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The Valkyrie Archtype Completed and Edited


HeavenlyHumanist

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Valkyrie Brunhilde ✪x 7 Light/Fairy 2000/3000

You can only control 1 "Valkyrie Brunhilde". Unaffected by your opponent's Spell/Trap effects. This card gain 400 ATK for each monster your opponent controls. While you control this card, Special Summoned by the effect of a "Valkyrie" card, all face-up monsters your opponent controls lose 1000 ATK. Any card destroyed by battle or card effect that would be sent to your opponent's Graveyard is banished instead. This card can attack your opponent directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card would be destroyed by battle, you can have it lose 1000 DEF instead.

 

Valkyrie Erste ✪x 6 Light/Fairy 1600/1800

If this card is Special Summoned from your hand by a Spell effect: You can target 1 "Mischief of the Time Goddess" in your Graveyard; add it to your hand. If you control a "Valkyrie" monster other than "Valkyrie Erste" (Quick Effect): You can banish 1 monster from your opponent's Graveyard, then this card gains ATK equal to the banished monster's original ATK until the end of this turn. You can only use each effect of "Valkyrie Erste" once per turn. This card can attack your opponent directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card would be destroyed by battle, you can have it lose 1000 DEF instead.

 

Valkyrie Zweite ✪x 5 Light/Fairy 1600/1600

If this card is Special Summoned from your hand by a Spell effect: You can target 1 monster your opponent controls; banish it. After damage calculation, if this card battled: You can target 1 Continuous Spell in your Graveyard; add it to your hand. You can only use each effect of "Valkyrie Zweite" once per turn. This card can attack your opponent directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card would be destroyed by battle, you can have it lose 1000 DEF instead.

 

Valkyrie Dritte ✪x 4 Light/Fairy 1000/1600

If this card is Normal or Special Summoned: You can add 1 "Valkyrie" card from your Deck to your hand, except "Valkyrie Dritte". You can only use this effect of "Valkyrie Dritte" once per turn. This card gains 200 ATK for each of your opponent's banished monsters. This card can attack your opponent directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card would be destroyed by battle, you can have it lose 1000 DEF instead.

 

Valkyrie Vierte ✪x 3 Light/Fairy 1400/1400

During your Main Phase: You can excavate the top cards of your Deck equal to the number of other "Valkyrie" monsters you control, and if you do, add 1 excavated Spell/Trap card to your hand, also send the remaining cards to the Graveyard. Otherwise, shuffle all excavated cards into the Deck. When this card destroys an opponents monster by battle: You can Special Summon 1 "Valkyrie" monster from your Deck. You can only use each effect of "Valkyrie Vierte" once per turn. This card can attack your opponent directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card would be destroyed by battle, you can have it lose 1000 DEF instead.

 

Valkyrie Funfte ✪x 2 Light/Fairy 800/1200

All "Valkyrie" monsters you control gain 200 ATK for each of your opponent's banished monsters. If you control a "Valkyrie" monster other than "Valkyrie Funfte": You can send 1 Spell/Trap from your Deck to the Graveyard. You can only use this effect of "Valkyrie Funfte" once per turn. This card can attack your opponent directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card would be destroyed by battle, you can have it lose 1000 DEF instead.

 

Valkyrie Sechste ✪x 1 Light/Fairy 0/2000

If this card is Special Summoned: You can Special Summon 1 "Valkyrie" monster from your Deck, except "Valkyrie Sechste". During your Main Phase: You can send the top 2 cards of your opponent's Deck to the Graveyard. You can only use each effect of "Valkyrie Sechste" once per turn. This card can attack your opponent directly, but if it does so using this effect, the battle damage inflicted to your opponent is halved. If this card would be destroyed by battle, you can have it lose 1000 DEF instead.


 

Valhalla, Hall of the Fallen Continuous Spell

Once per turn: You can Special Summon 1 Fairy-Type monster from your hand. You must control no monsters to activate and to resolve this effect. If the only monsters you control are “Valkyrie” monster(s) you can activate this cards effect while you control a monster(s).

 

Enchanted Sword Nothung Equip Spell

Equip only to a “Valkyrie” monster you control. The equipped monster gains 400 ATK. When the equipped monster destroys an opponents monster by battle it can make another attack on a monster your opponent controls. Banish any monsters destroyed by battle with the equipped monster instead of sending them to the Graveyard.

 

Final Light Normal Spell

Pay Life Points in multiples of 1000, then target 1 "Valkyrie" monster in your Graveyard with a different name for every 1000 Life Points paid. Special Summon them, then your opponent can Special Summon monsters with 2000 or less ATK from their Graveyard, up to the number of monsters you Special Summoned by this effect. You can only active 1 "Final Light" per turn.

