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Archetype Submission - Fate's (Scripted)  (Read 7037 times)

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Lyris

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Fate's

Description:
After having underwent many revisions to their playstyle, I have decided on this all-Ritual Monster strategy with similar vibes to the "Sky Striker" archetype, mainly due to the all-Ritual nature of the deck, i.e. the monster effects also activate from the hand while the user controls no monsters in the Main Monster Zone.

Cards

Spoiler: Monster Cards • show



Fate's Doomed Monger
Level 4 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can target 1 "Fate's" monster in your GY, except "Fate's Doomed Monger"; Ritual Summon it. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand by discarding this card. You can only use this effect of "Fate's Doomed Monger" once per turn.
ATK 1000/DEF 1000



Fate's Necro Lord
Level 3 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can target 1 card your opponent controls; banish it until the end of the next turn. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand by discarding this card. You can only use this effect of "Fate's Necro Lord" once per turn.
ATK 800/DEF 600



Fate's Hardy Mise
Level 3 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can add 1 "Fate's" Spell/Trap from your Deck to your hand. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand of from your hand by discarding this card. You can only use this effect of "Fate's Hardy Mise" once per turn.
ATK 600/DEF 400



Fate's Magic Stargazer
Level 4 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can add from your Deck to your hand, 1 banished Ritual Spell or 1 "Fate's" Spell that includes an effect that Special Summons a monster(s) when it is activated. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand by discarding this card. You can only use this effect of "Fate's Magic Stargazer" once per turn.
ATK 1700/DEF 1100



Fate's World Judge
Level 6 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can shuffle 1 "Fate's" monster from your GY into the Deck (except "Fate's World Judge"), and if you do, negate the effects of 1 face-up card your opponent controls until the end of this turn. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand. You can only use this effect of "Fate's World Judge" once per turn.
ATK 2700/DEF 1300



Fate's Pair Puzzler
Level 4 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can add 1 "Fate's" monster from your Deck to your hand, except "Fate's Pair Puzzler". If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand by discarding this card. You can only use this effect of "Fate's Pair Puzzler" once per turn.
ATK 1600/DEF 1000



Fate's Poison Prohibitor
Level 6 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can apply the first Quick Effect of 1 "Fate's" monster in your GY (except "Fate's Poison Prohibitor"), then shuffle it into the Deck. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand. You can only use this effect of "Fate's Poison Prohibitor" once per turn. Halve all damage you take.
ATK 2400/DEF 2400



Fate's Dainty Diaduke
Level 4 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can target 1 "Fate's" monster in your GY, except "Fate's Dainty Diaduke"; shuffle it into the Deck, also destroy 1 card your opponent controls. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand. You can only use this effect of "Fate's Dainty Diaduke" once per turn. Other "Fate's" monsters cannot be destroyed by battle or card effects.
ATK 1500/DEF 1200



Fate's Joker
Level 4 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can target 1 of your banished "Fate's" monsters; Ritual Summon it. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand by discarding this card. You can only use this effect of "Fate's Joker" once per turn.
ATK 1500/DEF 1000



Fate's Twilight Mistress
Level 7 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can Ritual Summon 1 Level 4 or lower "Fate's" monster from your hand or Deck. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand by discarding this card. You can only use this effect of "Fate's Twilight Mistress" once per turn.
ATK 2800/DEF 2800



Fate's Blue Lightning
Level 8 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. When this card is Special Summoned: You can target 1 other monster you control or in your opponent's GY; inflict damage to your opponent equal to its original ATK. (Quick Effect): You can shuffle 1 "Fate's" Ritual Spell from your hand or GY into the Deck, then apply that card's effect. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand. You can only use this effect of "Fate's Blue Lightning" once per turn.
ATK 1900/DEF 600



Fate's Hopeful Dusk
Level 10 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can Set 1 of your "Fate's" Spells that is banished or in your GY, and if you do, it can be activated this turn if it is a Quick-Play Spell. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand by discarding this card. You can only use this effect of "Fate's Hopeful Dusk" once per turn. The first time a monster(s) you control would be destroyed by battle or card effects each turn, that monster(s) is not destroyed.
ATK 3000/DEF 3000



Fate's Despairful Light
Level 8 LIGHT Warrior/Ritual/Effect Monster
You can Ritual Summon this card with any "Fate's" Ritual Spell. (Quick Effect): You can target 1 "Fate's" monster in your GY, except "Fate's Despairful Light"; shuffle that target into the Deck, and if you do, you gain LP equal to its ATK. If you control no monsters in your Main Monster Zone, you can also activate this effect from your hand. You can only use this effect of "Fate's Despairful Light" once per turn.
ATK 2400/DEF 1800

Spoiler: Extra Deck Monster Cards • show



Fate's Illusioner
Points ↓ LIGHT Warrior/Link/Effect Monster
1 Ritual Monster
Your opponent cannot activate cards or effects (except face-up cards on their field) in response to the activation of "Fate's" cards or effects. Once per turn (Quick Effect): You can have all other "Fate's" monsters you currently control become unaffected by your opponent's card effects this turn.
ATK 600/LINK-1

Spoiler: Spell Cards • show



Fate's Ritual
Ritual Spell
This card can be used to Ritual Summon any "Fate's" Ritual Monster from your hand or Deck. You must also Tribute cards from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only activate 1 "Fate's Ritual" per turn. You can banish this card from your GY; shuffle 2 "Fate's" Spells/Traps from your GY into the Deck.



Fate's Decision
Quick-Play Spell
This card can be used to Ritual Summon any "Fate's" Ritual Monster from your GY. You must also Tribute cards from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only use 1 "Fate's Decision" per turn.



Fate's Charity
Normal Spell
Send 1 "Fate's" monster from your hand or field to the GY, then draw 2 cards.



A Fated Encounter
Ritual Spell
(This card is always treated as a "Fate's" card.)
This card can be used to Ritual Summon any number of "Fate's" Ritual Monsters. Banish from your Extra Deck, 1 monster that has a Level and 1 monster that does not have a Level, also, after that, Ritual Summon any number of "Fate's" Ritual Monsters from your hand whose total Levels equal or exceed the sum of the indicator orbs on the banished monsters. You can only use this effect of "A Fated Encounter" once per turn. You can banish this card from your GY; add 1 "Fate's" monster from your GY to your hand.



Fate's Ascension
Ritual Spell
This card can be used to Ritual Summon any "Fate's" Ritual Monster from your hand or GY. You must also Tribute cards from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only use this effect of "Fate's Ascension" once per turn. You can banish this card from your GY; add 1 "Fate's" Spell/Trap from your Deck to your hand, then you can shuffle up to 3 "Fate's" cards from your GY into the Deck.



Fate's Task Divider
Normal Spell
Add 1 "Fate's" monster from your Deck to your hand. You can banish this card and 1 Ritual Spell from your GY; you cannot Ritual Summon monsters for the rest of this turn, except "Fate's" monsters, also apply that other banished card's effect.



Fate's Ritual Art
Quick-Play Spell
This card can be used to Ritual Summon any "Fate's" Ritual Monster. You must also Tribute cards from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only use this effect of "Fate's Ritual Art" once per turn.

Additional Remarks

Advantages:

Disadvantages:
« Last Edit: July 02, 2020, 06:17:08 am by Lyris »
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