Hina's Simp 96 Posted January 16, 2019 (edited) Time of Defense Lore Warriors of history lost to the world of myth, becoming tales passed through generations to inspire hope for a better world to come. Their stories have become exaggerated and idolized, that their figures take on the hope that they inspire and so that people could become the figures of which they have been inspired by. The warriors become the figure of fate to inspire people to protect each other against all that come against their way of life. Each one takes arms with each other, to defend and protect while fighting alongside, and to keep the hope that a better world will one day exist. The name of these warriors lost in the sea of history, while the monikers that they take on become the waves that push for a world that all can live and protect each other, alongside each other. It is that the myth of the Fateful Fighters exists to inspire, to live on and bring forth such a world. Their mythos becomes real in the hope of people who take on their journey, those who take on the dream that the warriors of myth have inspired. The Fateful Fighter live again, as figures that people learn to become and strive to fill the space that these stories tell of. Those who take on the name of Fateful Fighter become the warriors that history had lost, pushing forward and returning the myth to history so that it may never be lost again. The warriors lost to history reside in a world of myth only to be born again by those who want to bring their story and message alive. Call their name, become the vehicle to push forth their message. The story of the Fateful Fighters become hope, their story used as a weapon of peace, and the readers the ones who wield their story to inspire those around them. Meet the Fateful Fighters! A revamping of one of my old sets. Fateful Fighter Arminius Light / Level 8 / Warrior / Effect ATK 2800 | DEF 2300 You can Special Summon this card (while banished) by returning 2 of your banished "Fateful Fighter" monsters to the GY. When this card is Summoned: banish the top 3 cards of your Deck. This card gains 200 ATK for each of your banished "Fateful Fighter" monsters. Fateful Fighter Palathemes Light / Level 7 / Warrior / Effect ATK 2500 | DEF 1800 You can Special Summon this card (while banished) by returning 2 of your banished "Fateful Fighter" monsters to the GY. Your opponent cannot activate Spell/Trap Cards or their effects when this card is Summoned. Fateful Fighter Antero Light / Level 7 / Warrior / Effect ATK 2500 | DEF 1500 You can Special Summon this card (while banished) by returning 2 of your banished "Fateful Fighter" monsters to the GY. When this card is Summoned: target 1 monster your opponent controls; destroy that target. Fateful Fighter Naoisi Light / Level 6 / Warrior / Effect ATK 2000 | DEF 1500 You can Special Summon this card (while banished) by returning 1 of your banished "Fateful Fighter" monsters to the GY. Neither player can Special Summon the turn this card was Summoned. Fateful Fighter Xiomara Light / Level 5 / Warrior / Effect ATK 2300 | DEF 1200 You can Special Summon this card (while banished) by returning 1 of your banished "Fateful Fighter" monsters to the GY. When this card is Summoned: "Fateful Fighter" monsters you control are unaffected by Spell/Trap Cards until the end of this turn. Fateful Fighter Galvaraine Light / Level 4 / Warrior / Effect ATK 2100 | DEF 800 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. You can banish 1 card from your hand; add 1 "Holy Ground" from your Deck to your hand. If "Holy Ground" is not face-up on the field, banish this card. Fateful Fighter Geraint Light / Level 4 / Warrior / Effect ATK 1600 | DEF 1500 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. When this card is Summoned; banish 1 "Fateful Fighter" monster from your hand, Deck, or GY. Fateful Fighter Guinivere Light / Level 3 / Warrior / Effect ATK 1400 | DEF 800 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. When this card is Summoned; banish 1 "Fateful Fighter" monster from your hand, Deck, or GY. Fateful Fighter Maylyn Light / Level 3 / Warrior / Effect ATK 1200 | DEF 1400 You can Special Summon this card (while banished) by returning 1 of your banished “Fateful Fighter” monsters to the GY. When this card is Summoned; select 1 Spell/Trap Card that specifically lists "Fateful Fighter" in its text and add it to your hand, also shuffle the rest back into your Deck. Grave of the Forgotten Fateful Quick Play Spell Card Target 1 "Fateful Fighter" monster you control; Banish that target, also banish 1 card your opponent controls. Holy Land Field Spell Card All "Fateful Fighter" monsters you control gain 100 ATK for each of your banished "Fateful Fighter" monsters. Once per turn: you can banish 1 card from your hand; look at the top 3 cards of your Beck, then you can reveal 1 "Fateful Fighter Monster or 1 Spell/Trap Card that specifically lists "Fateful Fighter" in its text and add it to your hand, also shuffle the rest back into your Deck. Fateful Ceremony Spell Card Banish the top 3 cards of your Deck; draw 1 card. You can only activate 1 “Fateful Ceremony” per turn. Times of War Spell Card Banish the top 3 cards of your Deck; add 1 Spell/Trap Card that specifically lists "Fateful Fighter" in its text from your GY to your hand. Calling of the Cavalry Trap Card Target and number of your banished "Fateful Fighter" monsters; Special Summon them, and if you do, you lose 1000 LP for each monster Special Summoned by this effect. You can only activate 1 "Calling of the Cavalry" per turn. For Honor Trap Card Banish 1 "Fateful Fighter" monster you control, then target 1 monster your opponent controls; destroy it. Edited February 27, 2019 by Daemon Quote Share this post Link to post Share on other sites
Summer Darj 292 Posted January 16, 2019 YGO cards from you? Now that's a surprise. Some thoughts: - Palathemes: the effect looks awkward. No opponent would ever play into this unless it's backed up with effect negation. Instead you could go for something like "Your opponent cannot activate Spell/Trap Cards or their effects when this card is Summoned". - Geraint and Guinivere have the same effect. IDK if it's intended or not. - Fateful Ceremony may deserve a hard "Once per turn" clause. Otherwise it's pretty much a copy of Upstart Goblin, and that one is currently limited due to its deck-thinning properties. - Holy Land may warrant at least a soft "Once per turn" clause. Otherwise you can keep banishing from hand to add archetype cards to hand and set-up a lot of banished Fighters. - "For Honor" makes me think they would appreciate a searcher for archetype Spell/Traps. That would allow for stronger opening turns as a stun card. Overall, they look good so far. They got a solid Spell/Trap lineup and the monsters may be a bit simple but their ability to Summon themselves while banished, and not as an effect that starts a chain, should make up for it. Being banish-friendly opens a handful of tech cards and maybe engines too. Looking forward to reading the remaining 5 cards. Quote Share this post Link to post Share on other sites
Hina's Simp 96 Posted January 20, 2019 Bump. I adhered to Darj's fixes. They fit better. Guy knows his stuff, in comparison to how much I know. Added: Fateful Fighter Maylyn and Times of War. 3 Slots left, let's see what I do. Quote Share this post Link to post Share on other sites
Summer Darj 292 Posted January 23, 2019 Let's see... Maylyn is the Spell/Trap searcher. It's simple but effective, especially when they do not rely that much on Normal Summons. Times of War doesn't look as good, IMO. It set-ups a few banished Fighters, but you may be better off with other and possibly faster banishing strategies. Quote Share this post Link to post Share on other sites
Hina's Simp 96 Posted February 27, 2019 Update to the set. The Normal Summons changed to Special Summons, just because I want this set to be focused on Special Summoning as a means to cheat them into play. The last two cards have been included, "Grave of the Forgotten Fateful" and "Fateful Fighter Naoisi". "Times of War" became a recursion card and another banish engine in the late game. I am thinking of expanding this set to include more Spells and Trap Cards, either going to focus on Fusion or Xyz monsters but not sure which direction I want to go. Quote Share this post Link to post Share on other sites