Thomas★Zero Posted July 17, 2018 Report Share Posted July 17, 2018 So Solarc is a deck made of Ritual Monsters that can use Ritual Spells to summon multiple Ritual Monsters whose combined level is equal or less than the Monster you used for the Ritual. In addition the Ritual Monsters have effects that act around organizing your resources so you have what you need in order to ritual summon your Monsters. [spoiler=Monsters]Solarc Core lv 2 LIGHT Rock/Ritual/Effect You can Ritual Summon this card with any "Solarc" Ritual Spell. While you control another "Solarc" Monster, this card cannot be targeted for an attack. Increase the ATK and DEF of all Ritual Monsters you control by 500. You can banish this card from your GY; add 1 "Solarc" Ritual Spell Card from your Deck or GY to your hand. You can only activate this effect "Solarc Core" once per turn. ATK/1000 DEF/1000 Solarc Beast lv 4 EARTH Beast/Ritual/Effect You can Ritual Summon this card with any "Solarc" Ritual Spell. If this card attacks a Defence Position Monster, inflict piercing battle damage. During your Main Phase: you can discard this Card from your hand; add 1 "Solarc" Ritual Spell from your deck to your hand. You can only activate this effect of "Solarc Beast" once per turn. ATK/2000 DEF/2000 Solarc Elemental lv 6 WATER Aqua/Ritual/Effect You can Ritual Summon this card with any "Solarc" Ritual Spell. While you control this card, Ritual Monsters you control cannot be targeted or destroyed by card effects. During your Main Phase: you can reveal this card and another "Solarc" Card in your hand; draw 1 card. You can only activate this effect of "Solarc Elemental" once per turn. ATK/2500 DEF/2500 Solarc Knight lv 8 WIND Warrior/Ritual/Effect You can Ritual Summon this card with any "Solarc" Ritual Spell. While you control this card, Ritual Monsters you control cannot be destroyed by battle. During your Main Phase: you can discard this card from your hand; add 1 "Solarc" Ritual Monster except "Solarc Knight" from your deck to your hand. You can only activate this effect of "Solarc Knight" once per turn. ATK/3000 DEF/3000 Solarc Dragon lv 10 FIRE Dragon/Ritual/Effect You can Ritual Summon this card with any "Solarc" Ritual Spell. When this card destroys a Monster as a result of battle, inflict damage to your opponent equal to the destroyed Monsters ATK. During your Main Phase: you can shuffle this card from your hand into your deck; draw 1 card, then, reveal it and if the revealed card was a "Solarc" Card, draw 1 card. You can only activate this effect of "Solarc Dragon" once per turn. ATK/3500 DEF/3500 Solarc Archfiend Deity lv 12 DARK Fiend/Ritual/Effect You can Ritual Summon this card with any "Solarc" Ritual Spell. While you control this card, the effects of all Non-Ritual Monsters on the field are negated. When this card attacks, your opponent cannot activate cards or effects until after damage calculation. During your Main Phase: you can banish this card from your hand; add 1 "Solarc" Card from your deck to your hand except "Solarc Archfiend Deity" and if you do, you cannot conduct your Battle Phase this turn. You can only activate this effect of "Solarc Archfiend Deity" once per turn. ATK/4000 DEF/4000[spoiler=Extra Deck]Great Summoner Solarc lv 10 DARK Spellcaster/Fusion/Effect 2+ Ritual Monsters Must be Fusion Summoned by banishing the listed Fusion Materials from your GY (You do not use "Polymerization".) This cards ATK and DEF become equal to the combined Level of this cards Fusion Materials x 100. When a Ritual Monster is Ritual Summoned to your side of the field, apply 1 of the following effects. * Target 1 card on your opponents side of the field, banish the targeted card. * Inflict damage to your opponent equal to the summoned Ritual Monsters Level x 200. * Increase your LP equal to the summoned Ritual Monsters ATK. ATK/? DEF/?[spoiler=Spell/Traps]Solarc Gate Ritual Spell Card Activate this card by tributing 1 "Solarc" Monster your hand or you control. Ritual Summon as many "Solarc" Monsters with different names from your hand and Deck whose combined Level are equal or less than the tribute Monsters to your side of the field. You cannot Ritual Summon Monsters with the same name as the tribute Monsters during the turn you activated this card. You can only activate "Solarc Gate" once per turn. Solarc Dark Ritual Ritual Spell Card Ritual Summon 1 "Solarc" Ritual Monster from your GY by tributing Monsters from your hand and/or you control whose combined Level are equal or greater than the Ritual Monster you Ritual Summon. You can only activate "Solarc Dark Ritual" once per turn. Preparation of the Solarc Rite Spell Card Pay half of your LP. Add 1 "Solarc" Monster and 1 "Solarc" Ritual Spell Card from your Deck to your hand. you can only activate "Preparation of the Solarc Rite" once per turn. Solarc Offering Spell Card Activate this card by paying LP in any multiple of 200 (Max. 2200). Special Summon 1 "Solarc" Token Special Summon 4 "Sheep Tokens" (Zombie/Level 1/DARK/ATK 0/DEF 0) in Defense Position. Increase this Tokens Level for every 200 LP you payed to activate this card. This Token cannot be Tributed for a Tribute Summon or be used as a Material for a summon of a Fusion, Synchro, Xyz or Link Monster. You can only activate "Solarc Offering" Once per turn. Solarc Interruption Guard Counter Trap Card Activate this card when your opponent activates a Monster Effect or a Spell/Trap card either when you activated a Ritual Spell Card or control a "Solarc" Monster. Negate the activation or effects of that card and banish it. Solarc Ritual Break Counter Trap Card Activate this card when your opponent activates a card effect during the Battle Phase while you control a Ritual Monster. Negate the activation of that card and destroy it, then, if you control a "Solarc" Ritual Monster, inflict 1000 points of damage to your opponent. Link to comment Share on other sites More sharing options...
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