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==Intro==
 
==Intro==
[[Spirit Monsters]] are not exactly a Type, but a sub-classification of monsters, much like the more well-known [[Union Monsters]] or [[Tuner Monster]]s. Introduced in [[Legacy of Darkness]], the Spirits, unfortunately, don't see much play to this day, even after [[The Duelist Genesis]] attempted to rectify this issue. From time to time, packs will occasionally throw in some support, perhaps as set filler.
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[[Spirit Monsters]] are not exactly a Type, but a sub-classification of monsters, much like the more well-known [[Union Monsters]]. Introduced in [[Legacy of Darkness]], the Spirits, unfortunately, don't see much play to this day, even after [[The Duelist Genesis]] attempted to rectify this issue.
  
Most Spirits trace their origins, appearances, and names to Japanese folklore, or Buddhism. Well, except for a few. They also share a common trait by having the same background for each of their artworks.
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Most Spirits trace their origins, appearances, and names to Japanese folklore, or Buddhism. Well, except for one. They also share a common trait by having the same background for each of their artworks.
  
 
==Mechanics==
 
==Mechanics==
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Now, let's take a look at the Spirit family:
 
Now, let's take a look at the Spirit family:
  
*'''[[Aratama]]''' - Appearing in [[SHSP]], Aratama provides a great boon to Spirit Decks, granting them the ability to tutor ''any'' Spirit of ''any'' Level when Normal Summoned or flipped face-up. With stats of 800/1800, Setting it is a great opening move, provided your opponent doesn't throw [[Thunder King Rai-Oh]] at you.
 
 
*'''[[Asura Priest]]''' - One of the notable Spirits that still sees some play in an occasional unusual deck. He has an ability to attack all of your opponent's monsters once each, and combined with 1700 ATK it's a force to be reckoned with for a low-level Spirit.
 
*'''[[Asura Priest]]''' - One of the notable Spirits that still sees some play in an occasional unusual deck. He has an ability to attack all of your opponent's monsters once each, and combined with 1700 ATK it's a force to be reckoned with for a low-level Spirit.
 
*'''[[Dark Dust Spirit]]''' - For one Tribute, he can destroy all other face-up monsters. This is a pretty powerful effect, and is recommended that he's used to deal a finishing blow. Well, let's hope you can knock your opponent within 2200 LP for his attack to end the Duel there and then.
 
*'''[[Dark Dust Spirit]]''' - For one Tribute, he can destroy all other face-up monsters. This is a pretty powerful effect, and is recommended that he's used to deal a finishing blow. Well, let's hope you can knock your opponent within 2200 LP for his attack to end the Duel there and then.
 
*'''[[Fenghuang]]''' - The phoenix from Chinese legend turns up out of the blue to try and give relevant support to the archetype. At 2100/1800, it's definitely not too strong for a single Tribute, but on successful Tribute Summon, it destroys all Set S/Ts your opponent controls. It's good reusable means of clearing out potential annoyances like [[Mirror Force]] and [[Dimensional Prison]], but in the current day, the Set S/Ts being played are more likely to Chain and dodge destruction.
 
*'''[[Fenghuang]]''' - The phoenix from Chinese legend turns up out of the blue to try and give relevant support to the archetype. At 2100/1800, it's definitely not too strong for a single Tribute, but on successful Tribute Summon, it destroys all Set S/Ts your opponent controls. It's good reusable means of clearing out potential annoyances like [[Mirror Force]] and [[Dimensional Prison]], but in the current day, the Set S/Ts being played are more likely to Chain and dodge destruction.
 
*'''[[Fushi No Tori]]''' - This Spirit holds a paltry 1200 ATK with a so-so effect. If it deals Battle Damage to your opponent, you gain LP equal to the damage done. Considering its wimpy ATK, however, it'd take a miracle to score a hit.
 
