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Mytheria Cards, bringing back Written Cards {([35 CARDS)]}


Nishi-chan

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[spoiler=[color=brown]Monsters[/color] (16)]Mytherian Soldier

Warrior / Effect - FIRE - 4 *'s

If this card battles an Effect Monster, it cannot be destroyed by battle.

1600 / 1400

 

Mytherian Rogue

Warrior / Effect - DARK - 4 *'s

When this card is Normal Summoned, place one Mytheria Counter on it(max.1). By removing a Mytheria Counter from this card, you can destroy one face-down monster your opponent controls.

1800 / 900

 

Mytherian Commander

Warrior / Effect - EARTH - 6 *'s

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Mytherian" monster, or by "Promotion". This card gains 300 ATK and 500 DEF for every "Mytherian" monster in both player's Graveyards.

2300 / 1500

 

Mytherian Wolves

Beast / Tuner - DARK - 3 *'s

This card can attack your opponent directly.

1100 / 300

 

Mytherian Knight

Warrior / Effect - EARTH - 4 *'s

While "Mytheria" is face-up on the field, this card can attack twice in the same Battle Phase.

1500 / 1600

 

Mytherian Magician

Spellcaster / Effect - WIND - 5 *'s

When this card is Summoned, place a Mytheria Counter on it(max.1). This card gains 300 ATK for every Mytheria Counter on it. You can remove 1 Mytheria Counter from this card to draw 2 cards.

1800 / 1900

 

Mytherian Blocker

Beast-Warrior / Effect - EARTH - 4 *'s

This card cannot be destroyed as a result of battle while in Attack Position(damage calculation is applied normally).

300 / 2100

 

Mytherian Queen

Aqua / Synchro - WATER - 7 *'s

1 WATER "Mytherian" Tuner + 1 or more non-Tuners

This card cannot be Special Summoned, except by Synchro Summon. Once per turn, you can place a Mytherian Counter on a face-up monster that you can put a Mytherian Counter on.

2700 / 2300

 

Mytherian Princess

Warrior / Tuner - WATER - 3 *'s

If this card is sent to the graveyard for a Synchro Summon of a WATER Synchro Monster, your opponent cannot activate Trap Cards until your next End Phase.

900 / 1000

 

Mytherian Prince

Warrior / Tuner - FIRE - 4 *'s

If this card is sent to the graveyard for a Synchro Summon of a FIRE Synchro Monster, monsters destroyed by the card Synchro Summoned with this card's effects are negated.

1300 / 1100

 

Mytherian King

Warrior / Synchro - FIRE - 8 *'s

1 FIRE "Mytherian" Tuner + 1 or more non-Tuners

This card cannot be Special Summoned, except by Synchro Summon. If this card is Synchro Summoned with "Mytherian Prince", your opponent cannot activate Trap Cards this turn. This card gains 200 ATK for every FIRE monster in both player's graveyards.

2800 / 2450

 

Mytherian Preist

Spellcaster / Effect - EARTH - 5 *'s

Once per turn, during your Main Phase, you can pay 800 Life Points to Special Summon 1 Level 6 or lower "Mytherian" monster from your hand or Deck. It cannot be Tributed, and it's effect is negated.

1100 / 1700

 

 

Mytherian God

Fairy / Fusion / Effect - LIGHT - 11 *'s

Mytherian King + Mytherian Queen + Mytherian Preist

This card cannot be Special Summoned except by Fusion Summon. This card is unaffected by other card's card effects. This card gains 1000 ATK and DEF for every other "Mytherian" monster on the field. If this card's ATK or DEF reaches 0, it is destroyed.

0 / 0

 

Mytheiran Ancestors

Beast-Warrior / Effect - EARTH - 6 *'s

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play "Mytheria Wasn't Built in a Day" from your Graveyard. This card cannot be destroyed by battle. This card gains 800 ATK for every removed from play "Mytherian" card.

