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Old May 17th, 2008 (10:26 AM). Edited May 17th, 2008 by Alter Ego.
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Alter Ego Alter Ego is offline
that evil mod from hell
    Join Date: Jun 2005
    Location: Touhou land, grazing danmaku all the way
    Age: 29
    Nature: Quirky
    Posts: 5,776
    Y'know, I just realized...I wouldn't dare to play Ramiel in a God-Angel deck, because if your opponent takes control of him even once while you have any God-Angel in play it's game over for you. Infinite destruction + Infinite destruction negation for LP loop, anyone? x.O


    Ingenuity of God- Angel Sahaquiel: With the current top decks, this card instills more fear of god than any of the others, really. xD Potentially lethal effect that your opponent will have to brave unless they want all their precious draw cards locked down instead. At the same time, though, it's 7 star so it's a bit of a bother to summon, not to mention that you'll want this in defense so as to not get wiped out the 0 atk. (interestingly, this is the only God-Angel that doesn't have 0 def) Strong, but dangerous to wield, especially since God-Angel has to forfeit most conventional forms of protection.

    Fear of God-Angel Ireul: Basically guaranteed to eat a card from the turn each turn once you've pulled the effect for the first time and checked their hand, meaning that your opponent will most likely be pressed into overplaying their hand, which you can then punish with other God-Angels. Manageable protection cost, but having this locked into attack position is a pretty scary prospect.

    Jaws of God- Angel Leliel: one-sided, buffed Chain Energy? Yes, please. With no defense to its name, you'll be paying a lot of those 500-point fees, but then, your opponent will already have paid 800 to make that hit, so if you keep wiping the monsters out you win in the balance. This also has some interesting synergy with Ireul, punishing your opponent both for conserving and for using his cards. One question, though: does this cover setting cards too?

    Humiliated Son of God- Angel Bardiel: Soo...essentially Autonomous Action Unit in slight improvement on legs? Worth considering, definitely, if only to widen the spectrum of monsters you can run with God-Angels. The way things are, there certainly shouldn't be any lack of viable targets for this. :3

    And because I apparently can't get enough of making weird sets...:x

    The Restless - Burning Phantom
    2 Star/Fire
    1000 Atk / 1000 Def

    When this card is Special Summoned from the Graveyard, inflict 1000 Damage to the controller of this card.

    The Restless - Nameless Warrior
    4 Star/Earth
    1800 Atk / 0 Def

    If this card was Special Summoned from the Graveyard, this card must Battle each turn if able. At the end of a Battle Phase when this card was destroyed, the controller of this card pays 1000 Life Points to Special Summon this card to their Field in Attack Position. (This is not optional)

    The Restless - Mischievous Revenant
    2 Star/Light
    1450 Atk / 1300 Def

    When this card is Special Summoned from the Graveyard, the controller of this card selects a card at random from their hand and returns it to the bottom of their deck.

    The Restless - Spirit of Avarice
    5 Star/Fire
    2050 Atk / 1500 Def

    When this card is Special Summoned from the Graveyard, the controller of this card discards three cards from the top of their Deck for every card in their Hand.

    The Restless - Weeping Maiden
    3 Star/Water
    1700 Atk / 0 Def

    All Battle Damage to the controller of this card from Battles involving this card is doubled. When this card is attacked, if this card was Special Summoned from the Graveyard, the Atk of this card becomes zero until the end of the Damage Step.

    Curse of Return
    Continuous Spell

    When a "Restless" Monster you control is destroyed by Battle, you may pay 500 Life Points. If you do, Special Summon that Monster from your Graveyard to your opponent's Field during your next End Phase. When this card is destroyed or removed from the Field, all Monsters Special Summoned by this effect are destroyed.

    Spirit's Haunting
    Normal Spell

    Special Summon one level 4 or lower Monster from either player's Graveyard to your opponent's Field.

    Final Rest
    Normal Trap

    This card can only be activated when there are at least three differently named "Restless" Monsters on the Field, remove all "Restless" Monsters on the Field from play then both players draw a card for each of their opponent's Monsters removed by this effect. Monsters removed from play by this effect are not affected by any card effects.

    Warding Chant
    Normal Trap

    Until the end of the third Battle Phase after this card's activation, "Restless" Monsters controlled by your opponent can not attack.

    More to come...but I think these shall do for now. Do tell me what you think. :3