*'''[[Fushi No Tori]]''' - This Spirit holds a paltry 1200 ATK with a so-so effect. If it deals Battle Damage to your opponent, you gain LP equal to the damage done. Considering its wimpy ATK, however, it'd take a miracle to score a hit.
*'''[[Gishki Emilia]]''' - Yet another foreigner which belongs better in [[Gishki|her own archetype]]. If she is Normal Summoned or flipped while you control a member of her archetype, all Traps are negated this turn. Much like Sacred Spirit of the Ice Barrier (see below), she has little place in a Spirit Deck.
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*'''[[Gishki Emilia]]''' - Yet another foreigner which belongs better in [[Gishki|its own archetype]]. If she is Normal Summoned or flipped while you control a member of its archetype, all Traps are negated this turn. Much like Sacred Spirit of the Ice Barrier (see below), she has little place in a Spirit Deck.
*'''[[Gishki Natalia]]''' - Apparently the Duel Terminal archetypes are using the Spirit subtype to refer to characters which are dead in-story. Upon Normal Summoned or flipped up, you can put a Gishki monster in your Graveyard on top of your Deck, letting you recycle discarded/Ritual-Tributed Gishki members and set up for other Gishki effects.
 
 
*'''[[Great Long Nose]]''' - For one Tribute, he brings you 1900 ATK, which is something not so great, given that monsters of interest at one Tribute have 2000 or more. If he ever deals Battle Damage to the opponent, your opponent skips their next Battle Phase, preventing a counterattack. Is he good? Only if you can persistently keep the tengu on the field and do damage with him.
 
*'''[[Great Long Nose]]''' - For one Tribute, he brings you 1900 ATK, which is something not so great, given that monsters of interest at one Tribute have 2000 or more. If he ever deals Battle Damage to the opponent, your opponent skips their next Battle Phase, preventing a counterattack. Is he good? Only if you can persistently keep the tengu on the field and do damage with him.
*'''[[Gundari]]''' - A strange anti-Synchro Spirit introduced in [[ABPF]]. If he battles with a Synchro, he bounces both the Synchro and himself at the start of the Damage Step, before either player takes damage. But seriously, why use him when you have access to a [[Neo-Spacian Grand Mole|more efficient version]] that can also stay on the field?
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*'''[[Gundari]]''' - A strange anti-Synchro Spirit introduced in [[Absolute Powerforce]]. If he battles with a Synchro, he bounces both the Synchro and himself at the start of the Damage Step, before either player takes damage. But seriously, why use him when you have access to a [[Neo-Spacian Grand Mole|more efficient version]] that can also stay on the field?
 
*'''[[Hino-Kagu-Tsuchi]]''' - The heaviest hitter for Spirits, standing at 2800/2900 for two Tributes. If he does Battle Damage, your opponent empties out their hand before they draw during their next turn. An amazing effect that will disrupt your opponent's tempo - but be wary that this will trigger the handless flag on [[Infernity]] Decks, and also pretty much set off all the fuses in an entire [[Dark World]] hand.
 
*'''[[Hino-Kagu-Tsuchi]]''' - The heaviest hitter for Spirits, standing at 2800/2900 for two Tributes. If he does Battle Damage, your opponent empties out their hand before they draw during their next turn. An amazing effect that will disrupt your opponent's tempo - but be wary that this will trigger the handless flag on [[Infernity]] Decks, and also pretty much set off all the fuses in an entire [[Dark World]] hand.
*'''[[Inaba White Rabbit]]''' - The little moon rabbit also has the tendency to be a really annoying one. It holds a humble 700 ATK, but can attack your opponent directly (in fact, '''only''' attacks the opponent directly - no attacking monsters for it), with its Spirit attribute allowing him to dodge most monster removal. If you keep yourself well-guarded, the repeated chips of 700 damage can and will add up over time.
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*'''[[Inaba White Rabbit]]''' - The little moon rabbit also has the tendency to be a really annoying one. He holds a humble 700 ATK, but can attack your opponent directly, with his Spirit attribute allowing him to dodge most monster removal. If you keep yourself well-guarded, the repeated chips of 700 damage can and will add up over time.
*'''[[Izanagi]]''' - Okay, so he's not actually a Spirit, but he sure can lend a great hand to them. You can Special Summon him by removing a Spirit in your hand from play, though if you wish you still can Normal Summon him. He boasts a fair 2200 ATK that can fend off a lot of the low-level beaters, and makes the self-returning effects of your Spirits '''''optional'''''. Keep the larger hitters on your field, and let the smaller ones (or those with reusable effects) return to your hand.
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*'''[[Izanagi]]''' - Okay, so he's not actually a Spirit, but he sure can lend a great hand to them. You can Special Summon him by removing a Spirit in your hand from play, though if you wish you still can Normal Summon him. He boasts a fair 2200 ATK that can fend off a lot of the low-level beaters, and makes the self-returning effects of your Spirits '''''optional'''''. Keep the larger hitters on your field, and let the smaller ones who can't last battle return to your hand.
 
