SnowBunny Posted May 8, 2017 Report Share Posted May 8, 2017 Light, fairy-type monsters that can only be summoned when an "Angelarium" field spell is on the field. They are all level 5 or higher monsters. The boss monsters, you have to tribute 1 or more "Angelarium" monsters to summon them. All cards are up, there are a lot of angels from the Angelarium art books by Peter Mohrbacher. I thought the artwork was really beautiful, so I decided to make it into a deck for my favorite game :) Link template made by Zextra and Flash Flyer - Sakura. You can find all the artwork here: https://www.angelarium.net [spoiler=Emanations] All "Angelarium" monsters gain 300 ATK and DEF. Once per turn, during either player's turn, when an "Angelarium" monster is sent from the field to your graveyard, you can Special Summon it to your side of the field in defense position, ignoring its Summoning conditions. Your opponent cannot banish cards. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. You can discard this card from your hand to add 1 "Angelarium" Field Spell Card from your Deck to your hand. Once per turn, you can reveal 1 random card from your opponent's hand. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, during either player's turn, you can target 1 card in each player's Graveyard, shuffle them into the deck. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. You can discard this card from your hand, then add 1 "Angelarium" monster from your deck to your hand. Once per turn, during your opponent's battle phase, you can negate 1 attack they declare on an "Angelarium" monster you control. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. While you control this face-up card, your opponent can only Special Summon a monster(s) once per turn. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. While you control this face-up card, Field Spell Cards you control cannot be targeted or destroyed by card effects. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, when an "Angelarium" monster is sent to your Graveyard, except by battle, you can add it to your hand. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. During the turn this card is summoned, you opponent cannot activate Spells or Traps. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 1 "Angelarium" monster you control. Once per turn, if you have no cards in your hand, you can draw 1 card. If your drew an "Angelarium" card, then you can reveal it and draw 1 more card. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 1 "Angelarium" monster you control. Once per turn, you can Special Summon 1 "Angelarium" monster from your Graveyard, ignoring its Summoning conditions. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 2 "Angelarium" monsters you control. Once per turn, when your opponent activates a card or effect, you can discard 1 card, negate that effect, then banish all copies of that card from your opponent's hand, Deck, and Graveyard. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 2 "Angelarium" monsters you control. This card's summon cannot be negated When this card is summoned, from your hand, you can pay half your life points, then destroy all cards your opponent controls. Your opponent cannot activate cards or effects in response to this card's activation. [spoiler=Seraphim] Once per turn, during your Standby Phase, if you control an "Angelarium" monster, you can target 1 "Angelarium" card in your Graveyard, place it on the bottom of your deck , then draw 1 card. If this card is sent to the Graveyard, you can pay 500 life points, then place this card on the bottom of your deck. When this card is activated, you can target 1 "Angelarium" monster you control, add 1 "Angelarium" from your Deck to your hand with the same level as that monster. Once per turn, you can target 1 card your opponent controls, banish it until your opponent's next End Phase. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, you can discard 1 card from your hand, then destroy 1 card in your opponent's hand, of your choosing. Your opponent cannot activate that card's effects in the Graveyard, until the end of this turn. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, when your opponent Special Summons a monster(s), you can change 1 of those monsters to face-down defense position. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. During either player's turn, you can discard this card, then have your opponent shuffle their deck. When this card is summoned, you can choose 3 "Angelarium" cards, with different names, from your Deck, then your opponent randomly chooses 1 of them to add to your hand and the rest are shuffled back into the Deck. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, you can reveal the top 3 cards of your deck, then place them back on top of your deck in any order. When you draw again, reveal that card, then your opponent guesses what card name is on top of your deck, from the remaining 2 cards you revealed with this effect. If your opponent guesses wrong, add that card to your hand, but if they guess it right, you send that card to your Graveyard. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 1 "Angelarium" monster you control While you control this card, you opponent cannot add cards from their deck to their hand, except during the draw phase. