Jump to content

I had an idea. So sue me.


Recommended Posts

[color=#DAA520][b]The Wizards Council - Llewella[/b][/color]
[color=#DAA520][b]Level 4[/b][/color]
[color=#DAA520][b]DARK[/b][/color]
[color=#DAA520][b]Effect[/b][/color]
[color=#DAA520][b]Spellcaster[/b][/color]
[color=#DAA520][b]LORE: Once per turn, you can select one monster your opponent controls. Pay Life Points equal to the selected monsters level x500 and destroy the selected monster. Once per turn you can select a monster on the field, pay Life Points equal to the monsters level x400 and remove the selected monster from play.[/b][/color]
[color=#DAA520][b]ATK: 1000[/b][/color]
[color=#DAA520][b]DEF: 1000[/b][/color]

[color=#DAA520][b]The Wizards Council - Qweldion[/b][/color]
[color=#DAA520][b]Level 4[/b][/color]
[color=#DAA520][b]FIRE[/b][/color]
[color=#DAA520][b]Effect[/b][/color]
[color=#DAA520][b]Spellcaster[/b][/color]
[color=#DAA520][b]LORE: Once per turn, you can discard up to three cards. If you do, inflict damage to your opponent equal to the amount of cards you discarded x300[/b][/color]
[color=#DAA520][b]ATK: 1900[/b][/color]
[color=#DAA520][b]DEF: 1300[/b][/color]

[color=#DAA520][b]The Wizards Council - Dierdre[/b][/color]
[color=#DAA520][b]Level 5[/b][/color]
[color=#DAA520][b]WATER[/b][/color]
[color=#DAA520][b]Effect[/b][/color]
[color=#DAA520][b]Spellcaster[/b][/color]
[color=#DAA520][b]LORE: Once per turn, select one monster your opponent controls. Pay 1500 Life Points, and put one Curse Counter on that monster. During your End Phase: You can pay 1000 Life Points to add Spell Cards equal to the amount of Curse Counters on the field from your Graveyard to your Deck.[/b][/color]
[color=#DAA520][b]ATK: 2000[/b][/color]
[color=#DAA520][b]DEF: 2300[/b][/color]

[color=#DAA520][b]The Wizards Council - Corwin[/b][/color]
[color=#DAA520][b]Level 6[/b][/color]
[color=#DAA520][b]LIGHT[/b][/color]
[color=#DAA520][b]Effect[/b][/color]
[color=#DAA520][b]Spellcaster[/b][/color]
[color=#DAA520][b]LORE: You can Special Summon this card (from your hand) by sending two Spell Cards from your Deck to the Graveyard. When this card is Special Summoned, Special Summon one "Wizards Council" monster from your Graveyard, except "The Wizards Council - Corwin".[/b][/color]
[color=#DAA520][b]ATK: 2400[/b][/color]
[color=#DAA520][b]DEF: 2200[/b][/color]

[color=#00FFFF][b]Council Meeting[/b][/color]
[color=#00FFFF][b]Spell Card[/b][/color]
[color=#00FFFF][b]LORE: Add one "The Wizards Council" monster from your Deck to your hand.[/b][/color]

[color=#00FFFF][b]Seal of the Council[/b][/color]
[color=#00FFFF][b]Spell Card[/b][/color]
[color=#00FFFF][b]Continuous[/b][/color]
[color=#00FFFF][b]LORE: Your opponent cannot Special Summon monsters from the Deck, or add any cards from their deck to their hand, except by drawing them. While you control a face-up Spellcaster-type monster, this card cannot be destroyed by card effects.[/b][/color]

[color=#800080][b]Council Security[/b][/color]
[color=#800080][b]Trap Card[/b][/color]
[color=#800080][b]Counter[/b][/color]
[color=#800080][b]LORE: Banish three Spell Cards from your Graveyard to negate the activation and effect of a spell, trap, or monster effect, and destroy it.[/b][/color]

[b]The Wizards Council - Bleys[/b]
[b]Rank 4[/b]
[b]DARK[/b]
[b]Xyz[/b]
[b]Effect[/b]
[b]Spellcaster[/b]
[b]LORE: 2 Level 4 monsters. Once per turn, you can detatch one Xyz material from this card to add one banished "Council" card to your hand. Once per turn, you can banish one Xyz Material on this card to banish a random card in your opponents hand. Your opponent then gains 1000 Life Points.[/b]


So, yeah. CNC. Plus, if you have any suggestions for a different name for Council Security, PLZ TELL MEh. Also, wording help on Bleys plz.

Link to comment

Llewella: Why is the better effect cheaper when it should rightfully be more expensive? Also what situation would you use the first effect if the second effect is an option (a cheaper option at that). In short I think the second effect can be its only effect and the card would be fine

Qweldion: That's a pretty steep cost for minimal damage (its really a pretty steep cost in general). On the bright side it is a level 4 1900 spellcaster so its effect really doesn't have to go towards if its great or not.

