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Archmages, Spell Counter Archeype


~Kip~

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i know what you're thinking, these cards have no point to be an archetype. but if you focus, these cards not only give spell counters, but manipulate them.

 

[spoiler=Monsters:]

[spoiler=Archmage Samuel:]

Archmage Samuel (LIGHT)

****

(Spellcaster/Effect)

 

When this card is Normal Summoned, Flip Summoned, or Special Summoned, place 1 Spell Counter on this card. (max. 1) You can remove 1 spell Counter from this card to halve the ATK and DEF of 1 face-up monster until the End Phase.

 

ATK / 1700 DEF / 1100

 

 

[spoiler=Archmage Scott:]

Archmage Scott (LIGHT)

*******

(Spellcaster/Effect)

 

You can remove 8 Spell Counters on your side of the field to Special Summon this card from your hand or Deck.

 

ATK / 2400 DEF / 2200

 

 

[spoiler=Archmage April:]

Archmage April (LIGHT)

***

(Spellcaster/Effect)

 

Once per turn, you can place 1 Spell Counter on a face-up card you control that you can put a Spell Counter on.

 

ATK / 800 DEF / 700

 

 

[spoiler=Archmage John]

Archmage John (LIGHT)

****

(Spellcaster/Effect)

 

When this card is selected as an attack target, you can remove 1 Spell Counter from your side of the field to have this card gain 300 ATK and DEF points until the End Phase.

 

ATK/ 1800 DEF / 1300

 

 

[spoiler=Archmage Joan]

Archmage Joan (LIGHT)

****

(Spellcaster)

 

One of the top Archmages, her wand's ice is ready for battle.

 

ATK / 1900 DEF / 1200

 

 

[spoiler=Archmage Brianna:]

Archmage Brianna (LIGHT)

***

(Spellcaster/Effect)

 

Each time either player declares an attack, place 1 Spell Counter on this card. (max. 4) You can remove 4 Spell Counters from this card to negate the attack of 1 of your opponent's monsters and end the Battle Phase.

 

ATK / 1000 DEF / 800

 

 

[spoiler=Archmage Donavan:]

Archmage Donavan (LIGHT)

****

(Spellcaster/Effect)

 

Each time either player activates a Spell Card, place 1 Spell Counter on this card. When this card is destroyed by battle and sent to the Graveyard, you can remove it from play to distribute Spell Counters to face-up cards that you can put Spell Counters on, up to the number of Spell Counters that were on this card when it was destroyed.

 

ATK / 1200 DEF / 1400

 

 

[spoiler=Archmage Mya]

Archmage Mya (LIGHT)

****

(Spellcaster/Effect)

 

Each time either player activates a Spell Card, you can place 1 Spell Counter on this card. This card gains 400 ATK and DEF points for each Spell Counter on it.

 

ATK / 0 DEF / 0

 

 

[spoiler=Archmage Celia]

****

[spellcaster/Effect]

 

When this card is Special Summoned, place 1 Spell Counter on a face-up card you control that you can put a Spell Counter on. When this card is destroyed by a card effect and sent to the Graveyard, Special Summon 1 Level 4 or lower "Archmage" from your Deck. That monster cannot declare an attack this turn, and is destroyed during the End Phase.

 

ATK/ 1200 DEF / 1500

 

 

 

 

[spoiler=Spells:]

[spoiler=Archmage's Oath:]

Archmage's Oath

Normal Spell Card

 

Draw cards equal to the amount of Monster Cards on the field that have any Spell Counters on them. Then, remove 2 Spell Counter from your side of the field.

 

 

[spoiler=Wisdom of the Archmages:]

Wisdom of the Archmages

Quick-Play Spell Card

 

Remove 3 Spell Counters from your side of the field. Add 1 "Archmage" Monster Card from your deck to your hand.

 

 

[spoiler=Archmage Teleport]

Archmage Teleport

Quick-Play Spell Card

 

Remove 2 Spell Counters from your side of the field. Special Summon 1 Level 4 or lower "Archmage" from your Deck. You cannot Normal Summon or Set this turn.

 

 

[spoiler=Archmage's Staff]

Archmage's Staff

Equip Spell Card

 

Equip only to a face-up "Archmage" Monster Card you control. During each of your End Phases, place 1 Spell Counter on the equipped monster.

 

 

 

 

[spoiler=Trap Cards:]

[spoiler=Archmage's Special Shield:]

Archmage's Special Shield

Counter Trap Card

 

Remove 4 Spell Counters from your side of the field. Negate the activation and the effect of a Spell, Trap, or Effect Monster Card that targets a face-up "Archmage" you control and destroy it.

 

 

[spoiler=Archmage's Force Field]

Normal Trap Card

 

Activate only when an "Archmage" monster you control is selected as an attack target. Remove 2 Spell Counters from your side of the field to negate the attack.

 

 

 

 

 

Please rate/comment/fix This is my 2nd most successful set, hopefully it will be, or maybe my first. Trap cards might come, depending on how people like the set.

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no' date=' Wii. It used to be:

 

"When this card is Normal Summoned, Flip Summoned, or Special Summoned, add 1 Spell card from your deck to your hand."

[/quote']

 

I already knew that, but its new effect is Gale

 

Similar, but less broken. It's only until the End Phase, and it has a cost (albeit a relatively minor one).

 

EDIT: Just realized, Shield is basically Anti-Spell. Needs an upgrade/whole new effect.

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EDIT: Just realized' date=' Shield is basically Anti-Spell. Needs an upgrade/whole new effect.

[/quote']

 

On it:

Remove 2 Spell Counters from the field. Negate the activation and effect of a card effect that targets a card on the field or in the Graveyard and destroy it.

 

It should also be a counter trap.

 

Yes it should be. That is MUCH better.

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since i "herd u liek mudkipz"' date=' I'll add in a card for you.

 

Verdict of the Archmages

Trap/Counter

Activate by removing 3 Spell Counters. Negate the Summon or activation of a Spell or Trap and destroy the monster, spell, or trap.

[/quote']

 

Strike one, boy. Good try, but a Solemn effect needs a higher cost. 12 Spell Counters is sufficiently balanced, 9 would be optimal, 6 is pushing it, but 3 is Broken. Pitch-Black Power Stone should not be worth 4000LP.

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