Jump to content

Spirits of Purgatory


Uggla6

Recommended Posts

A very large generic Fairy archetype. While most don't have direct interactions with the rest of the archetype, "e, Spirit" is how they are referred too. Each has an effect that relates to their powers and the deck is extremely versatile. I hope you enjoy. I would be interested if anyone has the time to see potential decklists that people come up with since they are very splashable and even the pure version have can have a lot of variation.

 

[spoiler=Monsters]

Te, Spirit of Steel
LIGHT – Level 4 – Fairy/Effect – 2000/1900
When this card is Summoned: You can take 1 “e, Spirit” card from your Deck, except “Te, Spirit of Steel”, and either add it to your hand or send it to the GY.
 
We, Spirit of Pity
WIND – Level 1 – Fairy/Effect – 100/100
When this card is Summoned: You can add 1 of your banished “e, Spirit” cards to your hand. If this card is destroyed: You can Special Summon 1 Level 4 or lower "e, Spirit" monster from your Deck, except “We, Spirit of Pity”.
 
Se, Spirit of Knowledge
LIGHT – Level 2 – Fairy/Effect – 600/300
When your opponent activates a card or effect that targets a card you control (Quick Effect): You can discard this card; negate the activation. If this card is sent to the GY: You can draw 1 card, then place 1 card from your hand on either the top or bottom of your Deck. If a “e, Spirit” monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
 
Ne, Spirit of Life
EARTH – Level 3 – Fairy/Effect – 700/2000
When this card is Summoned: Gain 1000 LP. All other "e, Spirit" monsters you control gain 500 ATK/DEF. If this card is destroyed: You can Special Summon 1 "e, Spirit" monster from your GY, except “Ne, Spirit of Life”.
 
Ane, Spirit of Ice
WATER – Level 5 – Fairy/Effect – 2200/1600
Monsters your opponent controls lose 500 ATK/DEF. Once per turn: target 1 face-up monster your opponent controls; negate that face-up monster's effects, also that face-up monster cannot attack.
 
De, Spirit of Order 
LIGHT – Level 6 – Fairy/Effect – 2300/1200
Neither player can activate cards or effects as Chain Link 3 or higher.
 
Sce, Spirit of Agony
LIGHT – Level 6 – Fairy/Effect – 2400/300
If this card is destroyed: You can destroy 1 face-up card on the field. If this card is banished: You can destroy 1 Set card on the field.
 
Aye, Spirit of Fire 
FIRE – Level 7 – Fairy/Effect – 2400/2100
When this card is Summoned: Inflict 500 damage. Once per turn: target 1 monster on the field; Destroy it.
 
Ale, Spirit of Water 
WATER – Level 7 – Fairy/Effect – 2400/2100
When this card is Summoned: Draw 1 card. Once per turn: You can target 1 banished card; Return it to the GY.
 
Gue, Spirit of Morales
WIND – Level 8 – Fairy/Effect – 1300/2500
The activated effects of "e, Spirit" monsters cannot be negated. Monsters your opponent controls cannot target monsters for attacks, except this one. If this card is destroyed: You can add 1 "e, Spirit" monster from your GY to your hand, except "Gue, Spirit of Morales".
 
Tre, Spirit of Shadows 
DARK – Level 8 – Fairy/Effect – 1500/0
You choose the attack targets for your opponent's attacks. This card can attack directly. This card cannot be destroyed by battle while in face-up Attack Position.
 
Le, Spirit of Darkness 
DARK – Level 9 – Fairy/Effect – 500/2400
Unaffected by other cards' effects. Once per turn (Quick Effect): Target 1 other monster on the field; Banish both it and this card until the next Draw Phase.
 
Be, Spirit of Nobility 
LIGHT – Level 9 – Fairy/Effect – 2500/2500
Face-up monsters on the field with less ATK than this card cannot activate their effects. Face-up monsters on the field that have less DEF than this card are changed to Defense Position. Neither player can activate Spell/Trap Cards that are Set on the field.
 
Ke, Spirit of Beginnings
LIGHT – Level 10 – Fairy/Effect – 3000/2500
When this card is Summoned: You can send the top 3 cards of your Deck to the GY, then, if you have a "e, Spirit" card in your GY, draw 1 card.
 
Ge, Spirit of Power
FIRE – Level 10 – Fairy/Effect – 100/0
If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. At the start of the Damage Step, if this card attacks or is attacked: It gains ATK equal to the ATK or DEF (whichever is higher) of the opponent’s battling monster, during damage calculation only.
 