Dierdre: I don't get it? Why the steep cost for the minimal effect of potential spell card recycling. Its not like the spells are going back to your hand which would be a nice effect considering you have to give 2500 to the kitty. But to return to the deck just seems like a waste of lifepoints (which is hard in this format when lifepoints mean nothing.) Added to that it has no stats worth using 2k at 5stars, Alexadranite is going to tie with this thing.

Corwin: Oh now this is good! A free level 6. Granted spell cards are the blood of the deck so to consciously go in a take two out seems scary but a free level 6 is a free level 6. Unfortunately I don't think there is another Councilmen worthy enough to have is skill used except maybe the 1900 but that is because it is level 4 an 1900.

Meeting: Well every archetype should have something like this so not much to say about it.

Seal: Funny I wouldn't use the set of cards but I would definitely run this as a side deck in Spellbook/prophecy lol. Its a great card and shuts down key meta decks and there is nothing wrong with that.

Security: I kinda like it. I mean in most cases once a spell card has been used it can barely be reused so they tend to take up graveyard space and this solves that problem. P.S. I like the name Council Rejection

Bleys: The first effect is nice because Seal is great. The second effect is unnecessary because you could easily help your opponent or most likely you barely hinder them and with priority gone its not like it wouldn't get veiler'd anyway. Also the card is missing attack and defense.

So I honestly didn't understand what the set was supposed to do until Corwin showed up and it seems like you hurt yourself to do great things. The problem is with the way the set is now you are hurting yourself too much to do some not so great things. Everything before Corwin seems quite underpowered and doesn't seem to have any form of synergy with other cards. I mean sure you could try and stretch it with the FIRE's -3 to use the WATER's 2500 lifepoint recycling fee but that doesn't seem worth it in the least. However Corwin, Meeting (well by default I guess), Seal, and Security are pretty good cards. The rest could be re-written.

Link to comment

Llewella is about balanced. Its costs should be reversed; banishing is generally more devastating than destroying.

Queldion's effect is weak, but its ATK is decent so it's fine.

Corwin is excessive. There's no real drawback to dumping Spell Cards from your Deck; you hadn't drawn them yet anyways and they can be recycled with Spellbook Mansion - La Maison. If he had less than 1700 ATK he might be OK. I can't think of any way to abuse the dump except Ojamagic and maybe Gem-Knight Fusion.

Dierdre is unusable. Council Meeting is good. Council Security is slightly overpowered because it uses a rarely-plied resource and can easily be used in any fast Deck around Turn 2. Perhaps the requirement should be bumped to 5. I also like "Council Rejection".

Bleys is very good in almost any Deck. Giving the opponent 1000 Life Points is worth picking off one of their cards; if you're running Queldion you can use the effects one after another for a +1. I do not know if it is unbalanced or not because I don't know its ATK.

The lore should be:
[b]Once per turn, you can detatch 1 Xyz Material from this card to add 1 of your banished "Council" cards to your hand. Once per turn, you can detach and banish 1 Xyz Material from this card to banish 1 random card from your opponents hand. Your opponent then gains 1000 Life Points.[/b]

--or:
[spoiler="New Text:"][b]Once per turn: You can detatch 1 Xyz Material from this card; add 1 of your banished "Council" cards to your hand. Once per turn: You can detach and banish 1 Xyz Material from this card; banish 1 random card from your opponent's hand, then your opponent gains 1000 Life Points.[/b][/spoiler]

Link to comment

[quote name='Iwasawa' timestamp='1341877299' post='5972434']
The set is supposed to be revolved around sending spells to the grave, and recycling them to your hand or Deck.

Oh forgot bleys' ATK/DEF.
But now that you know the point of the set, how do I fix it?
[/quote]

Well that being said the only two cards that really do the recovery are the unusable Dierdre and Bleys (who still doesn't have attack and defense btw) therefore I have two responses:

If this is meant to be a serious meta-esk archetype then I would advise tweaking the theme. Instead of blatantly sending spells without really using them how about playing them from the deck (in a non-broken sense of course) if you were able to set spells from your deck facedown then that does a lot of wonders. It deck thinning, promotes the use of quickplays without being frognarchs, and its pretty different (I think there are only two spell cards that allow you to do that anyway).

If this is not meant to be serious then you can keep the theme of just sending spells to the graveyard.
the first monster should just have the banish eff
second should have a different effect all together maybe boosting another spellcaster by sending council spells to the graveyard from deck.
The lifepoints for the curse counter should be gone and the spell cards should be added to your hand. If this is done there should be a maximum number of cards being able to be added (I'm thinking 3 is nice.) Her status would also need some major upgrading to because once her effect becomes useful she has a target on her back.
While looking back Security (I still move for Rejection btw) is really a free solemn for non-prophecy decks therefore it should be increased to 5 so it isn't totally splashable.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...