 

Magical Arms Continuous Spell

Each time a Spell Card is activated gain 300 Life points for each “Valkyrie” monster you control. While you control a “Valkyrie” monster the activation of your Continuous Spell Cards and their effects cannot be negated and all other Face-up Continuous Spell Cards you control cannot be destroyed by your opponents card effects. If you do not control a “Valkyrie” monster destroy this card. You can only control 1 “Magical Arms”.

 

Mischief of the Time Goddess Quick-Play Spell

Neither player can activate cards or effects in response to this card’s activation. Cannot be activated as Chain Link 2 or higher. At the end of your Battle Phase, if all monsters you control are “Valkyrie” monsters (min. 1): Send this card to the Graveyard, also, immediately after this effect resolves, skip to the start of the Battle Phase of your next turn. If you do, you cannot activate “Mischief of the Time Goddess” until the end of that turn.

 

Nibelung's Ring Equip Spell

Can only be activated by the effect of “Nibelung’s Treasure”. Equip only to a monster your opponent controls. The equipped monster cannot attack, be Tributed, change its battle position, and it’s effects are negated. During the equipped monster's controller's Draw Phase, they draw 2 cards instead of 1 for their normal draw. If any Monster Card(s) are drawn this way, they must banish them. You can only control 1 “Nibelung’s Ring”.

 

Nibelung's Treasure Normal Spell

Activate 1 "Nibelung's Ring" from your hand or Deck. Then draw 2 cards. You can only activate 1 “Nibelung’s Treasure” per turn.

 

Rainbow Bridge Bifrost Normal Spell

Select 1 face-up "Valkyrie" monster you control. It gains 500 ATK for each of your opponents banished monsters, until the End Phase. You can only activate 1 "Rainbow Bridge Bifrost" per turn.

 

Ride of the Valkyries Normal Spell

Special Summon any number of “Valkyrie” monsters with different names from your hand. If you Special Summoned 3 or more monsters with this effect, you take no battle damage until the end of the next turn. During the End Phase of the turn you activated this card, shuffle all monsters you control into the Deck. You can banish this card from your Graveyard; add 1 “Mischief of the Time Goddess” from your Deck to your hand. You can only use this effect of “Ride of the Valkyries” once per turn.

 

Swan Maiden Normal Spell

Add 1 "Valkyrie" monster from your Deck to your hand or Special Summon 1 "Valkyrie" monster from your hand. You can only activate each effect of "Swan Maiden" once per turn.

 

Embrace Of Valhalla

Target a number of monsters your opponent controls or in your opponents Graveyard up to the number of "Valkyrie" monsters you control, lose 1000 life points for each, then banish those monsters. You can only activate 1 “Embrace Of Valhalla” per turn.

 

Skuld's Oracle Continuous Spell

When this card is activated: If all monsters you control are “Valkyrie” monsters (min. 1), you can add 1 “Verdande's Guidance” from your Deck to your hand. Once per turn, during your Main Phase: You can look at the top 3 cards of your opponent’s Deck, and if you do, place them on top of their Deck in any order, but you cannot Normal or Special Summon monsters for the rest of this turn, except Fairy monsters. You can only activate 1 “Goddess Skuld's Oracle” per turn.

 

Verdande's Guidance Continuous Spell

When this card is activated: If all monsters you control are “Valkyrie” monsters (min. 1), you can add 1 “Urd's Verdict” from your Deck to your hand. Once per turn: You can declare 1 type of card (Monster, Spell, or Trap); reveal the top card of your opponent’s Deck and if it was the declared type, they Set it to their field. Otherwise, they add it to their hand. You can only activate 1 “Goddess Verdande's Guidance” per turn.

 

Urd's Verdict Continuous Spell

Your opponent cannot target “Valkyrie” monsters you control with card effects, also they cannot be destroyed by your opponent’s card effects. Once per turn: You can declare 1 card name, then target 1 Set card your opponent controls; reveal the Set card, and if it was the declared card, banish it. Otherwise, banish 1 card you control.

 

Donner’s Thunder Normal Spell

Reveal any number of “Valkyrie” monsters with different names in your hand, destroy cards your opponent controls up to the number of cards revealed. You can only activate 1 “Donner’s Thunder” per turn.

 

Froh’s Bounty Quick-Play Spell

When a “Valkyrie” monster(s) you control leaves the field because of a card effect draw cards equal to the number of “Valkyrie” monsters that left the field. You can only activate 1 “Froh’s Bounty” per turn.

 

Erda's Wisdom Normal Spell

Send any number of “Valkyrie” monsters from your hand to the Graveyard then add a number of Spell or Trap cards from your Graveyard to your hand equal to the number of cards you discarded except “Erda’s Wisdom”. You can only activate 1 “Erda’s Wisdom” per turn.

