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[Written] Felgrand Support


Octosquid

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[spoiler=Original Konami Cards]Divine Dragon Lord Felgrand
Level 8 ~ LIGHT ~ Dragon/Effect ~ 2800/2800
If this card is Special Summoned from the Graveyard: You can target 1 monster your opponent controls or in their Graveyard; banish it, and if you do, this card gains ATK and DEF equal to the banished monster's original Level/Rank x 100. If this card destroys an opponent's monster by battle: You can target 1 Level 7 or 8 Dragon-Type monster in the Graveyard, except "Divine Dragon Lord Felgrand"; Special Summon it to your field.

Felgrand Dragon
Level 8 ~ LIGHT ~ Dragon/Effect ~ 2800/2800
Cannot be Special Summoned except from the Graveyard, and only if it was sent there from the field. If this card is Special Summoned: Target 1 monster in your Graveyard; this card gains ATK equal to that monster's Level x 200.

Arkbrave Dragon
Level 7 ~ LIGHT ~ Dragon/Effect ~ 2400/2000
If this card is Special Summoned from the Graveyard: You can banish as many face-up Spell/Trap Cards your opponent controls as possible, and if you do, this card gains 200 ATK and DEF for each card banished. Once per turn, during the Standby Phase, if this card is in the GY because it was sent there last turn: You can target 1 Level 7 or 8 Dragon-Type monster in your Graveyard, except "Arkbrave Dragon"; Special Summon it.

Paladin of Felgrand
Level 4 ~ LIGHT ~ Warrior/Effect ~ 1700/300
If this card is Normal or Special Summoned: You can equip 1 Level 7 or 8 Dragon-Type monster from your hand or Deck to this card. This card is unaffected by other monsters' effects, while equipped with an Equip Card. You can Tribute 1 monster and this card, then target 1 Level 7 or 8 Dragon-Type monster in your Graveyard; Special Summon it.

Guardian of Felgrand
Level 4 ~ LIGHT ~ Warrior/Effect ~ 500/500
If this card is Normal or Special Summoned: You can equip 1 Level 7 or 8 Dragon-Type monster from your hand or Graveyard to this card. This card gains ATK and DEF equal to half the ATK and DEF of the monster equipped to it by this effect. You can Tribute 1 monster and this card, then target 1 Level 7 or 8 Dragon-Type monster in your Graveyard; Special Summon it.

Ruins of the Divine Dragon Lords
Continuous Spell
If a monster(s) is Special Summoned, except from the Graveyard, while you control a Level 7 or 8 Dragon-Type monster: That face-up Special Summoned monster(s) has its effects negated until the end of this turn (even if this card leaves the field). Once per turn: You can send 1 other face-up card you control to the Graveyard; Special Summon 1 "Dragon Lord Token" (Dragon-Type/LIGHT/Level 1/ATK 0/DEF 0). If this card is in your Graveyard: You can send 1 Level 7 or 8 Dragon-Type monster from your hand or face-up from your field to the Graveyard; add this card to your hand.

Return of the Dragon Lords
Normal Spell
Target 1 Level 7 or 8 Dragon monster in your GY; Special Summon it. If a Dragon monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.


Harbinger of the Dragon Lords
Level 8 ~ WIND ~ Dragon/Fusion/Effect ~ 1600/1000
Must first be Special Summoned to an Extra Monster Zone by Tributing 1 "Felgrand" Dragon monster from your hand or field. Cannot be used as Link material. Quick Effect: You can send 1 Spell Card from your Deck to the GY. You can only use this effect of "Harbinger of the Dragon Lords" once per turn.

Steward of the Dragon Lords
Level 8 ~ WATER ~ Dragon/Effect ~ 2500/2100
If this card is Special Summoned from the GY: You can add 1 Level 7+ monster or Continuous Spell from your GY or banished cards to your hand. You can discard this card; add 1 "Felgrand" monster or "Arkbrave Dragon" from your Deck to your hand. You can only use each effect of "Steward of the Dragon Lords" once per turn.

Memory of the Great Dragon
Continuous Spell
Level 7 or 8 Dragon monsters in your GY are unaffected by your opponent's card effects. You can Tribute 1 monster or 1 other face-up Spell you control, then target 1 "Felgrand" monster or "Arkbrave Dragon" in your GY; Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Memory of the Great Dragon" once per turn. If this card is in your GY: You can send 1 Level 7 or 8 Dragon monster from your hand or face-up from your field to the GY; add this card to your hand.

Gospel of Arrival
Continuous Spell
You can only gain each of these effects once per turn.
● You can Normal Summon 1 "Felgrand" monster or "Arkbrave Dragon" in addition to your Normal Summon/Set.
● You can Normal Summon 1 Level 8 "Felgrand" monster or "Arkbrave Dragon" without Tributing.
If this card is in your GY: You can send 1 Level 7 or 8 Dragon monster from your hand or face-up from your field to the GY; add this card to your hand.

Awaiting the Dragon Lords
Normal Spell
Activate one of these effects.
● Discard or Tribute from your field, 1 "Felgrand" card, "Arkbrave Dragon", or Dragon Token; draw 2 cards.
● Return all of your banished "Felgrand" monsters and "Arkbrave Dragon"s to the GY; draw 1 card.
If the activation of a Dragon monster's effect would be negated, you can banish this card from your GY instead.

