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Pray for Glory! (Glory archetype)


Kanashimi

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Just an archetype with a unique gimmick i can think of, based on the cygames lore of lapis, tho not all the art are related, but still follow the lapis lore but not an exact copy

As usual, art taken from cygames ccg

Missing 1 Link (Lapis Link) and possibly 1 more S/T, who knows

Soo, thoughts?

 

 

 

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Lancea, Maiden of Glory

LIGHT/Level 2

Warrior/Effect

You can target 1 face-up Spell you control; destroy it, then, send this card from your hand to the GY, and if you do, apply 1 of these effects. You can only use the effect of "Lancea, Maiden of Glory" once per turn.
● Add 1 "Seraph" Continuous Spell from your Deck to your hand, then, if you did not destroy a "Seraph" Continuous Spell this way, draw 1 card.
● Add 1 "of Glory" monster from your Deck to your hand, then, if you did not destroy a "Seraph" Continuous Spell this way, draw 1 card.

600/900

"I am the Lance of Light, shall the thrust of my spear pierce through the eternal darkness. As i pray, oh The Light One, may we are prevailed against evildoers! Shall Glory be among us"

 

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Gladio, Paladin of Glory

LIGHT/Level 3

Warrior/Effect

Once while this card is face-up (Quick Effect), you can activate 1 of these effects. You can only use the effect of "Gladio, Paladin of Glory" once per turn.
● Target 1 "Seraph" Continuous Spell you control and 1 monster your opponent controls; destroy them.
● Target 1 "Seraph" Continuous Spell you control and up to 2 Spell/Traps your opponent controls; destroy them.

1400/1100

"I am the Sword of Light, shall the swing of my blade cut throught the corrupted world. The Light One, as i pray, give me the strength to slash the demonkind! Be Glory!"

 

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Clypeus, Defender of Glory

LIGHT/Level 4

Warrior/Effect

You can target 1 "of Glory" monster or 1 "Seraph" Continuous Spell you control: Normal Summon this card in addition to your Normal Summon/Set this turn (You can only gain this effect once per turn), and if you do, destroy the target. Once while this card is face-up (Quick Effect): You can target 1 Continuous Spell you control and 1 face-up card on the field; destroy the first target, and if you do, negate the effect of the second target until the End Phase, then, if a card you control are negated this way, draw 1 card.

1600/1200

"I am the Shield of Light, may the protection i defend, brings new hope and dreams. All of us, together, we can bring back The Light who once blinding those who has taken the dark path that destroy the world. Glory for us!"

 

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Garuda, Sentinel of Glory

LIGHT/Level 5

Winged Beast/Effect

You can target 1 "of Glory" monster or 1 "Seraph" Continuous Spell you control: Special Summon this card from your hand, and if you, destroy the target. Once per turn: You can target 1 "Seraph" Continuous Spell you control; Special Summon it as an Effect Monster (Spellcaster/LIGHT/Level 4/ATK 2000/DEF 0), but destroy it during the End Phase. You can only control 1 "Garuda, Sentinel of Glory".

2000/1300

"I am the Ruler of the Sky, Agent of Light. May the miracle of The Light One banishes you from this world. Ye who has corrupted the world, bring darkness to the mortal realm, will be judged for all of your doing! Glory for the Light!"

 

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Enstatued Seraph

Spell/Continuous

If this face-up card you control is destroyed: You can activate 1 "Renascent Seraph" directly from your hand or Deck to your Spell/Trap Zone, then, if it is from your hand, draw 1 card.

"A long lost forgotten temple, there exist a statue of once an angel, The Light One, Bringer of Justice, who has fought countless battles, saved millions of lives, protecting the world from an unending chaos. But now, what left is a stone of once blinded the world from darkness and no power, a curse of her eternal existence"

 

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Renascent Seraph

Spell/Continuous

Can only be activated by card effects. If this face-up card you control is destroyed: You can activate 1 "Awakened Seraph" directly from your hand or Deck to your Spell/Trap Zone, then, if it is from your hand, draw 1 card.

"Thousands of innocent prayers has put a miracle to the statue, a spark of light began to shine. The emotionless rock-stone now starts to smile, give hope for those who seeks Justice and Glory once again"

 

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Awakened Seraph

Spell/Continuous

Can only be activated by card effects. If this face-up card you control is destroyed: You can Special Summon 1 "Seraph Lapis, Eternal Glory" from your hand, Deck or GY, then, if it is from your hand, draw 1 card.

