....Gather, spirits of nature.

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....Gather, spirits of nature.  Empty ....Gather, spirits of nature.

Post by EMSOUP on Wed Dec 26, 2012 3:59 pm

|Celestial Paradise of the Divine Spirits|0001|DOTF|Spell Card|Spell||Field|||When this card is activated, add 1 “Divine Spirit” monster from your deck to your hand. You can activate this card in your Spell/Trap zone. When a “Divine Spirit” monster would be returned to the deck, you can return it to your hand instead. You can control up to 3 other face-up field spell cards as long as this card remains face-up on the field.|

|Oriental Sky of Infinite Perceptions|0002|DOTF|Spell Card|Spell||Field|||You can activate this card in your Spell/Trap zone. As long as this card is face-up on the field, both players can control an extra 2 face-up field spell card after all other effect. Once per turn, you can Special Summon 1 “Divine Spirit” monster from your hand. When a “Divine Spirit” monster is destroyed, you can send 1 different “Divine Spirit” monster from your deck to the graveyard.|

|A Paradise as Seen through a Child’s Mind|0003|DOTF|Spell Card|Spell||Field|||You can activate this card in your Spell/Trap zone. Once per turn, you can discard 1 card to add 1 “Divine Spirit” monster from your deck to your hand. When this card would be removed from the field, you can banish this card, “Celestial Palace of the Divine Spirits”, and “Oriental Sky of Infinite Perceptions” from your side of the field or graveyard to special summon 1 “Radiant Divine Spirit, Envoy of the Rainbows” from your deck, ignoring any summoning conditions. During your main phase, you can reveal this card and another field spell card in your hand. If you do, this turn you can control more than one face-up field spell card until your next end phase and all face-up field spell card cannot be destroyed once this turn.|

|Divine Spirit of the Sunny Day|0004|DOTF|Pyro/Effect|Light|8||2500|2500|You can special summon this card from your hand if you control no monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, deck, or graveyard. When a monster is summoned to your side of the field, return 1 Field Spell card on your side of the field to your hand, then add 1 Field Spell card from your deck to your hand. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. If you control this face-up card, you can control up to 2 other face-up field spell cards.|

|Divine Spirit of the Drizzle|0005|DOTF|Aqua/Effect|Water|8||3000|2000|You can special summon this card from your hand if you control no monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, deck, or graveyard. When a Field Spell card is activated, destroy 1 card on the field. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. If you control this face-up card, you can control up to 2 other face-up field spell cards.|

|Divine Spirit of the Sunshower|0006|DOTF|Aqua/Effect|Light|8||2000|3000|You can special summon this card from your hand if you control no monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, deck, or graveyard. When a monster you control battles, you can reveal 2 Field Spell card in your hand to destroy the opposing monster before the damage step. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. If you control this face-up card, you can control up to 4 other face-up field spell cards.|

|Divine Spirit of the Heavy Fog|0007|DOTF|Aqua/Effect|Dark|8||2700|2300|You can special summon this card from your hand if you control no monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, deck, or graveyard. When a monster is destroyed by battle, you can add 1 Field Spell Card from your graveyard to you hand, then gain life points equal to half the ATK of the destroyed monster. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. If you control this face-up card, you can control up to 2 other face-up field spell cards.|

|Divine Spirit of the Cloudy Sky|0008|DOTF|Aqua/Effect|Water|9||3000|3000|You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. When a card you control inflicts damage to your opponent, you can special summon a “Divine Spirit” monster from you hand in defense position, but it's effect is negated. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. This card cannot be destroyed by battle.|

|Divine Spirit of the Diamond Dust|0009|DOTF|Aqua/Effect|Water|9||3500|2500|You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. When this card is face-up on the field, both players cannot activate set card’s effect and cannot set any cards. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. This card cannot be destroyed by battle.|

|Divine Spirit of the Monsoon|0010|DOTF|Aqua/Effect|Wind|9||2500|3500|You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. When a monster is special summoned, you can discard 1 Field spell card to return 1 monster on the field to the bottom of its owner ’s deck. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. This card cannot be destroyed by battle.|

|Divine Spirit of the Blue Sky|0011|DOTF|Pyro/Effect|Earth|9||3000|3000|You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. After a monster you control battles, you can return it to your hand then special summon 1 different monster from your hand. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. This card cannot be destroyed by battle.|

