Veyson Posted January 10, 2023 Report Share Posted January 10, 2023 Hi all and welcome to my big bundle of Felgrand supports! Right off the bat: English is not my native language but I'm pretty confident in it, so if you see any grammar error, please let me know, I do expect them. As for "my" cards: I created them for my personal love of Felgrand, I stopped playing several years ago but I always followed the new releases and the competitive scene. Not seeing a lot of love for Felgrand from Konami doesn't come as a big surprise but it still left me sad, therefore I decided to take my take (make my take?) on it. I think a bit of explanation on Felgrand archetype is needed but you can just skip the next part and go to the TLDR. Felgrand as it is today Felgrand was a "not really an archetype" released in 2007, that received some juicy support on 2016 where it became an "almost archetype" thing. The theme was special summoning level 7 or 8 dragon monsters from the graveyard to activate their effects. A cool idea but that's no more a gimmick. Think about Konami that just unleashed unlimited copies of Macro Cosmos and Dimensional Fissure from the banlist to finally allow the players to counter all those graveyard spammers. So, what place could have Felgrand in today's plays? With that question I focussed on what is probably my favourite "Felgrand" card: Ruins of the Divine Dragon Lords (from here just "RUINS"), a continuous spell card added in 2016. It has 3 effects: special summon a token by sending another card you control to the GY; recover this card from GY by offering a level 7 or 8 dragon from your hand or field; negate all face-up monsters effects on their 1st turn if they were special summoned outside the GY. This last effect is today still amazing. But creating an archetype on negating special summoned monster effects sounded a bit too cheesy (what, it already exists? what you mean by they??), so my goal was reinventing Felgrand with a set of continuous spells to put alongside RUINS that would top with the ascension of the almighty lord Felgrand. Supporting the old (2016) cards was also one of my goals as I wanted to keep the same Felgrand vibes while giving a new effective identity to this archetype. There are also several effects and monster stats/qualities that I just strictly copied from those 2016 cards in order to maintain that same feeling. Even the names of some cards are made following the existing cards. If you don't know what the other cards of the archetype do, it's basically this: 1) Level 4 Warrior monsters that equip themselves with lv7 or 8 dragon monsters and use the token created by RUINS to special summon the dragons from GY; 2) Divine Dragon Lord Felgrand (from here DDLF) and Arkbrave Dragon, dragons with levels 8 and 7 respectively, both have a bunch of effects that allow you to easily special summon other dragons from GY and if they themselves are summoned from the GY they can boost their stats while disrupting your enemy's cards; 3) other cards to Special Summon from GY generic lv 7 or 8 dragon monsters. In particular DDLF was the new (2016) boss monster of the archetype: if summoned from GY it can banish 1 monster in your opponent GY or field and increases its own ATK/DEF; he also allows you to revive a dragon from any GY if it destroys a monster in battle. Not bad but is this a modern standard boss monster? Can we fix it? What would a Deck built with this bundle AND the existing cards look like and how would it work? It would work pretty much the same way the 2016 support cards worked, by combining the Warrior monsters to the spells in order to bring out the Dragons. As for the build, you have 2 kinds of monsters in the Main Deck: 1) Level 4 Warrior "Felgrand" monsters that allows you to search for the cards you need, either by sending them to the GY or by adding them to your hand; they can also sacrifice themselves in order to revive a Level 7 or 8 Dragon monster from your GY (the revival will usually be possible only after creating the token with the effect of a "Dragon Lords" Continuous spell on the field); 2) Level 7 and 8 Dragon monsters (some of which are "Felgrand" monsters) that benefits from getting Special Summoned from the GY by boosting their score and disrupting your enemy board. Their presence on the field will also unlock the most powerful effects of each of the 3 "Dragon Lords" Continuous spells that you are going to play in this Deck. For the Spell/Trap what's important is exactly what just stated, the presence of 3 "Dragon Lords" Continuous spells: those cards will allow you to gain advantage on your enemy either by negating effects, banishing opponent's cards or allowing you to draw additional cards. They can search for some useful cards too and their presence allow the Level 4 Warrior "Felgrand" monsters to unlock their revival effect. Finally, there's a Field Spell that grants protection on the "Dragon Lords" Continuous spells but that can only be played if you've found all 3 the "Dragon Lords" Continuous spells. Once you'll have enough "Dragon Lords" Continuous spells on the field and/or the Field Spell activated, you'll be granted access to some juicy Extra Deck monsters. Potentially the Level 7 and 8 Dragon monsters in the main Deck could be enough to bring you victory as with the correct set up of Warriors and Spells you can swarm your field with these big dangerous Level 7 and 8 Dragon monsters. TLDR: make new Felgrand cards that work similarly to the 2016 support cards and can work with them as well; giving a new modern and interesting identity to the whole archetype based on a 2016 spell card that belongs to the archetype (Ruins of the Divine Dragon Lords - from here RUINS); buffing the old boss monster (Divine Dragon Lord Felgrand - from here DDLF) with additional cards without rewriting the card directly, in order to maintain the same original Felgrand identity but optimized. And so, here we are at the cards. For starters we have the Main Deck monsters that are a renewed and severely augmented version of the old Felgrand Warriors but that work alongside them very well too. They are also meant to work with the continuous spells, Ruins of the Divine Dragon Lords and the 2 additional cards created by me (more on that later). Champion of Felgrand Light / 4 / Warrior 1800 / 500 You can Tribute this face-up card: add 1 "Dragon Lords" Spell/Trap from your Deck or GY to your hand. You can Tribute 1 monster and this card, then target 1 Level 7 or 8 Dragon monster in your GY; Special Summon it. If this card is in your GY and you control a "Dragon Lord Token": Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Champion of Felgrand" once per turn. Disciple of Felgrand Light / 4 / Warrior 1700 / 500 If you control a face-up "Dragon Lords" Continuous Spell or a face-up "Felgrand" or “Dragon Lord” monster: you can Special Summon this card from your hand. If this card is sent to the GY: you can send 1 Level 7 or 8 Dragon monster from your Hand or Deck to your GY. During your Standby Phase, if this card is in your GY: banish this card, then add 1 "Dragon Lords" Spell/Trap from your Deck to your Hand. You can only use each effect of "Disciple of Felgrand" once per turn. Then there's a level 7 dragon monster. Fun fact: there are 2 existing non-Felgrand monsters that do belong to the Felgrand archetype: Darkblaze Dragon and Arkbrave Dragon. I noticed how they had some similarities in their names (_ARKB_A_E DRAGON) and followed them when giving the name to this card: darkblaze, arkbrave and... sparkblade! This card also follows the same stats line (drakblaze is a 1200/1000 that can become a 2400/2000, arkbrave is a 2400/2000; as Sparkblade is not meant to stay on the field I gave him 1200/1000). Sparkblade Dragon Light / 7 / Dragon 1200 / 1000 You can Tribute 1 "Felgrand" Warrior monster and 1 Dragon monster you control; Special Summon this card from your GY. During either player's turn (Quick Effect); you can target 1 face-up card: send both this face-up card and that target to the GY. Once per turn, during the Standby Phase, if this card is in the GY because it was sent there last turn and you control a "Dragon Lords" Continuous Spell: You can target 1 Level 7 or 8 Dragon monster in your GY, except "Sparkblade Dragon"; Special Summon it. The last of the Main Deck monster is a level 8 Felgrand dragon monster. This is not a new boss monster but its effect is meant to boost DDLF, allowing him to "steal" any monster from your opponent: as long as this card is on the field, if DDLF destroys a monster by battle, that monster can be resurrected by DDLF this turn as it's now considered a valid target (keep in mind that by ruling DDLF can revive ANY dragon from ANY graveyard). Master of Lords Felgrand Light / 8 / Dragon 2800 / 2800 You can Tribute 1 "Felgrand" Warrior monster and 1 Dragon monster you control; Special Summon this card from your GY. If this card is Special Summoned from the GY: you can send 1 "Felgrand" monster from your Deck to your Graveyard; this card gains ATK and DEF