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Arc Seraphim
Japanflag アーク・セラフィム
Phonetic: Āku Serafimu
Released In: DM-19 Spectacle Nova
Civilization(s): Light / Nature
Japanese Wiki: 1922
Category for Arc Seraphim.

Arc Seraphim is a race of creature shared between the Light and Nature civilizations.

Story

Unlike the other 4 Hybrid Races, the Arc Seraphim do not have an active role in the story of Phoenix Saga. However, in Episode 3 they were converted to the Oracles along with other races.

Nomenclature

Non-evolution creatures have 霊騎 (Rei-ki) meaning Spirit Knight in their names.

Evolution Creatures have 聖帝 (Seitei) meaning Holy Emperor in their names, and usually have a chariot as the lower part of their body.

Gameplay

This race is introduced as part of the cycle of races during the Phoenix Saga.

Some of the Light civilization creatures are based on buffing the other Arc Seraphim.

Support

Support Card: Card Effect:
Algel, Spirit Knight ■ Life Gate: Arc Seraphim
Arac Kai Bades, Spirit Knight ■ Each of your other Arc Seraphim in the battle zone get +2000 power.
■ At the end of each of your turns, untap all your other Arc Seraphim in the battle zone.
Assault Champion ■ When you put this creature into the battle zone, all of your other Arc Seraphim and Beast Folk in the battle zone get +3000 power and "double breaker" until the end of the turn.
Manitus, Protection Spirit ■ Whenever one of your Arc Seraphim wins a battle, put 2 cards from the top of your deck into your mana zone.
Mardes, Spirit Knight ■ Each of your Arc Seraphim and Wild Veggies in the battle zone gets "blocker".
Maria Necks, Guardian of the Spirit Capital ■ At the end of each of your turns, untap one of your Guardians or Arc Seraphim in the battle zone.
Maximum Cobra, Guardian Spirit ■ Whenever one of your Arc Seraphim or Saint Head is destroyed, you may put them into your mana zone instead of the graveyard.
Pile, Izanai's Spirit Knight Kourin—At the end of your turn, if this creature is tapped, search your deck. You may put a Arc Seraphim that costs 6 or less from among it into the battle zone. Then, shuffle your deck.
Priusriser, Spirit Knight ■ When you put this creature into the battle zone, search your deck. You may take an Arc Seraphim from your deck and put it into your mana zone. Then shuffle your deck.
Rahxe Michelange, Spirit Knight ■ Thrilling Three: Arc Seraphim and Saint Head Thrillingthree Put a non-evolution Arc Seraphim or Saint Head creature from your hand into the battle zone.
Roam, Spirit Knight ■ Whenever you put another Arc Seraphim into the battle zone, choose one of your opponent's creatures in the battle zone and tap it.
Sandal, Spirit Knight ■ When you put a creature into the battle zone, you may return one of your Arc Seraphim or Wild Veggies from your mana zone to your hand.
Sephia Parthenon, Spirit Admiral ■ When you put this creature into the battle zone, reveal the top 3 cards of your deck. Add all revealed Arc Seraphim and Saint Head to your hand, then put the rest on the bottom of your deck in any order.
Soldarios, Holy Emperor ■ Meteorburn—Whenever your creatures can attack, you may put a card under this creature into your graveyard. If you do, put a non-evolution Arc Seraphim or Beast Folk from your mana zone into the battle zone.
Spirit Sateek, Spirit Knight ■ When you put this creature into the battle zone, put all of your Humans and Arc Seraphim from your graveyard into your mana zone.
Zebles Arms, Spirit Knight ■ Bio Tackle—Whenever one of your Arc Seraphim attacks, you may discard this card from your hand at the start of the battle. If you do, each of your attacking creatures gets +2000 power until the end of the turn.

These cards are supported by Arc Seraphims:

Supported Card: Card Effect:
Boarbus, Protection Spirit ■ Thrilling Three: Arc Seraphim Thrillingthree Until the end of the turn, one of your creatures in the battle zone gets +1000 power.
Jamseal, Spirit Knight ■ When you put this creature into the battle zone, if you have another Arc Seraphim in the battle zone, you may choose one of your opponent's creatures in the battle zone and tap it.
Marix, Spirit Knight ■ This creature gets +1000 power for each of your other Arc Seraphim in the battle zone.
Rahxe Michelange, Spirit Knight ■ Thrilling Three: Arc Seraphim and Saint Head Thrillingthree Put a non-evolution Arc Seraphim or Saint Head creature from your hand into the battle zone.
Sald, Protection Spirit ■ When you put this creature into the battle zone, for each of your Arc Seraphim in the battle zone you may choose one of your opponent's creatures in the battle zone. Then, tap all chosen creatures.
Unifolk, Protection Spirit ■ If you have a Arc Seraphim in the battle zone, this creature gets +2000 power.
Vinogoat, Protection Spirit ■ When you put this creature into the battle zone, for each of your Arc Seraphim in the battle zone, choose one of your opponent's creatures in the battle zone. Until the start of your next turn, those creatures can't attack.
Zafal Banikis, Spirit Knight ■ Fort Energy—Arc Seraphim Fortenergy Put a Zafal Banikis, Spirit Knight from your mana zone into the battle zone.

Creatures that evolve from Arc Seraphim:

Evolution Creature: Evolves From:
Asteroid Mine, Optic Comet Vortex evolution
2x Arc Seraphim, Saint Head, and/or Apollonia Dragon.
Cassiopeia Story, Holy Emperor 1x Arc Seraphim
Elsar Baltis, Emperor of Spirits 1x Arc Seraphim
Farmahat, Emperor of Spirits 1x Arc Seraphim
Soldarios, Holy Emperor 1x Arc Seraphim
■ Whenever your creatures can attack, you may put a card under this creature into your graveyard. If you do, put a non-evolution Arc Seraphim or Beast Folk from your mana zone into the battle zone. zone.
Supernova Jupiter King Empire Galaxy Vortex evolution
3x Dreammate, Arc Seraphim, and/or Wild Veggies.
Supernova Venus la Saint Mother Galaxy Vortex evolution
3x Guardian, Great Mecha King, and/or Arc Seraphim.
Supernova Bigbang Anastathis Galaxy Vortex evolution
3x Arc Seraphim, Dreammate, and/or Great Mecha King.

Example

Dmd1-10