|Divine Spirit of the Typhoon|0012|DOTF|Winged-Beast/Effect|Wind|10||3500|3500| You can only control 1 “Divine Spirit” monster. You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. When a monster battles, you can return both of them to their owner’s hand. During the end phase of the turn you summoned this card, return this card to the deck, then return all other face-up monsters on the field to its owners hand. This card cannot declare a direct attack.|

|Divine Spirit of the Aurora|0013|DOTF|Fairy/Effect|Light|10||0|0| You can only control 1 “Divine Spirit” monster. You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. When a Field Spell card is removed from the field, you can send 1 copy of it from your deck to the graveyard to have this card gains its effect. During the end phase of the turn you summoned this card, return a face-up field spell card you control to the deck, then special summon 1 level 10 or lower “Divine Spirit” monster from your hand, ignoring its summoning condition. This card cannot declare a direct attack.|

|Divine Spirit of the Sandstorm|0014|DOTF|Rock/Effect|Earth|10||3500|3500| You can only control 1 “Divine Spirit” monster. You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. When a Field spell card is activated, destroy 2 set cards on the field. During the end phase of the turn this card is special summoned by another field spell card's effect, return this card to the deck, then destroy 1 card on the field. This card cannot declare a direct attack.|

|Divine Spirit of the Scorching Sun|0015|DOTF|Winged-Beast/Effect|Wind|10||3500|3500| You can only control 1 “Divine Spirit” monster. You can special summon this card from your hand if you control no monsters, your opponent controls a monster, and you have no monsters in your graveyard, except “Divine Spirit” monsters. If you do, you cannot summon another monster as long as you control this card, except by the effect of a Field Spell card. This card is treated as a Field Spell card on the hand, field, or graveyard. Once per turn, destroy 2 other monsters on the field, but you cannot declare an attack this turn. During the end phase of the turn you summoned this card, return this card to the deck, then destroy a set cards on the field. This card cannot declare a direct attack.|

|Radiant Divine Spirit, Envoy of the Rainbows|0016|DOTF|Fairy/Effect|Light|12||4000|4000|Cannot be normal summoned or set. Can only be special summoned from the hand by having 8 or more monsters with 6 or more different attributes in your graveyard. This card is treated as a Field Spell card on the hand, field, or graveyard. This card is treated as any attribute in your hand, field, or graveyard. This card cannot be destroyed by card effects. When a monster is special summoned, draw 1 card. During the end phase of the turn you summoned this card, return this card to the deck, then special summon 1 different “Divine Spirit” monster from your hand. As long as you control this face-up card, you can control up to 11 face-up field spell cards. Once per turn, special summon 1 "Divine Spirit" monster from your hand, ignoring any conditions. This effect cannot be activated if you have an empty spell/trap zone.|

Hmm, a bit of explaining first.
based slightly off from the TCG's Timelord, mainly the concept of deck that filled with boss monsters.
but, since most of the timelords are not released(and some are really broken), i need help obviously.
The base clause is the same for each level stages, the difference is bolded.

a bit info on something. the level 8 spirits are intended to be somewhat generic (as in, can be used in another deck as a tech), the level 9 is more restricted, and the level 10 is archetype exclusive.

Why they are treated as a field spell, because, well, they are acting as the weather, and i like field spells, so yeah. The level 8 is intended to be searchable by Stabilization Dome and such cards.

As why the field restriction is not wholly removed in several card effects, it's to prevent spam with several effects (mostly Drizzle and Sunny Day, sunny day can OTK without the balancing.). and only the actual fields and the level 8 can remove the field restrictions, so count this as balancing effort.

also, the choice of weathers and the actual field's naming scheme is a reference entirely to one thing. let's see if anyone can guess it right.

hmm, well i really need help. comments and critics are welcome!

EDIT 1: edited the 3 actual fields with effects that supports multiple fields.


Last edited by EMSOUP on Mon Dec 31, 2012 10:03 am; edited 3 times in total
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Post by EMSOUP on Thu Dec 27, 2012 1:53 pm

edited the OP. also fixed some stuffs
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Post by ALiCE'S EMOTiON on Thu Dec 27, 2012 2:02 pm

This is me grazing through not reading much because of I had a long day from work but, just pointing out the fact you can never have two of these on the field at the same time or any type of field spell, as the Field spell clause would activate. And you putting this card can be activated in the S/T zone doesdn't fix this. There can only be 1 active field spell at a time.

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Post by EMSOUP on Thu Dec 27, 2012 4:53 pm

whoops, forget about that clause.
ok then, i'll edit it. thanks
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Post by EMSOUP on Mon Dec 31, 2012 10:04 am

bump with edits
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