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 1 "Angelarium" monster you control. Once per turn, this card cannot be destroyed by battle. After damage calculation, return the monster that battled with this card to the hand. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 2 "Angelarium" monsters you control. This card cannot be targeted or destroyed by card effects. This card cannot attack. Once per turn, during either players turn, if an "Angelarium" card is sent to your Graveyard, place 1 Trumpet Counter on this card. When this card has 7 Trumpet Counters on it, you can tribute this card, then all damage you opponent takes from "Angelarium" cards you control this turn, is doubled. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 2 "Angelarium" monsters you control. When this card is summoned, if your opponent has at least 15 cards in their Graveyard, you can swap the card in their Graveyard and banished cards, with the cards in their deck, then your opponent shuffles their deck. You can only activate this effect once per duel. Link (Bottom, Top)2 "Angelarium" monstersWhen this card is Link Summoned, halve the ATK of 1 monster your opponent controls, then 1 monster you control gains that lost ATk until the end of this turn. Once per turn, if your opponent activates a trap card, you can negate that effect, then shuffle that card into the deck. Link (Bottom Left, Right)2 "Angelarium" monstersOnce per turn, during either player's turn, you can target 1 monster Linked to this card, that monster is unaffected by your opponent's Spell and Trap Card effects this turn. If this card would be sent to the Graveyard, you can return it to the Extra Deck instead. 2 "Angelarium" monstersWhen this card is Fusion Summoned, you can place 1 card from your Deck on top of your Deck. You can declare 1 card name, reveal the top card of your deck, and if it the declared card name, you can banish 1 card from your opponent's Extra Deck. You can only use this effect of "Angelarium: Dumah of Dreams" once per turn. 2 "Angelarium" monstersWhen this card is Fusion Summoned, you can look at the top 3 cards of your opponent's Deck, then return them to the top of the Deck in any order. Once per turn, when your opponent sets a card, you can pick it up and look at it, then return it to its original position. 2 "Angelarium" monstersOnce per turn, if an "Angelarium" monster is sent to your Graveyard, except for a summon, destroy 1 card your opponent controls. Your opponent cannot activate that card or its effects, in response to this cards effect. 3 "Angelarium" monstersWhen this card is Fusion Summoned, you can destroy 1 "Angelarium" monster you control, then you gain life points equal to half its ATK or DEF, whichever is higher. When your opponent summons a monster(s), you can send 1 of them to the Graveyard. Your opponent cannot summon a monster with that name for the rest of this turn. 2 level 6 "Angelarium" monstersOnce per turn, you can detach 1 XYZ Material from this card, then call out Monster, Spell, or Trap, and reveal 1 card in your opponent's hand. If that card is of the same type you called out, send it to the graveyard. 2 level 7 "Angelarium" monstersWhen this card is XYZ Summoned, you can look at the top card of your deck. If it is an "Angelarium" monster, then you can place it on either the top or bottom of your Deck. If it is a Spell or Trap Card, then place it on the bottom of your Deck. Once per turn, you can detach 1 XYZ Material from this card, then look at the top card of your deck. If it is an "Angelarium" monster, you can Special Summon it to your field with its effects negated, ignoring its Summoning conditions. If it was an "Angelarium" Spell or Trap Card, add it to your hand. If it is neither, place it on the bottom of your Deck. Fusion summon 1 "Angelarium" monster using monsters from your hand or field as material. You can target 1 "Angelarium" fusion monster in your Graveyard, return that card to the Extra Deck, then add this card from your Graveyard to your hand. You can only use this effect once per turn. You can target 2 "Angelarium" monsters in your Graveyard with the same level, Special Summon them to your side of the field with their effects negated, ignoring their summoning conditions, then immediately after this card resolves, XYZ Summon an "Angelarium" monster using those 2 monsters as material. You can only activate 1 "Angelarium: Suchlaph of Verdancy" per turn. When an "Angelarium" monster is sent to your Graveyard, you can Special Summon it in defense position,with it's efects negated, then inflict damage to your opponent equal half its ATK or DEF, whichever is higher. This turn, the first battle damage you inflict to your opponent, is halved. Reveal 1 "Angelarium" Fusion or Link monster in your Extra Deck, if you do, send the materials for that monster from your Deck to the Graveyard. During your next Main Phase 1, Fusion or Link Summon 1 monster with the same name as the monster you revealed for this card's first effect from your Extra Deck. You then take damage equal to half that monster's attack. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card. [spoiler=Watchers] This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, you can target 1 "Angelarium" monster you control, it can attack twice this turn. Any damage it inflicts to your opponent, on its second attack, is halved. