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"Night Sky" Architype (15 + 3 /?) [02/23/10]


jack781217

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This architype focus on return cards to your Deck in order to make the monsters' effects active. Not too sure at this point if they are good, OPed, or UPed. Please comments!

 

The names and some effects are based on Magical Girl Lyrical Nanoha series.

 

In the archetypes, effects are gained/activated when cards are returned from your hand to your Deck. The draw engine provided is meant to achieve +0 rather than gaining any hand advantage. You get to trade in cards you don't want in hope of drawing more useful card on a frequent base.

 

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[spoiler=Level 4 or lower monsters (5)]

Sword Knight of the Night Sky

FIRE

Level 4

Warrior / Effect

1800 / 800

During either player's Standby Phase, you can return 1 card from your hand to your Deck. During a turn a card(s) is returned from your hand to your Deck, this card can attack twice during the Battle Phase.

 

Hammer Knight of the Night Sky

FIRE

Level 4

Warrior / Effect

1600 / 1000

During either player's Standby Phase, you can return 1 card from your hand to your Deck. During a turn a card(s) is returned from your hand to your Deck, when this card attacks a Defense Position monster, it gains 1000 ATK during the Damage Step only.

 

Lake Knight of the Night Sky

WIND

Level 4

Spellcaster / Effect

1300 / 1400

During either player's Standby Phase, you can return 1 card from your hand to your Deck. During a turn a card(s) is returned from your hand to your Deck, your opponent can only activate Spell, Trap, or Monster Effect once each during a turn.

 

Shielding Beast of the Night Sky

EARTH

Level 4

Beast Warrior / Effect

1000 / 2100

During either player's Standby Phase, you can return 1 card from your hand to your Deck. During a turn a card(s) is returned from your hand to your Deck, your opponent cannot attack "Night Sky" monsters you control except this card.

 

Angel Wings of the Night Sky

WATER

Level 2

Spellcaster / Union

500 / 500

Once per turn, you can equip this card to a face-up "Night Sky" monster you control, OR unequip it and Special Summon it in face-up Attack Position. The equipped monster gains 500 ATK and DEF. The equipped monster can activate its effect twice during each Standby Phase. When a card is returned from your hand to your Deck by the equipped monster's effect, you can draw 1 card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

 

 

[spoiler=Level 5 or higher monsters(2)]

Ruler of the Night Sky

DARK

Level 5

Spellcaster / Effect

2000 / 1400

When this card is returned from your hand to your Deck, you can Special Summon this card. During each player's Standby Phase, you can return 1 card from your hand to your Deck. Each time a card(s) is returned from your hand to your Deck, draw 1 card. You can only control 1 face-up "Ruler of Night Sky".

 

Blessed Wind of the Night Sky

DARK

Level 7

Spellcaster / Effect

2500 / 1700

When this card is returned from your hand to your Deck, you can Tribute 1 monster you control to Special Summon this card. During each player's Standby Phase, you can return 1 card from your hand to your Deck. During a turn a card(s) is returned from your hand to your Deck, if a "Night Sky" monster is destroyed and sent to the Graveyard, you can add it to your hand.

 

 

 

[spoiler=Spell Cards (3)]

Tome of the Night Sky

Continuous Spell

When a card(s) is returned from your hand to your Deck, except by this card's own effects, place as many counters on this card as the number of cards returned to your Deck. (Max. 6). You can remove counters form this card to activate this card's effects:•Remove 2: Special Summon 1 Level 4 or lower "Night Sky" monster from your hand or Deck.•Remove 4: Negate the activation of 1 Spell, Trap Card, or Monster Effect that targets a "Night Sky" monster you control. •Remove 6: Return your hand to your Deck and draw 6 cards.

 

 

Ancient Belka - Cartridge System

Continuous Spell

Each time a card(s) is returned from your hand to your Deck, increase the ATK and DEF of 1 monster you control by 500 until the End Phase.

