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Charmer Support and Upgrade! For the TCG, tis all I know.


Windikite

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Heya! This is my first attempt at making some support for an archetype. This is for the TCG, though is just as transferable to the OCG. This was my very first archetype i fell in love with, but quickly realized that they didn't have a real way to function without being stun or something. A couple of things first!

 

What the Charmers do:

 

  1. The Charmers flip up to take control of same attribute monsters while they are on the field.
  2. The familiar possessed can tribute a charmer and a monster of the same attribute to summon themselves from the hand or deck. They also gain piercing. Dharc is different because he can add a lv3 or 4 light spellcaster to your hand when he does in addition.
  3. The Cataclysmic Charmers tribute monsters to summon monsters with the same attribute from hand.
  4. They also have certain monsters depicted with them, such as Jigobyte and archfiend Eater as their familiars.
  5. Lastly, they are in possession of a fantastic support card called Unpossessed. It makes the mini charmers invulnerable in battle, gives your familiar possessed atk in battle and recruits a new spellcaster if they die.

What the Charmers have going for them:

From what we have here, they have a couple things going for them. They can benefit from flip support, whether it's things that help keep them safe or things that speed them up. They also benefit from attribute modification to take any monster. The Familiar Possessed wouldn't really benefit from anything in particular, except a reason to use their summoning effect. The Cataclysmic Charmers woudl benefit from monsters to tribute, and things to protect them.

 

Here are some of my ideas:

  1. Safety for flip effects! Ghostricks have field spells that can prevent your face-downs from being attacked, as well as other effects to make flipping easier.
  2. Easily tributable monsters! Monarchs have ways to easily get monsters ready for tribute, as well as rewards for doing it.
  3. Protection for the Cataclysmic! Paired with tokens or disposable monsters to tribute, you would not have too hard a time using the Cataclysmic Charmers. If we have some nice bosses or monsters to bring out that can protect our charmers, we would never need to fear them being destroyed, killing the boss.
  4. Attribute modification! Attribute modification would be a nice addition, but it would have to replace itself or be reusable and hard to remove.

And here is what I came up with. Sorry if it's a bit wordy, half of the card text repeats on all of them. Still working on the art, will probably make it myself.

1. First off, you can Xyz summon them by using a charmer(or possessed in Esotera's case) and a same attribute monster. If they steal an XYZ monster, they steal its material too.

2. Second, they gain the attributes of material attached to them.

 

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Here are the cards written out:

 

                        Esotera the Antipossessed (Xyz/spellcaster/effect//LIGHT/1850/1500)

1 LIGHT monster + 1 DARK monster + 1 FIRE monster + 1 WATER monster + 1 EARTH monster + 1 WIND monster 

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you own from your graveyard into the Deck. (You do not use "Polymerization".) This card is treated as being every attribute in all zones. This card cannot be targeted. Once while this card is face-up on the field: Declare an attribute; Shuffle all monsters with that attribute on the field except "Esotera the Antipossessed" into the deck. For each monster shuffled into the deck "Esotera the Antipossessed" gains 500 ATK until end of turn.

 

         Esotera, Charmer Incarnate (Xyz/spellcaster/effect//LIGHT/1000/2000) 2 level 3 monsters

You can also Xyz Summon this card by using a "Charmer" monster you control and another monster of the same attribute as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This monster gains the attributes of all Xyz material cards attached to it. Once per turn: you can attach a "Charmer" monster from your deck or hand to this card as Xyz material. You can detach 2 material from this card to special summon a "Charmer" monster from your hand or graveyard in face up attack position or face down defense position.Her stats are 500 plus the base charmer's stats.

                                                                                                                                                                                                                                                                                                                  Familiar-Possessed  - Esotera (Xyz/spellcaster/effect//LIGHT/1850/1500) 2 level 4 monsters

You can also Xyz Summon this card by using a "Charmer" monster and another monster of the same attribute as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This monster gains the attributes of all Xyz material cards attached to it. During either player's turn, you can detach a "Charmer" Xyz material from this card: when this monster battles a monster with the same attribute as the detached monster, put that monster on the top or bottom of their deck, then inflict damage equal to it's level x 100 to your opponent.