Goe, Spirit of Light
LIGHT – Level 12 – Fairy/Effect – 4000/4000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 “e, Spirit” monsters from your field. This card's Summon cannot be negated, also your opponent's cards and effects cannot activate when Summoned this way. When this card is Summoned: Send all other cards on the field to the GY. This card can make a second attack during each Battle Phase.

 
[spoiler=Spells]
Gehenne, Spiritual Purgatory
Field Spell
Either player can Special Summon 1 “e, Spirit” monster from their hand by banishing 2 “e, Spirit” monsters from their GY. Once per turn: You can destroy 1 other card you control or in your hand. This card cannot be destroyed by card effects.
 
Protector of Spiritual Companions
Continuous Spell
If this face-up card is destroyed: Special Summon 1 “e, Spirit” monster from your Deck in Defense Position, but it cannot activate its effects. All “Te, Spirit of Steel” you control gain the following effects.
● Level 4 or lower “e, Spirit” monsters you control gain 1000 ATK/DEF.
● If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. 
● This card can attack all monsters your opponent controls, once each.
● This card cannot be targeted or destroyed by card effects.
 
Spiritual Awakening of Souls 
Normal Spell
Send 2 “e, Spirit” monsters from your Deck to the GY; Add 1 "e, Spirit" monster from your Deck to your hand with a different name from every card in your GY.

[spoiler=Traps]
 
Spiritual Power Absorption
Normal Trap
Send the top 2 cards of your Deck to the GY; Special Summon 1 “e, Spirit” monster from your hand or GY. While this card is in your GY: You can shuffle this card into the Deck; Send 1 “e, Spirit” monster from your Deck to the GY.

 

 

[spoiler=Function]

I'll be referring to them by their type. So the archetype in all forms revolves around Steel. He is the searcher, dumper, and also carries a nice body to beat opponents down. His Continuous Spell (Protector) also allows him to clear boards by battle and inflict huge amounts of damage while also adding some protection. Steel is the best normal summon and quite possibility the best card in the deck as he can search the next best card, the Field Spell (Gehanne).

 

Gehanne allows you to inherent Special Summon all cards in the archetype except the one Nomi (Goe). It allows you to pop your own cards to trigger effects (Protector, Pity, Knowledge, Life, Agony, and Morales). And it is so essential, it is nice to be immune to destruction effects. Targeting is still a worry, but Knowledge functions as a hand trap for this as it can protect targeting of any card. The hand fix and the monster destruction protection from grave is an added bonus. The other 2 level 4 or lower monsters (Pity and Life) have destruction effects to Special Summon (Deck and Grave respectively).

 

All the larger monsters have a hard time being summoned, can be normally tribute, and generally have very niche effects with few restrictions.

Ice - Has some utility in baiting out opponent's resources, but generally slow and not super useful outside niche utility roles. The opponent stat debuff can be helpful though, especially when paired with Nobility.

Order - Prevents larger chain links. Affects both players and not great in pure, but interesting tech in other decks.

Agony - Destroy face-up on destruction, destroy set on banish. Pretty good card when not on the field. Useful with Darkness and the Field Spell (Gehenne).

Fire - The burn is negligible, except near time. The removal is OPT spell speed 1 targeting destruction (the worst kind), but it is permanent and doesn't have any restrictions (nor HOPT).

Water - On summon draw is very nice. Returning a banished card helps with managing resources banished by the Field Spell. There are also some fun interactions with Darkness.

Morales - Helps keep your engine running smoothly through disruption and attacks. A nice booty to sit on.

Shadows - Interesting card that can divert attacks, prevent destruction by battle (not damage though), and extend pressure by attacking directly.

Darkness - One of the most pesky defensive cards their is. Unaffected by everything, quick effect banish to dodge most other threats like big beaters. Dies to tributing for cost and untargetable big beaters (if no other monsters are on the field).

Nobility - An absolute stun card with decent stats. Most monsters are not going to be able to activate their effects or attack, and there won't be any help from Set cards either.

Beginnings - A simple mill and draw card on a big body. Simple, but necessary for the deck.

Power - The ultimate battle card. With only 100 ATK it can beat pretty much anything in battle and prevents assistance from other cards. Got to deal with it before the Battle Phase.

Light - Pretty much a summon and you win card. Hard to summon by banishing 5 Spirits on the field, but it is one of the safest OTKs around.

 

The normal Spell and Trap provide some additional aid. The spell sets up the grave and searches the deck (Steel). The Trap is a mill and special summon from grave card that can also be used in the early game as well as late game managing your grave.

 

Overall there are ton of possibilities for this archetype as a pure deck, splashed engine, or spicy tech. Please do share your thoughts and brainstorming.

