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Post by EMSOUP on Tue Apr 09, 2013 1:34 pm

Monsters
Spoiler:

|Guardian Spirit of the Frozen Realm: The Innocent Fairy|||Aqua/Effect|Water|9||2700|2700|You can discard 3 WATER monster to special summon this card from your hand. When this card is summoned, send 3 WATER monster from your deck to the graveyard. Thrice per turn, you can banish 2 WATER monster from your graveyard and pay 900 Life points to destroy 1 monster on the field. If you do, this card cannot attack this turn.|

|Frozen: Absolute Zero Fairy, The Envoy of the Eternal Kingdom|||Aqua/Xyz/Effect|Water|9||3300|3300|[3 level 9 WATER monsters] You can Xyz summon this card by using a face-up "Guardian Spirit of the Frozen Realm: The Innocent Fairy" you control as the Xyz material when you control a face-up "Realm of the Eternity". If you do, discard your hand. Once per turn, special summon 1 WATER monster from your deck or graveyard, then discard 1 card. When this card declares an attack, you can detach 1 Xyz material. If you do, return all of you banished WATER monsters to the graveyard, then inflict 1800 damage to your opponent.|

|Guardian Spirit of the Delusioned Mass: Silver Dust Magician|||Spellcaster/Effect|Dark|12||3600|0|When a spell card is activated while you control no monsters, you can discard 3 Spellcaster-type monster and banish 2 Quick-play spell cards in your graveyard to special summon this card from your hand. When this card is summoned, it gains the following effect until the end phase: Once per either player's turn, you can activate 1 Spell/Trap card in your graveyard by paying 1000 life points and discarding 1 card. Once per turn, you can banish 1 monster on the field until the end phase. This card is unaffected by your opponent's spell and monster effects.|

|Phantasm: Silver-gilded Magician of Illusions, The Envoy of Obfuscations|||Spellcaster/Xyz/Effect|Light|12||4900|0|[3 level 12 DARK monsters] ou can Xyz summon this card by using a face-up "Guardian Spirit of the Delusioned Mass: Silver Dust Magician" you control as the Xyz material when you control a face-up "Realm of the Eternity". If you do, destroy all other cards you control, except "World's End Connection Zone". During either player's turn, you can discard 1 spellcaster-type monster and banish 1 spell/trap card in your graveyard to activate 1 spell/trap card from your graveyard and banish it. Once per turn, you can detach 1 Xyz material, add 2 Spellcaster-type monster from your graveyard to your hand. All cards on the field is banished instead when they leaves the field.|

|Guardian Spirit of the Higher Plane: Golden Priestess of the Divine Whirlwind|||Spellcaster/Effect|Wind|8||2000|2400|When a WIND monster you control is returned to your hand from the field, you can discard 2 WIND monsters to special summon this card from your hand. When this card is summoned, return 2 cards on the field to its owner's hand. Once per turn, you can banish 2 WIND monsters in your graveyard to return 1 card on the field to either the top or the bottom of its owner's deck. This card cannot attack the turn it activates any of its effects.|

|Guardian Spirit of the Flowers: Queen of Seeding and Blooming|||Plant/Effect|Earth|6||2000|2000|You can tribute 1 Plant-type monster and banish 2 Plant-type monster from your graveyard to special summon this card from your hand. When this card is special summoned, equip up to 2 plant-type monster from your graveyard or banished pile each to a different monster on the field. Once per turn, you can discard 1 card to equip 1 plant-type monster from your graveyard to a monster on the field. When a monster equipped by a plant-type monster by this card's effect leaves the field, special summon the equipped card to either side of the field.|

|Guardian Spirit of Interconnection: The King of Yellow Pages|||Warrior/Effect|Light|6|1000|1000|You can discard 1 Continuous Spell Card to special summon this card from your hand. When this card is special summoned, you can discard 1 spell card to add 1 monster from your deck to your hand. Once per turn, you can discard 1 spell card to add 1 monster from your graveyard or banished pile to your hand. This card cannot be attacked if you control another monster.|

|Guardian Spirit of Technology: The Devil in the Machine|||Machine/Effect|Dark|8|2000|2000|You can destroy all other machine type monsters you control and in your hand to special summon this card from your hand(at least 3 monsters must be destroyed this way). If you do, banish all other monsters on the field. Once per turn, reveal the top card of your deck. If it's a machine type monster, destroy it, and special summon 1 level 4 or lower Machine-type monster from your graveyard. If it's not a machine-type monster, you can discard 1 card to destroy 1 card you control and another card on the field.|

|Guardian Spirits of the Tyrants: High Snake of Authority, Whiteserpent|||Reptile/Effect|Dark|8|2000|3200|Cannot be normal summoned or set. You can special summon this card from your hand by discarding all other cards in your hand(at least 3). If you do, reveal the top card of your deck. If it's a spell, activate it. If it's a trap, set it, and if it's a monster, summon it, ignoring its summoning condition. Once per turn, if you have no card in your hand, you can add 1 Reptile-type monster from your deck to your hand, then send 1 monster from your deck to the graveyard.|

|Natural Guardian Spirit: HeartDwinEfir|||Fiend/Effect|Light|8||0|0|You can special summon this card from your hand if you have at least 1 EARTH, WIND, and FIRE monster in your graveyard. When this card is summoned, increase the ATK of 1 monster on the field by 3000, and decrease the ATK of 1 other monster on the field by 3000. Once per turn, you can banish 2 EARTH, WIND, or FIRE monster and discard 1 card to banish 1 card from your deck. During your next standby phase, add it to your hand.|