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. This card can attack your opponent directly. If this card inflicts battle damage to your opponent, you can draw 1 card, then shuffle 1 card from your hand into the Deck. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, you discard 1 card, then take control of 1 monster your opponent controls until the end of this turn. That monster is treated as an "Angelarium" monster. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, during either player's turn, you can discard this card from your hand, then for the rest of the turn, any monster summoned is changed to defense position. Once per turn, you can change the battle position of 1 monster your opponent controls. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. Once per turn, you can target 1 "Angelarium" monster you control, change its level to 8, until the end phase of this turn. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. If a Field Spell Card you control would be destroyed, you can discard this card to negate that destruction. When this card is summoned, you can target 1 "Angelarium" Spell or Trap in your Graveyard, add it to your hand. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 1 "Angelarium" monster you control. This card can attack all monsters your opponent controls, once each. At the end of the damage step, if this card destroyed a monster by battle, you can Special Summon that monster to your opponent's side of the field in face-up attack position, with its ATK halved. You can only use this effect up to twice per turn. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 2 "Angelarium" monsters you control. When this card is summoned, you can shuffle all cards in your Graveyard into the Deck, then draw 2 cards. This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control an "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand, by tributing 2 "Angelarium" monsters you control. When this card is summoned from your hand, you can banish all cards from your opponent's hand or Graveyard, then if you banished their hand, they draw 2 cards. 2 "Angelarium" monstersOnce per turn, you can target 1 monster Linked to this card, shuffle it into the Deck, then your opponent cannot set cards during their next turn. If this card would be destroyed, you can discard 1 card instead. 2 "Angelarium" monstersOnce per turn, you can switch the ATK and DEF of this card and 1 monster your opponent controls, until the End Phase of this turn. If this destroys a monster by battle, inflict damage to your opponent equal to half that monster's DEF on the field. 3 "Angelarium" monstersWhen this card declares an attack, change all monsters your opponent controls to face-up defense position. (Flip effects are not activated at this time.) If this card battles a defense position monster, inflict double piercing battle damage to your opponent. 2 level 6 "Angelarium" monstersOnce per turn, you can detach one XYZ material from this card, then negates the effects of 1 monster your opponent controls. Also, that monster cannot declare an attack. 2 level 7 "Angelarium" monstersOnce per turn, during either player's turn, you can detach 1 XYZ Material from this card, then change the levels of all monsters your opponent controls to 1, until the End Phase of this turn. This effect also happens to all monsters your opponent controls after this effect has been activated. 2 level 8 "Angelarium" monstersOnce per turn, during either player's turn, you can detach 1 XYZ Material from this card, negate the effects of 1 face-up Spell or Trap card your opponent controls until the end of this turn. 2 level 12 "Angelarium" monstersWhen this card is summoned, negate the effects of all face-up cards your opponent currently controls. This card is unaffected by card effects. Once per turn, you can detach 1 XYZ material from this card, then send up to 3 cards, with different names, from your opponent's Extra Deck to the Graveyard. You can only control 1 "Angelarium: Suphlatus of Dust" Fusion Summon 1 "Angelarium" monster from your Extra Deck or Graveyard using monsters you control as material. All monsters you control and in your Graveyard must be "Angelarium" monsters for you to activate this card. This card is treated as a Field Spell Card while face-up on the field. Once per turn, when an effect activates in the Graveyard, you can pay 500 life points to negate that effect. You can only control 1 face-up "Angelarium: Penemue of the Written Word". Target 2 "Angelarium" monsters you control, choose a level between 8 and 12, those monster's levels become the number you chose. You can only activate 1 "Angelarium: Sathariel of Deception" per turn, also you cannot summon another monster this turn, except an "Angelarium" XYZ Monster. You can make your opponent shuffle their entire hand into their deck, then they draw the same number of cards. You can send this card to the Graveyard, then target 1 "Angelarium" monster you control, that monster's ATK and DEF is doubled, until the End Phase of this turn, but any battle damage it inflicts to your opponent is halved. You can only use each effect of "Angelarium: Turiel of the Mountain" once per turn. Link to comment Share on other sites More sharing options...
