So I should put: "Pokemon" Subtype Monsters
Meh, Just Pokémon monsters without the quotations or any other stuff should work; same principle as Tuner Monster or Spirit Monster.
:P Yep but the "Plate" Cards are also Equip Spells. I haven't thought of how much they will increase the ATK and/or DEF by but they can only be equipped to a certain attribute. e.g. Zap Plate can only be equipped to Light attribute and Splash Plate only for Water attribute. But they can all be equipped to Arceus. Only one can be equipped at a time though, and changes Arceus' attribute. Arceus is originally a Light attribute, but equipped with the Dread Plate, and it becomes a Dark attribute. :)
And I think there's cards that can add an equip spell from your deck to your hand. And I know there's Magician of Faith, which brings a Spell Card from your graveyard to your hand when it's flipped. And to make it even worse...Arceus and all plates are Limited like Exodia. 1 of each card per deck :D
Oh and don't forget about Arceus' cost effect. 700 Life Points every Standby Phase.
2 "Solemn Wishes" will go well with Arceus. Effect: "You gain 500 Life Points when you draw a card (or cards)."
2 of them will make it 1000 ;)
...
And I want to commit three on-field monsters, protect two sucky continuous traps in my backrow, and put five ridiculously conditional equip spells in my deck, because..?
Seriously, the point here is not whether or not Arceus' weaks can be covered but whether doing so is
worth the effort. In this case, it's not. I'd be committing an insane amount of deckspace to cards with a very low probability of helping me outside of a win condition with very poor odds of
ever being pulled off. Yes, you can use both Fairy of the Spring and Iron Blacksmith Kotetsu to search for equips, but that's committing even more deckspace to cards with no value outside of that one combination. (Tried figuring out your chances of summoning a three-tribute monster with your hand clogged down by equips? Or, alternatively, summoning that monster and keeping it on the field for enough turns to dig up the equips? The average lifespan of a card on the field is still one turn, you know. :\) No, just no. If I want an instant win, Exodia is still just plain easier in every way. If I want a big tribute monster, then Plasma, Light and Darkness Dragon, and even Ancient Gear Golem are all better options with easier requirements. Just the 3000 Atk with nothing more or less can be pulled off even easier by running Blue-Eyes and a handfull of vanilla support. There is simply nothing Arceus can do that other cards won't do better with less investment. Hence, Arceus = not worth playing. :\
Oh, and Magician of Faith is banlisted by the way, as is Dark Magician of Chaos, so right now the only legal means of direct spell recursion are Magical Stone Excavation and Spell Reproduction, both of which are three-for-one trades.
Dread Plate: Eww...weak. And resricted in its use. Really, equip spells require a lot to their name to be worth playing (think United We Stand, Premature Burial, D.D.R.) and lukewarm atk or def boosts just aren't it. Exodia is
still looking a lot more appealing. D:
Koleros: Interesting concept, but there's a problem here...if it's treated as a fire monster then it's also viable for being special summoned from the graveyard, which would result in a tremendous ruling glitch. And what if we remove one for Phantom of Chaos' effect? You should add some kind of effect to prevent that. Other than that, it's a weaker Rush Recklessly, but it's the fire monster imitation effect we'd run this for anyway.
Sanguinus: Same issue as above, but probably more applicable since nerfed Enemy Controler > nerfed Rush. Works well enough.
Melankas: Ehh...unless there is some very big effect we reap for those earth monsters, I'd rather just go with either of the above. This is like a seriously weakened Burden of the Mighty. :x
Flemia: Hmm...anti-Shrink? Again, not terribly useful effect unless we specifically need that 'count-as-a-monster' thing for something.
Berith, Alchemic Fiend: So, basically it's tribute this to summon one level four or lower monster from your graveyard. As spiffy as all of the rest sounds, it really doesn't make any difference effect-wise. Meh, I suppose it's good for Stratos spam and the occasional other 'on summon' effect monsters, but I'm not sure I'd bother since this one isn't exactly teeming with hadny ways to be summoned. Ehh...interesting enough, at least.
Hydrargyrum: Ummm...is it okay to say flippin' crazy? There's no limit to how many times per turn you can do the quadrupling thing, so just imagine what this would do in combo with...oh...a field full of goat tokens? (256 x 600 Atk? Uh-huh...) This is just...Fox Fire on steroids, really. Needs major toning down.
Salinas the Solid: Obvious target being Salinas itself here, seeing as how it won't be attacking anyway. Yay for free tribute fodder? Not to mention
synchro fodder? And whoa, free beatstick muscle too, if you have a suitable target. xx This thing could make ugly things happen very quickly, especially as it can churn out those tokens without a care in the world, given that it doesn't even slow down your offensive. Need some nerf nao, please.
Brimstone Beast: You never specified where the card is added. Anyway, I'm going to cry for balance again. This thing is passable muscle that can then proceed to hide from counterattacks while simultaneously padding your hand with fresh monsters from your deck. Just...rampant CA generation. xx Remove the revival and it's fine, though.
Paracelsus: Saline tokens ftw? Free burn all the time with that, basically. It's okay on its own, though; it's saline who's pushing it. D:
Lead Golem: Tribute fodder. No larger complaints here.