New cards
Spoiler:

|Guardian Spirit of the War-torn World, High Priest of Strife|||Fiend/Effect|Fire|6||2000|0|Cannot be normal summoned or set. You can special summon this card by discarding 2 Fiend monsters from your hand. If you do, until the end phase, when a monster you control destroys another monster by battle, you can draw 1 card. You can discard 1 Fiend-type monster to select 1 monster on the field. Negate its effects, and reduce its ATK to 0.|

|Guardian Spirit of the Crossroads, The Lonely Archer|||Fairy/Effect|Wind|4||1800|1500|Cannot be normal summoned or set. Can only be special summoned either by the effect of “Realm of the Eternity” or by discarding 1 level 4 monster and paying 2000 life points. This card cannot be destroyed by battle. This card cannot be used as a Synchro, Xyz, or Fusion material. When this card attacks, increase your life points by 1600. When this card inflicts battle damage to your opponent, you opponent must either discard 1 card or take 1600 damage.|

|Guardian Spirit of Weaponry, The Infinite Swords General|||Warrior/Effect|Earth|9||2900|1200|You can send 2 face-up Equip Spell cards you control to the graveyard to special summon this card from your hand. You can activate any Equip Spell Cards during the damage step from your hand by discarding 1 card if you control another Warrior-type monster. Equip spell cards cannot be destroyed by card effects. Once per turn, you can add 1 Equip Spell Card from your graveyard to your hand.|

|Guardian Spirit of Limitations, The Perfect Absolute Judge|||Spellcaster/Effect|Light|8||0|0|You can discard 1 DARK monster and banish 1 LIGHT monster you control to summon this card from your hand. This card’s ATK is equal to the number of face-up cards on the field. Cards already on the field when this card is summoned cannot activate their effects. Cards cannot activate their effects from the hand. Once during either players turn, you can discard your hand to negate the activation of a monster effect and destroy it. If this card is summoned by the effect of “Realm of the Eternity”, you must destroy all other cards you control after activating the above effect.|

|Solitary Guardian Spirit, Mysterious Wiseman|||Spellcaster/Effect|Earth|10||0|5000|You can special summon this card by banishing 2 Face-down monsters you control and discarding 1 card. When this card is special summoned, flip all cards on the field face-down. When a monster is summoned when this card is face-down, flip it face-down. Spell Cards must be set before it can be activated. Once per turn, if this card is face-down, you can discard 1 card to destroy 1 set card on the field.|

|Guardian Spirit of Fate, The Wheel of Life|||Beast-Warrior/Effect|Earth|8||2400|2400|If this card is in your hand, once per turn you can roll a dice twice. If the sum of the result is 7, special summon this card from your hand by discarding 1 card. Once per turn, shuffle all your banished cards into the deck, and then banish the top 5 cards of your deck. For every monsters banished this way, you can send 1 monster from your deck to the graveyard. You can discard 1 card to select the result of a dice roll or a coin flip. During the end phase, if a player has more than 5 cards in their hand, banish 1 of them in random.|

|Guardian Spirit of the Evolution, Power-hand Golem|||Rock/Effect|Earth|9||2000|2500|You can tribute 2 Rock monsters you control to special summon this card from your hand. If you do, send 2 Rock-type monsters from your deck to your graveyard. Once per turn, you can tribute 1 Rock-type monster to special summon 1 different Rock-type monster with equal or 1 higher level from the tribute monster. During your opponent’s turn, you can tribute 1 Rock-type monster and discard 1 card to negate the summon of a monster and destroy it.|

|Guardian Spirit of Sacrifices, The Saint of Parasites|||Insect/Effect|Dark|8||2600|2600|Cannot be normal summoned or set. You can special summon this card by halving your life points and tributing all monsters you control (at least 2). If you do, add 1 Counter Trap Card from your deck to your hand. All of your counter trap card’s activation cost is negated. You can discard 1 card to activate a Counter trap card from your hand during either players turn if the activation timing is correct. During each of your draw phase, you can add 1 Counter trap card from your graveyard to your hand instead of conducting a normal draw.|