Dokutah Posted May 8, 2017 Report Share Posted May 8, 2017 looks like solid line-up. it has a good theme (well my favorite theme i admit) is basically a arguably a better version of EBI (well out side being semi nomi...or is it?). that can dish out Level 6 and 7 consistently so you can tech in some Rank 6 or 7 to further aid the play. well lack of protection but backed-up with on summon effects and several recovery option on top of being have huge sized stat on most of them. there a problem with the summon wording though, as it only says: This card cannot be Normal Summoned or Set, it can only be Special Summoned while an "Angelarium" Field Spell Card is face-up in the field. the problem with this wording that the "it can only be Special Summoned while an "Angelarium" Field Spell Card is face-up in the field" part is still part of the restriction rather than actual summon condition//effect. plus you don't really state form where these monster should be summoned. so i can recommend 4 (well technically 2 times 2...you gonna know why in a minute) version: 1) This card cannot be Normal Summoned or Set, Must first be Special Summon from you hand during your Main Phase while you control "Angelarium" Field Spell Card. (if its the boss monster: Must first be Special Summon from you hand during your Main Phase by tributing X monster while you control "Angelarium" Field Spell Card.) 2) This card cannot be Normal Summoned or Set, it can only be Special Summoned while an "Angelarium" Field Spell Card is face-up in the field. Must first be Special Summon from you hand during your Main Phase. (if its the boss monster: Must first be Special Summon from you hand during your Main Phase by Tributing X Monster) both of the above condition is basically nearly identical. being semi-nomi which actually the closest i can get to revised this archetype without changing it much. the difference however, the 2nd version is a bit harsher. requiring both the effect and the presences of the field spell to be summon rather than the 1st which only need to be summoned 1 time with its own condition while you have the Field out and then you don't need the Field to be summoned back if its get removed other than added to your hand and deck or..if its turn out that you actually want to go nomi route: 3) This card cannot be Normal Summoned or Set, Must be Special Summon from you hand during your Main Phase while you control "Angelarium" Field Spell Card. and cannot be Special Summoned in other ways (if its the boss monster: Must be Special Summon from you hand during your Main Phase by Tributing X Monster while you control "Angelarium" Field Spell Card. and cannot be Special Summoned in other ways) 4) This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control "Angelarium" Field Spell Card. During your Main Phase you can Special Summon this card from your hand. (if its the boss monster: During your Main Phase you can Special Summon this card by Tributing X monsterfrom your hand.) of course being nomi. its basically less flexible. since it required to be and only by being summon using Angelarium effects or even more only by its own effect. but it does support the divine theme of the archetype and can help you to limit the more stronger monster from being OP now lets tackle them 1 by 1: Ein Sof, Hearth of Angelarium: 500 boost is arguably a bit too huge. need more restriction condition and/or negative effects for the revival effects. sure non-destruction effect is exist but its not something you face very often. if you go the nomi route you need to add "ignoring the summoning condition" for that summon effect Binah: it can search any Field Spell you need (well there only 1 for now) really good. the hand reveal is a bit too much for a non-boss monster. it give you huge strategical advantage although it doesn't move the state of the game Chesed: so this can recycle your card while disturb your opponent grave effects. its almost good but being only activated during your turn making it doesn't do much since most grave-trigger effect other than battle floater (which not longer relevant) is activated during your opponent turn Chokhmah: neat monster search. we can re-word the attack negation effect: During your opponent battle phase, When the your opponent declared its 1st Attack: you can Negate that Attack. to be honest this effect is not that good since your opponent can simply rammed its less important monster. and then when they unleash a real threat as it 2nd and further attack. this card can no longer protect your monster Hod: now thats a good effect. its a better version of El-Shaddoll Winda effect. arguably OP though unless you used my 2nd-4th summon condition//effect since it only restrict your opponent. moreso in the Link era Keter: protecting the ever-important Field spell. really solid Netzah: it can recover it fellow brethren to your