equal to that monster's Level/Rank x 100. Once per Battle Phase, at the start of your Battle Phase: target 1 Level 7 or 8 Dragon monster in your GY, except "Master of Lords Felgrand"; Special Summon it. If a "Felgrand" Dragon monster destroys an opponent's monster by battle: that destroyed monster is treated as a Level 8 Dragon monster while in the GY until the end of this Battle Phase. A quick stop to the trap section, just one card for us as nobody really likes them anymore but I still wanted to make at least one (there were no traps in the 2016 supports either so…wait, is this a hidden Felgrand theme I missed? Did I fail my master by creating a trap card??). This trap card is also meant to boost DDLF as DDLF resurrection effect is not a once per turn, therefore multiple attacks allow him to resurrect more times per Battle Phase. Intervention of the Dragon Lords Counter Trap When your opponent activates an effect that targets a Level 7 or 8 Dragon monster on your field or in your GY; negate that activation, and if you do, destroy that card, then if it was a monster, you can target 1 Level 7 or 8 Dragon monster you control or in your GY; Special Summon it if it's in your GY, also it can make up to 2 attacks on monsters during each Battle Phase. If a Spell card would be destroyed by a card effect, you can banish this card from your GY instead. Now one Quick Spell to accompany the trap. Took inspiration from Dragunity Whirlwind. Outrage of the Dragon Lords Quick Spell If only your opponent controls a monster: discard 1 card; you can send 1 Level 7 or 8 Dragon monster from your Deck to your GY, then if your opponent controls a monster that was Special Summoned from the Extra Deck, immediately after this effect resolves you can Special Summon 1 Level 7 or 8 Dragon monster from your GY. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Dragon monsters. You can only use each effect of "Outrage of the Divine Dragon Lords" once per turn. Here starts the important part. The 6 previous cards were meant to augment, accelerate and operate on the same old mechanics that were already part of Felgrand. But they are not the new identity presented with this bundle. The new identity comes from 2 continuous spells to put alongside the continuous spell already existing, Ruins of the Divine Dragon Lords, with the final touch given by 1 more card, a Field Spell. All 4 cards have to be put together. The new theme's objective: have all 3 continuous spells and the field spell on the field to "unleash" the new boss monsters. The 2 warrior monsters in the Main Deck, Champion and Disciple, also help achieving this while working on the presence of mentioned spell cards. Relics of the Divine Dragon Lords Continuous Spell When this card is activated: you can add 1 "Felgrand" monster from your Deck to your hand. You can send 1 other face-up card you control to the GY: Special Summon 1 "Dragon Lord Token" (Dragon/LIGHT/Level 1/ATK 0/DEF 0). If a Level 7 or 8 Dragon monster is Special Summoned from the GY: draw 1 card. If this face-up card leaves the field: activate 1 "Dragon Lords" Continuous spell from your Deck, except "Relics of the Divine Dragon Lords". You can only use each effect of "Relics of the Divine Dragon Lords" once per turn. Shrine of the Divine Dragon Lords Continuous Spell When this card is activated: you can send 1 Level 7 or 8 Dragon monster from your Deck to the GY. If a monster(s) is Special Summoned from the GY while you control a Level 7 or 8 Dragon monster: you can target 1 card in your opponent hand, face-up field or GY; banish it. You can only use each effect of "Shrine of the Divine Dragon Lords" once per turn. Dragon Lords Lost Ritual – Ascension You can only activate this card if there are 3 "Dragon Lords" Continuous Spells with different names face-up on your field and/or in your GY. Your opponent cannot target any face-up "Dragon Lords" Spell/Trap card with card effects. You can shuffle 1 card from your hand or GY into the Deck: target 1 "Felgrand" or "Dragon Lords" card in your GY; return that target to your hand or shuffle it into the Deck. During your Main Phase: You can Fusion Summon 1 "Felgrand" Fusion monster using monsters from your hand or field as Fusion Materials. You can use each effect of "Dragon Lords Lost Ritual - Ascension" once per turn. Please keep in mind that those 3 cards are meant to work with the existing card Ruins of the Divine Dragon Lords, the 2016 continuous spell already mentioned several times, I can't stress this out enough. It's now