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Archetype Submission - Archetype Submission - Archetype Submission - Archetype Submission - Archetype Submission - Fae  (Read 7788 times)

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TaxingCorn117

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Archetype Submission - Archetype Submission - Archetype Submission - Archetype Submission - Fae

Description:
Fae are a WIND Fairy archetype. They revolve around having 3 of their Normal monster "Spirit of the Fae" in the GY to gain bonus effects(or in 1 cards case banished).
They are split up into 3 effects:
1: A Effect that happens upon Normal Summon, or is a form of Self Special Summoning
2: A Effect they can only use once while face-up on the field.
3: A Effect if they are sent to the GY, during the next Standby Phase they banish themselves for some effect.


Cards

Spoiler: Monster Cards • show


Spirit of the Fae
Level 3 WIND Fairy Normal Monster
ATK 500
DEF 500


Protector of the Fae
Level 2 WIND Fairy Tuner Effect Monster
ATK 1000
DEF 800
(1) When this card is Normal Summoned: You can Special Summon 1 "Fae" monster from your hand or GY, except "Protector of the Fae", then, if you have 3 or more "Spirit of the Fae" in your GY, you can add 1 of your banished "Fae" cards to your hand.
(2) Once while face-up on the field, when your opponent declares an attack: You can target that attacking monster; negate that attack.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; add 1 "Fae" card from your Deck to your hand, except "Protector of the Fae".


Explorer of the Fae
Level 4 WIND Fairy Effect Monster
ATK 1800
DEF 1000
(1) When this card is Normal Summoned: You can send 1 "Fae" card from your Deck to the GY, then, if you have 3 or more "Spirit of the Fae" in your GY, you can set 1 "Fae" Spell/Trap directly from your Deck.
(2) Once while face-up on the field: You can target 2 "Fae" monsters in your GY; shuffle both those targets into the Deck, then draw 1 card.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY, then target up to 2 "Fae" cards in your GY; add them to your hand.


Magician of the Fae
Level 4 WIND Fairy Effect Monster
ATK 0
DEF 1700
(1)When this card is Normal Summoned: You can add 1 "Fae" Spell/Trap from your Deck to your hand, then, if you have 3 or more "Spirit of the Fae" in your GY, you can also add 1 "Fae" monster from your Deck to your hand.
(2) Once while face-up on the field: You can add 1 WIND monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; send 2 "Fae" cards with different names from your Deck to the GY, except "Magician of the Fae".


Champion of the Fae
Level 3 WIND Fairy Effect Monster
ATK 1600
DEF 0
(1) If a "Fae" monster in your GY or face-up on your side of the field is banished (except during the Damage Step): You can Special Summon this card from your hand or GY in Defense Position.
(2) Once while face-up on the field: You can send 1 card from each player's field to the GYs, then, if you have 3 or more "Spirit of the Fae" in your GY, you can have each player draw 1 card.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; Special Summon 1 "Spirit of the Fae" from your hand, Deck, or GY, then, if only your opponent controlled a monster when you activated this effect, you can also Special Summon up to 2 additional "Spirit of the Fae".


Princess of the Fae
Level 4 WIND Fairy Effect Monster
ATK 0
DEF 0
(1) If a "Fae" monster is sent to your GY, except "Princess of the Fae" (except during the Damage Step): You can Special Summon this card from your hand.
(2) Once while face-up on the field: You can Normal Summon 1 "Fae" monster from your hand or GY, except "Princess of the Fae", also banish this card.
(3) If this card is sent to the GY, during the Standby Phase of the next turn: You can banish this card from your GY; add 1 WIND Fairy monster from your Deck to your hand, or, if you have 3 or  more "Spirit of the Fae" in your GY, you can Special Summon it from your Deck instead, also, in either case, you cannot Special Summon monsters for the rest of this turn, except WIND monsters.


Spoiler: Extra Deck Monster Cards • show


Guidance of the Fae
Level 10 WIND Fairy Fusion Effect Monster
ATK
DEF
Materials: "Spirit of the Fae" + 2 Fairy monsters
Must first be either Fusion Summoned, or Special Summoned by sending 2 Fairy monsters from your hand and 1 Fairy monster you control to the GY, except "Guidance of the Fae" (in which case you do not use "Polymerization").
(1) Cannot be used as Fusion Material.
(2) Your opponent cannot activate effects of cards in the GY, also they cannot Special Summon monsters from the GY.
(3) If this card on the field would be destroyed by battle or card effect, you can shuffle 1 of your banished "Fae" monsters into the Deck instead.


Spoiler: Spell Cards • show


Fae Sanctuary
Field Spell
You can only activate 1 card with this card’s name per turn.
(1) When this card is activated: You can add 1 "Fae" monster from your Deck to your hand.
(2) Once per turn, if a Fairy monster(s) you control would be destroyed by battle or card effect, you can send 1 Fairy monster from your Deck to the GY instead.
(3) If this card in the Field Zone is sent to the GY by a card effect: You can target up to 3 of your banished "Fae" cards; shuffle them into the Deck.


Fae Requiem
Quick-Play Spell
You can only activate 1 card with this card’s name per turn.
(1) Target 1 of your "Fae" monsters that is banished or in your GY; apply the effect listed on it that activates by banishing itself, then place it on either the top or bottom of your Deck. If you have 3 or more "Spirit of the Fae" in your GY, this card's activation and effect cannot be negated.
(2) You can banish this card from your GY, then target 1 "Fae" card in your GY; add it to your hand.


Fae Calling
Normal Spell
You can only activate 1 card with this card’s name per turn.
(1) Discard 1 card; reveal 3 "Fae" monsters with different names from your Deck, your opponent randomly picks 1 for you to add to your hand, and you send the rest of them to the GY, then, if you have 3 or more "Spirit of the Fae" in your GY, you can draw 1 card.
(2) You can banish this card from your GY, then target 3 of your banished "Fae" monsters; shuffle them into the Deck, then draw 1 card.


Spoiler: Trap Cards • show


Fae Slacking
Normal Trap
You can only activate 1 card with this card’s name per turn.
(1) During the Main Phase: Fairy monsters you control are unaffected by your opponent's activated effects. If you have 3 or more "Spirit of the Fae" in your GY, you can activate this card from your hand.
(2) You can banish this card from your GY, then target 5 of your other banished "Fae" cards; shuffle them into your Deck, then draw 1 card.


Fae Awakening
Normal Trap
You can only activate 1 card with this card’s name per turn.
(1) Special Summon 1 "Fae" monster from your Deck, but destroy it during the End Phase of this turn.
(2) You can banish this card from your GY; Fusion Summon 1 Fairy Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards.


Destruction of the Fae
Normal Trap
(1) Banish all "Fae" monsters from your GY, then destroy cards on the field, up to the number of monsters banished by this effect. If you have 3 or more "Spirit of the Fae" that are banished, the destroyed cards are banished instead of being sent to the GY.
(2) You can banish this card from your GY; your opponent cannot activate cards or effects in response to the activation of your "Fae" monsters' effects this turn.


Additional Remarks

Advantages:




Disadvantages:


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