*'''[[Izanami]]''' - There's nothing worse than having an important Spirit getting discarded by [[Card Destruction]] or the like. Fortunately, Izanami can fix this. On Normal Summon or flip, you can trade a card in your hand for a Spirit in your Graveyard. Her 1800 DEF can also help you fend off smaller monsters for a turn as well.
 
*'''[[Izanami]]''' - There's nothing worse than having an important Spirit getting discarded by [[Card Destruction]] or the like. Fortunately, Izanami can fix this. On Normal Summon or flip, you can trade a card in your hand for a Spirit in your Graveyard. Her 1800 DEF can also help you fend off smaller monsters for a turn as well.
*'''[[Kinka-byo]]''' - This demonic cat isn't too useful in a pure Spirit Deck, though there are some uses of it if you happen to run other LV1 Monsters. On Normal Summon or flip, it Special Summons a LV1 monster in your Graveyard, though that monster is banished the moment this card leaves the field. Many use it to easily make [[Formula Synchron]], set up a combo with [[Majestic Dragon]], create a draw engine using [[Mystic Piper]], or even go for a Rank 1 Xyz Summon.
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*'''[[Kinka-byo]]''' - This demonic cat isn't too useful in a pure Spirit Deck, though there are some uses of it if you happen to run other LV1 Monsters. On Normal Summon or flip, it Special Summons a LV1 monster in your Graveyard, though that monster is banished the moment this card leaves the field. Many use it to easily make [[Formula Synchron]], set up a combo with [[Majestic Dragon]], create a draw engine using [[Mystic Piper]], or even go for a Rank 1 Xyz Summon, but in a full-on Spirit Deck it's difficult to use properly.
 
*'''[[Maharaghi]]''' - <s>Inflicts a small amount of Fire damage to all enemies</s> Oops, wrong game. Maharaghi's another Spirit of questionable use. It boasts some modest stats of 1200/1700, and on Normal Summon or flip, it has a delayed effect. Before you draw next turn, you get to see the top card of your deck. Then, you either set it back at the top of the Deck and draw it, or move it to the bottom and hope that whatever underneath is more useful. Give it a try, the knowledge might be useful.
 
*'''[[Maharaghi]]''' - <s>Inflicts a small amount of Fire damage to all enemies</s> Oops, wrong game. Maharaghi's another Spirit of questionable use. It boasts some modest stats of 1200/1700, and on Normal Summon or flip, it has a delayed effect. Before you draw next turn, you get to see the top card of your deck. Then, you either set it back at the top of the Deck and draw it, or move it to the bottom and hope that whatever underneath is more useful. Give it a try, the knowledge might be useful.
*'''[[Nikitama]]''' - A foil to Aratama, sharing the same stats of 800/1800 and giving another great ability to the Spirit Deck. When Normal Summoned or flipped face-up, you get one additional Normal Summon for the turn (this won't stack). This allows you to either Tribute Nikitama to ease the Summoning of the high-Level Spirits, or Normal Summon another Spirit and go into an Xyz Summon. Nikitama combos particularly well with Aratama to make a Rank 4 Xyz loop, since you can use your second Summon for Aratama to search another Nikitama for the following turn. Furthermore, you get to draw a card when Nikitama is sent to the Graveyard, giving you some returns for using it as discard/Tribute/detach fodder. Definitely a must in Spirit Decks.
 
