DuskOkami Posted October 31, 2016 Report Share Posted October 31, 2016 So I decided to move onto Spell Casters cause I sort of miss the Spell Counter gimmick. This time I decided that I'd make a deck that revolves on the usage and maintenance of Spell Counters. It might be a little slower but with mage support I think it can be pretty decent. It's my second attempt of an archetype, if you like this enough to be curious of the original I'll be glad to pass the link in pm. (Note: I had added two more spellcaster monsters that where not from set since I realize they work very well in the deck)[spoiler=Show Monsters]Spell Force AquaWater - Level 4 - Spellcaster/Tuner - 1600/1600If you control 2 or more "Spell Force" monster other than "Spell Force Aqua", you can Special Summon this card (from your hand). If this card is Summoned: Place 2 Spell Counter on it (max. 5). Once per turn, remove 2 Spell Counters on this card: Draw 1 card from your Deck. If you discard this card for the activation of a Spell Card or Monster effect: Place 2 Spell Counters on a face-up monster on the field.Spell Force AsuraLight - Level 4 - Spellcaster/Effect - 1800/1800If this card is Normal Summoned: Place 2 Spell Counters on it (max. 5). Once per turn, remove 2 Spell Counters on this card: Add 1 "Spell Force" Spell Card or "Magical Citadel of Endymion" from your Deck to your hand. If you discard this card for the activation of a Spell Card or Monster effect: Excavate the top 3 cards of your Deck: Add any Spell cards to your hand and send the rest to the bottom of your Deck.Spell Force FlameFire - Level 4 - Spellcaster/Effect - 1500/1500If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). When this card is Summoned: Place 3 Spell Counter on it (max. 5). Twice per turn, you can remove a Spell Counter on this card and target 1 set Spell/Trap Card on the field; destroy that target. If you discard this card for the activation of a Spell Card or Monster effect: Add one "Spell Force" card from your Graveyard to your hand.Spell Force GuardDark - Level 4 - Spellcaster/Effect - 1400/1900You can Special Summon this card (from your hand) by discarding 1 card. When this card is Summoned: Place 2 Spell Counter on it (max. 5). Once per turn, if a Spellcaster-Type monster on the field would be destroyed by battle, you can remove 1 Spell Counter from this card instead.(Damage calculations apply normally.)Spell Force LanceEarth - Level 4 -Spellcaster/Effect -1900/1000If this card is Normal Summoned: Place 4 Spell Counters on it (max. 5). While this card is face-up any "Spell Force" monster that is successfully summoned; place one Spell Counter it. Once per turn, remove 2 Spell Counters on this card to destroy 1 face-up monster your opponent controls.Spell Force ShadowDark - Level 4 - Spellcaster/Tuner - 1400/1400If this card is Summoned: Place 3 Spell Counter on it (max. 5). You can remove 2 Spell Counters on this card: Add 1 "Spell Force" Monster from your Deck to your hand, then discard one "Spell Force" card from your hand. If you discard this card for the activation of a Spell Card or Monster effect: Add 1 level 4 Spellcaster from your Deck to your hand.Spell Force SummonerLight - Level 4 - Spellcaster/Effect - 1400/1000If this card is Normal Summoned: Place 3 Spell Counter on it (max. 5). Once per turn, remove 2 Spell Counters on this card and Special Summon one Level 4 "Spell Force" monster from your hand. If you discard this card for the activation of a Spell Card or Monster effect activate one of the follow effects, you can only active this effect once per turn:● Add 1 "Magical Citadel of Endymion" from your Deck to your hand.