"There is no longer an enstatued deity, The Angel of Light shine bright upon the eye of the prayers. The hope of those who have been in await for centuries, miraculous awaken in a split second, and now, a radiant light, shall guide them to glory"

 

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Seraph Lapis, Eternal Glory

LIGHT/Level 8

Fairy/Effect

Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of "Awakened Seraph" and cannot be Special Summoned by other ways. If this card is Summoned: Shuffle all "Seraph" Continuous Spell from your GY into the Deck, then gain 500 LP each. Cannot be destroyed by battle. If this card battles an opponent monster with a higher ATK, this card's ATK becomes the same as that monsters'. If this card you control leaves the field: You can activate 1 "Enstatued Seraph" directly from your hand or Deck to your Spell/Trap Zone.

3000/2500

"The prayers of many, i hear you, my child, once again, i will rise into this world, be it chaos, darkness, demon or evildoers, i will strike them as long as i shine upon this desolate land. I will bring justice and glory upon this world!"

 

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Temple of Eternal Glory

Spell/Field

Once per turn: You can target 1 Spell/Trap you control; destroy it, and if you do, add 1 "of Glory" monster or 1 "Seraph" Continuous Spell from your Deck to your hand. You can only use this effect of "Temple of Eternal Glory" once per turn. All monster you control gains 300 ATK and DEF for each "Seraph" Continuous Spell in your GY.

"A forgotten temple, being guarded by the Knights of Light, there exist a statue of once-The Light of Glory"

 

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Strike of Fallen Glory

Spell/Continuous

"Lapis" Continuous Spell and "Seraph Lapis, Eternal Glory" cannot be banished. Once per turn, if "Lapis" Continuous Spell is activated from your hand or directly from your Deck: Immediately destroy it, and if you do, draw 1 card. You can only control 1 "Strike of Fallen Glory".

"Protect the temple, protect the statue, and protect the world! We can bring hope upon this sorrowful world, The Light One will pierce upon the darkness skies once again! - Defender of Glory"

 

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Pray for Glory

Spell/Normal

Reveal any number of "of Glory" monster and/or "Seraph" Continuous Spell from your hand; shuffle them into the Deck, and if you do, draw cards equal to the number of card(s) shuffled this way +1. You can only activate 1 "Pray for Glory" once per turn. During the Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Seraph" Continuous Spell you control; destroy it.

"The world has been put to chaos, a spark of light from the hands of those who prayed, brings miracle to those who seeks justice and glory"

 

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Cornu, Holywing of Glory

LIGHT/Link 1

Winged Beast/Link/Effect

1 non-Link Spellcaster monster
If this card is Link Summoned: You can target 1 Spell/Trap you control; destroy it, and if you do, activate 1 "Enstatued Seraph" directly from your Deck. If this card battles an opponent monster: You can target 1 "Seraph" Continuous Spell you control; destroy both the target and the monster this card battling before damage calculation. You can only use each effect of "Cornu, Holywing of Glory" once per turn.

600

"A golden bird that protects the temple from the unwanted evil. Magical shield not only to defend, but also destroy the darkness"

 

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Garuda, Protector of Glory

LIGHT/Link 2

Winged Beast/Link/Effect

2+ "of Glory" monsters
You can only Link Summon "Garuda, Protector of Glory" once per turn. If this card is Link Summoned: You can pay 2000 LP; activate 1 "Awakened Seraph" directly from your hand or Deck to your field, but any battle damage your opponent takes this turn is halved. Once per turn: You can target 1 "Seraph" Continuous Spell you control, then target 1 card your opponent controls; destroy the first target, and if you do, shuffle the second target into the Deck.

2000

"Know that light exist upon you. Know that darkness shadow exist beneath you. Evildoers, your action, never meant to be glorious, may the wind of justice be upon you, may the light of glory upon us!"

 

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Praetor Lapis, Celestial Glory

LIGHT/Link 4

Fairy/Link/Effect

2+ Effect monsters
If you would Link Summon this card using a Level 8 or more monster, that monster is treated as Link-2 monster. If this card is Link Summoned: You can destroy all Spell/Traps on the field, then, inflict 300 damage to your opponent's LP each. (Quick Effect): You can banish this card you control; Special Summon 1 "Seraph Lapis, Eternal Glory" from your hand, Deck or GY, then, all "Seraph Lapis, Eternal Glory" you control are unaffected by card effects during this phase. During the End Phase, if this Link Summoned card is on the field, while 2 "Praetor Lapis, Celestial Glory" were banished from your field during this duel because it was sent there after it is Link Summoned, you win the duel.

3000

"Prayers of all the mortals has reached me, i am beyond of once i have been, sword of justice, wings of glory, victory, will be your salvation!"

