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-Griffin

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Field Card:

|Archives of Sand Tomes|

|Field Spell|

|Quick-Play Spell Cards can be activated during the turn they are set. Once per turn, set a "Sand Tome" Spell Card from your Deck or Graveyard, other than "Archives of the Sand Tomes".|

 

 

The Tomes: (you only need to look at a few to get the idea, weak cards and one for everything =p)

 

 

|Sand Tome - Pacify|

|Quick-Play Spell Card|

|Target face-up Monster loses 800 ATK until the End Phase.|

 

|Sand Tome - Rage|

|Quick-Play Spell Card|

|Target face-up monster gains 700 ATK until the End Phase.|

 

|Sand Tome - Pause|

|Quick-Play Spell Card|

|Select up to two Zones on your opponent's side of the field. They cannot be used until the End Phase.|

 

|Sand Tome - Barrier|

|Quick-Play Spell Card|

|"Sand Tome" cards cannot be destroyed by effects that do not target until the End Phase.|

 

|Sand Tome - Law|

|Quick-Play Spell Card|

|Negate the effect of a Trap Card and remove it from play. Re-set it on the field during the End Phase.|

 

|Sand Tome - Patience|

|Quick-Play Spell Card|

|Negate the effect of a Spell Card and remove it from play. Return it to it's owner's hand during the End Phase.|

 

|Sand Tome - Confusion|

|Quick-Play Spell Card|

|Remove from play 1 random card in your opponent's hand, return it to your opponent's hand during the End Phase. You can only activate 1 'Sand Tome - Confusion' per turn.|

 

|Sand Tome - Foresight|

|Quick-Play Spell Card|

|View the top 3 cards of your opponent's Deck.|

 

|Sand Tome - Shadows|

|Quick-Play Spell Card|

|Remove from play 1 card in either player's Graveyard.|

 

 

 

 

The actually interesting cards: (monsters)

 

 

|God of the Sand Tomes|

|EARTH/Spellcaster/Synchro|Level 10|3300 ATK|2500 DEF|

|1 "Sand Tome" Tuner monster + 1 or more "Sand Tome" monsters.

Once per turn, set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field. Once per turn, add a "Sand Tome" card from your Deck to your hand. You can remove this card in your Graveyard from play and until the End Phase, all Quick-Play Spell Cards have the effect, "Destroy 1 card on the field."|

 

|Divine Soul of the Sand Tomes|

|EARTH/Spellcaster/Synchro|Level 7|0 ATK|3000 DEF|

|1 "Sand Tome" Tuner monster + 1 or more "Sand Tome" monsters.

Up to two times per turn, set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field. You can send 4 "Sand Tome" cards from your side of the field to the Graveyard to Special Summon this card from your Graveyard. You cannot activate this effect the turn this card was sent to the Graveyard.|

 

|Spirit of the Sand Tomes|

|EARTH/Spellcaster/Tuner|Level 3|0 ATK|2000 DEF|

|When this card is sent to the Graveyard, you can add 1 "Sand Tome" card from your Deck or Graveyard to your hand. You can send 2 "Sand Tome" cards from your side of the field to the Graveyard to Special Summon this card from your Graveyard. You cannot activate this effect the turn this card was sent to the Graveyard. If this card was Special Summoned by this effect, when it is removed from the field, remove it from play.|

 

|Sand Tome Soldier|

|EARTH/Spellcaster|Level 4|1700 ATK|0 DEF|

|When this card destroys a monster as a result of battle or inflicts battle damage to your opponent, add 1 "Sand Tome" Spell or Trap Card from your Deck to your hand.|

 

|Sand Tome Paladin|

|EARTH/Spellcaster|Level 4|1200 ATK|1900 DEF|

|When this card is Summoned, change it to Defence Position. Once per turn, pay 400 Life Points to set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field.|

 

|Sand Tome Archer|

|EARTH/Spellcaster|Level 4|1600 ATK|1000 DEF|

|You can activate Quick-Play Spell Cards from your hand. When you activate a Quick-Play Spell Card, inflict 500 damage to your opponent.|

 

|Sand Tome Servant|

|EARTH/Spellcaster|Level 2|0 ATK|0 DEF|

|While in the Deck or Graveyard, this card is treated as a Quick-Play Spell Card. When this card is sent to the Graveyard, you can send 1 "Sand Tome" card from your Deck to the Graveyard. Once per turn, set a "Sand Tome" Spell or Trap Card from your Deck to your side of the field.|

 

 

 

Ok, LONG archtype, I know, but how would it play? How much did I mess up the OCG? What card suggestions can you make? Laugh at how horribly OP'd the Synchros are.

