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Hollowed Angels [AGM, WRITTEN]


Tinkerer

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Hello, fine peoples!
 

Kinda been a bit out of it for a while and wanted to just work on a prompt with the hope that the creative juices would start flowing.  Decided to take a gander at this prompt:

 

 

 

Hollowed Angel
Archetype of EARTH Fairy monsters that rely on having their effects negated to trigger their effects later on, either when they leave the field, or after the effect negation is removed from them (e.g. Skill Drain). To further complement this playstyle, they all have high stats for their levels, but their stats are dropped by their own effects, encouraging the player to negate them. Think of Barbaros in combination with Skill Drain or Forbidden Chalice, but for an entire archetype that also come with some floating effects, as well as effects with conditions on the line of "If this card's effects have been negated while it was on the field: [insert effect here]". Moreover, they don't rely on Special Summons, but still get tools to perform multiple Normal Summons in order to generate field presence, plus to remain compatible with lock Traps like "Lose 1 Turn". They also have some compatibility with not only EARTH Fairies, also EARTHs with the elemental types (Rock, Aqua, Pyro, Thunder) in order to allow for variants that, for instance, merge with Stun Rocks.

 

...and though I think I worked it out alright, I was pretty straightforward with what the prompt asked, not really taking as much creative liberty as I thought I might going in.  That said, it was still an interesting enough prompt and the result had enough interesting wordings and ideas that I'm kinda fine with how it turned out.  Sentiments aside, on to the cards:

 

[spoiler=Monsters]
Hollowed Angel Ramiel
EARTH ******
Fairy/Effect
You can Normal Summon this card without Tributes, but if you do, halve its ATK. Once per turn: you can target 1 other face-up card you control; negate that target's effects until the End Phase, and if you do, you can Tribute Summon 1 monster in addition to your Normal Summon/Set.
2400/1000

Hollowed Angel Tagiel
EARTH *****
Fairy/Effect
This card loses 400 ATK. If you control an EARTH Rock, Aqua, Pyro, or Thunder Monster, you can Normal Summon this card without tributes. Once per turn: if another monster's effect you control is negated, you can tribute 1 monster you control; Immediately after this effect resolves, Normal Summon 1 EARTH Monster.
2300/1300

Hollowed Angel Vanial
EARTH ****
Fairy/Effect
This card loses 600 ATK. Once per turn (Quick Effect) you can activate this effect: if this card had its effects negated this turn, draw 1 card. If you control an EARTH Rock Monster when this effect resolves, you can negate the effects of 1 face-up card on the field this Phase.
2300/800

Hollowed Angel Alleel
EARTH ****
Fairy/Effect
This card's ATK is halved. Once per turn (Quick Effect) you can activate this effect: if this card had its effects negated this turn, target 1 face-up card on the field; destroy that target. If you control an EARTH Thunder Monster when this effect resolves, you can negate the effects of 1 face-up card on the field this Phase.
2400/100

Hollowed Angel Bariel
EARTH ***
Fairy/Effect
This card's DEF becomes equal to its ATK. Once per turn (Quick Effect): If this card in your Graveyard had its effects negated on the field this turn, add 2 "Hollowed Angel" monsters from your Deck to your hand (except "Hollowed Angel Bariel"), then discard 1 card. If you control an EARTH Aqua Monster when this effect resolves, you can negate the effects of 1 face-up card on the field this Phase.
900/2200

Hollowed Angel Seriel
EARTH ***
Fairy/Effect
This card loses 600 DEF. Once per turn (Quick Effect): If this card in your Graveyard had its effects negated on the field this turn, add 1 "Hollow Angel" card from your Deck to your hand. If you control an EARTH Pyro Monster when this effect resolves, you can negate the effects of 1 face-up card on the field this Phase.
1200/2000

Hollowed Angel Gaia
EARTH *
Fairy/Effect
Once per turn (Quick Effect): you can target 1 other monster you control and declare 1 type; negate that target's effects until the end of the Phase, and if you do, this card gains that target's ATK/DEF and the declared type until the End Phase. During your Main Phase: you can negate this card's effects; you can Normal Summon 1 "Hollowed Angel" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn).
100/100

 

 

Fairly straightforward with a stun playstyle since they have an ability to negate whatever as SS2.  Making Gaia was kinda necessary to fulfill a means to play the deck with any semblance of purity.

[spoiler=Spell/Traps]
Hollowed Angel's Sealing
Counter Trap
When your opponent activates the effect of a Spell/Trap or Monster on the field, target that card and 1 "Hollowed Angel" monster you control: negate their effects until the End Phase, then, you can destroy both cards. You can banish this card and 1 "Hollowed Angel" monster from your Graveyard; add 1 "Hollowed Angel's Sealing" from your Deck to your hand.

Hollowed Angel's Pressure
Counter Trap
When your opponent Summons a monster(s), target 1 "Hollowed Angel" monster you control; negate the effects of the target and the Summoned monster(s) until the End Phase, and if you do, those monster(s) lose ATK/DEF equal to the ATK or DEF of the target (whichever is higher). You can banish this card and 1 "Hollowed Angel" monster from your Graveyard; add 1 "Hollowed Angel's Pressure" from your Deck to your hand.