                                                                                                      

                                 Familiar-Possessed  - Forbidden (Xyz/spellcaster/effect/DARK/1850/1500) 2 level 4 monsters

You can also Xyz Summon this card by using a "Familiar-Possessed" monster and another monster of the same attribute as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This monster gains the attributes of all Xyz material cards attached to it. Once per turn, while this card has a "Charmer" card as Xyz Material, you may detach an Xyz Material from this card to attach a Spell card from each player's graveyard to this card. When a "Familiar-Possessed - Forbidden" is removed from the field, you may play one of those cards banished by a "Familiar-Possessed - Forbidden" without paying it's cost until your next end phase.
 

 Familiar Possessed Aussa (spellcaster/effect/EARTH/Lv4/1850/1500) 

You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Aussa the Earth Charmer" you control and 1 face-up Earth monster you control to the Graveyard. When you do: You can special summon 1 level 4 or lower Spellcaster-Type monster from your hand or graveyard. If this card was Special Summoned by this effect and attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
 

 Familiar Possessed Eria (spellcaster/effect/WATER/Lv4/1850/1500) 

You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Eria the Water Charmer" you control and 1 face-up WATER monster you control to the Graveyard. When you do: You can look at your opponent's hand, then send 1 card from their hand to the Graveyard. If this card was Special Summoned by this effect and attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
 

 Familiar Possessed Wynn (spellcaster/effect/WIND/Lv4/1850/1500) 

You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Wynn the Wind Charmer" you control and 1 face-up WIND monster you control to the Graveyard. When you do: You can target 1 card your opponent controls, then place that card on the bottom of the deck. If this card was Special Summoned by this effect and attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
 

Familiar Possessed Hiita (spellcaster/effect/FIRE/Lv4/1850/1500) 

You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Hiita the Fire Charmer" you control and 1 face-up FIRE monster you control to the Graveyard. When you do: You can send 1 monster from your deck to the graveyard, then inflict damage to your opponent equal to its level x 100. If this card was Special Summoned by this effect and attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
 

Familiar Possessed Lyna (spellcaster/effect/LIGHT/Lv4/1850/1500) 

You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Lyna the Light Charmer" you control and 1 face-up LIGHT monster you control to the Graveyard. When you do: Target 1 banished monster; Special Summon that monster. If this card was Special Summoned by this effect and attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
 

Familiar Possessed Dharc (spellcaster/effect/DARK/Lv4/1850/1500) 

You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Dharc the Dark Charmer" you control and 1 face-up DARK monster you control to the Graveyard. When you do: You can add 1 Level 3 or 4 LIGHT Spellcaster-Type monster from your Deck to your hand. If this card was Special Summoned by this effect and attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.

                                                                                                      

  Charmer Preparation (Spell card)

                   Add a "Charmer" or "Possessed" card except "Charmer Preparation" or a spellcaster with 1500 defense from your deck to your hand. You can only use this effect of "Charmer                                      Preparation" once per turn. You can banish this card from your graveyard; target monster becomes the attribute of your choice until end of turn. 

                                                                                                              

                                                            Charmer's Last Resort (Spell card)

                                               Discard a "Charmer" or "Possessed" monster: Draw 2 cards. If you drew a monster that shared an attribute with the monster discarded: Draw 1 card.

You can only use the effect of "Charmer's Last Resort" once per turn.

 

                             Possessed Sanctuary (Field Spell

If your opponent summons a monster(s), change that monster(s) to defense position. During the End Phase you can special summon a "Charmer" monster that shares an attribute with a monster changed to defense position by this card from your hand or deck in face-down defense position (even if this card leaves the field). When this card in your possession is destroyed by your opponent's card and sent to your Graveyard: Your opponent cannot conduct their battle phase this turn. During the End Phase: You can special summon 1 "Charmer" or "Possessed" monster in face-up attack position or face-down defense position from your hand or Deck (even if this card leaves the field).

                                                                                               

Unique things you can do with the archetype now:

 

  • You can make a Chaos deck with Lyna, Dharc and Trick Clown
  • You can make a graveyard focused deck with Aussa and Hiita
  • The familiars such as Jigabyte are extremely useful for extending plays, as is Trick Clown
  • Can pair with archetypes that like being sent to graveyard and/or are multiple attributes such as Super Quantum.

The general idea is to steal a monster, Xyz into Doraido, detach and summon, Jigobyte or something then Xyz, continue. Ladder up Xyz when you are ready. I may also look into the Cataclysmic Charmers, maybe give them something nice to bring out. Thanks for reading and if you have any feedback I'd love to hear it!

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It helps us if you put the card text underneath the cards. That way we can read it easier if it's too small on the card and we can copy-paste it for grammar fixes.