 
*'''[[Otohime]]''' - Abysmal stats of 0/100 come with an average effect of changing the Battle Position of one of your opponent's monsters. Maybe you could set her to provide a surprise disabling a monster's ability to attack, or do a few cool tricks with [[Creature Swap]]. Either way, don't run too many of her.
 
*'''[[Otohime]]''' - Abysmal stats of 0/100 come with an average effect of changing the Battle Position of one of your opponent's monsters. Maybe you could set her to provide a surprise disabling a monster's ability to attack, or do a few cool tricks with [[Creature Swap]]. Either way, don't run too many of her.
*'''[[Rasetsu]]''' - Another new addition to the family from [[SHSP]], Rasetsu holds pretty solid stats of 1500/1900. When Normal Summoned or flipped face-up, you reveal a non-Rasetsu Spirit in your hand to bounce one of your opponent's Attack Position monsters, giving you a good answer to any Extra Deck monsters or to kick away the opponent's attackers. The non-Rasetsu clause means you're best of running 2 at most, but Aratama from the same pack can help you with your chances of drawing it.
 
 
*'''[[Sacred Spirit of the Ice Barrier]]''' - This guy sticks out like a sore thumb in that he's more suited to go with the [[Ice Barrier]] monsters than with the Spirits. He's not even derived from Japanese folklore! If he would bounce himself by his own effect if you control another Ice Barrier monster, you can bounce one of your opponent's monsters in his place. Spirit mechanics state that you only get once bounce out of him, though. Definitely reserved for Ice Barrier Decks.
 
*'''[[Sacred Spirit of the Ice Barrier]]''' - This guy sticks out like a sore thumb in that he's more suited to go with the [[Ice Barrier]] monsters than with the Spirits. He's not even derived from Japanese folklore! If he would bounce himself by his own effect if you control another Ice Barrier monster, you can bounce one of your opponent's monsters in his place. Spirit mechanics state that you only get once bounce out of him, though. Definitely reserved for Ice Barrier Decks.
 
*'''[[Susa Soldier]]''' - The god of the sea and storms is the strongest of the LV4 or lower Spirits, boasting an immense 2000 ATK and no drawback for attacking. He can take down a lot of monsters at his Level, but sadly any Battle Damage is halved. Then again, direct attacking with him would be pretty devastating if he didn't have that effect.
 
*'''[[Susa Soldier]]''' - The god of the sea and storms is the strongest of the LV4 or lower Spirits, boasting an immense 2000 ATK and no drawback for attacking. He can take down a lot of monsters at his Level, but sadly any Battle Damage is halved. Then again, direct attacking with him would be pretty devastating if he didn't have that effect.
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*'''[[Gorz the Emissary of Darkness]]''' - A classic OTK-stopper who can Special Summon himself the moment you take damage while you control no cards. He also can generate a Token if you have taken Battle Damage, with the size of the Token being equal to how much damage you took in one shot. This not only helps stave off a series of attacks, but provides two nice pieces of Tribute fodder with which you can attack or Tribute for a large Spirit.
 