2200 / 2500

 

Mytherian High Preist

Warrior / Ritual / Effect - LIGHT - 7 *'s

This card can only be Ritual Summoned with the Ritual Spell Card, "Your Highness". You must also pay the correct Tributes. Once per turn, during your Main Phase 2, you can pay 1500 Life Points to Special Summon "Mytherian Ancsestors" from your hand or deck, disregarding the summoning conditions. Also, once per turn, by paying 100 Life Points, you can remove from play 1 "Mytherian" monster from your Graveyard.

2600 / 2300

 

Mytherian Ninja

Warrior / Effect - WIND - 4 *'s

This card cannot be Special Summoned. This card can attack directly. Negate the effects of Trap and Effect Monster's effects that target this card and destroy them.

1300 / 1300

 

 

 

[spoiler=[color=blue]Spells[/color] (11)]Signal Flare

Equip Spell

The equipped card cannot be Tributed. When the equipped card is sent to the Graveyard, return it to your hand instead.

 

Mytheria

Field Spell

All "Mytherian" monsters gain 600 ATK and DEF. Once per turn, you can discard a Spell Card to add a card with "Mytherian" in it's name or "Mytherianization" from your Graveyard to your hand. If it was a Monster Card, it cannot be Normal Summoned this turn. Also, if this card would to be destroyed, you can Tribute 1 "Mytherian" monster on your field to have it not be destroyed.

 

For Mytheria!

Quick-Play Spell

During the turn this card was activated, all "Mytherian" monsters on your field gain 500 ATK and DEF. During your Main Phase 2, you can pay 800 Life Points to add this card from your Graveyard to your hand.

 

Defense Maneuvers

Continuous Spell

All "Mytherian" monsters on your field are switched to Defense Position. Monsters Summoned after this card's activation are excluded. Monsters effected by this card gain 700 DEF, and cannot change their battle positions.

 

Mytherianization

Equip Spell

The equipped card is treated as a "Mytherian" monster. If this equipped card would be destroyed as a result of battle, you can pay 300 Life Points to have it not be destroyed.

 

Mytherian Tribute

Normal Spell

Tribute 1 "Mytherian" monster you control. Gain Life Points equal to the Tributed monster's Level x400.

 

Mytheria Wasn't Built in a Day

Continuous Spell

During each of your Standby Phases, add 1 "Mytherian Counter" on this card(max.5). You can Tribute this card with 5 Mytherian Counters on it to add 1 "Mytherian" from your Graveyard or Deck to your hand.

 

Silent Summon

Normal Spell

Special Summon 1 "Mytherian" monster from your hand. You cannot Summon this turn.

 

Your Highness

Ritual Spell

Activate only by sending 1 "Mytherian Preist" from your field to your Graveyard. This card is used to Ritual Summon, "Mytherian High Preist". You must also Tribute monsters who's total Level is 7 or more. By removing this card from play from your Graveyard, negate the activation of a Trap Card and destroy it.

 

The Future is Near

Quick-Play Spell

Actvate only when a "Mytherian" monster was destroyed by battle this turn, and your opponent is declaring a direct attack. Special Summon 1 "Future Mytherian Token"(Warrior-Type/LIGHT/Level 3/ATK/0/DEF/0). This token cannot be destroyed by battle, any battle damage involving this token is reduced to 0, and the effects of Effect Monsters attacking this token are negated until the end of the Damage Step. The token is destroyed at the End Phase. You can only activate 1 "The Future is Near" every 2 Turns.

 

Mytherian Energy Boost

Normal Spell

Increase the ATK of all "Mytherian" monsters on your field by the number of "Mytherian" monsters on your field, excluding themselves, x300.

 

 

 

[spoiler=[color=purple]Traps[/color] (7)]Mytherian Trap Hole

Quick-Play Trap

Activate only when you control 2 or more "Mytherian" monsters, and you opponent Summons a monster. Destroy the Summoned monster. Your opponent takes damage equal to the monster's ATK.