● Level 6 or Higher Spellcaster-type monster from your Deck to your hand.Dark Magician Girl of the Spell ForceDark - Level 6 - Spellcaster/Effect - 2000/1700Cannot be Normal Summoned/Set. Can only be Special Summon by Banishing 1 "Spell Force" monster from your Graveyard and cannot be summon by any other means. When this card is successfully Special Summoned: Add one "Spell Force" card from your Deck to your hand and place 2 Spell Counters on this card (max. 5). Once per turn target 1 "Spell Force" monster you control; Add 1 Spell Counter for each face-up "Spell Force" monster you control.Dark Magician of the Spell ForceDark - Level 7 - Spellcaster/Effect - 2500/2100Cannot be Normal Summoned/Set. Can only be Special Summon by Banishing 2 "Spell Force" monsters from your Graveyard and cannot be summon by any other means. When this card is successfully Special Summoned: Add one "Spell Force" card from your Graveyard or Deck to your hand and place 3 Spell Counters on this card (max. 5). Once per turn you can add 2 Spell Counters to a face-up card. When a "Spell Force" monster's effect is activated, you can remove Spell Counters on this card instead.Valkyria of the Spell ForceLight - Level 4 - Spellcaster/Effect - 1600/1800When this card is Summoned: Place 2 Spell Counter on it (max. 5). Your opponent cannot target face-up "Spell Force" monsters for attacks, except this one. If this card were to be destroy by battle; you can remove 1 Spell Counter from this card instead.Valkyria, Ascended of the Spell ForceLight - Level 7 - Spellcaster/Effect - 2100/2500Cannot be Normal Summoned/Set. Can only be Special Summon by Tributing "Valkyria of the Spell Force" and cannot be summon by any other means. When this card is Special Summoned: Place 3 Spell Counters on it (max. 5). Your opponent cannot target face-up "Spell Force" monsters for attacks, except this one. If this card were to be destroy; you can remove 1 Spell Counter from the field instead. When this card has 5 Spell Counters: You can tribute this card to Special Summon 1 "Valkyria, Guardian of the Spell Force," ignoring summoning conditions.Valkyria of the Spell ForceLight - Level 9 - Spellcaster/Effect - 2500/3000Cannot be Normal Summoned/Set. Can only be Special Summon by Tributing "Valkyria of the Spell Force" or "Valkyria, Ascended of the Spell Force" and cannot be summon by any other means. When this card is Special Summoned: Place 4 Spell Counters on it (max. 5). Your opponent cannot target face-up "Spell Force" monsters for attacks, except this one. When this card has 5 Spell Counters; Monsters you control are unaffected by card effects, except for its own effects, and this card's effects. You can remove 5 Spell Counters on this card to return all Face-up cards your opponent controls to the bottom of the Deck.[spoiler=Show Spells]Orb of the Spell ForcePlace 2 Spell Counters on a monster. If you discard this card for the activation of a Spell Card or monster effect: Place up to 4 Spell Counters instead.Broken Spell ForceWhen this card is sent to the graveyard; Place 3 Spell Counters on a card you control.Madness of Spell ForceWhen this card is activated: All face-up "Spell Force" Monsters with 5 or more Spell Counters gain 2500 Atk and their effects are negated. Destroy those cards during the End Phase of this turn. If this card is discarded for the activation of a Spell Card or Monster effect: Draw 2 cards, then banish 1 "Spell Force" card or banish your hand.Magik, City of the Spell ForceActivate only if you control a face-up "Magical Citadel of Endymion." Once per turn you can redistribute all Spell Counters placed on all face-up cards you control. If this card is destroyed and sent to the grave place up to 5 Spell Counters on one "Spell Force" monster you control.Power of 5If you control a "Spell Force" monster(s) with 5 Spell Counters you can activate this card. "Spell Force" cards you control require only 1 Spell Counter to activate and resolve effects. You can