Maeriberii Haan Posted April 9, 2015 Report Share Posted April 9, 2015 [hr] [spoiler=Priestess of the Sacred Sealing] When this card is Normal Summoned, add 1 “Seal of” Quick-play Spell Card from your deck to your hand, but it cannot be activated until your next turn. When this card destroys a monster by battle, you can set 1 “Seal of” Quick-play Spell Card from your graveyard to your side of the field. [/spoiler] [spoiler=Seal of Bombardment] When this card is activated, pay 1000 Life Points and banish 1 Spell card from your graveyard; Destroy 1 face-up monster on the field, then you can discard 1 Spell Card to destroy 1 card in the same column as the destroyed card. If you have a "Cursed Pentagram, The Seal of Bombardment" in your graveyard when you activated this card's effect, the cards that would be destroyed by this card's effect is banished instead. You must control a face-up Spellcaster-type monster to activate and resolve this card's effect. You can only activate 1 "Cursed Pentagram, the Seal of Bombardment" per turn. [/spoiler] [spoiler=Seal of Overcoming] Negate the effect of a face-up monster on the field and return it to its owner's hand. If you do, discard 1 card. If you would add a card from your deck to you hand except by drawing while this card is in your graveyard, you can banish 1 other Spell Card from your graveyard; Set this card instead. If you do, this card is banished when it leaves the field. You must control a face-up Spellcaster-type monster to activate or to resolve any of this card's effect. You can only activate 1 "Five Stages Sacred Seal, the Seal of Overcoming" per turn. [/spoiler] [spoiler=Seal of Illusions] Banish 1 face-up monster on the field. Special Summon it to its owner's side of the field during the next Standby Phase. During your Draw Phase, you can set this card from your graveyard to your Spell and Trap card zone instead of conducting your normal draw. [/spoiler] [spoiler=Seal of the Moonlight] Discard 1 card; until the End Phase, Spellcaster-type monsters you control is unaffected by effects that targets them. During either player's turn, except during the turn this card was sent to the graveyard, you can discard 1 card and banish this card; Spellcaster-type monsters you control is not affected by your opponent's Trap or Monster effects. [/spoiler] [spoiler=Seal of Non-Interference] Card effects cannot be activated in response to this card’s activation. If you summon or activate the effect of a Spellcaster-type monster, or you activate the effect of a Quick-play Spell Card, you can activate this card immediately afterwards. If this card is in your graveyard because it was sent there from the field, you can send the top 2 cards of your deck; add this card to your hand. Each effects of "Barrier Seal, Seal of Non-Interference" can only be activated once per turn. [/spoiler] [Spoiler=Seal of Secrecy] Set 1 “Seal of” Quick-play Spell Card from your deck. You must control a face-up Spellcaster-type monster to activate or to resolve this card, and for the rest of the turn, you cannot summon monsters, except Spellcaster-type monsters. You can only activate 1 “Seal of Secrecy, Oath of the Ancients” per turn. [/spoiler] [spoiler=Seal Recycling] Eco-friendly Magic Seal Recycling Spell Card Add 2 “Seal of’ Quick-play Spell Cards from your graveyard to your hand, but you cannot activate them or cards with the same name this turn. [/spoiler] [spoiler=Seal of Protection] Seal of Protection, Divine Blessing Quick-play Spell Card Target 1 monster you control and 1 monster your opponent controls and pay 1000 life points; until the End Phase of the turn, both monsters cannot be removed from the field. During your Draw Phase, you can set this card from your graveyard to your Spell and Trap card zone instead of conducting your normal draw. [/spoiler] [spoiler=Seal of Empowering] Seal of Empowering, Magic Channeling Quick-play Spell Card Reveal 1 Spellcaster-type monster in your hand and target 1 monster you control; increase the ATK of the targeted monster by half of the revealed monster's ATK until the End Phase. During your Draw Phase, you can set this card from your graveyard to your Spell and Trap card zone instead of conducting your normal draw. [/spoiler] [hr] Decided to move these into a separate thread to not clog my main DP archive thread. Idea is basically spellcaster or generic utility Quick-plays that has a quite hefty/significant cost but has potent effects to offset it. Soo...discuss? Link to comment Share on other sites More sharing options...
BtanH Posted April 9, 2015 Report Share Posted April 9, 2015 Not a huge fan of Priestess. Reminds me of Fire Fist Tenki + Gorilla, in that it floats on summon and then can float again in battle with its decent 1600. Seal of Illusions with Creature Swap is a cool interaction. Non-interference is cool. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted April 9, 2015 Author Report Share Posted April 9, 2015 Buffed Interference, reworked secrets, and added 2 final Seals, for now. Link to comment Share on other sites More sharing options...
BtanH Posted April 9, 2015 Report Share Posted April 9, 2015 Interference is now amazing discard fodder. It's like a sinister serpent. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted April 9, 2015 Author Report Share Posted April 9, 2015 Is it problematic due to being like that? If so, I could make it require a face-up Spellcaster to recur, and/or needs to be sent from the field to the grave. Link to comment Share on other sites More sharing options...
Cirrus Posted April 10, 2015 Report Share Posted April 10, 2015 Field to Graveyard would be ideal. Link to comment Share on other sites More sharing options...
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