hand. good for the ones that require discard (mostly the searcher) this can be OP if any of the self discard searcher is left as it is without HOPT though. for now its not so much for the ones with summon trigger effect since it already win you games once you drop him a turn earlier Tifiret: stunning opponent backrow for finisher. which is nice Da'at: the draw effect despite being situational is potentially good to keep up the advantage curve. still useful as beater though Yesod: same case as summon effect on the Ein Sof Field. need more restriction and/or negative effect especially since this card can loop its self by summoning another yesod which is no no (at very least i have to hard-suggest you to add "except Angelarium: Yesod the Foundation of Life) . and finaly ignoring condition for nomi route Gevurah: woah2...time out. punisment is needed the name but that just overbearing. this fella really need my 2nd to 4th suggestion for it summon condition//effect. and probably not just 1 tribute mind you. that negate effect is so good it require HOPT on top of being nerf a bit some how. Malkuth: surprisingly after reacted to Gevurah. this guy doesn't seems that scary anymore. well it does wipe field without allowing respond. but its still cost you 1/2 life, your opponent hand is still save for fairness (in comparation of of Tierra and Sophia which on the same kin as this card). and on top of that many monster or spell/trap support this day can provide anti-destruction effect that is continuous effect. this guy is good but i rather run Gevurah than him. since its has better effect and less costly to summon. Link to comment Share on other sites More sharing options...
SnowBunny Posted May 8, 2017 Author Report Share Posted May 8, 2017 Edit: Fixed their summoning effects, so they are more clear on the conditions. I used the forth summoning condition that Dr. Jolly Glot the III suggested. Now to get into the effect changes.Ein Sof: ATK and DEF gain is now only 300. The "Angelarium" monster now has to be sent from the field to the Graveyard to summon it, and it ignores it summoning conditions. Binah: Now only reveals 1 random card in your opponent's hand once per turn, instead of both hand revealed. Chesed: You can now activate during either player's turn. Chokhmah: Now negates 1 attack your opponent declares on an "Angelarium" monster you control, instead of just negating their first attack. Hod: Only fixed summoning condition. Keter: Only fixed summoning condition. Netzah: You can now only add an "Angelarium" monster when it is sent to the graveyard, other than being destroyed by battle. Tifiret: Only fixed summoning condition. Da'at: Only fixed summoning condition. Yesod: Now ignores summoning condition of monster it is going to summon with its effect, same case as Ein Sof. Gevurah: Now requires 2 tributes to summon it. Also, its effect doesn't banish from the field now, this was to balance it out a little. Malkuth: Only fixed the summoning condition, thought its effects were balanced enough since it is easier, and less costly, to summon than Tierra and Sophia. Link to comment Share on other sites More sharing options...
Dokutah Posted May 9, 2017 Report Share Posted May 9, 2017 ok im gonna give you a bit revision for the summon effect. im working it at midnight after a 3 days straight of improper sleep :p This card cannot be Normal Summoned or Set, Cannot be Special Summon except by the effect of "Angelarium" cards while you control "Angelarium" Field Spell Card. If this card is in your hand: you can Special Summon this card. (if its the boss monster: .If this card is in your hand: You can Tribute X monster. and if you do, Special Summon this card.) basically this is done to prevent contradiction between its summon restriction and summon effect. also since the 4th summon condition is turns out to be a more restrictive semi-nomi (yes i just realize that) you can actually erase the "ignoring the summoning condition" text on the field spell and Yesod Link to comment Share on other sites More sharing options...
SnowBunny Posted May 9, 2017 Author Report Share Posted May 9, 2017 22 new cards up, under Seraphim. There are now Extra Deck Monsters, as well as spells/traps, not just Field Spells. Please let me know if their effects get a little confusing and too wordy. It was hard coming up with new stuff for so many cards, also i was making them late at night. As for Dr.Jolly Glot the III, I will be keeping there summoning effects the same, the one you recently posted is close to the same one I am using, except it does specify when you can Special Summon them, like you can only Special Summon them during the Main Phase with their own effect. Also, Ein Sof and Yesod let me Special Summon without having to tribute monsters, so will be keeping that as well. Link to comment Share on other sites More sharing options...