 

 

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amazing work on the art as always

ok...its pretty big, will be reviewing this in parts *fingers cross to actually finished this*

-in general-

in the same manner as Eldlich this archetype is actually composed of multiple sub-type (up to 3 in fact) with its individual naming convention being "of Glory", "Glory", and "Seraph" (there also "Lapis"? although i guess that one is a typo while its intended for being the "Seraph") but all 3 serve pretty much the same purpose: toolbox effects triggered via cont spell-popping gimmick with either of the 2 Seraph as end game bosses. power level-wise they pretty fair with strong draws to keep cycling deck for resource to pop. and they not really picky in doing it other than added bonus when it pop "Seraph" spell. that being said i find that the archetype is actually lacking in any plays that actually put monster on the field (even any form of GY recursion) without any hard-draw setup first which can slow down the board-building significantly  despite all the fairly rounded resource management the other problem is the schematic of how its effect of some of the card is designed, for instance the some of the small "of glory" actually has bulleted effects that actually don't really need the bullet if you can simply make the effect has 2-in-1 activation using "either" + "OR" wordings since the effect has same cost and virtually near-same end result

-individual cards-

Lancea: its a extender that can generate a lot of value which is really good, in fact in ideal setup she already a +1  in it self, but not essentially something that can be used right away unless there is setup before hand which as mentioned before is the thing that the deck struggles with

Gladio: the pop effect is good....if only that the the play in which you can activating it is not really a back & front minus. you don't really want it to start the combo even with its effect could be use as deterrent to opponent's distruptions since it cost another spell you can use for combo and you don't want to leave it on the field either

Clypeus: he should be our toolbox to make the Link 2 as our go-second plan but then again its summon still cost you another spell that you could be use for that Link 2. that other effect is fine i guess, Gladio is pretty much dont have much uses and you rather use Lancea effect whenever you able to use it to to provide spell to summon this guy in the first place. so you can negate gladio to draw any extender you need

Sentinel: ironically a slightly worse Clypeus. the spell summoning effect require another spell (which making a grand total of 2 spell investment you need to hard draw) and even then it dont really help to summon the Link 2, so ideally, that you use its summon effect alone to cycle the seraph until you got the Seraph Lapis to just go straight for Link 3

the Seraph spells: pretty much the same, glad that its float and draw at the same time

Seraph Lapis: its pretty good base-form for the boss monster. pretty much undefeated in battle and can dish huge amount of damage with its base stat alone. it also recycle and setup the Seraph spell for grind games

 

 

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Temple: i dont think you need the once per turn part for the first effect since the HOPT at the end should suffice. welp second//extender in same manner as Lancea although at least this (at least mechanically) stay on the field for (what should be) much consistent usage. that being said, i do want to give a second viewing for Lancea which in turn also affect this and Cornu below. i misread Lancea for needing cont spell when it actually can pop any spell/trap. which make it a little bit better. especially with this and Terraforming is basically 6 popping fuel to start things despite still pretty much linear

Strike: amidst of cards that kinda have a hard time going to wind up their play, suddenly there's this gem of a card. good protection and can turbo all the Seraph spell cycle by itself? good stuff

Pray: the draw effect is fine, it helps the hard-draw setup problem for +0 which is pretty nice. 2nd effect is not really that helpful but at least is on theme

Cornu: really good Link 1 provide you manage to set the first effect which is locking you to summon Lancea while hoping for your opening hand to also had spell, but given my second viewing this play at least has better chances to happen

Protector: ok a bit of ironiy, this card is good. but its so good that it kinda betray the spirit of the deck or maybe (i hope im wrong on this) your intention as creator? obviously i can't read mind and we all know that assuming things too much is bad so pardon me but i get a gist that you probably don't want the deck to be meta level and its facts that cards can be good and fun without actually need to be broken/meta stuff. but if you do have such vision, Protector here undone that. sure the archetype that it involve has a bit of setup problem, but this guy just straight up pull the best spell of the seraph cycle while also fuel its own removal (which is amazing removal by any standard)

Praetor Lapis: burn is fine, the main attraction off course is the summon effect that tandem with the Alt Win and for the most part is good. the only flaw is the weird choices of wording, like Seraph Lapis can only be summoned via the Seraph spells and yet Praetor here is supposedly also should summon it but it lack any form of exception effect. the win con effect can be shorten if you can just replace the last clause into " while 2 "Praetor Lapis, Celestial Glory" were banished by its own effect, you win the duel."

fyuuuhhhh that pretty much it

P.S: can you review my Mal-Gamion, pretty please? we have cookies lol

 

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