|Guardian Spirit of Extinction, The Psychedelic Reaper|||Zombie/Effect|Dark|12||3200|1200|Cannot be normal summoned or set. You can special summon this card by sending 4 Zombie-type monster you control to the graveyard. If you do, send all other monsters on the field to the graveyard. One per turn, reveal 1 Spell card from your hand then send 1 monster on the field to the graveyard. Card effects cannot be activated from the graveyard and effects cannot target cards in the graveyard, except by this card’s effect. When a monster you control is sent to the graveyard by other card, you can discard 1 Zombie-type monster to special summon it to your side of the field. When this card leaves the field, discard all cards in your hand except 1, then send up to 5 Zombie-type monsters from your deck to the graveyard.|

|Guardian Spirit of Assimilation, The Dichromatic Perfect Butterfly|||Insect/Spirit/Effect|Light|12||2700|2700|You can special summon this card from your hand by returning 3 Spirit monsters you control to the hand, then discard 1 card. If you do, this card gains the following effect: -SPIRIT: During each of your end phases, you can return 2 other cards on the field to your hand instead of returning this card to your hand. If this card is summoned by the effect of "Realm of the Eternity", this card gains the following effect: you can pay 2000 life points to attach all monsters on the field to this card as an Xyz material. When a monster declares an attack or activates its effect, you can detach 1 Xyz material from this card to return the monster after the summon/effect resolution.|
Support
Spoiler:

|Realm of the Eternity|||Spell Card|Spell||Field|||When this card is activated, banish up to 5 "Guardian Spirit" monsters from your deck. Cards banished by this effect is only affected by this card's effect and cannot be moved from the banished pile while this card is face-up. All banished "Guardian Spirit" monsters is treated as an Xyz monster and can be Xyz summoned by using 2 or more of your monsters with the same level that the total level is equal to the banished "Guardian Spirit" monster's level (The "Guardian Spirit" monster's rank is equal to its Level. If you summon it this way, you must discard 1 card from your hand.). "Guardian Spirit" monsters can activate their effect by discarding 1 of their Xyz material as the cost, ignoring the original cost. This card cannot be removed from the field if you control a face-up "Guardian Spirit" monster.|


Last edited by EMSOUP on Tue Apr 16, 2013 2:21 pm; edited 13 times in total
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Post by Seattleite on Tue Apr 09, 2013 8:13 pm

Number 0 is cool water support. A little eccentric but it can find a use. The Exceed is also cool, I like the powerful effect but takes a little longer to use.

The field spell is trippy and worth the most writing in this review. I would be careful about banishing ALL the Number monsters, in case we get, you know, 10+ deck thinning. The Banished Zone is more of a toolbox here than in the TCG.
Maybe just make it "Banish up to 5 Number Monsters"?

The effect is one of the most interesting i've seen in a long time. The part that doesn't make sense however is "Number" monsters can activate their effect by discarding their Xyz material as the cost, ignoring the original cost.. Does that mean detatching 1 Xyz material or ALL Xyz material?

But I think it's interesting how you sort of have TWO extra decks now.

One thing, and maybe I'm being pedantic... The number 0 I would normally associate with some kind of God card, some Level 12 DIVINE Divine-Beast 5000 ATK monster thingy, not a 2700 ATK WATER Support card. I get that it's in reference to the concept of Absolute Zero, but it still feels weird. Would 32 (Fahrenheit freezing point) work better so you could save Number 0 for something more grandiose?

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Post by EMSOUP on Wed Apr 10, 2013 10:16 am

ah, the banishing part is the one i'm still iffy also, mainly because the deck thinning(you can't even use the banished cards as a toolbox). i'll rework it.

And i'll word the detach part better.

number 0 because it's the base concept. it'll be reassigned to another number later.
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Post by EMSOUP on Wed Apr 10, 2013 2:19 pm

aand, updated with 4 more. gonna need input on those.
the numbers itself are just placeholder, bar No.50.
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Post by EMSOUP on Fri Apr 12, 2013 2:18 pm

Updated again. reviews would be appreciated.
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Post by Ash on Sat Apr 13, 2013 4:49 pm

why are they numbers?

being a ccg gives us the opportunity to be more creative than slapping "Number X" in front of something

just expressing my opinion

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Post by CNo.101 S.H.Death Knight on Sat Apr 13, 2013 4:54 pm

i would like to avoid having Number in this ccg... just leave it to Konami's since it's their business.

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Post by EMSOUP on Sat Apr 13, 2013 4:54 pm

because i have no other ideas right now.
basically that. that's also why they're numbered from 0.

i'll edit it when i finally can think.
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Post by EMSOUP on Sat Apr 13, 2013 6:51 pm

Edited and added 1 card.
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Post by EMSOUP on Sun Apr 14, 2013 11:56 am

New cards added.
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Post by EMSOUP on Tue Apr 16, 2013 2:21 pm

edited names, balancing, and 1 new card
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