Aesta: So a mild-to-painful burn effect, or a miller? Nice, considering that if you're running all the apostles in triplicate and you can protect them, it's not too shabby, especially considering the possible release of Magician's Village in the next pack. Still, for a one-off without a lot of muscle it feels kind of... lame. (EVIL. FIELD. SPELL.)
Well now, spam-summoning them until your opponent cries is what the apostles are about, really. Aesta is the damage potential of the set, but because of the rate at which these will be thrown down I wanted to be careful with how much they get to hurt. Aaah...you'll realize when you see the support, I think. :x
Also, not really advocating Spell Village for an all-fairy theme. But yes, it's a fun card. And I'll be sure to prod you, then, whenever I'm not busy prodding you for CARD GAMES posts. XD
@Corrupted Cores monsters: So the increasing turn count still wouldn't affect the monsters' corruption rate even with the altered effect? If so, I'll probably just dismiss the supporting cards involving increasing the count.
On the contrary; I specifically gave the new effect so that they would work with turn count accelerators, because it is heartwarming to see a neglected mechanic get some well-deserved luff and I thought it was neat. :3
Berserker Beast Rablinster: So wait...
any number of attacks? x.O Major OTKO alert there. Darks are hardly difficult to dump en masse, and once we have that set up all we need is to blow the field open for a turn and this will walk all over the opposition. I mean, with this many attacks we can even justify running some equip spells in the deck for the inevitable OTKO. This needs some form of limiter, really. x.x
Extra-Sensory Manipulation: expensive, but for the joy of seeing no Goyo/Stardust/Collossal Fighter for the rest of the game?
I'd go for it.
Sending: Graveyard hate taken to its extreme. Obvious synergy with that single allowed copy of Return, but beyond that...it's tricky, since the kind of deck that usually enjoys removing everything and I do mean everything from play is the kind that's usually packing so many continuous effect cards doing it that this would be reduced to situational use. I find myself thinking Necroface, as there's a little bugger who would just love to drop down after this and give the graveyards a full reset while becoming an epic beatstick in the process. :x
Charming Piper: Interesting, but the tokens are highly vulnerable, so I doubt you'd get to use that multi-attack effect much. Nice if you need to get that one last level for a synchro, I guess. I like the idea, though. XD
Death Knell: extreme hatred for all graveyard recursion. Top hater would be zombie, which is ironic considering the rest of these.
Replacement Corpse: one-shot Death Knell. I'll just stick with the Knell, really.
Night of the Living Dead: Soo...we're summoning all these monsters for...something I will see further down the line?
Where are these zombies summoned from, anyway? Because if it's the yard then I can come up with a use already. Goblin Zombie is one regardless. Eh, aside from that, Zombie Master is probably your best bet since it can get you a functional zombie before it goes.
Second Death: Il Blud, I'm looking at yooooou! Pull it out, second summon it, and use its effect to summon whatever you discarded for this. It's a bit more proactive than Book of Life since you don't need to have anything in your opponent's Graveyard, but the discard cost is a bit of a turn-off. Still, good early-game card for zombies.
Requiem: OTKO time now, Y/N/M? Magical Merchant + a buttload of monsters and you have the potential to drop your opponent to zero in a flash, especially if you can provoke a solemn before you drop this.
Dirge: a friend of zombies, definitely, as graveyard is the only place they summon from anyway, and it's like a very selective oppression that shuts down Tele-DaD, Gladiator tag-outs AND synchros all in one. Instant threes for zombie and just about any other deck that can support it, really. Almost...too good, really. D:
Paean of Repose: wait,
continuous? Another instant threes card, really. Dropping Mezukis and other zombies of choice to the yard like this while messing with your opponent's battle phase is crazy. Needs nerf, really. o.o
Fallen Gravedigger: Goblin Zombie summon, enough said.
Fallen Heartseeker: so this would be what with do with the earlier support, huh. Tribute for Enemy Controller's effect and you've handily stolen two of your opponent's monsters for the turn. Ouch. x.O
Fallen Hierophant: becomes very persistent since it can keep dumping Mezukis to revive itself if necessary. Decent Atk to boot.
Fallen Cleric: so it's some sort of tribute chain? Ehh...pretty meh card, this. Surely we can do far scarier stuff with zombies that doesn't involve clogging our draws with this sort of thing.
Fallen Crusader: Ehh...wait, we're bouncing our own stuff...because? Kind of contradictory, to be honest. Magic Deflector on legs could be nice for some sort of stall, I suppose, but the second effect is so not my kind of thing.
Fallen Necromancer: so basically, we summon Heartseeker and effectively turn this guy into 'pitch a card from your deck, use Change of Heart'. I smell balance issues...mostly from Heartseeker's side. D:
Hyper Decomposing Bolete: and this would be our compensation thing. Too bad it's the wrong type and the wrong attribute for the stock zombie recruiters and five-star to boot. Just...pass on this one. We have exploits aplenty already.
Just...very exploitable cards. Not sure if I'd want to include Death Knell in the equation, though; there are just better ways to abuse all of those other effects, really.
Aaaanyway:
Element Gate
Continuous Spell
Select one each of FIRE, EARTH, WATER, and WIND Monsters from your Deck then remove the selected Monsters from play. Once per turn, during your Main Phase, you can Special Summon one of the Monsters removed by this effect to your Field. If you do, you can not Summon or Set any other Monsters this turn. When this card is removed from the Field, lose 1000 Life Points for each card still removed by this effect. When all Monsters removed by this effect have been Special Summoned, destroy this card.
Fairy Ring
Normal Trap
Discard one card from your Hand. Remove all Fairy Type Monsters you control from play until the end of this turn, at which point they are Special Summoned to the Field in their original positions.
Full Cycle
Normal Spell
This card can only be activated when you control four differently named "Apostle" Monsters. Select and activate one of the following effects:
- Return all "Apostle" Monsters you control to your Hand and Special Summon them.
- Inflict Damage to your opponent equal to 200 x the combined number of cards from both players' Hands and Fields.
- Both players unite their Graveyards with their Decks and shuffle them. For each card returned to the Deck this way, gain 400 Life Points.
- Your opponent can not declare attacks or activate any card effects until your next Standby Phase.