 

 

Link to comment
Share on other sites

Te:

Add a "hard OPT" clause (You can only use this effect of [card name] once per turn.) or else this can get as crazy as Stratos and Hanzo.

 

We:

Should be fine considering Secret Six Samurai - Fuma is a thing, has no hard OPT and has yet to break something. If anything I would suggest a 2nd effect since only 1 effect is bland.

 

Se:

This looks really good. Splashable, assists with fixing hands, ought to be a good meta-call or side deck card. But my issue with it is that the negation effect is the same as Sauravis', while carrying extra effects. IDK if that's enough to outclass Sauravis since the Ritual is searchable by Ritual support like Manju, Preparation of Rites and Impcantantions.

 

Ne:

The on-field effect doesn't look amazing. But the float effect is appealing. I can already imagine this and Ne working with a True King engine.

 

Ane:

Not that good. Not being Normal Summonable without tributes holds it back, and the stun effect is not as effective as one would think. However, I have to note the effect is permanent. I guess that makes up for it? IDK. I would consider this in an archetype deck but wouldn't splash it.

 

De:

IMO this is deceptively good. No long chains allowed. It ought to be a decent side deck/meta call card.

 

Sce:

Another toy for a True King engine. Not targeting is a nasty boon. I don't mind the on-banish effect even when you can trigger it right away with cards like Gold Sarcophagus, or by summoning monsters like BLS. It's the first effect what I'm not sure about, because of its flexibility and the fact that it's paired with the on-banish effect. If they were split in 2 cards it would be more manageable.

 

Aye:

Looks good to me. Simple but effective, and the high Level prevent it from being too splashable. If anything, would put a hard OPT on the burning to prevent any kind of FTK/OTKs, possibly involving Firewall Dragon.

 

Ale:

Another simple but effective card. IDK if this warrants a hard OPT in its draw effect for looping concerns.

 

Gue:

More True King fodder. I can already see a Mariamne build shaping up. Card looks fine.

 

Tre:

Rather underwhelming, IMO. It tries to wall the opponent, but with no protection towards effects whatsoever it won't last long on the board

 

Le:

Now this is much more nasty. Quick Effect Farfa-like disruption, backed up by a total immunity to effects. Potent card, IMO.

 

Be:

This may be a little too good. A lot of stun power by both affecting monsters and denying the use of most Traps or attempts from using Quick-Play Spells during the opponent's turn. At least it is not Tribute Summonable with 1 Tribute.

 

Ke:

Mixed feelings towards the card. Too luck based or deck-staking based, but at best a scary +3 card draw. The luck factor may keep it fair, but I have yet to see the rest of the archetype support.

 

Ge:

Looks fine to me. It may be able to safely run over most monsters, but it isn't terribly overpowering.

 

Goe:

Uh, falls on the "awesome but impractical" spectrum. Unless they have some kind of Rekindling or Soul Charge archetype card, I don't see this working at all.

 

 

Gehenne:

I see this card tries to fill in the role that a True King engine would take. Looks good enough to me. You may not need a True King engine after all.

 

Protector:

Not a big fan. Turns Te into a behemoth, and the float effect is great, too. I feel it gives a bit too many boons to Te.

 

Awakening:

Crazy good, but also bland. I suggest a hard OPT to be safe.

 

Absorption:

A Back to Frontlines and archetype Foolish Burial in one. Add a hard OPT on the last effect and is should be fine, otherwise you would be able to mill multiple times if you manage to get this card in the GY repeatedly.

 

 

Overall, looks like functional archetype, but I cannot imagine them going too far vs. the current metas unless you open well and get Le and/or Be on board on Turn 1. IMO your best bet is splashing a True King engine to assist with making the archetype floaters, well, float, and milling archetype monsters shouldn't be an issue so cards like Ne should be consistently live and be able to Summon the big monsters of the archetype.

Link to comment
Share on other sites

Te:

Add a "hard OPT" clause (You can only use this effect of [card name] once per turn.) or else this can get as crazy as Stratos and Hanzo.

 

We:

Should be fine considering Secret Six Samurai - Fuma is a thing, has no hard OPT and has yet to break something. If anything I would suggest a 2nd effect since only 1 effect is bland.

 

Se:

This looks really good. Splashable, assists with fixing hands, ought to be a good meta-call or side deck card. But my issue with it is that the negation effect is the same as Sauravis', while carrying extra effects. IDK if that's enough to outclass Sauravis since the Ritual is searchable by Ritual support like Manju, Preparation of Rites and Impcantantions.

