Working with Deities in Wiccan Spiritual Law

By admin

Wiccan spiritual law refers to a set of principles and guidelines that govern the ethical and moral beliefs of individuals who follow the Wiccan religion. The Wiccan spiritual law is based on the idea of interconnectivity and harmony with nature and strives to promote a balanced and responsible way of living. One of the core principles of Wiccan spiritual law is the belief in the sacredness of nature. Wiccans view nature as sacred and see themselves as a part of it, rather than separate from it. They recognize the interconnectedness of all living beings and strive to live in harmony with the natural world. Another important aspect of Wiccan spiritual law is the belief in the principle of "harm none.


1 - Worst of the bunch. A free peek at my opponents hand, for no cost, and I get to shuffle a card into their deck

1 - I have honestly only pulled off the Yata-Lock twice in my 50 test plays with this deck, once against a warrior deck after he over extended and lost to a mirror force. 1 - I have honestly only pulled off the Yata-Lock twice in my 50 test plays with this deck, once against a warrior deck after he over extended and lost to a mirror force.

Lustrous magical headgear

Another important aspect of Wiccan spiritual law is the belief in the principle of "harm none." This principle encourages individuals to live their lives in a way that avoids causing harm to others, both human and non-human. Wiccans strive to make choices that are respectful and considerate of others and the natural world around them.

[R/F] White Magical Hand Control [Traditional]

I would like to preface that this is in traditional format, on DN. The deck isn't all that good, but I made it to fuck with those "Gen I only" people who post on DN all the time. So the deck only uses cards released before "The Lost Millenium" (so all the cards available in GOAT format really, just under the Modern Traditional Banlist). I know it is a really weird requirement, I just like fucking with people. It gets people really salty too, so that's always a plus.

3 - The reason the deck is named what it is. It is a 1000 attack point beater which discards a card in your opponents hand when it deals battle damage. He's also an amazing LIGHT target for my Chaos Monsters

2 - Lots of these "Gen I" Decks run big beaters like Gemini Elf, or Battle Chaser. Breaker deals with that, and also backrow

2 - Draw cards are scarce. My deck can't put out the damage to warrant Upstart, so this will have to do.

1 - The first of my banned cards. He also helps deal with big monsters and also big fields. He can also get rid of useless cards (like a trap dustshoot or delinquent duo when I got my opponent top decking)

2 - He is hard to get around in this "format", he can stall out for quite a while. Also he helps empty my opponents hand as well.

1 - Searches almost every monster in the deck

2 - Same stalling power as reaper, but also does a little burning. It's another LIGHT target

1 - It is really good if things go south, and I end up with a near empty hand. Not so good if my opponent has no hand.

1 - Second part of my small chaos assortment. He helps deal with big monsters

1 - It helps me deal with my opponents Spirit Reaper or Marshmallon. It also helps me generate hand advantage. Another LIGHT target.

1 - I have honestly only pulled off the Yata-Lock twice in my ~50 test plays with this deck, once against a warrior deck after he over extended and lost to a mirror force. And once to a Crystal Beast player who couldn't generate the advantage to keep up with a reaper, hat, and robbin' goblin every turn

1 - I can play it, so I play it

1 - 1000 life points to make my opponent -2. Broken fucking card

1 - 1000 life points to see my opponents hand and make them go -1. Well worth it. Super broken

1 - Worst of the bunch. A free peek at my opponents hand, for no cost, and I get to shuffle a card into their deck

1 - I run storm, duster, and 2 breaker. I don't think I need more than 1 typhoon on top of that.

2 - non-targeting removal of problem cards

1 - it is only the most versatile card ever printed

2 - let my Magical Hat or Yata attack over their monsters to make them go minus

1 - I drew it and stole the game.

2 - The card is amazing. it protects my smaller monsters, and clears my opponents field. It punishes them a lot for over extending

1 More punishment for over extending

1 - if it its the requirement, it probably needs to be bottomlessed here.

1 - it's like vanities on Steroids

1 - There is a reason this is called HAND control

1 makes all my monsters Magical Hats, and helps make sure my opponent can't generate any advantage

http://i.imgur.com/dJGPK5p.png for the visual

Let me know what you think, and where you think I can make improvements/adjustments?

Hats ( 帽子 , Boushi ? ) are a recurring type of headgear on the series. They are often used by melee and magical-based jobs that cannot equip helms, like the Thief, the Black Mage, and the Blue Mage. Examples of recurring hats on the series are the Hypno Crown, the Red Cap, and the Gold Hairpin.
Wiccan spiritual law

Wiccans also believe in the concept of karma, which suggests that individuals will experience the consequences of their actions, whether positive or negative. This belief emphasizes personal responsibility and the importance of making choices that align with one's morals and values. In addition to the principles mentioned above, Wiccan spiritual law also includes rituals and practices that promote spiritual growth and connection to the divine. These practices may involve honoring the cycles of the moon, celebrating the seasons, and connecting with deity or higher power in a personal and meaningful way. Overall, Wiccan spiritual law is based on a deep reverence for nature, a commitment to living in harmony with others, and a belief in the importance of personal responsibility. By adhering to these principles, Wiccans strive to cultivate a meaningful and fulfilling spiritual path while also making positive contributions to the world around them..

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