Hydra of Ages Posted September 19, 2009 Report Share Posted September 19, 2009 A start to my (as of now) new series of cards for under-supported Demi-Archetypes, I bring you This Mofo's newest support. I'm sure he'd approve. Then again, he IS Royalty, so he might not take to anything, really... [spoiler=Spells & Traps]The Pharaoh's Tomb[spell/Field]To activate this card, you must search your Hand or Deck for a "The First Sarcophagus" and activate it. Once per turn, you must remove 1 Level 2 or lower Zombie-Type monster in your Graveyard from play. If you cannot, destroy this card. While this card is face-up on the field, Negate the effects of Spell and Trap Cards that destroy Spell or Trap card(s), except this card. If this card is face-up on the field, while a player's field contains a face-up "Spirit of the Pharaoh", "Keeper of the Ib", "Keeper of the Sheut", "Keeper of the Ren" and "Keeper of the Ba", that player is declared the winner. The Bounty of the Pharaoh's Tomb[spell/Normal]This card can only be activated while "The Pharaoh's Tomb" is face-up on the field. Search your Deck for a level 2 or lower Zombie-Type monster and send it to the Graveyard. Then, Draw 2 cards. Traps in the Tomb[Trap/Normal]This card can only be activated while "The Pharaoh's Tomb" is face-up on the field. Search your Deck for a level 2 or lower Zombie-Type monster and send it to the Graveyard. Then, negate the Normal or Special Summoning of an opponent's monster and send it to the Graveyard. Golden Pyramid Along the Sunrise[spell/Quickplay]Activate one of the following two effects- -Search your Deck for a "The Pharaoh's Tomb" and add it to your Hand. -If there is a "The Pharaoh's Tomb" face-up on the field, Draw 1 card, then shuffle one card from your Hand into your Deck. If you use this effect, you may add this Card from your Graveyard to your Hand during your next Standby Phase. Gate to the Afterlife[spell/Quickplay]You can activate this card only while "The Pharaoh's Tomb" is face-up on the field. Activate one of the following two effects- -Special Summon a "Spirit of the Pharaoh" from your Graveyard to the field that has already been Special Summoned to your side of the field by the effect of "The First Sarcophagus", disregarding the Summoning Conditions of that card. Then, remove two level 2 or lower Zombie-Type monsters in your Graveyard from play. If you cannot, remove from play every card on your side of the field. -Special Summon a level 2 or lower Zombie-Type monster from your Graveyard to the field. Then, search your Deck for a level 1 or lower Zombie-Type monster and send it to the Graveyard. [spoiler= Monsters]Grave Embalmer of the PharaohLight; Level 2[Zombie/Effect]If this card is sent from the Field to the Graveyard, you may search your Deck for a level 2 or lower Zombie-Type monster and send it to the Graveyard. Then, search your Deck for a "The First Sarcophagus" and add it to your Hand. Treat this card as a Normal Monster while it is in your Graveyard.Atk/900 Def/800 High-Guard of the PharaohLight; Level 2[Zombie/Effect]If this card would be destroyed in battle, or by Spell or Trap card effects while "The Pharaoh's Tomb" is face-up on the field, you may search your Deck for a level 2 or lower Zombie-Type monster and send it to the Graveyard to negate that battle or card effect. Treat this card as a Normal Monster while it is in your Graveyard.Atk/1300 Def/0 High-Priest of the PharaohLight; Level 2[Zombie/Effect]If this card is sent from the field to the Graveyard while "The Pharaoh's Tomb" is face-up on the field, you may search your Deck for a level 2 or lower Zombie-Type monster and send it to the Graveyard to Draw 2 cards. Treat this card as a Normal Monster while it is in your Graveyard.Atk/700 Def/0 Keeper of the IbLight; Level 2[Zombie]"An ancient priest of the Pharaoh. In death, he has been tasked with guarding the Pharaoh's mind and heart. It is said that when it is reunited with the Sheut, Ren, Ba and Ka of the Pharaoh, the doors to the Afterlife will open.ATK/400 DEF/600 Keeper of the SheutLight; Level 2[Zombie]"An ancient priest of the Pharaoh. In death, he has been tasked with guarding the Pharaoh's shadow. It is said that when it is reunited with the Ib, Ren, Ba and Ka of the Pharaoh, the doors to the Afterlife will open.ATK/400 DEF/600 Keeper of the RenLight; Level 2[Zombie]"An ancient priest of the Pharaoh. In death, he has been tasked with guarding the Pharaoh's name. It is said that when it is reunited with the Ib, Sheut, Ba and Ka of the Pharaoh, the doors to the Afterlife will open.ATK/400 DEF/600 Keeper of the BaLight; Level 2[Zombie]"An ancient priest of the Pharaoh. In death, he has been tasked with guarding the Pharaoh's psyche. It is said that when it is reunited with the Ib, Sheut, Ren and Ka of the Pharaoh, the doors to the Afterlife will open.ATK/400 DEF/600 Link to comment
