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Adventurer

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==Playing style==
The Adventurer series revolves around the use of the [[Spell Card]] "[[Rite of Aramesir]]" to Summon an "[[Adventurer Token]]" to the [[Field|field]] , then place 1 "[[Fateful Adventure]]" to the field, all at the cost of not being able to activate the effects of monsters on the player's side of the field, except [[Special Summon|Special Summoned]] ed monsters, for the turn. All monsters in this series have an effect to Special Summon themselves from the hand while the player controls an "Adventurer Token" and each has an effect that benefits the [[Deck]] from setting the theme's [[Trap Card|Trap Cards]] s from Deck, to [[Searcher|searching]] and [[Field Spell Card|Field Spell]] placement, to even disruption.
The theme has three main Equip Spells that all share the same effect to [[Equip|equip]] themselves to an Adventurer monster the player controls when sent to the [[Graveyard|GY]] and have effects from gaining [[ATK]], lowering the opponent's ATK, and even bouncing cards. Additionally, there are two Field Spells in the theme that give monsters equipped with their respective Equip Spell a form of protection, an effect to [[Draw a card|draw]] a card or inflict burn damage when the "Adventurer Token" destroys a monster in battle, and a third effect to search "Adventurer Token"-related Field Spells after using its prior effects.
The main focus of the theme is to activate "Rite of Aramesir" as quickly as possible to get an "Adventurer Token" to the field, Summon the various monsters in the series, equip the [[Token]] with the Equip Spells and activate Field Spells in order to defeat the opponent swiftly. As such, the theme can be run as both a full Deck with engines supporting it or as an engine itself in other themes for extension and additional negates.
Due to its relatively compact core card size, along with the search power of "[[Fateful Adventure]]", the theme is usually played as an [[engine]] rather than a strategy on its own. Typically The combo starts by search typically searching or sending "[[Water Enchantress of the Temple]]" to GY and then using the effect of "Water Enchantress" to search "[[Rite of Aramesir]]" to start the combo. Typically to bring out , which culminates into searching or Summoning "[[Wandering Gryphon Rider]]", "[[Dracoback, the Rideable Dragon]], or "[[Illegal Knight]]" to provide various disruption effects.
===Recommended cards===
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