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|Spirit of the Sand Tomes|

|EARTH/Spellcaster/Tuner|Level 3|0 ATK|2000 DEF|

|When this card is sent to the Graveyard, you can add 1 "Sand Tome" card from your Deck or Graveyard to your hand. You can send 2 "Sand Tome" cards from your side of the field to the Graveyard to Special Summon this card from your Graveyard. You cannot activate this effect the turn this card was sent to the Graveyard.|

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Just for fun, I'm going to list the search it has:

 

Field Spell: Once per turn search any s/t to the field.

God: Once per turn search any 3 s/t to the field and any other card to your hand.

Div. Soul: Once per turn search any 2 s/t to the field.

Spirit: When sent to the Graveyard, search any card to the hand.

Soldier: When it destroys a monster OR inflicts damage to your opponent, search 1 s/t to hand

Paladin: Once per turn, search any s/t to the field

Servant: When sent to the Graveyard, send any card to Graveyard (sending Spirit for his self-revive), once per turn, search any s/t to field

 

In the main Deck, 5 cards who can search out any Sand Tome s/t (You might notice, that includes the Field as a searcher AND searchable) - and Servant/Spirit work with Foolish.

In the Extra Deck, 2 multi-searchers.

 

Do you think the Synchros are OP'd?

The first is any 4 cards per turn... that just feels screaming broken.

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|Archives of Sand Tomes|

|Field Spell|

|Quick-Play Spell Cards can be activated during the turn they are set. Once per turn' date=' set 1 "Sand Tome" Spell Card other than "Archives of the Sand Tomes" from your Deck or Graveyard.|

[b']This thing may need a cost, given that these tomes let you control quite a bit. Maybe... 800LP?[/b]

 

The Tomes: (you only need to look at a few to get the idea, weak cards and one for everything =p) Which partly explains why the set can prove OP'ed.

 

 

|Sand Tome - Pacify|

|Quick-Play Spell Card|

|target face-up Monster loses 800 ATK.|

 

|Sand Tome - Rage|

|Quick-Play Spell Card|

|Target face-up monster gains 700 ATK.|

Are these last 2 permanent? If so, this may... no, they're fine.

 

|Sand Tome - Pause|

|Quick-Play Spell Card|

|Select up to two Card Zones on your opponent's side of the field. They cannot be used until the End Phase.|

b]Also fine[/b]

 

|Sand Tome - Barrier|

|Quick-Play Spell Card|

|Negate the effect of a card which would destroy a face-up "Sand Tome" card. If a monster's effect was negated by this effect, it's effect remains negated while it is face-up on the field.|This may need a cost.

 

|Sand Tome - Law|

|Quick-Play Spell Card|

|Negate the effect of a Trap Card and return it to it's owner's hand.|

Same here

 

|Sand Tome - Patience|

|Quick-Play Spell Card|

|Negate the effect of a Spell Card and remove it from play. Return it to it's owner's hand during the End Phase.|

Better, but still needs some cost.

 

|Sand Tome - Confusion|

|Quick-Play Spell Card|

|Remove from play 1 random card in your opponent's hand. Return it to their hand during the End Phase. You can only activate 1 'Sand Tome - Confusion' per turn.|

This one is fine.

 

|Sand Tome - Foresight|

|Quick-Play Spell Card|

|View the top 3 cards of your opponent's Deck|

Fine.

 

|Sand Tome - Shadows|

|Normal Spell Card|

|Flip 1 monster on the field face-down. If you control 'Archives of Sand Tomes', this card is treated as a Quick-Play Spell Card.|

 

 

Yo, Book of Moon. 'sup?

 

The actually interesting cards any my opinions of them: (monsters)

 

 

|God of the Sand Tomes|

|EARTH/Spellcaster/Synchro|Level 10|3300 ATK|2500 DEF|

|1 "Sand Tome" Tuner monster + 1 or more "Sand Tome" monsters.

Up to three times per turn, set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field. Once per turn, add a "Sand Tome" card from your Deck to your hand. You can remove this card in your Graveyard from play and until the End Phase, all Quick-Play Spell Cards have the effect, "Destroy 1 card on the field."|

BROKEN to all Hell! Needs cost, reduce 3 to 1.

 

|Divine Soul of the Sand Tomes|

|EARTH/Spellcaster/Synchro|Level 7|0 ATK|3000 DEF|

|1 "Sand Tome" Tuner monster + 1 or more "Sand Tome" monsters.

Up to two times per turn, set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field. You can send 4 "Sand Tome" cards from your side of the field to the Graveyard to Special Summon this card from your Graveyard. You cannot activate this effect the turn this card was sent to the Graveyard.|

This is slightly better, but make the stipulation that those cards cannot be used this turn. MST just got more overused.