active "Spell Force" monster effects for any number of times this turn. If this card is discarded for the activation of a Spell card or Monster effect; Return 3 "Spell Force" cards from your Graveyard to your deck, shuffle it, then draw 1 card.Spell Force CircleWhile this card is face-up on the field "Spell Force" monsters with two or more Spell Counters can not be target by the effects of Spell or Trap cards. During your Standby Phase; add one Spell Counter onto this card (max. 5). When this card has 5 Spell Counters on it, destroy this card. If this card is discarded for the activation of a Spell card or Monster effect; Until the End Phase of your opponent's next turn monsters you control are unaffected by your opponent's card effects.Spell Force OverchargeTarget 1 "Spell Force" Monster: Place up to 5 Spell Counters. If you activate that card's effect: Banish the target once the target's effect resolves. If you discard this card for the activation of a Spell Card or Monster effect: Place 3 Spell Counters on all Face-up monsters.Spell Force ReckoningIf you control 2 or more "Spell Force" Monsters with 5 Spell Counters each, Special Summon 1 "Spell Force" Monster from your Extra Deck, ignoring Summoning conditions. If it is an Xyz Monster, equip this card as an Xyz material. You cannot attack the turn you activate this effect. If this card is discarded for the activation of a Spell card or Monster effect; Place up 3 Spell counters on 2 "Spell Force" monsters you control. You can only active one "Spell Force Reckoning" per turn.Spell Force SigilDuring your Main Phase, you can Normal Summon 1 Level 4 Spellcaster-type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is discarded for the activation of a Spell card or Monster effect; Add one "Spell Force" card from your Deck or Graveyard to you hand during the End Phase.[spoiler=Show Traps]Spell Force ImplosionDestroy one of your opponent's monster with Spell Counter(s), then redistribute that destroyed monster's Spell Counter(s) to face-up monster(s) on the field.Spell Force ZeroTarget 1 monster with 2 or more Spell Counters: You can activate the target's Effect during your opponent's turn, and if you do, remove all Spell Counters from that card. If this card is discarded for the activation of aSpell card or Monster effect; Target one monster with 2 or more Spell Counters; Redistribute the Spell Counters to any face-up cards on the field except for the target.[spoiler=Show Extra Deck]Collector of the Spell ForceLight - Level 8 - Spellcaster/Synchro/Effect - 2000/2000Once per turn when this card should leave the field, it does not. For every 3 Spell Counters placed on the Field: Draw 1 card. You can remove any number of Spell Counters on the field and this card gains 200 Atk and Def for each Spell Counter removed by this effect.Dark Distributor of the Spell ForceDark - Level 8 - Spellcaster/Synchro/Effect - 2700/2000Once per turn you can discard 1 "Spell Force" Card from your hand: Target 1 face-up monster on the field; Place 3 Spell Counters on it (max 5). You can tribute 1 "Spell Force" card with 5 or more Spell Counters; Target up to 3 cards on the field; banish them.Spell Force Infused Black Luster SoldierLight - Rank 4 - Spellcaster/Xyz/Effect - 2500/30002 Level 4 Spellcaster MonstersWhen this card is Summoned: Place 2 Spell Counters on it (max. 5). While this card has an Xyz material; "Spell Force" monsters you control gain 1 Spell Counter when successfully summoned. Once per turn, you can remove 2 Spell Counters on a monster you control; Return one face-up monster to the bottom of the controller's deck.Spell Force Infused Summoned SkullDark - Rank 4 - Spellcaster/Xyz/Effect - 2500/12002 Level 4 Spellcaster MonstersWhen this card is Summoned: Place 3 Spell Counter on it (max. 5). While this card has an