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[V Jump] The “Nephthys” Archetype from Hidden Summoners


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Nephthys revives with her sacred order’s members and rites revealed!

 

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DBHS-JP001 Nephthys no Satorite (Enlightened Hand of Nephthys/Enlightened of Nephthys)
Level 2 WIND Spellcaster Effect Monster
ATK 600
DEF 600

 

You can only each effect of this card’s name once per turn.
(1) You can target 1 Level 4 or lower “Nephthys” monster in your GY, except “Enlightened Hand of Nephthys”; destroy 1 card in your hand, and if you do, Special Summon that monster in Defense Position, but its effects are negated.
(2) If this card is destroyed by an effect and sent to the GY, during your Next Standby Phase: You can Special Summon this card from the GY.

 

DBHS-JP002 Nephthys no Inorite (Praying Hand of Nephthys)
Level 2 WIND Spellcaster Effect Monster
ATK 0
DEF 2000

You can only each effect of this card’s name once per turn.
(1) During your Main Phase: You can activate this effect; destroy 1 card in your hand, and if you do, add 1 “Nephthys” monster from your Deck to your hand, except “Prayer Hand of Nephthys”
(2) If this card is destroyed by an effect and sent to the GY, during your next Standby Phase: You can activate this effect; add 1 “Nephthys” Spell/Trap Card from your Deck to your hand.

 

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DBHS-JP003 Nephthys no Katarite (Speaking Hand of Nephthys)
Level 2 WIND Spellcaster Effect Monster
ATK 300
DEF 1200

You can only each effect of this card’s name once per turn.
(1) You can target 1 “Nephthys” card in your GY, except “Speaker Hand of Nephthys”; destroy 1 card in your hand, and if you do, add that target to your hand.
(2) If this card is destroyed by an effect and sent to the GY, during your next Standby Phase: You can add 1 “Nephthys” card from your GY to your hand, except “Speaker Hand of Nephthys”.

 

DBHS-JP004 Nephthys no Mamorite (Protecting Hand of Nephthys)
Level 2 WIND Spellcaster Effect Monster
ATK 1400
DEF 200

You can only each effect of this card’s name once per turn.
(1) During your Main Phase: You can activate this effect; destroy 1 card in your hand, and if you do, Special Summon 1 Level 4 or lower “Nephthys” monster from your hand, except “Protecting Hand of Nephthys”.
(2) If this card is destroyed by an effect and sent to the GY, during your next Standby Phase: Destroy 1 “Nephthys” monster in your Deck, except “Protecting Hand of Nephthys”.

 

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DBHS-JP005 Nephthys no Matsurite (Deified Hand of Nephthys)
Level 2 WIND Spellcaster Ritual Effect Monster
ATK 1200
DEF 1200

You can Ritual Summon this card with “Rebirth of Nephthys”. You can only use each effect of this card’s name.
(1) If this card is Ritual Summoned: Special Summon 1 “Nephthys” monster from your Deck, but it is destroyed during the End Phase.
(2) If this card is in the GY: You can activate this effect; destroy 1 “Nephthys” card in your hand, and if you do, Special Summon this card from the GY.

 

DBHS-JP006 Nephthys no Sououshin (Sacred Blue Phoenix of Nephthys)
Level 8 FIRE Winged Beast Ritual Effect Monster
ATK 3000
DEF 1000

You can Ritual Summon this card with “Rebirth of Nephthys”. You can only use each effect of this card’s name once per turn.
(1) During your Main Phase: You can activate this effect; destroy any number of “Nephthys” cards face-up on your side of the field or in your hand, then, destroy an equal number of monsters your opponent controls.
(2) If this card is destroyed (by battle or by card effect), during your next Standby Phase: You can Special Summon this card from the GY.

 

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DBHS-JP007 Shugoshin – Nephthys (Nephthys the Palldium Deity)
Link 2 FIRE Winged Beast Effect Monster
ATK 1200
Links: Bottom, Bottom Right
Materials: 2 “Nephthys” monsters

You can only use the effect of this card’s name once per turn.
(1) If this card is Link Summoned, apply one of the following.
• Add 1 Level 8 Winged Beast monster from your Deck to your hand, then you can add 1 Ritual Spell Card from your GY to your hand.
• Destroy 1 “Nephthys” monster this card points to, and if you do, Special Summon 1 “Nephthys” monster from your GY with a different name, but its effects are negated.

 

DBHS-JP009 Nephthys no Rinne (Rebirth of Nephthys)
Ritual Spell Card

This card can be used to Ritual Summon any “Nephthys” Ritual Monster.
(1) . You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you Tribute “Deified Hand of Nephthys” or “Sacred Blue Phoenix of Nephthys” to Ritual Summon, you can destroy 1 card on the field.