 

Ancient Belka - Unison Device

Spell

Continuous

You can send, from your hand or side of the field to the Graveyard, Fusion Material Monsters that include at least 1 Union Monster, and Special Summon 1 Fusion Monster from your Extra Deck. (This Special Summon is treated as Fusion Summon). When a Fusion Monster you control is destroyed and sent to the Graveyard, you can return from you Graveyard 1 Union Monster that you used for the Fusion Summon of that Fusion Monster.

 

 

 

[spoiler=Trap Cards (1)]

Ancient Belka - Guardian Knights

Trap

Normal

Activate only when you control 1 face-up "Ruler of the Night Sky" and no other monsters. Return your hand to your Deck. Then, you can add as many Level 4 "Night Sky" monsters with different names as possible from your Deck to your hand.

 

 

 

[spoiler=Fusion Monsters (4)]

Blazing General of the Night Sky

FIRE

Level 6

Warrior / Fusion / Effect

2300 / 1300

"Sword Knight of the Night Sky" + "Angel Wings of the Night Sky"

When this card is Fusion Summoned, it gains the following effects according to the number of cards returned from your hand to your Deck during this turn: •2+: This card can attack twice during the same Battle Phase. •3+: A monster this card destroys by battle loses its effect(s) while in the Graveyard.

 

Crimson Ironside of the Night Sky

FIRE

Level 6

Warrior / Fusion / Effect

2100 / 1500

"Hammer Knight of the Night Sky" + "Angel Wings of the Night Sky"

When this card is Fusion Summoned, it gains the following effects according to the number of cards returned from you hand to your Deck during this turn: •2+: When this card attacks a Defense Position monster, it gains 1000 ATK. •3+: This card inflicts Piercing Damage.

 

Healing Wind of the Night Sky

WIND

Level 6

Spellcaster / Fusion / Effect

1800 / 1900

"Lake Knight of the Night Sky" + "Angel Wings of the Night Sky"

When this card is Fusion Summoned, it gains the following effects according to the number of cards returned from you hand to your Deck during this turn: •2+: Your opponent can only activate Spell, Trap, or Monster Effect once each during a turn. •3+: Once per turn, you can negate the activation of a Spell, Trap, or Monster Effect and return that card to its owner's hand.

 

 

Azure Wolf of the Night Sky

EARTH

Level 4

Beast Warrior / Effect

1500 / 2600

"Shielding Beast of the Night Sky" + "Angel Wings of the Night Sky"

When this card is Fusion Summoned, it gains the following effects according to the number of cards returned from you hand to your Deck during this turn: •2+: Your opponent cannot attack "Night Sky" monsters you control except this card. •3+: Once per turn, if this card would be destroyed by the effect of a card, it is not destroyed.

 

 

 

 

[spoiler=Inputs from others (3)]

~by Tempest Dahlia

Dark Moon Aegis

Continuous Spell

Each time a card(s) is returned from your Hand to your Deck by the effect of a "Night Sky" monster, you can draw 1 card. During the End Phase of each of your turns, return 1 card from your Hand to your Deck. lf you cannot, destroy this card.

 

Night Sky Shockwave

Normal Spell

Return 1 "Night Sky" Monster from your Hand to your Deck. Destroy 1 card on the field, then draw 1 card.

 

~byduel teste

Midnight sky mist

Counter Trap

you may negate and distroy a spell or trap card by returning 2 cards from your hand to your Deck, if one of the cards returned had "Night Sky" in its name draw one card. if both had "Night Sky" in their names,draw one card and return this card to the bottom of the deck.

 

 

 

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[spoiler=Some Rulings]

- Only 1 card needs to be returned to your Deck for all "Night Sky" monsters you control to gain their effects.

- If a card is returned to your Deck, and then "Night Sky" monsters are Summoned/flipped up, they also gain their effects.

- If a card is returned to your Deck because of the effect of Spell, Trap Cards, or Monster Effects, "Night Sky" monsters gains their effects.

- If a card is returned to your Deck from your hand, side of the field, Graveyard, or remove from play, "Night Sky" monsters gains their effects.