[spoiler=Design Notes]The original Felgrand cards (including Arkbrave) had a theme of Summoning big Dragon monsters from the graveyard. Both Felgrands and Arkbrave Dragon also had extra effects that activated when they were Summoned this way. The Level 4 Warriors gained them advantage in the form of equipping a Dragon monster from Deck or GY respectively, as well as reviving your Dragons by Tributing themselves and another monster. Unfortunately the archetype's unsearchable reliably and not quite consistent enough for today's game. I like Dragons monsters in general, so I decided to see if I could make them viable.

The overall theme of these support cards is allowing very easy Rank 8 spam, most often going into Number 95: Galaxy-Eyes Dark Matter Dragon to dump Arkbrave Dragon and Amorphage Goliath into the grave for the Extra Deck lock. They're also designed to actually effectively use the card advantage that the Warrior monsters generated.

[spoiler=details]~~ Harbinger of the Dragon Lords ~~
This is the key starter card for the archetype, pretty much unbricking a large portion of your high level dragons. It's both a searcher for the Continuous Spells in this set, and a protector for your cards by sending Return of the Dragon Lords to the graveyard. There are 2 Felgrand monsters, so a total of 6 monsters in your Deck can be used to easily Summon it.

It must be Summoned to an Extra Monster Zone, and is not usable as Link material, in order to avoid completely powercreeping Foolish Burial Goods. You have to essentially block your own EMZ to use it outside of the archetype. Decks that can get rid of it via Tribute, Synchro, or Xyz can still make use of the EMZ.

~~ Steward of the Dragon Lords ~~
This is your Main Deck searcher, and it also recycles your cards too. It's basically a 7th, 8th and 9th copy of a Felgrand Dragon monster, allowing even more consistency. Note: it can search Arkbrave or the Level 4's too, if you're missing a Paladin or something.

~~ Memory of the Great Dragon ~~
I designed the Continuous Spells to be similar to Ruins of the Divine Dragon Lords. They all share the effect of letting you send a big Dragon to the graveyard to get them back from the graveyard to hand.

Paladin of Felgrand and Guardian of Felgrand could give you a plus 1 by equipping a Dragon from your Deck or GY respectively, but they couldn't really do anything with that advantage alone. Memory is a searchable monster reborn for the archetype that takes advantage of Equip Spells and other Continuous Spells you draw with it. You can Tribute whatever Dragon you equip using Paladin/Guardian, reviving a monster and potentially banishing an opponent's card. The ignoring of Summoning conditions is only because the original Felgrand Dragon has a terrible restriction, and I wanted to be able to Summon it too.

Also it protects your Dragons in the grave from card effects. A particularly useful interaction is having Memory on the field before discarding Steward. Since Steward ends up in the graveyard, handtraps like Ash Blossom won't affect it.

~~ Gospel of Arrival ~~
The name's a pun on Return of the Dragon Lords's japanese name, Gospel of Revival.

The extra Normal Summon lets you get a second Warrior on board for more graveyard setup and revival. It also lets you Normal Summon a big Dragon for Xyz or just for crashing into monsters. Useful for removing stun monsters such as Inspector Boarder or Archlord Kristya.

~~ Awaiting the Dragon Lords ~~
It's an in theme Trade-In but even better. It allows you to tribute Felgrand or Arkbrave when they're Equip Spells as well for more draws, another use for Paladin and Guardian's effect. It can also help unbanish your Dragons if need be. Mirroring Return of the Dragon Lords, it has its own graveyard effect that protects your monsters from negates instead of destruction.




Any feedback or comments are welcome ^.^

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I promised a review on these, so gotta make good on it. 

 

Harbinger: Realistically speaking, you're limited to OG Felgrand (uh, who runs him in 2018?) and retrain in terms of targets without the aid of DNA Surgery or something, as I seem to recall Divine Knight is Warrior. The Spell dumping effect is fine, as you can technically dump Arrival and Memory, then recur them with milling stuff to revive later. 

 

Not really sure why this is an ED monster though or why it has the no Link restriction. I guess the point is for this to remain on the field for dumping the support cards, then retrieve later so...

 

Steward: This one seems fine for the most part. Recycling the Continuous Spells after banishing works for reviving them again, and given Felgrand's status as a SERIES, they don't have a searcher for themselves. 

 

Memory: Effect protection is nice, and gives them another outlet for revival. Only thing that the ignoring summoning conditions will really matter on is original Felgrand because of its restrictions (and again, why are you running him now given the flaws)? Then again, nothing wrong with clearing out dead backrow that isn't of use to you at the moment or cycling out the supports. 

 

Arrival: Slightly iffy on both those effects not being strict OPT, but hard one is decent enough. Least it makes OG Felgrand suck less (see his SS restriction) and you can establish your board better (i.e. summon Paladin or Guardian to attach dead Dragons to it).

 

Probably iffy on it because I haven't playtested SR02 because of simulator reasons, so card might be fine on its own. As they currently are, you don't have much targets to work with and retrained Felgrand shouldn't be busted.

 

Awaiting: Draw power is appreciated (though you may want to change the wording to say "Dragon Lord Token" unless you explicitly mean a Token that is a Dragon-Type, regardless) and I suppose the recurrence thing for them works (though unsure on how they're getting banished anyway within the Deck). 

 

As for the banish / negation prevention thing, I'll need to check on if it's possible (since you obviously can't block Strike and then boils down to maybe getting BTS'd or something). Outside the common negation cards, not sure if it'll work or not.

 


 

For the most part, I didn't see anything that would raise any red flags in design, so...they're fine.

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