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Arc Seraphim
Japanflag Japanese: アーク・セラフィム (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:
Arac Kai Bades, Spirit Knight All of your other Arc Seraphim in the battle zone get +2000 power.
At the end of each of your turns, untap all of 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, you may search your deck for an Arc Seraphim creature. Put that card into your mana zone, then shuffle your deck.
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.
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.

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 this creature attacks, you may put 1 card under this creature into your graveyard. If you do, you may put a non-evolution Arc Seraphim or Beast Folk from your mana zone into the battle 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


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