Jump to content

Felgrand Support - Multiple Cards (Written)


Veyson

Recommended Posts

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

  Reveal hidden contents

Disciple of Felgrand 

  Reveal hidden contents

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

  Reveal hidden contents

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

  Reveal hidden contents

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

  Reveal hidden contents

Now one Quick Spell to accompany the trap. Took inspiration from Dragunity Whirlwind.

Outrage of the Dragon Lords

  Reveal hidden contents

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

  Reveal hidden contents

Shrine of the Divine Dragon Lords

  Reveal hidden contents

Dragon Lords Lost Ritual – Ascension

  Reveal hidden contents

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

  Reveal hidden contents

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

  Reveal hidden contents

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

  Reveal hidden contents

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

  Reveal hidden contents
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...