Dokutah Posted May 9, 2017 Report Share Posted May 9, 2017 for now im just gonna review the new main deck monster and field spells: Driftwood: a decent field spell, i t can recover you things for a +1 each turn. and can recycle itself Gate: being only to search 1 specific card is not good. its only saving grace is its Banish effect. but i probably prefer Ein Sof and Driftwood over this Hasmed: its effect is cool and all but you need to specified (or at least type it) if its completely your choice or being random upon which card this effect will destroy. my guess would be on your choosing based on the wording Shateiel: that is one powerful effect. i don't think this is should be a non-boss monster (at the very least make it 1 tribute ones). there a reason why Thunder King Rai-oh is juggled often in banlist. it prevent your opponent in the cruelest way: cutting their card advantage. even more since either you can mesh this with Trickstar deck or you can just tech-in Trickstar Reincarnation to obliterate your opponent hand completely which doesn't sound fair Leliel: any effect that copied BoM is arguably always good. and for now i haven't convinced to be thinking other ways. it will slow the opponent tempo for your advantage. nice Raziel: Discard effect is kinda pointless unless you faced with Sylvan deck and a few others that has in-archetype deck arrangement (and neither of it is meta barring Sylvan maybe). the random search is almost too good though. sure its random but will add you anything even that non-Angelarium cards further more since you don't say that the choice must be in different names if you can choose all 3 copies, you basically add the cards that you specifically want to add. really unfair Zachriel: the reward seems too sweet (draw 1 + add 1) but the effect that leading up to there is ridiculously useless. this is probably the easiest guessing effect in the game. and being self-locking for any draw further make him useless Sahaqiel: seems nice. protection is not that good. but the spinning has its merits. solid Israfel: so i a -need atleast -2 investment and 7 turn of being passive to make me win? i don't think my opponent will let me though and probabaly finished me in the 2nd or 3rd turn. more so i have a better chances at winning with big stat angelarium keep punching my opponent rather than waiting for this card win condition. garbage Gabriel: damn. this card reeked with OP effect. you know that "Exchange of the Spirit" is banned before its 3rd errata right? this one even has easier activation by only needing 10 cards and having Egyptian gods "immunity effects" makes the effect virtualy cannot be responded since both triggered on the summon.no deck is happy about it other than Infernoid Link to comment Share on other sites More sharing options...
SnowBunny Posted May 10, 2017 Author Report Share Posted May 10, 2017 Edit: fixed the card effects that were bad/ too op. Driftwood: No changes Gate: Now adds a monster from your deck to your hand with the same level as one you control instead of just Sahaqiel. Hasmed: Specified that the card you are destroying is of your choosing. Shateiel: Now requires 1 tribute to summon. Leliel: No changes Raziel: kept the shuffle their deck effect because you never know, it might come in handy. Also, specified that it is "Angelarium" cards only with different names. Zachriel: Fixed the effect so you now place the top 3 cards of your deck in any order you want, then when you draw again, you revealt hat card, then your opponent has to guess which card is on top out of the other 2 that your revealed. Sahahqiel: No changes Israfel: New effect, still uses Trumpet Tokens, but when an "Angelarium" card is sent to your Graveyard, it places 1 counter on it. Also, when you have 7 counter son it, you can tribute it and all damage your opponent takes form "Angelarium" cards this turn is doubled. Gabriel: More like "Exchange of Spirit", but now your opponent's banished cards are also switched around with their deck, like their Graveyard. Note: this still only puts the cards form their deck in the Graveyard. Link to comment Share on other sites More sharing options...