 

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DBHS-JP010 Nephthys no Kibou (Hope of Nephthys)
Normal Spell Card

You can only activate a card with this card’s name once per turn.
(1) Target 1 “Nephthys” monster you control and 1 card your opponent controls; destroy those cards.

 

DBHS-JP011 Nephthys no Kakusei (Awakening of Nephthys)
Continuous Trap Card

You can only use the 2nd effect of this card’s name once per turn
(1) “Nephthys” monsters you control gain 300 ATK.
(2) If this card in your Spell & Trap Zone is destroyed by an effect: You can Special Summon 1 “Nephthys” monster from your hand, Deck or GY, but it is destroyed during the End Phase.

Source: https://ygorganization.com/hopeforabetterfutureforourchildren/

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Ok, I get why WIND/Spellcaster was chosen, since Hand of Nephthys exists, but I really don't think that was needed, while yeah I get that FIRE would be compared to Fire King, WIND do have something like this already with Gusto. Anyway, seems rather standard, but nothing terrible here, hand destruction like this can be powerful, as we already know from previous experience with True Draco and the like. Blazing Sacred Phoenix still doesn't really seem to have a way to really use it well, Deified Hand of Nephthys is low Level and can be Ritual Summoned with any of the monsters, but there is no way to get many out at once really, Nephthys the Palldium Deity is pretty good on the other hand. Their other Spell and Trap support seem alright, but not super amazing, since you need it in the Spell & Trap Zone for the destruction effect to work. That being said, they have a good enough Ritual boss for it not to matter.

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At first glance these look too fair. I guess they can ensue some combos with Mamorite --> Summon Satorite --> Summon 3rd Nephthys monster --> follow up with bigger monsters, although that would require enough Nephthys monsters at hand to keep plusing.

I find amusing that Shugoshin can search big Winged Beasts like Avatar Garunix.

Sad to see the Ritual Spell is missing a GY effect as most of the new generation do. I was expecting that it could destroy monsters instead of Tributing them.

Shinobirds are WIND/Winged Beast Rituals. Can they sinergize with this in some way I'm missing, besides Shugoshin searching for the big Shinobirds?

Hope of Nephthys could very well have been a Quick-Play.

Seems to me that the Cont. Trap is the star of the Deck, since it can drop Nephthys from anywhere without negating its effect. It's a bummer that it won't trigger if it's destroyed from the hand, though.

Still, they may have some success if mixed in with Dragonic Diagram engine, or some of True Drac Spell/Traps.

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These could be tolerable if the low level monsters could trigger their trap card ... they have no protection, interruption or proper resource generation.

 

As far as things stand their best card is their Link 3, which shines due to adding a solid option to ritual spam decks (mostly just nekroz), while not being forced to care about its own archtype.

 

As for the archtype itself, their greatest play (and only tolerable one) appears to use the great generic ritual support, get out their Link 3 and cower behind it, hoping that their opponent has no way of dealing with it (by the way, if you want to do that nekroz is still better, even at that).

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Dragonic Diagram, Mariamne, both Preparation of Rites cards and EVERY SPELLCASTER SUPPORT EVER MADE all converges on one point with the Nephthys support (seriously, one of y'all is gonna realize mini-Spellcasters have their Miracle Fertilizer but better since it actually plusses on departure from the field in Magicians Restage and its gonna blow minds) and we still sleep on this Archetype. Is anyone plannign to address the crazy amount of good stuff their twin native Attributes/Types have going for them? Anyone? Bueller?

 

Fine, to the card ratings then.  Also, geez, an Archetype that can make SHRINE OF MIST VALLEY a good tech choice.

 

Solid 7.5 for Enlightened Hand of Neph.

 

Protecting Hand of Neph gets a 7.3, mainly because getting out stuff from the hand is something the Extra Deck tends to do better and destroying cards in the Deck that only work on the next turn, to quote Black, is a meme.

 

Praying and Speaking Hands? 7.3 each, if they self-Summoned it'd be higher. Though I may be susceptible to giving Praying Hand an extra point because Deck searching is always dope, especially for an Archetype this invested in getting Rituals onto the Field.

 

Deified Hand? 8.5, definitely your Link-laddering Ritual of need. 

 

7.2 for (Sacred Blue) Nephthys But For Monsters, because non-targeting removal is cool but its very slow-it does come back though.

 

Rebirth of Nephthys gets a 7.5. Does its job decently, but the destruction feels a tad Shaddoll Fusion like, as it depends on a setup and turn count you may not necessarily want to spend making MORE Rituals. Is nice in hitting backrow tho. 

 

I also have short and longform review of the Nephthys Archetype.