Xyz material; face-up "Spell Force" monsters you control gain 2 Spell Counters during the End Phase. Once per turn, you can detach one Xyz material on a monster you control, and destroy all monsters with more Atk than this monster's original Atk. Once per turn, you can detach one Xyz material on a monster you control, and destroy all monsters with more Atk than this monster's original Atk.Spell Force Infused Gaia the Dragon CommanderWind - Rank 4 - Spellcaster/Xyz/Effect - 2500/22002 Level 4 Spellcaster MonstersWhen this card is Summoned: Place 2 Spell Counters on it (max. 5). While this card has an Xyz material; "Spell Force" monsters you control gain 1 Spell Counter when successfully summoned. Once per turn, you can remove 2 Spell Counters on a monster you control then target a "Spell Force" monster with 2000 or less Atk; it can attack directly this turn. [spoiler=Bonus and "Boss" monster?]MimicorerWind - Level 4 - Spellcaster/Effect - 0/1000When this card is Normal Summoned: You can discard one Spell card from your hand and send one Level 4 or lower Spellcaster-Type monster from your deck to the graveyard. This card's name becomes that monster's, and this card's effect becomes that monster's effect.Sorceress, Keeper of the SpellLight - Level 10 - Spellcaster/Effect - 3000/2500Cannot be Normal Summoned/Set. Can only be Special Summon by tributing 3 monsters with a total of 10 Spell Counters or higher. Whenever a Spell Counter would be placed; place the same amount to this card (max 10). This card gains the follows effects based on the number of Spell Counters on this card:● 2: This card is unaffected by card effects, except for its own effects.● 5: Remove 5 Spell counters, then destroy all spells/traps on the field. Your opponent then Mil cards from their the top of their deck for each spell/trap destroyed by this effect.● 10: Remove any number of Spell Counters on the field and then inflict 300 damage to your opponent for each Spell Counter removed by this effect. Link to comment Share on other sites More sharing options...
Pon3 Posted November 2, 2016 Report Share Posted November 2, 2016 V I'm going to start off by showing a List of Data:[spoiler=-Effect Master List-][spoiler=The List] You Draw: III Destroy Face-Up Monster: II Destroy Set Monster: Destroy Set Spell: II Destroy Face-Up Spell: I Destroy Set Trap: II Destroy Face-Up Trap: I Destroy Card: I Destroy Self: I Banish Monster on Field: I Banish Set Spell on Field: Banish Face-Up Spell on Field: Banish Set Trap on Field: Banish Face-Up Trap on Field: Banish Card on Field: I Banish Monster from Hand: Banish Set Spell from Hand: Banish Face-Up Spell from Hand: Banish Set Trap from Hand: Banish Face-Up Trap from Hand: Banish Card from Hand: I Banish Mill: Banish Mill Face-Down: Banish Entire Hand: I Banish Monster from Grave: II Banish Spell from Grave: Banish Trap from Grave: Banish Card from Grave: Return Monster from Field to Hand: Return Monster from Field to TDeck: Return Monster from Field to BDeck: Return Monster from Field to Deck: ? Return Spell from Field to Hand: Return Spell from Field to TDeck: Return Spell from Field to BDeck: Return Spell from Field to Deck: ? Return Trap from Field to Hand: Return Trap from Field to TDeck: Return Trap from Field to BDeck: Return Trap from Field to Deck: ? Return Card from Field to Hand: Return Card from Field to TDeck: Return Card from Field to BDeck: Return Card from Field to Deck: ? Discard Monster: Discard Spell: I Discard Trap: Discard Any: II Discard Entire Hand: Tribute: III Burn: Mill: Search Monster from Deck: III? Search Spell from Deck: IIII? Search Trap from Deck: III? Search Monster from Grave: II? Search Spell from Grave: III? Search Trap from Grave: II? Search Monster from Banish Pile: ? Search Spell from Banish Pile: ? Search Trap