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Spiritual Arts=Avatar?

Well I dunno about that, but let's just say that the spiritual arts are all very helpful.

Spiritual Earth Art Kurogane can tribute one of your earth monster for another earth monster at lvl 4 or lower (but you cannot tribute the same monster for a different monster.) if your drillroid is going to be doomed, blast it apart with your own trap and call out Goblin Attack Force to stop Cyber Dragon's attack. Did I mention our favorite camel friend? After a long battle of drawing, and if it's about to be killed because your opponent finally got breaker and destroyed your Swords of Revealing Light, blast it apart for something nice as well. It's a huge support for pure-earth decks.

Spiritual Water Art Aoi helps the water deck, but it never got to meet its best friend Sinister Serpent. Without the serpent, I think that this card is actually not too helpful in Ocean decks because there's only confiscation (and abyss soldier, in a way) left in terms of discard... without these other support, it's not as deadly anymore. Nevertheless, it's still a powerful trap card with carefully planned bouncing/discarding, but just that you can't expect this card to be helpful in any water decks.

Spiritual Fire Art Kurenai is a must have for any new(er) burn decks that focus on offensive burn. This is a great card to go with Thestalos the Firestorm Monarch if Thestalos is about to be destroyed (it's an easy 2400 burn damage.) Burn decks may like to use more fire monsters and be rather offensive in by attacking and do burn damage at the same time. I don't know much about burn decks though, so i don't know in practice just how much does it actually help.

Spiritual Wind Art Miyabi is best of all the spiritual art in my opinion, because it can be an even more brutal form of removing in comparison to "send to remove pile." At least in the remove pile, you can use Return from the Different Dimension or Dimension Fusion sometimes. Spiritual Wind Art Miyabi sends an opponent's card to the bottom of the deck, and unless they got a searcher, that card will never see the light of day for that battle again. Unfortunately, besides Slate Warrior... what wind monsters do we have that are good? Harpies? Um... I still haven't seen a harpy deck win a battle in a tourney... pass.
 
Agent9 said:
are the spiritual arts from CRV get their ideas from avatar? DISCUSS.
By avatar, do you mean the TV show Avatar the Last Airbender. Not at all. They come from the elements and the arts that used with them. But mabye be more sepific please.

They focous on the 4 main elements. Earth, Water, Wind and Fire. The effects of the cards frostwaver mentioned above.

The Earth one is the most played because you could offer a scapegoat token and summon a earth monster, espacilly since arrgo is popular now with D.D Assilants.

The Fire one is seen to be the best due that it is a finsher in burn decks. Sorta like Ring of Desruction.

The Water was popular but seemed to lost play due to Sinsiter Serpent and Trive Infecting Virus banned. And Confiscation unabnned.

The Wind art is good but don't make much great play, but great in Harpies decks.

They are comming in another monster form in the release of Elemental Enegry.

EEN-JP026
Possessed Spirit - Kurogane
Earth/Spellcaster/4/1850/1500
You may put a [Earth Spirit User - Kurogane ] and an Earth Main-Type monster from your field to Graveyard
to special summon this card from your hand or deck. If this card is special summon this way,
it gains the following effect. When this card attacks a monster in defense mode, and the
attack strength of this card is greater than the defense strength of the defending monster,
do battle damage equal to opponent equal to the difference.

EEN-JP027
Possessed Spirit - Eria
Water/Spellcaster/4/1850/1500
You may put a [Water Spirit User -Aoi] and a Water Main-Type monster from your field
to Graveyard to special summon this card from your hand or deck. If this card is special
summon this way, it gains the following effect. When this card attacks a monster in
defense mode, and the attack strength of this card is greater than the defense strength
of the defending monster, do battle damage equal to opponent equal to the difference.

EEN-JP028
Possessed Spirit - Kurenai
Fire/Spellcaster/4/1850/1500
You may put a [Fire Spirit User - Kurenai] and a Fire Main-Type monster from your field
to Graveyard to special summon this card from your hand or deck. If this card is special
summon this way, it gains the following effect. When this card attacks a monster in
defense mode, and the attack strength of this card is greater than the defense strength
of the defending monster, do battle damage equal to opponent equal to the difference.