 

Wotan’s Judgement Counter Trap

You can only activate this card when your opponent activates a monster, spell, or trap effect that targets a “Valkyrie” monster(s). You control, negate that effect and destroy that card. Your opponent cannot activate card effects until the end phase of this turn. If you control 1 or more "Valkyrie" monsters, you can activate this card from your hand. You can only activate 1 “Wotan’s Judgement” per turn.

 

Fricka’s Mediation Trap Card

You can only activate this card when your opponent selects a “Valkyrie” monster you control as an attack target. You take no battle damage from your opponent's monsters this turn. Any damage you take from your opponent's cards and effects becomes 0. Your monsters cannot be destroyed by battle this turn. If you control 1 or more "Valkyrie" monsters, you can activate this card from your hand. You can only activate 1 “Fricka’s Mediation” per turn.

 

Freia’s Enlightenment Trap Card

Target cards in your opponent's Graveyard, up to the number of "Valkyrie" monsters you control, banish them. If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the Graveyard or banished: You can draw cards equal to the number of "Valkyrie" monsters you control +1.

 

Loge’s Flame Continuous Trap

While you control a "Valkyrie" monster, monsters your opponent controls with 2000 or less ATK cannot attack. If this card in your possession is destroyed by an opponent's card effect: You can Special Summon 1 "Valkyrie" monster from your hand or Deck.

 

Edited Version: Thanks So Much For The Feedback <3

Most Cards Are Largely The Same But A Few Effects Have Been Altered

Also Note: I Came Up With A Few Of The Effects of Final Light and Embrace Of Valhalla Before I Learned They'd Been Printed And I Have Since Read Those Cards

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So, some things I'd like to note:

 

Final Light: Really, really broken. Paying 5000 LP is a very "nothing" requirement if it means having 5 Valkyries on the field. The effect is pretty much a Soul Charge for Valkyries and SC is banned so...

 

Mischief of the Time Goddess: Seems really cool, not really sure if it could be considered broken, but I like it.

 

Nibelung's Ring: "Cannot be activated from the hand"? Then you have to set it and then activate it? Wouldn't it be better if this was simply a Continuous Trap Card then?

 

Nibelung's Treasure: This is literally Pot of Greed on steroids. This card wouldn't even be released this way and if it did, it'd probably get insta-banned.

 

Ride of the Valkyries: The "shuffle all monsters you control into the Deck" can very easily be bypassed by XYZ or Link Summoning. I'd consider adding that so this card can be done justice.

 

Embrace of Valhalla: Pretty balanced. Considering Raigeki has no cost and is limited, having a LP cost and Valkyries on the field to be able to banish is pretty good. I like it.

 

Skuld's Oracle, Verdande's Guidance, Urd's Verdict: Having them all at the same note because they're basically the same card. I'll be honest, I understand what you tried to do, a smart combo that makes you inevitably get rid of one of your opponent's cards. However, having to use three cards to banish one makes this entire combo simply... unusable. It's such a big cost for something that can be easily negated that no one would want to put this in their deck. There's obviously Magical Arms, but it only stops Continuous Spell Cards to be destroyed (On that note, I'd consider putting "The activation of your Continuous Spell Cards can't be negated" to Magical Arms. It would'nt make it become broken at all.) and also now you'd need to have 4 cards so you could banish 1 from your opponent. What I would suggest to you is making a requirement for these cards to work (Like synergizing with other cards) but then making the effect be much harsher on your opponent.

 

Donner's Thunder: This is pretty much the combo above but much stronger. It's horrible to activate but it is able to destroy more cards. Albeit Embrace of Valhalla exists, so the existence of this card and the 3 cards above it make it superfluous or even redundant.

 

Froh's Bounty: I think this would make Ride of the Valkyries become really broken. Not really sure on where I stand about this card's effect.

 

Erda's Wisdom: Not a fan. Don't think it synergizes with the archetype you built.

 

Wotan's Judgment: Almost balanced, but maybe a bit weak. Maybe if it could be activated from the hand if you only controlled Valkyrie monsters, that could be pretty cool.

 

Freia Enlightenment: First effect is a kinda weaker Embrace, second effect is really good, is the kind of effect that can make your opponent have second thoughts about destroying any card in your backrow. Could become Limited in the ban-list if it was released on its current state.

 

Loge's Flame: 'nuff balanced.

 

I have no comments about the monsters, most of them are balanced, maybe too balanced on the verge of becoming weak, but I guess they work well. Good job.

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Let's see here...

 - Ride of the Valkyries, Valhalla Hall of the Fallen, Mischief of the Time Goddess, Skuld's Oracle, Verdande's Guidance, Urd's Verdict, Freia's Enlightenment (or Apple of Enlightenment as it's known as IRL/anime), Loge's Flame - ALL exactly the same as their IRL versions.

- As for the only Spell that exists IRL whose effect wasn't copied (Final Light), it's basically Soul Charge for Valkyries and the IRL effect works similar to its anime effect (your opponent SS the same number you do).

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