 

Reinforcements of Mytheria

Normal Trap

Activate only when a Level 5 or higher "Mytherian" monster is destroyed as a result of battle. Special Summon 2 Level 4 or lower "Mytherian" monsters from your hand.

 

Promotion

Normal Trap

Tribute 1 "Mytherian Soldier" on your field. Special Summon 1 "Mytherian Commander" in face-up Attack Position.

 

Offensive Maneuvers

Continuous Trap

All "Mytherian" monsters on your field are switched to Attack Position. Monsters Summoned after this card's activation are excluded. All monsters effected by this card gain 700 ATK, and cannot change their battle positions.

 

Mytherian Training Center

Continuous Trap

Once per turn, by paying 600 Life Points, you can Special Summon 1 Level 4 or lower "Mytherian" monster from your hand or Deck. You cannot Special Summon "Mytherian" monsters the turn you use the effect.

 

Mytherian Customs

Normal Trap

Activate only when your opponent activates a Spell or Trap Card. Discard 1 "Mytherian" monster from your hand to the Graveyard. Negate the activation of the Spell or Trap Card.

 

Mytherian Magic

Continuous Trap

Select 1 monster on your opponent's field. Remove it from play. If this card is removed from the field, Special Summon the removed from play monster in the same position.

 

 

 

 

More to come....

And yes, there are some cards here that I wasn't so sure on the OCG, so help out!

Also, I'm putting Mytheria and Mytherian in all the card names for the field spell "Mytheria"'s sake.[/align]

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Interesting cards, and I like how the concept is easy to read and understand.

But I kind of think these cards are under-powered and have a wierd stragety

because the synchros rely on an attribute and they're all different attributes...

like Mytherian Queen, there are no Mytherian water monsters so it cannot be brought

out unless in a wierd water hybrid deck.

 

Mytherian Soldier is too good because everything nowadays is an effect monster,

and basicially is a buffed up spirit reaper, blocker has no point since soldier

does the exact same thing but it works also in defense position. I don't understand

the point of signal flare. This archetype lacks synergy and some are too splashable

, like magician and rogue, u can put that in any deck and it still works. So 4/10.

Sorry if I sounded a bit mean, but that's the honest truth. Check for OCG fixes below.

 

OCG fix:

 

Mytheria Soldier (Change it to this)

"If this card battles an Effect Monster, this card cannot be destroyed by battle."

 

Mytheria: Change the last sentence to: "If it was a monster card, it cannot be Normal

Summoned this turn."

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Interesting cards' date=' and I like how the concept is easy to read and understand.

[/quote']

Thanks ^_^

 

 

OCG fix:

 

Mytheria Soldier (Change it to this)

"If this card battles an Effect Monster' date=' this card cannot be destroyed by battle."

 

Mytheria: Change the last sentence to: "If it was a monster card, it cannot be Normal

Summoned this turn."

[/quote']

Gotz it =D

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Interesting cards' date=' and I like how the concept is easy to read and understand.

[/quote']

Thanks ^_^

 

 

OCG fix:

 

Mytheria Soldier (Change it to this)

"If this card battles an Effect Monster' date=' this card cannot be destroyed by battle."

 

Mytheria: Change the last sentence to: "If it was a monster card, it cannot be Normal

Summoned this turn."

[/quote']

Gotz it =D

 

Lol I hope you can understand the other things I mentioned too, to add more synergy in the cards, or in your next set you make. ;)

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I'll underline some OCG fixes.

[align=center][spoiler=[color=brown]Monsters[/color]]Mytherian Soldier

Warrior / Effect - FIRE - 4 *'s

If this card battles an Effect Monster' date=' it cannot be destroyed by battle.

1600 / 1400

 

[b']Strong, but not game breaking.[/b]

 

Mytherian Rogue

Warrior / Effect - DARK - 4 *'s

When this card is Normal Summoned, place one Mytheria Counter on it(max.1). By removing a Mytheria Counter from this card, you can destroy one face-down monster your opponent controls.