Aurum Golem: Well, it's big...but that's about where the benefits end, seeing as how it's big enough to basically make the self-protection a moot anyway. Dunno', I think I'd rather just cycle the lead golems back into my deck and go on another tribute spree instead.
Philosopher's Stone: and that decision is supported precisely by this sort of thing. This does very nasty things given the way you can spam tribute effects. This would also make Mind Master OTKO a reality. All you need is this combined with Mind Master and one other psychic monster on your field (okay, 13 other psychis in your deck too, or less with a recycling card at hand), after that it's just tribute and summon until your opponent drops.
Solace in the Shadows: Dark World's best buddy? Go ahead; hit me. I have a Silva/Goldd/Kahki/Reign-Beaux/Insert-favorite-dark-worlder-here with your name on it. >D Other than that, I only really see this as being played as quick draw power for an OTKO deck, or one of those extreme burn variants that play out their hands immediately anyway.
Doom: All I can say is good luck trying to keep this around enough for serious benefit. I can see the equipped monster getting tagged out or tributed long before this gets to trigger, really. :x
Glyph of the Immortal: Helping hand for Lightsworn? Possibly zombie also? Meh, don't really see any other decktypes enjoying such reckless self-mill, and even those probably wouldn't like tributing a monster for the pleasure.
Anywho, since I've been reading way too much fairy tail and just decided that a monster theme built on the zodiac would be cool...xD
The Cautious - Capricorn
Beast-Warrior/Effect
4 Star/Earth
900 Atk / 2200 Def
Once per turn, when a card you control is selected as the target of a card effect, you can remove the top card of your Deck from play. If the card removed by this effect is of the same Type (Spell, Trap, or Monster) as the card targeting your card, negate the activation and effect of that card and remove it from play.
The Cunning - Scorpio
Fiend/Effect
4 Star/Fire
1100 Atk / 1700 Def
Once per turn, you can remove the top card of your Deck from play. If the card removed by this effect is a Normal Trap Card, you can activate its effect during your opponent's next turn.
The Forceful - Taurus
Beast Warrior/Effect
4 Star/Earth
1600 Atk / 1400 Def
Once per turn, you may remove the top card of your Deck from play to have this card gain 200 Atk until the End Phase. If the card removed by this effect is a Monster Card, this card gains 1000 Atk until the End Phase instead.
The Rebellious - Aquarius
Aqua/Effect
8 Star/Wind
2700 Atk / 2100 Def
Once per turn, by removing one card in your Hand from play, check all face-down cards on the Field then return all cards of the same Type (Spell, Trap, or Monster) as the removed card from the Field to their owners' Decks and shuffle them.
The Just - Libra
Fairy/Effect
8 Star/Air
2650 Atk / 2650 Def
When this card is Normal Summoned successfully, the player with more cards on their Field removes cards on their Field from play until the number of cards on both players' Fields is the same.
The Mindful - Virgo
Fairy/Effect
4 Star/Earth
1000 Atk / 1800 Def
Once per turn, you can remove one card from your Hand or Field from play. Until the end of the turn, your opponent can not activate or apply the effect(s) of any cards of the same type (Spell, Trap, or Monster) as the card removed by this effect.
The Persistent - Aries
Beast Warrior/Effect
4 Star/Fire
1700 Atk / 1200 Def
When this card battles with a Defense Position Monster but doesn't destroy it, you can remove the top card of your Deck from play to switch the Defense Position Monster this card battled with into Attack Position. Then, this card attacks that Monster once again in a row.
The Proud - Leo
Beast Warrior/Effect
5 Star/Fire
2000 Atk / 1800 Def
When this card Battles with an Attack Position Monster, you can remove one card in your Hand from play to make the Atk of this card equal to the Atk of the Monster it battles with plus 500 points for Damage Calculation only.
The Tenacious - Cancer
Aqua/Effect
4 Star / Water
1500 Atk / 1800 Def
Once per turn, you can remove the top card of your Deck from play to negate the destruction of this card once.
The Truthful - Sagittarius
Beast Warrior/Effect
4 Star/Fire
1800 Atk / 800 Def
Once per turn, you can remove one Monster you control from play. If you do, this card can attack your opponent directly this turn.
The Selfless - Pisces
Fish/Effect
2 Star/Water
1100 Atk / 1300 Def
By removing the top card of your Deck from play, Special Summon one "Pisces Token" (Fish-Type/WATER/Level 1/550 Atk/ 650 Def) to your Field. "Pisces Token" can not attack or change its Battle Position and can not be offered as tribute except for a Tribute Summon where this card is also offered as tribute. During the End Phase, destroy all "Pisces Tokens" Special Summoned this turn.
The Versatile - Gemini
Fairy/Effect
3 Star/Wind
1400 Atk / 900 Def
Once per turn, you can remove one Effect Monster in your Hand from play to activate the effect of that Monster, treating the effect of that card as this card's. (The activation timing for that effect must still be met)
And just because I feel like it...something just generally D.D.
Dimension Break
Normal Trap
This card can only be activated when your opponent declares an attack against a Monster you control. Remove both Monsters from play without applying Damage Calculation. When this card is removed from play without being activated, select one card your opponent controls and remove it from play.