 

Short version: Overall, I think the Archetype's alright, it'll be how the natural support for this Archetype gets by that really sells it. I've gotten an element of Altergeists with this Archetype-even though it doesn't deal with negation, it's a Spellcaster-full and Link-dependent Archetype that forces your opponent to handle your field a specific way-one which spamming your way past may not be the most optimal route considering the choke-points you can exploit as they try to work around it. Control in aggro's clothing, essentially Tell you what though, this would have been more impressive if Folgo didn't essentially say "here Fur Hire, literally draw three when the Neph starts their strategy teehee~"

 

[spoiler=Long version....]

Enlightened and Protecting Hand of Nephthys are your main plays, to get more Nephthys cards on board while setting up for the next turn (especially by their secondary effects, reminds me of Fire Kings and Metaphys a tad, where there's a second game of resource renewal happening behind the initial blows to prepare you for your next turn. Seem okay if they don't get Ghosted, and more often than not, that's something they'll save for the Diagrams-or recoverable with the Restages. 

 

Praying and Speaking Hands add Nephthys cards from the Deck to the hand (Speaking Hand does so in duplicate. Useful, but not as the initial play.) 

 

Deified Hand and Sacred Blue Phoenix of Nephthys offer two different things, now. One replicates by Summoning another from the Deck, possibly setting up for the Links in one go. And it comes back upon being sent there, so, one Ritual Summon goes a LONG way with this. Meanwhile, Sacre Bleu Jean Grey allows you to scrap your field to strike at the opponent's monsters in a non-targeting way, similar to Chaos Emperor the Armageddon Dragon. Would be mediocre if it didn't also come back on destruction and the Ritual Spell for 'em wasn't so allowing in terms of exceeding Levels (remember what I said about Mariamne.)  

 

Palldium Deity  de la Nephthys is mostly used for its effect on Summon, so yeah, hello themed Needlefiber. Reloads so quick, but the main thing you want to go for here is the first effect, to reload the Nephthys and the Ritual Spell you likely used. This becomes either their themed Circle of the Fire Kings, or Preparation of Rites numbers #4, #5, and #6. Use it that way. 

 

Rebirth of Nephthys. Does allow for destruction if you go REINCARNATION RITUAL SHOKAN, but that's for turn 2 and beyond. Use this to get Deified Hand and start pumping out those Links-for-cost-to-benefit Ratio, going for 2 Rituals to make the Link-3 Nephthys the Blazing Sacred Phoenix is ideal, giving you a 3800 beater that's immune to destruction. BSP's ease of Summoning condition also helps immensely-you can possibly run a Brandish engine to help mitigate the Link Summon cost. And that Link protects your Nephthys monsters in the back row, so you're less cowering behind the Phoenix as you are forcing your opponent to handle the Nephthys through a specifc cramped pipeline, which can allow you to properly control your opponent if you play right.

 

And finally, we have Hope and Awakening of Nephthys. One is a one-for-one-er that...kinda isn't what Nephthys should be working towards. OTHER CARD, HOWEVER, is what makes me want to run Temple of the Kings just to activate it early and smoke it with Diagram to get 1 in the hand and another on the field. It's worth that much.

 

 

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@@black d'Sceptyr

You got me excited for a moment, but Magician Restage is actually only once while it's face-up, not once per turn like Fertilizer... unless you have bouncing tricks in mind. As a Cont. Spell it can be used as Tribute fodder for True Dracos, however.

 

You do have a point though, as Level2 WIND/Spellcasters they get a bunch of external support. Heck, even Majespecters came to my mind, which are somewhat enginizable, although these won't float from their backrow. If only they floated upon being Tributed.

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@@black d'Sceptyr

You got me excited for a moment, but Magician Restage is actually only once while it's face-up, not once per turn like Fertilizer... unless you have bouncing tricks in mind. As a Cont. Spell it can be used as Tribute fodder for True Dracos, however.

 

You do have a point though, as Level2 WIND/Spellcasters they get a bunch of external support. Heck, even Majespecters came to my mind, which are somewhat enginizable, although these won't float from their backrow. If only they floated upon being Tributed.

 

 

Doesn't necessarily make Restage bad-considering it doesn't eat into your Normal Summon and actually gives you benefit if it leaves the field to get the negating cards (Magician's Right & Left Hand) up. Plus, their effect only makes it so they activate once while face-up on field, meaning you could get that bonus for having multiple Restages in the hand. I've been trying it out with Altergeist but there are so many hard OPTS on their Level 3 or lowers that I can't really get much advantage from them besides Link-laddering; with Nephthys, that laddering is the point so it more closely aligns with them.

 

Also, gonna need some people to not use the word 'fair' like I would the word 'tapeworm'. To quote Stark in Civil War: Fair is good. Fair is great. Fair means the Deck has to actually form some flowing nerves in the noggin to actually play well rather than being Sky Strikers where the endgame is "SPAM SPELLS UNTIL THE OPPONENT FALLS OVER AND CALL IT SKILL."

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