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[b][color=#008000]Takamagahara - The Spirit World[/color][/b]
[color=#008000]Field Spell[/color]
[color=#008000]If a face-up Spirit monster would be returned to the hand, you can ignore the effect that would return it to the hand.[/color]

[color=#008000][b]Kagura - The Dancing Gate[/b][/color]
[color=#008000]Normal Spell[/color]
[color=#008000]Select and activate one of the following effects:[/color]
[color=#008000]- Add 1 Level 3 or higher Spirit monster or "Izanagi" from your deck to your hand.[/color]
[color=#008000]- Send 1 Level 3 or lower Spirit monster from your Deck to the Graveyard.[/color]

[color=#008000][b]Omamori - The Good Luck Charm[/b][/color]
[color=#008000]Normal Spell[/color]
[color=#008000]Activate only if you control a face-up Spirit monster. Draw 2 cards. Then, return 1 face-up Spirit monster you control to its owner's hand. You can activate only 1 "Omamori - The Good Luck Charm" per turn. You cannot Special Summon during the turn you activate this card. [/color]

[color=#008000][b]Spirit Descent into Yomi[/b][/color]
[color=#008000]Quick-play Spell[/color]
[color=#008000]Banish 2 Spirit monsters in your Graveyard. Special Summon 1 Spirit monster from your Graveyard, ignoring the Summoning conditions. It cannot attack your opponent directly and is banished during the End Phase, or when it is removed from the field.[/color]

[color=#800080][b]Orochi's Spirit Venom[/b][/color]
[color=#800080]Trap[/color]
[color=#800080]Activate only if you control a face-up Spirit monster. Return up to 2 cards on the field to its owner's hand. Then, return 1 face-up Spirit monster you control to its owner's hand.[/color]

[color=#FF8C00][b]Amaterasu[/b][/color]
[color=#FF8C00]Light[/color]
[color=#FF8C00]******** ( 8 )[/color]
[color=#FF8C00]Beast-Warrior/Spirit[/color]
[color=#FF8C00]This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up[/color][color=#FF8C00]. You can Normal Summon this card by Tributing 1 Spirit monster. Once per turn, you can select 1 face-up Spirit monster you control and 1 card your opponent controls; return them both to the hand.[/color]
[color=#FF8C00]ATK: 2600 DEF: 2600[/color]

[color=#FF8C00][b]Inari Red Fox[/b][/color]
[color=#FF8C00]Fire[/color]
[color=#FF8C00]** ( 2 )[/color]
[color=#FF8C00]Beast/Spirit[/color]
[color=#FF8C00]This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned, Special Summoned, or flipped face-up. If this card is in your Graveyard during your Standby Phase and you control no face-down Spell or Trap cards, you can Special Summon it. This card cannot be Tributed except for the Tribute Summon of a Spirit monster. This card cannot be used as a Synchro Material Monster.[/color]
[color=#FF8C00]ATK: 600 DEF: 400[/color]

[color=#FF8C00][b]Kannushi[/b][/color]
[color=#FF8C00]Wind[/color]
[color=#FF8C00]**** ( 4 )[/color]
[color=#FF8C00]Spellcaster/Effect[/color]
[color=#FF8C00]You can discard this card to the Graveyard to add 1 "Takamagahara - The Spirit World" from your Deck or Graveyard to your hand. If you do not control a face-up "Takamagahara - The Spirit World" or Spirit monster, destroy this card.[/color]
[color=#FF8C00]ATK: 1800 DEF: 1800[/color]

Reasoning/thoughts behind the card design:
[b][i]Takamagahara - The Spirit World[/i][/b]
I originally had an ATK and DEF boost in there, but it seemed really redundant with how many big beaters Spirit have access to. Eventually, I tried to think of a way that comboed well with the support cards. Basically, all the support cards rely on bouncing Spirit monsters to your hand, so, through the power of rulings (not even sure if I worded it properly, to be honest), you would use the primary effect of whatever Spirit card you wanted, then negate the second effect with the Field Spell. In addition, you may have noticed that it does not specify that a Spirit monster's effect needs to return them, granting the Spirit monsters a degree of protection. Considering how wisp-like the Spirit monsters are (with their returning to hand effects), if the Spirit World is here to stay, then someone trying to exercise them won't do without some serious removal (I'm looking at you Brionac >:3 ). Plus, since you're the one deciding when the effect can be negated or not, you can do silly things like Creature Swap and bounce.

[i][b]Kagura - The Dancing Gate[/b][/i]
Giving them some variability with searching. It also goes with the concept that the Kagura is a transitional and constantly shifting dance used for either calling on the kami (adding them to your hand) or exorcising them (sending them to the graveyard). Didn't want to give it too much versatility (like searching for Kinka-Byo in a Chaos Piper deck versatility), so I limited the scope of the search/dump.

[i][b]Omamori - The Good Luck Charm[/b][/i]
One of the main cards that you combo with Takamagahara. Originally had it without the special summoning and once-per-turn clauses, but then I had this silly image in my head where it was a turn 2 Inari Red Fox with 3 Omamori's in hand to draw 6 cards for (basically) free. Slow, steady, and rewarding.

[i][b]Spirit Descent into Yomi[/b][/i]
Because what arch-type is complete with some form of recursion. I wanted to limit the ability for some OTK scenarios or instant-pluses with Hina-Kaga-Tsuchi or Yamato-no-Kami, so that's why it can't attack directly. Plus, it ties in the whole "Izanagi-Izanami" legend, and who he journeyed for something that couldn't come with him to the realm of the living.

[i][b]Orochi's Spirit Venom[/b][/i]
Thought of including a Jiraiya card as well; maybe in a later set depending on how these cards on recieved.

[i][b]Amaterasu[/b][/i]
A semi-reliable big boss that deals with pesky problems for the Spirit deck. Fairly big in terms of utility, named after the Sun goddess, and all that jazz.

[i][b]Inari Red Fox[/b][/i]
Took a new approach to the whole "Treeborn Frog" recursion approach, relying on the fact that you'll probably have Spirit Invitation, Takamagahara, and (maybe) Spiritual Energy Settle Machine. Made it not broken by having the tribute clause (no Enemy Controller) and the Synchro Material clause.

[i][b]Kannushi[/b][/i]
Means "Kami master". Basically, he's the one who operates the shrine to the Spirit World. Wanted to make him 2100 like most of the other searches, but I took a hint from Neo-Spacian Pathfinder adding in Graveyard recursion since it kind of fit into the whole Spirit World idea. Threw in a destruction clause to drive home the idea that he's there for only one purpose: to serve the Spirits.

Leave your comments below. :3

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