time for the Extra Deck. An easy start with a Link monster meant to avoid brick hands (you'll have to play a lot of high level monsters and a lot of spells that may not really do something together). Squire of Felgrand Light / Warrior 500 / Link2 (Bottom Left, Bottom Right) 2 “Felgrand” or “Dragon Lord” monsters You can also Link Summon this card by sending 2 "Dragon Lords" Spell/Trap from your hand or Field to the GY. You can Tribute this card (Quick Effect); take 1 "Dragon Lords" Spell/Trap from your hand or GY and shuffle it into the Deck, then activate the appropriate effect: ● from your hand: add 1 "Felgrand" Warrior monster from your Deck to your hand. ● from your GY: send 1 "Felgrand" Warrior monster from your Deck to your GY. If this card is in your GY: banish this card, then Special Summon 1 "Dragon Lord Token" (Dragon/LIGHT/Level 1/ATK 0/DEF 0). Now a contact fusion monster. It can be summoned with the same conditions of any other Dragon monster in the Main Deck (following the effects of the warrior monsters of the 2016 Felgrand support pack), the only difference is that he is summoned from the Extra Deck instead of the GY. Dragon Knight of Destruction Light / 7 / Dragon 2400 / 2000 2 “Felgrand” or “Dragon Lords” monsters Must first be Special Summoned (from the Extra Deck) by Tributing the above cards from your field while controlling 1 face-up "Dragon Lords" Continuous Spell. (You do not use "Polymerization"). Unaffected by Spell cards. If this card is Special Summoned: you can add 1 "Dragon Lords" Spell/Trap card from your Deck or GY to your hand. Once per turn; if a monster is Special Summoned from the GY: this card gains ATK and DEF equal to that monster Level/Rank x 100. If this card leaves the field: target 1 face-up card that your opponent controls; send that target to the GY. Here is what originally was my new boss monster. At first it required the field spell to be face-up on your field alongside all 3 continuous spells but that was just too much of a setup for a boss monster, so I changed it a bit. And here is a fun fact: in the 2016 Felgrand support there is a dragon monster called Dragon Knight of Creation who also, guess what, helps summoning dragons from the GY and sending them from the Deck to the GY. I named this card and the previous one following the Hindu tradition of Creation, Destruction and Preservation. The "Dragon Knight" of Creation already existed, so I named these two after the remaining two…"steps"? Dragon Knight Archpriest of Preservation Light / 8 / Dragon 2800 / 2800 5 “Felgrand” or “Dragon Lords” monsters Must first be Fusion Summoned (from the Extra Deck) by using only monsters in your hand and/or field. You can reduce the materials required for this card Special Summon for each "Dragon Lords" Continuous Spell with a different name face-up on your field. Unaffected by Spell cards. If you control a "Dragon Lords" Continuous Spell: negate the effects of face-up monsters that your opponent controls that were Special Summoned from the Extra Deck. If a monster is Special Summoned from the GY: this card gains ATK and DEF equal to that monster Level/Rank x 100. As said in the last card, Archpriest originally needed the field spell to be face-up on the field in order to be summoned and originally the field spell meant having 3 continuous spells already face-up on the field. So I made some changes: the field spell no more requires all 3 continuous spell to be on the field in order to be activated, as you can see they can be in the GY too, also Archpriest no longer needs all 4 cards on the field to be summoned (as it originally was). With said changes, I had room for a new card to be summoned specifically with the whole set up, and that card became: Felgrand Dragon, Ascended Light / 8 / Dragon 2800 / 2800 2 “Felgrand” or “Dragon Knight” monsters with 3500 or more ATK Must first be Fusion Summoned (from the Extra Deck) while you control 3 "Dragon Lords" Continuous Spell with different names face-up on the field. Unaffected by Spell/Trap cards. If this card is Special Summoned: You can banish as many face-up monsters or face-up Spell/Trap cards your opponent controls as possible, and if you do, this card gains 200 ATK/DEF for each card banished. During either player's turn, if a monster is Special Summoned: Special Summon this card from your GY. You can only use each effect of "Felgrand Dragon, Ascended" once per turn. Link to comment Share on other sites More sharing options...
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