Jump to content

[Lunar] Scarevoyant


Lunar Origins

Recommended Posts

Scarevoyant Toddlenaga

DARK // LEVEL 1

[ Psychic // Effect ]

(1) FLIP: You can discard 1 "voyant" card from your hand: Target 1 face-up card on the field; Negate that card's effects, and, if you do, add 1 "voyant" Trap card from your Deck to your hand.  You can only activate this effect of "Scarevoyant Toddlenaga" once per turn. (2) If this card is sent to the Graveyard: You can activate 1 "voyant" Trap card from your hand.

[ 600 / 300 ]

 

Scarevoyant Carrykey

DARK // Level 1

[ Psychic // Effect ]

(1) You can reveal this card in your hand: Special Summon it in face-down Defense position.  You cannot Special Summon monsters on the turn you activated this effect. (2) FLIP: You can Special Summon 1 Level 6 or lower "voyant" monster from your deck in face-down Defense position, then you can immediately flip it to face-up Defense position when this effect resolves. (3) If this card is sent to the Graveyard: You can activate 1 "voyant" Trap card from your hand.

[ 600 / 550 ]

 

Rarevoyant, they Who Lurk

DARK // Level 6

[ Psychic // Effect ]

(1) FLIP: Banish the top 2 cards of your opponent's Deck face-down.  (2) After damage calculation, if this card battled an opponent's monster: Banish that card face-down. (3) If this card is sent to the Graveyard: You can activate 1 "voyant" Trap card from your hand.

[ 1700 / 2500 ]

 

Maskvoyant, they Who Terrify

DARK // Level 9

[ Psychic // Fusion // Effect ]

2 "voyant" monsters

(1) When this card is Fusion Summoned by a "voyant" card: Banish the top 2 cards of your opponent's Deck face-down. (2) Cards that would be sent to your opponent's Graveyard are instead banished face-down. (3) If a card(s) is banished face-down, except by the effect of "Maskvoyant, they Who Terrify": You can target 1 monster your opponent controls; Destroy it. (4) If this card is sent from the field to the Graveyard: You can activate 1 "voyant" Trap card from your hand.

[ 1400 / 2900 ]

 

Scarevoyant Spook

[ Trap / Continuous ]

(1) If this card is activated from the hand: Draw 1 card and reveal it; If that card is a Level 5 or higher "voyant" monster, draw 1 card. (2) Once per turn, during either player's turn: You can send 2 "voyant" monsters you control to the Graveyard; Special Summon 1 "voyant" Fusion monster from your Extra Deck (this counts as a Fusion Summon.) This effect can only be activated once per turn. (3) "voyant" Fusion monsters you control are unaffected by the effects of your opponent's monsters.

 

Scarevoyant Reassurance

[ Trap ]

(1) Banish the top card of your opponent's Deck face-down. (2) If this card is being activated from your hand, it has this effect instead:

  • Look at the top 3 cards of your opponent's Deck: You may banish 1 of those cards face-down, then place the others on the top or bottom of their deck in any order that you wish.

Scarevoyant Retell

[ Trap ]

(1) Send 1 "voyant" card from your Deck to your Graveyard. (2) If this card is being activated from your hand, it has this effect instead:

  • Add 2 "voyant" cards from your Graveyard to your hand, except "Scarevoyant Retell", and, if you do: Destroy 1 Spell/Trap card on the field.

Scarevoyant Climax

[ Trap ]

(1) If your opponent has 10 or more banished cards: Destroy all monsters they control. (2) If this card is being activated from your hand, it has this effect instead:

  • Discard 1 card; Banish all Spell/Trap cards on the field face-down.


 

A small archetype I had an idea for a little while ago, based entirely on milling your opponent's deck face-down so they lose a lot of their combo pieces or consistency while you build up your own card advantage through disruption and draw control in the meantime.  Also based on traps that are more powerful if you wait to activate them from your hand when your "voyant" monsters are sent to the Graveyard.

 

Their win condition is fairly slow, and they're incapable of really pushing for game with their own attacks, so their disruption effects are designed to be powerful in their stead.  They lend themselves less to OTKs/FTKs and more to slow games.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...