 

These cards aren't bad, but I feel like most of them don't fit in with the theme enough, which is taking control of the opponent's monsters. Esotera is generic, which is scary. Being able to cast spells without cost can get you free Pot of Greeds and field wipes and such, and activating stuff from the graveyard lets you reuse spells and removes the randomness factor Diamond Dude has. You should limit it to Charmers, but Charmers don't really have a good way to take advantage of her effect, so I suggest you just change her effect to fit with the Charmer theme. Doraido is pretty good: easy to get out in Charmers and offering consistency and speed in her charmer form and an extremely powerful effect in her possessed form. Charity, though, is a seriously overpowered draw card which could easily be exploited. You may want to make it more similar to Trade-In or Igknight Reload.

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It helps us if you put the card text underneath the cards. That way we can read it easier if it's too small on the card and we can copy-paste it for grammar fixes.

 

These cards aren't bad, but I feel like most of them don't fit in with the theme enough, which is taking control of the opponent's monsters. Esotera is generic, which is scary. Being able to cast spells without cost can get you free Pot of Greeds and field wipes and such, and activating stuff from the graveyard lets you reuse spells and removes the randomness factor Diamond Dude has. You should limit it to Charmers, but Charmers don't really have a good way to take advantage of her effect, so I suggest you just change her effect to fit with the Charmer theme. Doraido is pretty good: easy to get out in Charmers and offering consistency and speed in her charmer form and an extremely powerful effect in her possessed form. Charity, though, is a seriously overpowered draw card which could easily be exploited. You may want to make it more similar to Trade-In or Igknight Reload.

Ah I'm sorry about that, I will do that. I thought what I had was pretty good as a summation, but I shouldn't have skimped out. Since the reasoning for some of these cards is not clear,let me explain where the cards came from then. 

 

1. All of the charmer plays go huuugely minus, not to mention are incredibly unweildy. You would need to use scroll of bewitchment or a genex monster to change the attribute of a monster so that you could reliably get the effect off. Thus, I knew that at least 1 card would have to be an attribute changer. Since the deck already goes minus this card would at least need to replace itself, thus Spirit Call. It performs two necessary functions the deck never had, and really needs. 

 

2. The Familiar-Possessed special summon effect honestly isn't good at all. Only Dharc can go even with it, and going even isn't worth it. The best part of that whole combo of stealing then tributing their monster, so I figured I would focus more on stealing their monster and making them go minus. Xyzing is the best way to remove a monster from the field without banishing, and I'm not about to step into the Ritiual Beast territory with contact fusion that banishes. With this play not only can you make them go minus, you can plus ahead by summoning one of the materials for the next turn. I originally thought to have an Xyz allow you to just detach the charmer to take the monster, but this works out way better, not to mention actually working lol. Going into the familiar possessed effect would get you some effect, at least with dharc, and also allow you to Xyz into the Possessed Xyz while skipping Doraido if you really need speed.

 

3. Charmer Charity is completely off theme, but I wanted to see if I could make a Sylvan Charity for Charmers. They needed more consistency and the best consisitency card I can think of is Graceful/Sylvan Charity. If you have any other ideas I'd love to hear them, but as there isn't a whole lot to the Charmers themselves I took a little liberty here. I don't think it's too bad, you only draw as much as you put in, and you don't get to choose individual cards. You must choose 1 hand or the other, the other goes back to deck. It's more like a free mulligan, which is powerful in it's own right to be fair.

 

4. Esotera may be crazy, but I don't think for the reasons you think. Esotera can steal equal number of spells from graves, which I mainly came up with as a bit of lore. Esotera is the knowledge Doraido was hoarding that took it's own form. Notice it's a dark type! Going with this theme, I figured that he could bring some nice utility against decks that send spells to grave such as Shaddolls, Monarchs, sometimes BA and Nekroz. Grabbing more spells doesn't increase your reward in the end, it just gives you more options. You can cast a single spell without paying it's cost, and you don't get to choose when it happens unless you ram your own monster into theirs. Flavor bit, her self destructive nature causes his death and she is really greedy and only gives up one spell in the end. If I need to make it less generic I'm fine with that, however I do think that she would be worth keeping around. I would either have to make some good spells worth recycling, or change the last effect to be a bit more centered on the charmers.

 

ty for reading my post and commenting, I appreciate the help here! I will consider what you have said. A couple changes will probably be happening soon.

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