1800 / 900

 

A 1800 ATK Breaker for face-down monsters, DARK too? x-x Sorry, but I feel that's too powerful. As a Warrior Set, this has a lot of support as it is and this card just screams nerf me.

 

Mytherian Commander

Warrior / Effect - EARTH - 6 *'s

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Mytherian" monster, or by "Promotion". This card gains 300 ATK and 500 DEF for every "Mytherian" monster in both player's Graveyards.

2300 / 1500

 

Large ATK/DEF monsters aren't very popular right now, but this guy is fairly easy to Summon, aright card.

 

Mytherian Wolves

Beast / Tuner - DARK - 3 *'s

This card can attack your opponent directly.

1100 / 300

 

Yay for probably one of the best Rescue Cat targets yet. Seems to be a fine card.

 

Mytherian Knight

Warrior / Effect - EARTH - 4 *'s

While "Mytheria" is face-up on the field, this card can attack twice in the same Battle Phase.

1800 / 1500

 

Might be a bit high ATK for a double hitter, but probably fine x)

 

Mytherian Magician

Spellcaster / Effect - WIND - 5 *'s

When this card is Summoned, place 3 Mytheria Counters on it(max.3). This card gains 300 ATK for every Mytheria Counter on it. Once per turn, you can remove 1 Mytheria Counter from this card to draw 2 cards.

1200 / 1900

 

This feels extremely broken, but I can't think what other Deck could abuse this. I suppose it's actually really nice support good job.

 

Mytherian Blocker

Beast-Warrior / Effect - EARTH - 4 *'s

This card cannot be destroyed as a result of battle while in Attack Position.

300 / 2100

 

Interesting, but I'm not sure if it's useful =s

 

Mytherian Queen

Aqua / Synchro - WATER - 7 *'s

1 "Mytherian" Tuner + 1 or more WATER non-Tuners

This card cannot be Special Summoned, except by Synchro Summon. Once per turn, you can place a Mytherian Counter on a face-up monster that you can put a Mytherian Counter on.

2700 / 2300

 

Looks solid, it's a draw or killing a face-down, maybe, until you nerf that >_>;;

 

Mytherian Princess

Warrior / Tuner - WATER - 3 *'s

If this card is sent to the Graveyard for a Synchro Summon of a WATER Synchro Monster, your opponent cannot activate Trap Cards until your next End Phase.

900 / 1000

 

I just noticed, you need some WATER non-tuner to make Queen possible. This card is fine.

 

Mytherian Prince

Warrior / Tuner - FIRE - 4 *'s

If this card is sent to the Graveyard for a Synchro Summon of a FIRE Synchro Monster, monsters destroyed by the card Synchro Summoned with this card's effects are negated.

1300 / 1100

 

I like it.

 

Mytherian King

Warrior / Synchro - FIRE - 8 *'s

1 "Mytherian" Tuner + 1 or more FIRE non-Tuners

This card cannot be Special Summoned, except by Synchro Summon. If this card is Synchro Summoned with "Mytherian Prince", your opponent cannot activate Trap Cards this turn. This card gains 200 ATK for every FIRE monster in both player's graveyards.

2850 / 2450

 

Nice boss monster. And one you can actually summon.

 

Mytherian Preist

Spellcaster / Effect - EARTH - 5 *'s

Once per turn, during your Main Phase, you can pay 800 Life Points to Special Summon 1 Level 6 or lower "Mytherian" monster from your hand or Deck. It cannot be Tributed, and it's effect is negated.

1100 / 1700

 

I like it, good for getting the synchros and the effect negate should stop it being broken. That and the low ATK.

 

Mytherian God

Divine-Beast / Fusion / Effect - DIVINE - 11 *'s

Mytherian King + Mytherian Queen + Mytherian Preist

This card cannot be Special Summoned except by Fusion Summon. This card is unaffected by other card's card effects. This card gains 1000 ATK and DEF for every "Mytherian" monster on the field. If this card's ATK or DEF reaches 0, it is destroyed.

