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Spirit Support [Written]


Thomas★Zero

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Spirit Core
lv 1 LIGHT
Zombie/Spirit/Effect
Cannot be Special Summoned. If this card is Normal Summoned: Add 1 Spell/Trap card that has Spirit monster in its card text from your Deck to your hand. During the End Phase of the turn this card is Normal Summoned/Set: Return it to the hand. You can banish this card from your hand or GY; Special Summon 1 Spirit monster from your GY ignoring its summoning conditions. You can only use this effect of "Spirit Core" once per turn.
ATK/0 DEF/0

Asurendra
lv 10 DARK
Warrior/Spirit/Fusion/Effect
1 Level 5 or higher Spirit monster + 2 Spirit monsters
Must be Fusion Summoned. During the End Phase of the turn this card is Fusion Summoned: Return it to the Extra Deck. This card can make three attacks on monsters during each of your Battle Phases. If this card destroys a monster by battle: Banish the top 3 cards of your opponents Deck. If this card is either returned to the Extra Deck by its own effect or destroyed by an opponents card: Special Summon 1 Level 8 or lower Spirit monster from your hand, Deck or GY ignoring its summoning conditions. You can only use this effect of "Asurendra" once per turn.
ATK/3300 DEF/3300

Spirit Ascension
Spell Card
Tribute 1 Spirit monster you control or in your hand; Special Summon 1 Level 5 or higher Spirit monster from your hand or Deck ignoring its summoning conditions. If a Spirit monster you control would be destroyed by an opponents card, you can banish this card from your GY instead. You can only activate 1 "Spirit Ascension" per turn.

Spirit Fusion
Fusion Summon 1 Spirit Fusion monster from your Extra Deck, using Fusion materials listed on it from your hand or field, also, you can also use 1 Spirit monster from your Deck as Fusion material. If a Spirit monster(s) would return to the hand or Extra Deck by its own effect, you can banish this card from your GY instead. 

Spirit Barrier
Counter Trap Card
If you control no monsters or a Level 7 or higher Spirit monster, you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap card or a monster effect while you control no monsters or a Spirit monster. Send 1 Spirit monster from your Deck to the GY; negate the activation and banish it, then, set this card instead of sending it to the GY. You can only activate 1 "Spirit Barrier" per turn.

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