Been a while since my last post, it seems... I've been pretty busy with schoolwork, but I found the time to post these cards in the suggestions forum. I call these six cards the Angels of Spirit-- basically, they're the embodiments of the more spiritual properties people have. Among the monsters in the list is one that I've renamed and re-worked a little bit (namely, "Lexicon, Spirit of Retribution". I changed his name (giving it to one of the others) and remedied his effects somewhat.)
Here are the Angels of Spirit, both good and bad...
1. Ultioni, Spirit of Retribution (Fairy/DARK/Effect Lv.10 ATK:2000 DEF:2000)
This card cannot be Special Summoned, except by its own effect. You can Special Summon this card by removing from play two Fairy-type monsters on your side of the field and one Fairy-type monster in your hand when your opponent declares an attack against a Fairy-type monster you control. If this card is Special Summoned this way, its original ATK and DEF are doubled. (This card cannot attack unless it is the only monster you control in this case.) When this card is destroyed, you can Special Summon any number of your removed from play Fairy-type monsters whose total levels add up to 10 or lower. The chosen monsters are given the name "Spirit of the Ultioni" and treated as DARK-type monsters.
2. Taberna, Spirit of Will (Fairy/LIGHT/Effect Lv.9 ATK:2500 DEF:2450)
This card cannot be Special Summoned, except by its own effect. You can Special Summon this card by returning two of your removed from play Fairy-type monsters to your Deck. If you control any DARK monsters with "Spirit" in their names, remove them from play. This card gains 200 ATK during each of your End Phases. Once per turn, you can decrease this card's ATK by 500 until the End Phase to return one of your removed from play Fairy-type monsters to your Deck.
3. Feritatum, Spirit of Brutality (Fairy/DARK/Effect Lv.8 ATK:3000 DEF:0)
This card cannot be Special Summoned, except by its own effect. You can Special Summon this card by removing from play one Fairy-type monster each on the field and in your hand. This card must attack whenever possible. If this card battles with a Defense Position monster whose DEF is lower than this card's ATK, you can choose to destroy that card immediately with this card's effect (without applying damage calculation). Remove from play one other Fairy-type monster you control during each of your Standby Phases. If you cannot, remove this card from play.
4. Tenebra, Spirit of Discord (Fairy/DARK/Effect Lv.7 ATK: 2400 DEF:1300)
If you have no Fairy-type monsters removed from play, you can Normal Summon this card with one Tribute after removing from play one Fairy-type monster in your hand. This card cannot attack. Once per turn, you can change the target of an opponent's monster's attack or a card effect to another correct target. (You cannot activate any other effects at this time.) If this card is removed from the field for any reason, remove it from play and take 1000 points of damage to your Life Points.
5. Lexicon, Spirit of Knowledge (Fairy/LIGHT/Effect Lv.6 ATK:2300 DEF:1700)
Once per turn, you can switch the battle position of this monster to return two of your removed from play Fairy-type monsters to your Deck. If you do, this card cannot change positions again for any reason until the end of your next turn. If you control a DARK monster with "Spirit" in its name, flip a coin and call it. (If you call it correctly, remove the DARK monster from play. If not, remove this card from play.) This card can lose 200 points from either ATK or DEF (you choose) , and gain 200 points in the other during your End Phase
6. Viribus, Spirit of Power (Fiary/LIGHT/Effect Lv.5 ATK:2100 DEF:1900)
Once per turn, you can return one of your removed from play Fairy-type monsters to your Deck. If you do, it gains 200 ATK, but the following affect is negated until the end of the turn:
- When this card battles with a Defense Position monster whose DEF is lower than this card's ATK, deal Battle Damage to your opponent equal to the difference.
All in all, each Spirit has its own strengths and drawbacks. The LIGHT ones focus on slowly gaining strength and using it to return removed from play monsters to your Deck. The DARK ones have effects that are devastating, but also have some drawbacks to be very wary of. A deck containing all of these monsters would probably take some time to utilize. The key to winning with the Angels of Spirit is patience.
- Posts : 19
Join date : 2011-03-20
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