*'''[[Gorz the Emissary of Darkness]]''' - A classic OTK-stopper who can Special Summon himself the moment you take damage while you control no cards. He also can generate a Token if you have taken Battle Damage, with the size of the Token being equal to how much damage you took in one shot. This not only helps stave off a series of attacks, but provides two nice pieces of Tribute fodder with which you can attack or Tribute for a large Spirit.
*'''[[Tragoedia]]''' - Slightly superior to Gorz in that you can Special Summon it even while you control cards. Furthermore, the Spirit Deck's habit of keeping a large hand easily allows Trag to reach respectable ATK and DEF scores. You can even discard excess Spirits to seize your opponent's monsters as Tribute for the larger Spirits.
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*'''[[Tragoedia]]''' - Slightly superior to Gorz in that you can Special Summon her even while you control cards. Furthermore, the Spirit Deck's habit of keeping a large hand easily allows Trag to reach respectable ATK and DEF scores. You can even discard excess Spirits to seize your opponent's monsters as Tribute for the larger Spirits.
*'''[[Battle Fader]]''' and '''[[Swift Scarecrow]]''' - Both of these monsters can stop a direct attack and end the entire Battle Phase, which is very handy for saving your LP. Battle Fader is slightly superior in that it Special Summons itself, allowing it to be Tributed the next turn.
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*'''[[Battle Fader]]''' and '''[[Swift-Attacking Scarecrow]]''' - Both of these monsters can stop a direct attack and end the entire Battle Phase, which is very handy for saving your LP. Battle Fader is slightly superior in that it Special Summons itself, allowing it to be Tributed the next turn.
 
*'''[[Dimension Wall]]''' - Might as well make the best out of the fact that your opponent will try to attack you directly a lot of times. Flip this up to turn the Battle Damage done to you right on the opponent.
 
*'''[[Dimension Wall]]''' - Might as well make the best out of the fact that your opponent will try to attack you directly a lot of times. Flip this up to turn the Battle Damage done to you right on the opponent.
 
*'''[[Mystic Piper]]''' - With Kinka-byo, you can Special Summon Mystic Piper, then tribute it to draw a card. It that card is a Level 1 monster, such as Battle Fader or Effect Veiler, you can then draw another card.
 
*'''[[Mystic Piper]]''' - With Kinka-byo, you can Special Summon Mystic Piper, then tribute it to draw a card. It that card is a Level 1 monster, such as Battle Fader or Effect Veiler, you can then draw another card.
 
Another problem the Spirits face is that they need lots of Normal Summons if they want to swarm. It's also a problem if they want to summon their larger members from an empty field. The following cards should be able to rectify these to a certain extent:
 
Another problem the Spirits face is that they need lots of Normal Summons if they want to swarm. It's also a problem if they want to summon their larger members from an empty field. The following cards should be able to rectify these to a certain extent:
  
*<s>'''[[Ultimate Offering]]'''</s> - This is ''the'' go-to card if you want a lot of Normal Summons. Just pay 500 LP and you get another Summon. At the same time, you can do the same during your opponent's Battle Phase to Summon monsters as an emergency defense. Too bad it got banned in the TCG after one too many Xyz spamming Decks abused it.
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*'''[[Ultimate Offering]]''' - This is ''the'' go-to card if you want a lot of Normal Summons. Just pay 500 LP and you get another Summon. At the same time, you can do the same during your opponent's Battle Phase to Summon monsters as an emergency defense.
 
*'''[[Cyber Dragon]]''' - Since you have an open field most of the time, you should be able to Special Summon Cyber Dragon with relative ease. This will be able to serve 2 purposes - either as a beatstick, or as Tribute fodder to summon the other Spirits.
 
*'''[[Cyber Dragon]]''' - Since you have an open field most of the time, you should be able to Special Summon Cyber Dragon with relative ease. This will be able to serve 2 purposes - either as a beatstick, or as Tribute fodder to summon the other Spirits.
 
*'''[[Treeborn Frog]]''' - The Monarchs' favourite Tribute engine can possibly be used in the Spirit Deck, if only as Tribute fodder to summon bigger Spirits. Just be careful about your set S/Ts.
 
*'''[[Treeborn Frog]]''' - The Monarchs' favourite Tribute engine can possibly be used in the Spirit Deck, if only as Tribute fodder to summon bigger Spirits. Just be careful about your set S/Ts.
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*'''[[Spring of Rebirth]]''' - Each time a monster is returned from the field to your hand, you regain 500 LP. This will give you a refund for the LP you paid using Ultimate Offering, and will be more than enough to maintain Spirit's Invitation. If you use any of the above, it is encouraged that this be included to make the most of the self-bouncing effects of Spirits.
 