 

Ne:

The on-field effect doesn't look amazing. But the float effect is appealing. I can already imagine this and Ne working with a True King engine.

 

Ane:

Not that good. Not being Normal Summonable without tributes holds it back, and the stun effect is not as effective as one would think. However, I have to note the effect is permanent. I guess that makes up for it? IDK. I would consider this in an archetype deck but wouldn't splash it.

 

De:

IMO this is deceptively good. No long chains allowed. It ought to be a decent side deck/meta call card.

 

Sce:

Another toy for a True King engine. Not targeting is a nasty boon. I don't mind the on-banish effect even when you can trigger it right away with cards like Gold Sarcophagus, or by summoning monsters like BLS. It's the first effect what I'm not sure about, because of its flexibility and the fact that it's paired with the on-banish effect. If they were split in 2 cards it would be more manageable.

 

Aye:

Looks good to me. Simple but effective, and the high Level prevent it from being too splashable. If anything, would put a hard OPT on the burning to prevent any kind of FTK/OTKs, possibly involving Firewall Dragon.

 

Ale:

Another simple but effective card. IDK if this warrants a hard OPT in its draw effect for looping concerns.

 

Gue:

More True King fodder. I can already see a Mariamne build shaping up. Card looks fine.

 

Tre:

Rather underwhelming, IMO. It tries to wall the opponent, but with no protection towards effects whatsoever it won't last long on the board

 

Le:

Now this is much more nasty. Quick Effect Farfa-like disruption, backed up by a total immunity to effects. Potent card, IMO.

 

Be:

This may be a little too good. A lot of stun power by both affecting monsters and denying the use of most Traps or attempts from using Quick-Play Spells during the opponent's turn. At least it is not Tribute Summonable with 1 Tribute.

 

Ke:

Mixed feelings towards the card. Too luck based or deck-staking based, but at best a scary +3 card draw. The luck factor may keep it fair, but I have yet to see the rest of the archetype support.

 

Ge:

Looks fine to me. It may be able to safely run over most monsters, but it isn't terribly overpowering.

 

Goe:

Uh, falls on the "awesome but impractical" spectrum. Unless they have some kind of Rekindling or Soul Charge archetype card, I don't see this working at all.

 

 

Gehenne:

I see this card tries to fill in the role that a True King engine would take. Looks good enough to me. You may not need a True King engine after all.

 

Protector:

Not a big fan. Turns Te into a behemoth, and the float effect is great, too. I feel it gives a bit too many boons to Te.

 

Awakening:

Crazy good, but also bland. I suggest a hard OPT to be safe.

 

Absorption:

A Back to Frontlines and archetype Foolish Burial in one. Add a hard OPT on the last effect and is should be fine, otherwise you would be able to mill multiple times if you manage to get this card in the GY repeatedly.

 

 

Overall, looks like functional archetype, but I cannot imagine them going too far vs. the current metas unless you open well and get Le and/or Be on board on Turn 1. IMO your best bet is splashing a True King engine to assist with making the archetype floaters, well, float, and milling archetype monsters shouldn't be an issue so cards like Ne should be consistently live and be able to Summon the big monsters of the archetype.

I just wanted to say that I appreciate you taking the time to review this large set. I value your opinions. To show my appreciation I will be going over my responses to each of your comments. I did like how you noticed the synergy with the True Kings. An engine of 3 Gehenne, 3 Diagram, 2 Terraforming, 1 Set Rotation would make for some fun. The deck does function decently well, while being able to float. However, there is no consistent killer strategy in the early game and thus would need some help in the early game meta-wise. The deck was designed to be old school. Thus my goal was to have no extra deck cards or HOPTs. Maybe I can make some further edits to make sure the HOPTs are unnecessary. 

 

Te - Stopped him from searching himself. This should stop any silly loops on him adding himself. Still would allow you to double dip on something like Monster Reborn, but that wouldn't be the end of the world or frankly even that broke compared to the rest of the game nowadays (or even back then, Stratos and Hanzo are older cards).

 

We - You're right that she is a bit bland. Added a banish return eff on summon. Has some late game utility adding back Se or any other monster banished for fodder to summon by the field spell.

 

Se - Speaking of him, I do like this card. It is similar to Sauravis, but it can protect any card, not just monsters. The hand fix effect is also generic. The GY protection is archetype specific. Also both are nicely searchable off a lvl 4 NS, but Sauravis does have the Herald Synchro search benefit. Overall, I think it would be a slight power creep on Sauravis, but Saurvis would still see some play in ritual builds. I believe this to be perfect as the power creep doesn't make the card irrelevant, just less prevalent.