 

|Spirit of the Sand Tomes|

|EARTH/Spellcaster/Tuner|Level 3|0 ATK|2000 DEF|

|When this card is sent to the Graveyard, you can add 1 "Sand Tome" card from your Deck or Graveyard to your hand. You can send 2 "Sand Tome" cards from your side of the field to the Graveyard to Special Summon this card from your Graveyard. You cannot activate this effect the turn this card was sent to the Graveyard.|

Give it the Plaguespreader drawback.

 

|Sand Tome Soldier|

|EARTH/Spellcaster|Level 4|1700 ATK|0 DEF|

|When this card destroys a monster by battle or inflicts battle damage to your opponent, add 1 "Sand Tome" Spell or Trap Card from your Deck to your hand.|

Fair enough.

 

|Sand Tome Paladin|

|EARTH/Spellcaster|Level 4|1400 ATK|1900 DEF|

|When this card is Summoned, change it to Defence Position. Once per turn, set a "Sand Tome" Spell or Trap Card from your Deck to your side of the field.|

Again, a cost is needed.

 

|Sand Tome Archer|

|EARTH/Spellcaster|Level 4|1600 ATK|1000 DEF|

|You can activate Quick-Play Spell Cards from your hand. When you activate a Quick-Play Spell Card, inflict 500 damage to your opponent.|

Take out the first effect and it's fine.

 

|Sand Tome Servant|

|EARTH/Spellcaster|Level 2|0 ATK|0 DEF|

|While in the Deck or Graveyard, this card is treated as a Quick-Play Spell Card. When this card is sent to the Graveyard, you can send 1 "Sand Tome" card from your Deck to the Graveyard. You take no Battle Damage from battles involving this card. Once per turn, set a "Sand Tome" Spell or Trap Card from your Deck to your side of the field.|

Take out the third effect.

 

 

 

Ok, LONG archtype, I know, but how would it play? How much did I mess up the OCG? What card suggestions can you make? Laugh at how horribly OP'd the Synchros are.

 

I don't laugh at that, just at the n00bs it will PWN before it goes the way of Goyo or Dark Striker.

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Okay - I'm about to go to sleep and will bump this up with updates in the morning - but my plan is to add costs/weaken the Spells and leave the mass search for them mostly untouched, they're generally supposed to be accessible at all times, having one on the field shouldn't really be considered advantage like a normal card, but more a bit of help like more counters are to a Magical City Build. It's why most of them aren't searched to hand - so that they can be spammed without things like Brio/Card Destruction taking advantage of them.

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|Archives of Sand Tomes|

|Field Spell|

|Quick-Play Spell Cards can be activated during the turn they are set. Once per turn' date=' set 1 "Sand Tome" Spell Card other than "Archives of the Sand Tomes" from your Deck or Graveyard.|

[b']This thing may need a cost, given that these tomes let you control quite a bit. Maybe... 800LP?[/b]

The point of this set is that getting the Sand Tome s/t to the field shouldn't be much of an advantage - if I have to add a cost then I'm doing it wrong.

 

The Tomes: (you only need to look at a few to get the idea, weak cards and one for everything =p) Which partly explains why the set can prove OP'ed.They should be helpers in each situation, not solutions to them all, let's go through and fix that.

 

 

|Sand Tome - Pacify|

|Quick-Play Spell Card|

|Target face-up Monster loses 800 ATK until the End Phase.|

 

|Sand Tome - Rage|

|Quick-Play Spell Card|

|Target face-up monster gains 700 ATK until the End Phase.|

Are these last 2 permanent? If so, this may... no, they're fine.

They should be until the End Phase, since the cards being able to constantly get upgrades for the whole game is too much - fixed.

 

|Sand Tome - Pause|

|Quick-Play Spell Card|

|Select up to two Card Zones on your opponent's side of the field. They cannot be used until the End Phase.|

Also fine

 

|Sand Tome - Barrier|

|Quick-Play Spell Card|

|"Sand Tome" cards cannot be destroyed by effects that do not target until the End Phase.|

This may need a cost.

It was mainly made to save Library, but I didn't think how much s/t search it would get which includes Library. Changed to say 'ef you' to Judgement Dragon and save Library from Heavy Storm.

 

|Sand Tome - Law|

|Quick-Play Spell Card|

|Negate the effect of a Trap Card and re-set it on the field.|

Same here

You think this needs a cost? It only returns the card... how about the way I just fixed it? Makes it usable on the next turn if it's something like PWWB

 

|Sand Tome - Patience|

|Quick-Play Spell Card|

|Negate the effect of a Spell Card and remove it from play. Return it to it's owner's hand during the End Phase.|

Better, but still needs some cost.