*'''[[Spring of Rebirth]]''' - Each time a monster is returned from the field to your hand, you regain 500 LP. This will give you a refund for the LP you paid using Ultimate Offering, and will be more than enough to maintain Spirit's Invitation. If you use any of the above, it is encouraged that this be included to make the most of the self-bouncing effects of Spirits.
 
*'''[[Mausoleum of the Emperor]]''' - This field card allows you to summon your Tribute Spirits without needing Tribute fodder, at the cost of 1000 LP per Tribute forgone. Just take care to keep the Spirit on the field, since any Spirit (except [[Dark Dust Spirit]]) that's Tribute Summoned has no incentive to return to your hand, and if they do, you're left wide open with fewer LP.
 
*'''[[Mausoleum of the Emperor]]''' - This field card allows you to summon your Tribute Spirits without needing Tribute fodder, at the cost of 1000 LP per Tribute forgone. Just take care to keep the Spirit on the field, since any Spirit (except [[Dark Dust Spirit]]) that's Tribute Summoned has no incentive to return to your hand, and if they do, you're left wide open with fewer LP.
*'''[[The Monarchs Stormforth]]''' - Tough, indestructible, un-targetable monster in your way? Tribute it to Summon your higher-Level Spirits. Far better than [[Soul Exchange]]!
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*'''[[Draining Shield]]''' - With so much LP payment, it definitely helps to have a way of restoring large chunks of LP.
  
 
There exist several cards that allow you to do some cool tricks with the Spirits as well.
 
There exist several cards that allow you to do some cool tricks with the Spirits as well.
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*'''[[Legacy of Yata-Garasu]]''' - It seems more like anti-Spirit support, since the second effect that lets you draw 2 cards can only be triggered when your ''opponent'' controls a Spirit. However, using the above Creature Swap and Mystic Box, you give control of your Spirit to your opponent until the end of the turn, letting you get 2 cards. Of course, in times of emergency, you still can use its first effect to get you a card.
 
*'''[[Legacy of Yata-Garasu]]''' - It seems more like anti-Spirit support, since the second effect that lets you draw 2 cards can only be triggered when your ''opponent'' controls a Spirit. However, using the above Creature Swap and Mystic Box, you give control of your Spirit to your opponent until the end of the turn, letting you get 2 cards. Of course, in times of emergency, you still can use its first effect to get you a card.
 
*'''[[Dimensionhole]]''' - This is a common way to circumvent the phase in which the Spirit returns to your hand. After summoning the Spirit and making whatever attack it needs, just use this card to remove the Spirit from play until your next Standby Phase. By the time it comes back, it will have passed the phase where it would have returned to your hand, and so can stay on the field for no additional effort.
 
*'''[[Dimensionhole]]''' - This is a common way to circumvent the phase in which the Spirit returns to your hand. After summoning the Spirit and making whatever attack it needs, just use this card to remove the Spirit from play until your next Standby Phase. By the time it comes back, it will have passed the phase where it would have returned to your hand, and so can stay on the field for no additional effort.
*'''[[D.D. Sprite]]''' - Similar to Dimensionhole, but even better - this spawns a Tuner for Synchro Summons. If you're running any Synchros alongside your spirits, consider trying this one. Alternatively, if you don't have any appropriate Leveled Synchros, then you still can use this as a temporary wall, or further Tribute fodder if you've earned more Normal Summons.
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*'''[[Different Dimension Spirit]]''' - Similar to Dimensionhole, but even better - this spawns a Tuner for Synchro Summons. If you're running any Synchros alongside your spirits, consider trying this one. Alternatively, if you don't have any appropriate Levelled Synchros, then you still can use this as a temporary wall, or further Tribute fodder if you've earned more Normal Summons.
 