Dokutah Posted May 10, 2017 Report Share Posted May 10, 2017 ok next batch Matariel: its on summon DRXD effect can mitigate how low the ATK of this card and the other Link so that good. the trap negation effect (which already good...barring from stopping Counter trap) drawback can be good to re-position this card to MMZ if there any MMZ linked Shelegiel: basically unless this card is banished, this can be summon again and again. having no Link Point in direction to your opponent is quite good. granting immunity for S/T is ok. not amazing, but nice to have in any given time Dumah: a pseudo-search that can be combo to banish ED monster straight from opponent deck. ho ho count me in. although im gonna suggest the banish effect to be HOPT. its kinda too amazing Phanuel: i said it before in the Binah that Strategical advantage can be really useful. its still apply to this card although luckily, this card is so tame at doing it. its kinda 50/50 of being useful and not doing anything at all. it can be said that this card will be rarely played...but its not something that i will dump either. it has decent stat to backing it up Simikiel: seems meh. being reactive means it can be played around (destroy this card first) Azreal: wait the minute: is the destroy for LP gain is mandatory or not? other than that the removal effect is so cruel that i have to disagree. Eistibus: unless you have the luckiest luck in the world, this card seems meh. leaving things to chances is never the best effect in this game unless its worst outcome can still generate advantage...which this card does not do Remiel: being level 7 means that this card can be combo'ed with Zachriel. for its checking effect, nice. all the effects is cool except for adding any spell/trap via detach effect. just nerf it so it can only add Angelarium S/T and we good to go Sandalphon: Metalphosis Fusion is a dang good card. and this card take it to the next level. that being said this kind of design really depended from the list of fusion it summon which as for now its doesn't seem that OP (with exception of Azreal). but definitely going to be watch out Suchlaph: the only good targets is 7's for Remiel. so for now its not that amazing. well Remiel it self is good on its own. Uriel: this card is arguably not that good. at its most ideal moment it need to be activated on your opponent turn, waiting things to get downhill first and require the fallen monster to be sent to graveyard. in this opportunity i'm gonna discuss an additional assessment to the entire line up: the 1st ones is really solid but all the Seraphim addition doesn't really cover up the deck well. more like adding thing that shouldn't be added. don't get me wrong though there some amazing cards in this addition. but all i see overall is nothing but cramming the deck building. as a fellow creator i understand the feeling of unstoppable creativity that encourage you to make as many card as possible for just 1 theme (many of your posted archetype reflect this) and in the past i aslo does the same. heck konami often doing that even until now. but i don't think that is wise to do, as instead making an archetype containing like 50+ different member that end up getting some of the card rendered super useless might i as well im making a small yet good line up of cards like konami did at 2nd Duel Terminal or Draco Story. back to the card, sadly this is one of those card that just ended up not going to use since there so many thing going on in the deck that adding it more or less cutting the much need tech for it. not to mention before that this card is not that good. the burn as huge as it is is still reactive burn that reeks being safe spot of blind MST target Remph: more use full as FuFu copy although being 1 card link summon is also welcome. a bit more punishing, so that fair. Link to comment Share on other sites More sharing options...
SnowBunny Posted May 11, 2017 Author Report Share Posted May 11, 2017 The last 20 cards are up, these are the watchers. I know I make the effects bad or overpowered when I post them, that's why I need other people's opinions to make them better :) I put exactly 15 cards in the Extra Deck because there would have been too many cards in the main deck if I didn't.Here are the changes to the rest of the Seraphim... Matariel: No changes Shelegiel: Minor spelling mistake fixed Dumah: HOPT added to effect to make it less op Phanuel: No changes, it could help in some situations, like your opponent sets lots of cards in the backrow, or if you want to know what their face-down monster is :3 Simikiel: Now its effect activates for "Angelarium" monsters not on the field, and being sent to the Graveyard (basically if you discard 1 for an effect.) Azreal: Yes the lp gain is mandatory, and nerfed effect so its for the rest of the turn they cannot summon that monster, instead of 3 turns. Eistibus: No changes, its a pretty easy guessing game since most decks now a days use most of their hand 1 turn. Remiel: Now only adds "Angelarium" Spell/Trap, and states if it is neither, place it on the bottom of your deck. Sandalphon: No changes Suchlaph: No changes Uriel: New effect, lets you special summon when "Angelarium" monster is sent to your Graveyard, then inflicts half its atk/def (whichever is higher) to your opponent. Hopefully this is better, goes with the spam Special Summon, you can also use if you discard an "Angelarium" monster. Remph: No changes Link to comment Share on other sites More sharing options...
SnowBunny Posted May 12, 2017 Author Report Share Posted May 12, 2017 My mistake on Azreal, the effect when summoned is not maditory I read it wrong, I will change that on Monday evening since I on mobile right now and won't be able to over the weekend. Link to comment Share on other sites More sharing options...