 

- Suppose 3 "Night Sky" monsters activate their effect during the Standby Phase and you control 1 "Hayate, Ruler of the Night Sky", when the chain consisted of these 3 effects resolves, you can draw 3 cards by "Hayate, Ruler of the Night Sky"'s effect, because 3 different effects that return a card(s) to your Deck has been activated. The same ruling goes with "Tome of the Night Sky".

 

 

 

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lnteresting: This archetype needs a draw engine.

 

 

Dark Moon Aegis

Continuous Spell

Each time a card(s) is returned from your Hand to your Deck by the effect of a "Night Sky" monster, you can draw 1 card. During the End Phase of each of your turns, return 1 card from your Hand to your Deck. lf you cannot, destroy this card.

 

Night Sky Shockwave

Normal Spell

Return 1 "Night Sky" Monster from your Hand to your Deck. Destroy 1 card on the field, then draw 1 card.

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@KurashiDragon:

that's an unfortunate accident :P

 

@Tempest Dahlia:

I know that without a draw engine, this architype would suffer serious hand disadvantage.

Initially I was building this architype around some existing cards out there, like Card Trader and Good Goblin Housekeeper. But they don't seem to have enough support...

So I've change the effect of Hayate, Ruler of Night Sky. I am pretty sure there are ways of abusing this modified effect >.>

 

thx for you guys' inputs! I appreciate it much ^^

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heres a trap card

 

Midnight sky mist

Trap/counter

you may negate and distroy a spell or trap card by returning 2 cards from your hand to your Deck, if one of the cards returned had "Night Sky" in its name draw one card. if both had "Night Sky" in their names,draw one card and return this card to the bottom of the deck.

 

i like the archtype but it needs more draw power.

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  • 2 weeks later...

New Trap cards (Wolkenritter - Guardian Knight System)

As well as fixes on old cards

 

i like the archtype but it needs more draw power.

I think I have a small draw engine now, but not sure it it will be able to balance out hand disadvantage though...

My intention is really to allow a lot of chances that you can shuffle in the card you don't need and hope to get the one you need, while activating "Night Sky" monsters' effects.

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i wondering will you make more ?

I took a little break from this thread. 2 cards added. They are the Fusion counterpart of the existing Level 4 monsters (it just doesn't make sense not to have Fusion monster when you have Union monster, does it? >_<)

 

Signum, Flaming General of the Night Sky

Vita, Crimson Ironside of the Night Sky

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i wondering will you make more ?

I took a little break from this thread. 2 cards added. They are the Fusion counterpart of the existing Level 4 monsters (it just doesn't make sense not to have Fusion monster when you have Union monster' date=' does it? >_<)

 

Signum, Flaming General of the Night Sky

Vita, Crimson Ironside of the Night Sky

[/quote']

 

well you dont need to..

but some union monsters do have fusions so..

i guess it would make sence.

but anyway the fusion monsters are a great !!!!

the spell card to summon them

 

Unison Device Technology

Continuous Spell

You can send, from your hand or side of the field , Fusion Material Monsters that include at least 1 Union Monster, and Special Summon 1 Fusion Monster from your Extra Deck. (This Special Summon is treated as Fusion Summon).

 

great job!!!:D

i cant wait 4 more !!!

but i have to wait.......:(

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great fusion monsters

i have some sugestions

 

i think Ancient Belka - Unison Device

should send the uinon moster to the deck.

while the other fusion monster is sent to the graveyard.

that way you have a better chance of drawing

Angel Wings of the Night Sky.

 

can you make a card with a cost of return 1 or more cards from your hand to your Deck.

to activate effects of spell and trap cards

that i duno specal summon a LV 4 or lower night sky monster from the graveyard

or whatever you can think of

 

i highly sugest making a statigy is to stop discading cards

because a flaw is with this deck is if you have to discard cards you will have less cards to return to the deck.

 

and make more level 4 or lower effect monsters

 

and consider tuner monsters and syncro monsters

 

if you follow these tips you could make a great deck!!!!

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