Why do you want these cards to have a cost when they are a -1 by default? It's like stall that only works once. I personally want to leave this one.

 

|Sand Tome - Confusion|

|Quick-Play Spell Card|

|Remove from play 1 random card in your opponent's hand. Return it to their hand during the End Phase. You can only activate 1 'Sand Tome - Confusion' per turn.|

This one is fine.

 

|Sand Tome - Foresight|

|Quick-Play Spell Card|

|View the top 3 cards of your opponent's Deck.|

Fine.

 

|Sand Tome - Shadows|

|Quick-Play Spell Card|

|Remove from play 1 card in either player's Graveyard.|

 

 

Yo, Book of Moon. 'sup?

...I was out of ideas - completely changed it, that good? I'm thinking about giving them a lot of RFG effects.

 

The actually interesting cards and my opinions of them: (monsters)

 

 

|God of the Sand Tomes|

|EARTH/Spellcaster/Synchro|Level 10|3300 ATK|2500 DEF|

|1 "Sand Tome" Tuner monster + 1 or more "Sand Tome" monsters.

Once per turn, set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field. Once per turn, add a "Sand Tome" card from your Deck to your hand. You can remove this card in your Graveyard from play and until the End Phase, all Quick-Play Spell Cards have the effect, "Destroy 1 card on the field."|

BROKEN to all Hell! Needs cost, reduce 3 to 1.

Considering that the only way to Summon it is 2x Specific Tuner + Level 4 Sand Tome (or 2x Level 2) It's not that common to Summon - but I can feel where you're coming from. Fixed as requested.

 

|Divine Soul of the Sand Tomes|

|EARTH/Spellcaster/Synchro|Level 7|0 ATK|3000 DEF|

|1 "Sand Tome" Tuner monster + 1 or more "Sand Tome" monsters.

Up to two times per turn, set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field. You can send 4 "Sand Tome" cards from your side of the field to the Graveyard to Special Summon this card from your Graveyard. You cannot activate this effect the turn this card was sent to the Graveyard.|

This is slightly better, but make the stipulation that those cards cannot be used this turn. MST just got more overused.

Well, Quick-Plays can't be activated the turn they're set unless you have the field anyway, I think that it should be clear enough, and balanced that you need the field to use them. I'm going to leave it.

 

|Spirit of the Sand Tomes|

|EARTH/Spellcaster/Tuner|Level 3|0 ATK|2000 DEF|

|When this card is sent to the Graveyard, you can add 1 "Sand Tome" card from your Deck or Graveyard to your hand. You can send 2 "Sand Tome" cards from your side of the field to the Graveyard to Special Summon this card from your Graveyard. You cannot activate this effect the turn this card was sent to the Graveyard. If this card was Special Summoned by this effect, when it is removed from the field, remove it from play.|

Give it the Plaguespreader drawback.

Done

 

|Sand Tome Soldier|

|EARTH/Spellcaster|Level 4|1700 ATK|0 DEF|

|When this card destroys a monster by battle or inflicts battle damage to your opponent, add 1 "Sand Tome" Spell or Trap Card from your Deck to your hand.|

Fair enough.

 

|Sand Tome Paladin|

|EARTH/Spellcaster|Level 4|1200 ATK|1900 DEF|

|When this card is Summoned, change it to Defence Position. Once per turn, pay 400 Life Points to set a "Sand Tome" Spell or Trap Card from your Deck or Graveyard to your side of the field.|

Again, a cost is needed.

I added a small one, hopefully nothing bigger will be needed with the nerfed Tomes. Also dropped 200 ATK.

 

|Sand Tome Archer|

|EARTH/Spellcaster|Level 4|1600 ATK|1000 DEF|

|You can activate Quick-Play Spell Cards from your hand. When you activate a Quick-Play Spell Card, inflict 500 damage to your opponent.|

Take out the first effect and it's fine.

Is this one even that broken? And the whole point of him is the first effect, a backup incase you're afraid of Heavy. I'd rather remove the second.

 

|Sand Tome Servant|

|EARTH/Spellcaster|Level 2|0 ATK|0 DEF|

|While in the Deck or Graveyard, this card is treated as a Quick-Play Spell Card. When this card is sent to the Graveyard, you can send 1 "Sand Tome" card from your Deck to the Graveyard. Once per turn, set a "Sand Tome" Spell or Trap Card from your Deck to your side of the field.|

Take out the third effect.

I think that's the Battle Damage one. Done

 

 

 

Ok, LONG archtype, I know, but how would it play? How much did I mess up the OCG? What card suggestions can you make? Laugh at how horribly OP'd the Synchros are.

I don't laugh at that, just at the n00bs it will PWN before it goes the way of Goyo or Dark Striker.

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