*'''[[Begone, Knave!]]''' - If you don't intend to keep any Spirits on the field, this is a good way to keep the playing field even. Monsters on both sides of the field return to their owner's hand after doing damage. This clearly isn't a problem with Spirits since they keep bouncing themselves anyway, but it's a headache for opponents who spam Synchros and Nomis.
 
*'''[[Begone, Knave!]]''' - If you don't intend to keep any Spirits on the field, this is a good way to keep the playing field even. Monsters on both sides of the field return to their owner's hand after doing damage. This clearly isn't a problem with Spirits since they keep bouncing themselves anyway, but it's a headache for opponents who spam Synchros and Nomis.
  
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* [[Inaba White Rabbit]]
 
* [[Inaba White Rabbit]]
 
* [[Yaksha]] x2
 
* [[Yaksha]] x2
* [[Asura Priest]]
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* [[Asura Priest]] x3
* [[Rasetsu]] x2
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* [[Izanagi]] x3
* [[Aratama]] x3
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* [[Yamato-no-Kami]] x2
* [[Nikitama]] x3
 
* [[Izanagi]] x2
 
* [[Yamato-no-Kami]]
 
 
* [[Hino-Kagu-Tsuchi]]
 
* [[Hino-Kagu-Tsuchi]]
 
* [[Dark Dust Spirit]]
 
* [[Dark Dust Spirit]]
* [[Tsukuyomi]] x2
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* [[Tragoedia]]
 
* [[Izanami]] x2
 
* [[Izanami]] x2
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* [[Cyber Dragon]] x2
 +
* [[Battle Fader]] x3
 
|spells =
 
|spells =
 
* [[Creature Swap]] x3
 
* [[Creature Swap]] x3
 
* [[Mirror of Yata]] x2
 
* [[Mirror of Yata]] x2
* [[Dark Hole]]
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* [[Monster Reborn]]
* [[Book of Moon]]
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* [[Swords of Revealing Light]]
 
* [[Spring of Rebirth]] x2
 
* [[Spring of Rebirth]] x2
 
* [[Mystical Space Typhoon]] x2
 
* [[Mystical Space Typhoon]] x2
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* [[Mausoleum of the Emperor]]
 
* [[Mausoleum of the Emperor]]
 
|traps =
 
|traps =
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* [[Ultimate Offering]] x2
 
* [[Mirror Force]]
 
* [[Mirror Force]]
 
* [[Needle Ceiling]]
 
* [[Needle Ceiling]]
 
* [[Dimension Wall]] x2
 
* [[Dimension Wall]] x2
* [[Spirit's Invitation]]
 
* [[Bottomless Trap Hole]]
 
 
}}
 
}}
  
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*Remember that you still can Set your Spirits for emergency defense. Spirits only return to your hand after they are Summoned or flipped face up, so Setting them will allow them to remain on the field until your opponent attacks into them. Good for you if they survive, since they'll return to your hand at the end of that turn.
 
*Remember that you still can Set your Spirits for emergency defense. Spirits only return to your hand after they are Summoned or flipped face up, so Setting them will allow them to remain on the field until your opponent attacks into them. Good for you if they survive, since they'll return to your hand at the end of that turn.
 
*Keep in mind which Spirits you want returned to your hand and which you want on the field. If your hand begins overflowing due to Spirits returning to your hand, keep in mind which Spirits you want to keep in your hand when you end up discarding due to exceeding the hand size limit.
 
*Keep in mind which Spirits you want returned to your hand and which you want on the field. If your hand begins overflowing due to Spirits returning to your hand, keep in mind which Spirits you want to keep in your hand when you end up discarding due to exceeding the hand size limit.
 
==Tag Duel Options==
 
Because your Spirits don't stay on the field for very long, you're often vulnerable to counterattacks. Pair up with a Deck that can help defend you, and better yet, supply you with extra Normal Summons. Any form of control Deck that can check what the opponents bring out onto the field would suffice, and Spirits are largely unfazed by any forms of no-Special-Summon restrictions.
 
  
 
==Other Tips==
 
==Other Tips==

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