SnowBunny Posted May 15, 2017 Author Report Share Posted May 15, 2017 Bump. Fixed Azreal effects. Could also use some feedback on the new Watchers cards. Link to comment Share on other sites More sharing options...
SnowBunny Posted May 28, 2017 Author Report Share Posted May 28, 2017 Bump. Really need reviews on newest cards :( Link to comment Share on other sites More sharing options...
Echo27 Posted November 21, 2017 Report Share Posted November 21, 2017 too many cards all shoved into one archetype. it gets way too confusing. it would really be better if you gave each section of the Angelarium a sub-archetype, which has synergy with the other parts, like making the Emnations summon each other with effects when summoned this way (but keep the can only be special summoned when there is an Angelarium field spell on the field) , seraphim maybe can be 1 tribute monsters when tributing fairy type monsters, that gain additional effects for each fairy type monster you control (linking with the emanations strategy) , then make the watchers all spell/trap cards that summon themselves by banishing 1 Level x Fairy you control and itself in the GY (which kinda fits with the lore, kinda) and there you have a group of sub-archetypes that can be played on their own or with all together. the problem with the Angelarium archetype right now is that it has too many cards and people playing the deck will only choose the most op/broken ones, so they are missing out on the whole point of the deck (which is all of the different angels and emanations, I'm sure). because, face it. they aren't going to run 1 of each card, it just isn't consistent like that. I love the idea (partly because bias because I came up with it too :)) but the way it seems now is sort of like how Konami did Genex where there are too many cards, and too little relevant effects or synergy. I can see that a lot of effort was put int these, but the way it is now, most of these cards (if Konami made them now) would be soon forgotten because there are other cards in the same archetype which do very similar things are and more efficient at what they do. Anyway, I know my review wasn't very positive, but I hope you can walk away with some helpful advice that (if you ever decide to come back to this archetype, that is) may help you making these cards not more balanced, but more playable and enjoyable, both from the flavour/lore perspective, and from a player's perspective. TL;DR : too many cards, it's becoming clogged up. split them into smaller archetypes with a little synergy between them. ps: please actually crop these images, it hurts my poor soul to see these beautiful art being stretched :( Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted November 21, 2017 Report Share Posted November 21, 2017 too many cards all shoved into one archetype. it gets way too confusing. it would really be better if you gave each section of the Angelarium a sub-archetype, which has synergy with the other parts, like making the Emnations summon each other with effects when summoned this way (but keep the can only be special summoned when there is an Angelarium field spell on the field) , seraphim maybe can be 1 tribute monsters when tributing fairy type monsters, that gain additional effects for each fairy type monster you control (linking with the emanations strategy) , then make the watchers all spell/trap cards that summon themselves by banishing 1 Level x Fairy you control and itself in the GY (which kinda fits with the lore, kinda) and there you have a group of sub-archetypes that can be played on their own or with all together. the problem with the Angelarium archetype right now is that it has too many cards and people playing the deck will only choose the most op/broken ones, so they are missing out on the whole point of the deck (which is all of the different angels and emanations, I'm sure). because, face it. they aren't going to run 1 of each card, it just isn't consistent like that. I love the idea (partly because bias because I came up with it too :)) but the way it seems now is sort of like how Konami did Genex where there are too many cards, and too little relevant effects or synergy. I can see that a lot of effort was put int these, but the way it is now, most of these cards (if Konami made them now) would be soon forgotten because there are other cards in the same archetype which do very similar things are and more efficient at what they do. Anyway, I know my review wasn't very positive, but I hope you can walk away with some helpful advice that (if you ever decide to come back to this archetype, that is) may help you making these cards not more balanced, but more playable and enjoyable, both from the flavour/lore perspective, and from a player's perspective. TL;DR : too many cards, it's becoming clogged up. split them into smaller archetypes with a little synergy between them. ps: please actually crop these images, it hurts my poor soul to see these beautiful art being stretched :( You technically reviewed this properly, but I do have to note the fact you bumped this from 6 months ago (and yeah, necro'd). If thread has no replies for 2+ weeks, then just leave it alone. There are exceptions if it's your own thread and all, but those conditions don't apply here. Link to comment Share on other sites More sharing options...
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