpie” monsters you control, until after damage calculations. While this card has a Dragon monster attached to it as XYZ Material; half the ATK and DEF of all monsters battling with a “Harpie” monster you control, during damage calculation only. Once per turn, you may Special Summon 1 of this card’s attached XYZ Material, but if you do it cannot be used as Material for an XYZ Summon.

 

 

Spells

 

Harpie’s Whistle         Normal

Add one “Harpie’s Pet” monster from your Deck to your hand. If this card is in the GY, except the turn it was sent to the GY, you can banish this card from the GY and target a “Harpie’s Pet” monster in your GY or from face-up in your Extra Deck; Special Summon it, and if it was an XYZ monster, you can attach the top card of your Deck to it as XYZ Material.

 

Hysteric Frenzy           Normal

Add one “Hysteric” or “Harpie” Spell/Trap from your Deck to your hand, other than “Hysteric Frenzy”. You can banish this card from the GY and shuffle 3 “Harpie” monsters in your GY into the Deck; draw a card.

 

Hysteric Assault          Normal

            Activate one of the following effects:

· Fusion Summon a “Harpie” Fusion Monster from your Extra Deck using monsters from your hand, field, or Pendulum Zones as Materials.

·  If you control 3 or more Winged Beast “Harpie” monsters, you can banish up to 3       cards in your opponent's GY, and then if you controlled exactly 3 Winged Beast       “Harpie” monsters, you can banish 1 card on the field.

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Both of your main deck monsters are decent, and might be run at 1 each, but they don't really support the archetype too much, and would brick more than anything else. I do love their Pendulum effects thought; if only they offered more as monsters. I will say that you probably have to nerf Hunting Dragon, as it is a Pendulum Tuner...and they're bad news.

 

Triad is extremely disappointing, if only for the lack of effect. Why would I go Link 3 for a card that doesn't do anything for me? Greatfly is better than this. Also, Links don't have DEF. Shame you gotta lose that, but it has terrible stats without it, anyway. Queen also is bad for its simplicity, as ATK gain isn't really very much. I want to go into something with staying power, or something that helps extend my plays. Also, only have 1 Tuner makes it something hard to go into, and you are missing the requirements :P Trio and Riding Dragon, on the other hand, are beautiful cards for the archetype My suggestion; ditch the Synchro, and replace the Tuner with a Poly or the archetypal fusion searcher. Your Pet Ancient Dragon is pretty good too, although it probably doesn't need the LP requirement. I do think your creative side shines with these last 3 monsters.

 

Whistle is pure goodness for extending plays and throwing in your Dragons to actually be playable. Frenzy is a generic searcher with recycling, so nothing interesting there, even if it helps, but the offensiveness and potential combos with Assault...weow. Another one of the impressive cards, but I don't think it needs the GY effect. It is a very niche use, but I think gets around your opponent's plays too easily. Basically "insta Xyz or Fusion if we feel like it".

 

I don't really like Training Ground as a purely replacement for Hunting Grounds. It completely voids another card made, rather than leaving room open for it. It's not really even that good of a replacement, as you designed the rest of the cards to work around Hunting Grounds. Really, you could remove it and nothing would change. 

 

Some very meh cards here, but some very good ones too. Nice to see the love you want to show them, but hopefully my suggestions can help them become better ^^

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Your Pendulums don't need to be restricted from having their counterpart's activated the same turn they activate theirs; they're not that consistent for it to be a major problem. However, as an aside, your monster and Pendulum effects on the cards are misplaced; effects which activate when destroyed in the Pendulum Zone are still monster effects, as face-up in the Extra Deck (when they go when they are destroyed) they are still monsters. Also, when they are in the Pendulum Zone and your NS a monster, you'll need to activate a Pendulum effect to SS themselves from there, so you can't just lump the SS from hand and Pend Zone into one effect. Yes, it messes up your current effects, but...it's better for them to actually work.

 

Your Extra Deck line-up is fine, although I would suggest that Duo be unable to Summon an Xyz/Fusion monster, due to how powerful it is otherwise. Still, good changes. Looking much better!

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