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Hélfire Archetype (custom archetype)


Kokoroshi

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Command the fires of Hél to destroy all who oppose you

Main Deck Monsters

Hélfire Wanderer

FIRE/Fiend/Level 3/Effect

Once per turn, you can send any number of Fiend monsters from your hand to the GY, this card gains 250 ATK for each card sent. If this card is destroyed by battle or card effect, you can special summon 1 monster discarded for this monster’s effect from your GY.

ATK 1450/DEF 1600

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Hélfire Warrior 

FIRE/Fiend/Level 6/Effect

You can special summon this card from your hand by discarding 1 FIRE Fiend monster. during the end phase, you can special summon up to 2 Fiend monsters that were sent to the GY this turn.

ATK 2200/DEF 2450

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Hélfire Tyrant

FIRE/Fiend/Level 4/Effect

If this card is normal or special summoned, you can add 1 FIRE Fiend monster from your deck to your hand. If a monster is sent to the GY (except during the battle phase), you can fusion summon 1 FIRE fusion monster from your extra deck by banishing monsters in your GY as materials. You can only use each effect of “Hélfire Tyrant” once per turn.

ATK 1950/DEF 1200

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Hélfire Gaurd

FIRE/Fiend/Level 4/Effect

While this card is face-up on the field, Monsters your opponent controls cannot target Fiend monsters you control for attacks. If this card is destroyed by battle or card effect, you can add 1 “Hélfire” spell/trap from your deck to your hand. You can only use this effect of “Hélfire Gaurd” once per turn

ATK 200/DEF 2150

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Hélfire Assassin

FIRE/Fiend/Level 5/Effect

If this card is sent to the GY by a card effect, you can special summon this card, but banish it when it leaves the field. Once per turn, You can send the top 3 cards from the top of your deck to the GY, then target 1 “Hélfire” card that was sent to the GY by this effect, add it to your hand.

ATK 2050/DEF 2000

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Spells/Traps

Hélfire Torment

Field Spell

If this card is activated, you can send 1 “Hélfire” monster from your deck to the GY. While this card is face up on the field, effects that fusion summon using monsters in the GY cannot be negated. If a “Hélfire” monster is destroyed by a card effect, you can target 1 banished fiend-type monster, special summon it, but it’s effects are negated. You can only use each effect of “Hélfire Torment” once per turn.

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Hélfire Possession

Quick-Play Spell

Send 1 card from your hand to the GY, take control of 1 monster your opponent controls until the end of the turn. if that monster is used for the fusion summon a “Hélfire” monster while in your control, you can treat it as a FIRE Fiend monster. You can only activate 1 “Hèlfire Possession” per turn.

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Hélfire Fusion

Normal Spell

Fusion summon 1 FIRE fiend-type monster from your extra deck by banishing monsters in your GY as materials. If a “Hélfire” monster was summoned using this card’s effect, it cannot be targeted by card effects. You can only activate 1 “Hélfire Fusion” per turn

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Hélfire Gates

Continuous Spell

Each time a “Hélfire” monster is sent to the GY by a card effect, inflict 300 damage to your opponent. If you would fusion summon a “Hélfire” fusion monster using “Hélfire fusion” this turn, you can use monsters in your hand and field as materials. Once per turn, If this card is destroyed, you can target 1 banished “Hélfire” monster, add it to your hand.

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Hélfire Vengeance

Normal Trap

If a “Hélfire” card is destroyed, you can discard a card, target 2 cards your opponent controls, destroy them. You can banish this card from your GY, send 1 FIRE fiend-type monster from you deck to the GY. You can only activate each effect of “Hélfire Vengeance” once per turn.

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Hélfire Despair

Counter Trap

If an effect is activated while you control a FIRE Fiend fusion monster, you can negate that effect, then shuffle that card into the deck. If this card is in the GY, you can send the top 3 card of your deck to the GY, add this card to your hand during the end phase. You can only activate each effect of “Hélfire Despair” once per turn.

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Extra Deck Monsters

Hélfire Destroyer

FIRE/Fiend/Level 7/Fusion/Effect

2 FIRE fiend-type monsters
If this card is fusion summoned, you can negate all other card’s effects on the field until the end phase. During you opponent’s turn, (Quick Effect) you can send 1 card on each side of the field to the GY. If this card is sent to the GY, you can target 1 banished FIRE fiend-type monster, shuffle it back into the deck, then draw a card. You can only use each effect of “Hélfire Destroyer” once per turn.

ATK 2650/DEF 2000

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Hélfire Relented

FIRE/Fiend/Level 8/Fusion/Effect

3 FIRE fiend-type monsters
Cannot be destroyed by battle. When this card attacks, your opponent cannot activate spell/traps card until the end of the damage step. If this card destroys a monster by battle, you can banish 1 card from your opponent’s GY. Once per turn, If this fusion summoned card is destroyed by a card effect, you can destroy all monsters your opponent controls.

ATK 3050/DEF 2800

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Hélfire Lord

FIRE/Fiend/Level 9/Fusion/Effect

5+ FIRE Fiend monsters
Must be fusion summoned. If this card is fusion summoned, this card gains 500 ATK for each card used for it’s fusion summon. If this card has 10000 or more ATK, you win the duel. (Quick effect) you can target 1 card your opponent controls, negate it’s effects while it is face-up on the field. If this card is destroyed by a card effect, you can target up to 3 materials used to fusion summon this card, special summon them in defense position, but their effects are negated. You can use each effect of “Hélfire Lord” once per turn.

ATK 2500/DEF 2750

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if you scrolled down here, hi. You found the Easter egg, give yourself a pat on the back!

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Super Awesome! All of these seem to work pretty well together!

I wish the 250 ATK boost one could revive any number of "Helfire" monsters discarded for his effect. I'm a little Worried "Helfire lord's alternate win is a little too easy. I wish guard's effet also activated when sent to the GY by card effect so you can include him on the discard effects.

 

 

All and all super fun!

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1 hour ago, Loleo said:

I'm a little Worried "Helfire lord's alternate win is a little too easy.

I disagree. Using 5 materials would put him at 5k atk. That means to achieve his win con, you need to use 15 materials. That's ALOT of monsters. Without something like Grass is greener, you won't be summoning this until after 7+ turns. 

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47 minutes ago, KH911 said:

I disagree. Using 5 materials would put him at 5k atk. That means to achieve his win con, you need to use 15 materials. That's ALOT of monsters. Without something like Grass is greener, you won't be summoning this until after 7+ turns. 

That's not the problem, if it had to be by his own effect and you needed to summon him with 15 materials, I would say it's a perfectly good win condition. The issue is you can artificially increase his ATK with equip cards (i.e. Mage Power, or United We Stand) or by other means very easily.

 

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5 hours ago, Loleo said:

Super Awesome! All of these seem to work pretty well together!

I wish the 250 ATK boost one could revive any number of "Helfire" monsters discarded for his effect. I'm a little Worried "Helfire lord's alternate win is a little too easy. I wish guard's effet also activated when sent to the GY by card effect so you can include him on the discard effects.

 

 

All and all super fun!

Thank you, I do see how the alternate win condition could be seen as a problem but lord already requires a lot to get out and i don’t figure you’d end up playing equip cards in a GY deck other than Noble knights so I figured the win condition was fin where it was. The other two points I thought about but wasn’t sure if it would be too powerful or not so that’s how this went down.

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