0 / 0

 

GAH, DIVINE, BIAS AGAINST IT! BAD ATTRIBUTE/TYPE! RAEG! Sorry, had to get that out of my system. It seems like a fine card with amazing protection if you can ever summon it. Unlikely. It gets 1000ATK for itself though, so the last effect won't ever activate. I'd make it need only 2 of those requirements, and get 2000 for every OTHER Mytherian.

 

 

 

 

..phew... note to you: don't make archtypes so big in the future, it isn't needed xD!

 

[spoiler=[color=blue]Spells[/color]]Signal Flare

Equip Spell

When this equipped card is sent to the graveyard as a Tribute, return it to your hand instead.

 

I wouldn't run it, you don't tribute that much =s

 

Mytheria

Field Spell

All "Mytherian" monsters gain 400 ATK and DEF. Once per turn, you can discard a Spell Card to add a "Mytherian" card from your Graveyard to your hand. If it was a Monster Card, it cannot be Normal Summoned this turn.

 

Seems nice

 

For Mytheria!

Quick-Play Spell

During the turn this card was activated, all "Mytherian" monsters on your field gain 500 ATK and DEF. You can pay 800 Life Points to add this card from your Graveyard to your hand.

 

That last clause makes this abused with FTKs like there's no tomorrow. Fix that and it'll be fine.

 

Defense Maneuvers

Continuous Spell

All "Mytherian" monsters on your field are switched to Defense Position. Monsters Summoned after this card's activation are excluded. Monsters effected by this card gain 700 DEF, and cannot change their battle positions.

 

Mytherianization

Equip Spell

The equipped card is treated as a "Mytherian" monster. Pay 300 Life Points during each of your Standby Phases. If you do not, destroy this card.

 

Eh... I would never run it... just doesn't seem needed

 

 

 

Getting there...

 

[spoiler=[color=purple]Traps[/color]]Mytherian Trap Hole

Quick-Play Trap

Activate only when you control 2 or more "Mytherian" monsters, and you opponent Summons a monster. Destroy the Summoned monster. Your opponent takes damage equal to the monster's ATK.

 

Nice. It's a good trap, don't see much of that.

 

Reinforcements of Mytheria

Normal Trap

Activate only when a "Mytherian" monster is destroyed as a result of battle. Special Summon 2 Level 4 or lower "Mytherian" monsters from your hand. They are destroyed during the End Phase.

 

Feels like a bit of a loss to me, you have to lose a monster, so it would rarely activate before being destroyed, and you lose 2 monsters from your hand? Activating this is suicide.

 

Promotion

Normal Trap

Tribute 1 "Mytherian Soldier" on your field. Special Summon 1 "Mytherian Commander" in face-up Attack Position. It's effect is negated.

 

Really doesn't need the negation. The situational-ness is enough of a drawback.

 

Offensive Maneuvers

Continuous Trap

All "Mytherian" monsters on your field are switched to Attack Position. Monsters Summoned after this card's activation are excluded. All monsters effected by this card gain 500 ATK, and cannot change their battle positions.

 

I'd rather run Reinforcements or something, it's a situational bad boost and not runnable ><

 

Mytherian Training Center

Continuous Trap

Once per turn, by paying 500 Life Points, you can Special Summon 1 Level 4 or lower "Mytherian" monster from your hand or Deck. You cannot Special Summon other "Mytherian" monsters the turn you use the effect.

 

Am I right in thinking you can use that on your opponent's turn? Might be overpowered, but it definitely helps an otherwise "okay" archtype to really get some ground.

 

 

 

 

 

More to come....[/align]

 

The archtype lacks working together in many places and in others, has just cards that aren't usable. Work on that and it should be fine.

 

 

Really now, if you want me to look over any set in Written Cards, PM me, I'm happy to help.

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