 

Ne - Ya her on field effects are not stellar, but they do come in handy. Continuous stackable stat boosts are helpful, but you are right that you mainly play her for her on destruction effect.

 

Ane - Kinda spot on IMO.

 

De - I would argue that this card is very good in other decks that can play it, but not necessary this pure deck. For example a pendulum deck could pendulum summon this card for free and then have all their negates protected from being negated themselves.  Would see play similar to how Vanity's and Majesty's Fiend see play, although I'd argue they are better in most matchups. Still a decent side deck card for the pure deck.

 

Sce - Ya the non-targeting part was supposed to represent the uncertainty in her killing sprees. She's likely to see play outside the archetype in banish decks and does go well destruction from hand effects (as she's a waste/pain to summon). Still largely a brick if not paired with specific cards despite being able to add utility to Gold Sarc. I still find it hard to fit into pure decks despite both effects.

 

Aye - Thanks. Yes, she's simple. Not sure that simple burn effects should be worried about degenerate cards like Firewall. I mean, even so, cards like Amazoness archer or Toon cannon soldier would still be easier FTKs. Also with Firewall at 1, I'm not aware of any combos to summon the same monsters over and over again 16 times (although wouldn't be surprised if someone came up with one using only 1 Firewall). She's kind of a weak monster for lvl 7 all being said.

 

Ale - Agreed. On her draw effect, the best she is, is an upstart goblin. Haven't really seen any issues regarding abuse of her draw.

 

Gue - Thank you.

 

Tre - Ya by himself he is underwhelming. But in a turbo deck of just him you can summon 3 turn 1. With some Se backup, you might be able to put together a strategy slightly stronger, but awfully similar to Watts.

 

Le - Very solid Def card. Definitely a target to summon turn 1 if possible.

 

Be - Great floodgate. He is 2 tributes for non-archetypal decks and affects both players. Also, he is not too hard for most decks to have some out to. However, you are correct that the main plays revolve around sitting on Be and Le.

 

Ke - He is kind of the deck thinner and the main play extender. He was also designed to help your through bad hand and get plays going. The main reason for his effect was to lock him more toward the archetype rather than generic mill decks like LS. Changed his effect to be more likely to trigger (although still minimally tying him to the archetype), but capped only at a single draw. Less potential, but more likely to occur now.

 

Ge - Yep yep, agreed.

 

Goe - He doesn't really come out all that often, but because the way the deck functions, it wouldn't hurt to run at 1 and have it to finish games when need be. Because the field spell isn't once per turn and Le/Be exist, there is some realistic chance you can get 5 monsters on board, albeit low. This is a good thing because his effect is pretty busted if you can summon him.

 

Gehenne - Simple and the life line of the deck.

 

Protector - Ya, this has more to do with lore than anything. Allows Te, to beat over most of the rest of the crew. He is meant to be the main boss. However, I did notice the float effect is very strong. I weakened it a little bit, by preventing the activation of effects of the monster it summons and bringing it in in def mode (slowing some OTK potential).

 

Awakening - Ya... To avoid having to use a HOPT I put a clause that prevents it from adding cards that are in the GY already. Not only will this be like a soft check on abuse, but because cost is to send, it will prevent spashability without heavy main deck investment in Purgatory Spirits.

 

Absorption - Yes, the reborn and mill effect is quite nice. However, I don't see the issue with the GY effect to shuffle. The send is archetype locked and none of the monsters trigger on being sent nor has a GY effect. It's only 2 uses are to turn itself into a monster card from a trap card and to chain to Ne's effect and surprise your opponent with a specialized monster from deck. If you still feel there is too much worry for abuse, I guess I could change the cost to banish instead, but I liked the fact you could refill your deck with Back to the Frontlines to draw in to during the late game.

 

Once again thank you for reviewing my set.

Link to comment
Share on other sites

Te:

Maybe further limit the search to only to Special Summons? I'm wary of searching effects with Stratos-like conditions, but IDK. In a way this card's position in the banlist could be like a regulation valve for the entire archetype.

 

Se:

Still not convinced about powercreeping Sauravis' hand effect. From what I have seen Sauravis actually isn't widely played in Ritual decks, so that advantage it has over this card doesn't really stand out.

 

Gehenne:

I had not realized the first effect has no OPT. IDK, that may be an issue. OPT should be just fine for plays without overpowering anything.

 

Awakening:

IDK if the condition will be enough to keep it on check. I guess it's something one would have to test to find out. If you already did tests and you don't find it too fast, then I take your word.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...