Bringerofcake Posted September 19, 2009 Report Share Posted September 19, 2009 I like this guy, and I wanted to use him. These look good, though I'd like to see is a non-field searcher for the first sarc. Also a graveyard summon for Spirit would help too. Link to comment
Hydra of Ages Posted September 19, 2009 Author Report Share Posted September 19, 2009 Noted. Though I just figured that Pharaoh's Tomb's effect is mandatory, so I'd probably have to change that to an optional effect; Otherwise, with another searcher, it'd be possible that the player will have 2 Sarcies going at the same time, and that's just not good. Link to comment
zombiepromking Posted September 19, 2009 Report Share Posted September 19, 2009 Synchros and Tuners would be nice to see for this either that or Fusions. I think Pharaoh could be used in the current Meta just needs support. 8/10 Link to comment
evilfusion Posted September 19, 2009 Report Share Posted September 19, 2009 Love the title. Well, to me some of the support, while excellent for making the Pharoah deck playable, seems a little too overpowered in some areas. Some areas of note: -The field spell. Oh god, the field spell. This thing is begging to be limited. Field spells are not the most difficult cards to use, what with Terraforming and the like. At first, it seems fine with the search effect for Sarcophagus. Then it turns out it stops Spells and Traps from destroying Spells and Traps. Well, it covers the deck's main flaw. I'm just going to assume that the ruling for this card prevents it from being activated if you dont have a First Sarcophagus in your hand, deck, or Graveyard, because otherwise it's instantly abuseable in decks that dont want S/Ts destroyed. Then the last effect...you win if you have Spirit of the Pharoah, and 4 specific normal, level 2 Zombies on the field. And Pharoah's effect summons 4 level 2 or below Zombies from the graveyard. So basically, you activate a field spell, and you can potentially win in 2 more turns, if you have the right monsters in the graveyard, which is possibly one of the easiest conditions, especially if the other support lets you use effects, plus you still have Foolish Burial, etc. Even if you dont have them ALL in the graveyard, gathering the others to your hand and using Ultimate Offering, etc can help you trigger the victory condition. Another piece of support is a theme-specific Terraforming that doubles as a mini-Magical Mallet that's reusable every turn. It can be stopped, by using grave manipulation or Giant Trunade, or effect monsters to destroy the cards. In fact, it's probably pretty easy for most decks to stop. But technically, Exodia can be considered easy for most decks to stop, but I note that all the pieces are limited. Milling and draw cards can easily set things up for the instant win. Link to comment
Hydra of Ages Posted September 19, 2009 Author Report Share Posted September 19, 2009 Your concerns are noted. Let's see... essentially, I'll need to Nerf the Field Spell. That's fine, I half expected to have to do that anyway - (Alternative Win Condition cards are some of the most difficult to balance properly, as they either end up ridiculously broken or useless). I think I'll be able to do that. Link to comment
Hydra of Ages Posted September 20, 2009 Author Report Share Posted September 20, 2009 Sorry for double posting. Made some changes. Tomb now needs you to remove a level 2 or lower Zombie in your Grave from play each turn, or it destroys itself. Still wondering how to word that so it doesn't contradict itself (As it's currently worded, I think it would negate its own destruction). Also, it's mandatory for it to bring out a new First Sarcophagus each time it comes out, which makes it a little less dynamic. Secondly, I added two new cards (A spell that can either resurrect a Spirit of the Pharaoh from my Graveyard, provided it had already been Special Summoned by Sarcophagus, or bring back a level 2 or lower zombie; And a monster that can search out Sarcophagus when it's destroyed). Also added the stipulation to all of the effect level 2 Zombies that they are considered Normal while in the Graveyard, so Pharaoh can summon them. Any comments? Link to comment
Bringerofcake Posted September 20, 2009 Report Share Posted September 20, 2009 How about: "Your opponent cannot activate effects that destroy this card or "Sarcophagus" cards." Link to comment
Hydra of Ages Posted September 20, 2009 Author Report Share Posted September 20, 2009 No, because I still want it to limit you too. As it currently stands, while its in play, YOU can't destroy any opponent's Spells or Traps either. Link to comment
Bringerofcake Posted September 20, 2009 Report Share Posted September 20, 2009 alright, then an add-on:Negate the effects of Spell and Trap Cards that destroy Spell or Trap card(s), except (this card/the effects of Field Spell Cards) Link to comment
Hydra of Ages Posted September 20, 2009 Author Report Share Posted September 20, 2009 That works, thanks. Link to comment
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