EEN-JP029
Possessed Spirit - Miyabi
Wind/Spellcaster/4/1850/1500
You may put a [Wind Spirit Use - Miyabi] and a Wind Main-Type monster from your field
to Graveyard to special summon this card from your hand or deck. If this card is special
summon this way, it gains the following effect. When this card attacks a monster in
defense mode, and the attack strength of this card is greater than the defense strength
of the defending monster, do battle damage equal to opponent equal to the difference.

They are all competive, each of them. Some more than others.
 
The possessed spirits aren't really that good... simply because it's a 2-for-1 (trap + monster for the possessed spirit) deal, and the card effect isn't *that* great.

All of them got trample, but is 50 short from the beatsticks. The traps are much better standing alone than the monsters.

Earth decks already got Excarion Universe and Enraged Battle Ox to do trample. Their damage may not be as high, but excarion can also defend against 1900 beatsticks, while Enraged Battle Ox gives mass trample to the entire team. Yes there are the tokens, but won't it be better to use the tokens with the trap regularly for a special summon rather than the spirit?

For fire decks, they most likely don't want the trample because sacrificing 2 for 1 is a huge speed loss for a burn deck. Burn decks (even offensive ones) need all of their resources to deal damage as fast as they can. It's very likely that the trample damage is a lot lower than what the trap can do.

Wind decks can't afford to lose their precious Slate Warrior because it's one of the only beatsticks they have. Harpies can use Enraged Battle Ox for trample again (plus why sacrifice a harpie for a trampling monster? Losing Harpie Lady 1 is a 400 attack power loss for the entire team, and hardly anyone uses the other 2 harpies anyway...) The best scenario is perhaps a Spear Dragon who already attacked once, but again, why not use the trap normally to bounce evil Cyber Dragon so that copy of it will never be played again (because Cyber Dragon got no searcher, being at the bottom of the deck is as good as being removed for the rest of the game.)

The best one is probably the one for a water deck, because Ocean decks can abuse how the spirit is only a lvl 3 due to Ocean, and gravity bind will force almost all of the opponent's monster to defense mode. 2050 monster with trample while your opponent is forced to defend at all times? Sure, let's sacrifice a penguin for that.

I don't see the possessed spirit cards as playable, except the water one, simply because the trap itself is better than the spirit.
 
True, water does not get much support or playablity anymore since Tribe Infecting Virus and Sinister Serpent was banned. Mainly Molbius get's played now.
 
frostweaver said:
The possessed spirits aren't really that good... simply because it's a 2-for-1 (trap + monster for the possessed spirit) deal, and the card effect isn't *that* great.

All of them got trample, but is 50 short from the beatsticks. The traps are much better standing alone than the monsters.

Earth decks already got Excarion Universe and Enraged Battle Ox to do trample. Their damage may not be as high, but excarion can also defend against 1900 beatsticks, while Enraged Battle Ox gives mass trample to the entire team. Yes there are the tokens, but won't it be better to use the tokens with the trap regularly for a special summon rather than the spirit?

For fire decks, they most likely don't want the trample because sacrificing 2 for 1 is a huge speed loss for a burn deck. Burn decks (even offensive ones) need all of their resources to deal damage as fast as they can. It's very likely that the trample damage is a lot lower than what the trap can do.

Wind decks can't afford to lose their precious Slate Warrior because it's one of the only beatsticks they have. Harpies can use Enraged Battle Ox for trample again (plus why sacrifice a harpie for a trampling monster? Losing Harpie Lady 1 is a 400 attack power loss for the entire team, and hardly anyone uses the other 2 harpies anyway...) The best scenario is perhaps a Spear Dragon who already attacked once, but again, why not use the trap normally to bounce evil Cyber Dragon so that copy of it will never be played again (because Cyber Dragon got no searcher, being at the bottom of the deck is as good as being removed for the rest of the game.)

The best one is probably the one for a water deck, because Ocean decks can abuse how the spirit is only a lvl 3 due to Ocean, and gravity bind will force almost all of the opponent's monster to defense mode. 2050 monster with trample while your opponent is forced to defend at all times? Sure, let's sacrifice a penguin for that.

I don't see the possessed spirit cards as playable, except the water one, simply because the trap itself is better than the spirit.


Uh......you DO realize that it's not the trap, but the Charmers THEMSELVES that you have to sacrifice for the Posessed Spirit cards, right...?
 
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