Hollowed Angel's Filling
Counter Trap
If your opponent would Special Summon a monster(s) from the Extra Deck while you control a monster(s) whose effects are negated: Special Summon the monster(s) to your side of the field instead, but their effects are negated. You can only use 1 "Hollowed Angel's Filling" per turn. You can target 1 banished "Hollowed Angel" card (except "Hollowed Angel's Filling") then banish this card from your Graveyard; return that target to the Graveyard.

Hollowed Angel Polymerization
Spell
Reveal 1 "Hollowed Angel" Fusion Monster in your Extra Deck. Special Summon any appropriate Fusion Materials for that revealed Fusion Monster in your hand, also target any monsters you control that are appropriate Fusion Materials for that revealed Fusion Monster, but negate their effects (max. 2). Fusion Summon the revealed "Hollowed Angel" Fusion Monster using the monsters whose effects were negated by this effect.

 

 

Fairies with a bunch of counter traps.  Bet no one's heard of that before!  In all seriousness, the traps supplement the playstyle by enabling SS3 negation while also giving more options for negating your own stuff to make plays.  Poly is meant to allow you to SS the materials (if any are in your hand), negate the effects of the Fusion Materials, then Fusion Summon with 'em (so that you can trigger the level 3s' grave effects if they're used), but the wording is probably woefully unclear.

[spoiler=Fusions]
Statue of Hollowed Angels
EARTH 8*
Rock/Fusion/Effect
1 "Hollowed Angel" monster + 1 Rock monster
This card's ATK and DEF are halved during your turn. If a face-up card you control is negated: you can target up to 2 Set cards on the field; destroy those targets. (Quick Effect) you can activate this effect: if this card had its effects negated this turn, when this effect resolves, Normal Summon 1 "Hollowed Angel" monster from your hand, but negate its effects until the end of the Phase. You can only use each effect of "Statue of Hollowed Angels" once per turn.
2000/2800

Hollowed Angels' Dynamic Power
EARTH 8*
Thunder/Fusion/Effect
1 "Hollowed Angel" monster + 1 Thunder monster
This card loses 1000 ATK during your turn. If a face-up card you control is negated: you can target 1 face-up card on the field; destroy that target. (Quick Effect) you can activate this effect: if this card had its effects negated this turn, when this effect resolves, Normal Summon 1 "Hollowed Angel" monster from your hand, but negate its effects until the end of the Phase. You can only use each effect of "Hollowed Angel's Dynamic Power" once per turn.
2700/1500

Afterlife Barge for Hollowed Angels
EARTH 8*
Aqua/Fusion/Effect
1 "Hollowed Angel" monster + 1 Aqua monster
This card loses 1000 DEF during your turn. If a face-up card you control is negated: you can send 1 card from your Deck to the Graveyard, and if you do, monsters you control gain 300 ATK/DEF. (Quick Effect) you can activate this effect: if this card had its effects negated this turn, when this effect resolves, Normal Summon 1 "Hollowed Angel" monster from your hand, but negate its effects until the end of the Phase. You can only use each effect of "Hollowed Angel's Afterlife Barge" once per turn.
1200/3000

Hollowed Angels' Burning Passion
EARTH 8*
Pyro/Fusion/Effect
1 "Hollowed Angel" monster + 1 Pyro monster
This card cannot attack. If a face-up card you control is negated: you can inflict 1000 damage to your opponent, and if you do, destroy 1 random card in your opponent's hand. (Quick Effect) you can activate this effect: if this card had its effects negated this turn, when this effect resolves, Normal Summon 1 "Hollowed Angel" monster from your hand, but negate its effects until the end of the Phase. You can only use each effect of "Hollowed Angels' Burning Passion" once per turn.
3000/1000

Yondiel the Hollowed Angel
EARTH 7*
Fairy/Fusion/Effect
2 "Hollowed Angel" monsters
Negate the effects of the turn player's monsters during the Main Phase 1. This effect cannot be negated.
2800/2300

Hollowed Angel Deity - Yondiel
EARTH 9*
Fairy/Fusion/Effect
1 "Hollowed Angel" monster + 1 EARTH Rock, Aqua, Pyro, or Thunder Fusion monster
Negate the effects of all your opponent's cards. If a card(s) are removed from the opponent's field, place 1 Reincarnate Counter on this card. This card gains 500 ATK for each Reincarnate Counter on it. If this card has 3 Reincarnate Counters on it, return it to the Extra Deck, then, Special Summon 1 level 8 or lower "Hollowed Angel" Fusion Monster from your Extra Deck, and if you do, all face-up cards you control have their effects negated until your next Standby Phase.
2000/0

 

 

So I made the monsters/spells/traps yesterday and these today and.. well, one could probably see my design direction shift in those two days (via the card names + effects).  Regardless, the Fusions enable a bit more direct effects and help you put monsters out on the board better while both Yondiels act as straight boss monsters which toss the theme out the window a bit for the capacity to be game-enders on their own.

Okie.  Pretty tired and don't got much else to say about these rn.  As always, CnC much appreciated.

 

Cheers!

 

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