from Banish Pile: ? Special Summon Self from Hand: III Special Summon Self from Deck: I Special Summon Self from Grave: Special Summon Self from Banish Pile: Special Summon Self from EDeck: Special Summon Other from Hand: Special Summon Other from Deck: Special Summon Other from Grave: Special Summon Other from Banish Pile: Special Summon Other from EDeck: I Extra Normal Summon: I Increase ATK Self: I Increase ATK Other: I Increase DEF Self: I Increase DEF Other: I Decrease ATK Self: Decrease ATK Other: Decrease DEF Self: Decrease DEF Other: Place Counters on Self: IIIIIIIIIIIIII Place Counters on Other: IIIIIII Remove Counters from Self: IIIIIIIIIII Remove Counters from Other: I Move Counters: III Negate Monster Effect: Negate Spell Effect: Negate Trap Effect: Negate Destruction Battle (Self): III Negate Destruction Effect (Self): I Negate Battle (Self): Negate Effect Monster (Self): Negate Effect Spell (Self): Negate Effect Trap (Self): Negate Destruction Battle (Other): I Negate Destruction Effect (Other): Negate Battle (Other): Negate Effect Monster (Other): Negate Effect Spell (Other): Negate Effect Trap (Other): Negate Summon: Negate Normal Summon: Negate Special Summon: Send To Hand from Field: Send To Grave from Hand: Send To Grave from Field: Send To Grave from Deck: I Send To TDeck from Hand: Send To TDeck from Grave: Send To TDeck from Field: Send To BDeck from Hand: Send To BDeck from Grave: Send To BDeck from Field: Shuffle Deck: Shuffle Monster from Hand to Deck: Shuffle Monster from Field to Deck: Shuffle Monster from Grave to Deck: Shuffle Monster from Banish Pile to Deck: Shuffle Spell from Hand to Deck: Shuffle Spell from Field to Deck: Shuffle Spell from Grave to Deck: Shuffle Spell from Banish Pile to Deck: Shuffle Trap from Hand to Deck: Shuffle Trap from Field to Deck: Shuffle Trap from Grave to Deck: Shuffle Trap from Banish Pile to Deck: Shuffle Card from Hand to Deck: Shuffle Card from Field to Deck: Shuffle Card from Grave to Deck: Shuffle Card from Banish Pile to Deck: Prevent Target Effect of Monster (Self): Prevent Target Effect of Monster (Other): Prevent Target Battle Monster (Self): Prevent Target Battle Monster (Other): III Prevent Target Effect of Spell (Self): Prevent Target Effect of Spell (Other): I Prevent Target Effect of Trap (Self): Prevent Target Effect of Trap (Other): I Prevent Leaving Field (Self): I Prevent Leaving Field (Other): Unaffected By Effect of Monster (Self): Unaffected By Effect of Monster (Other): Unaffected By Effect of Spell (Self): Unaffected By Effect of Spell (Other): Unaffected By Effect of Trap (Self): Unaffected By Effect of Trap (Other): Unaffected By Effects (Self): II Unaffected By Effects (Other): II Unaffected By Effect of Opponent’s Monster (Self): Unaffected By Effect of Opponent’s Monster (Other): Unaffected By Effect of Opponent’s Spell (Self): Unaffected By Effect of Opponent’s Spell (Other): Unaffected By Effect of Opponent’s Trap (Self): Unaffected By Effect of Opponent’s Trap (Other): Unaffected By Opponent’s Effects (Self): Unaffected By Opponent’s Effects (Other): Can’t Be Normal Summoned: IIIII Can’t Be Special Summoned from Hand: Can’t Be Special Summoned from Grave: Equip (Self): Equip (Other): Equip as XYZ Mat (Self): I Equip as XYZ Mat (Other): Activate Other Effects: II Steal Name: I Steal Effect: I Lose Duel: Lose Match: Opponent Draw: Destroy Face-Up Monster: II Destroy Set Monster: Destroy Set Spell: II Destroy Face-Up Spell: I Destroy Set Trap: II Destroy Face-Up Trap: I Destroy Card: Destroy Self: N/A Banish Monster on Field: Banish Set Spell on Field: Banish Face-Up Spell on Field: Banish Set Trap on Field: Banish Face-Up Trap on Field: Banish Card on Field: Banish Monster from Hand: Banish Set Spell from Hand: Banish Face-Up Spell from Hand: Banish Set Trap from Hand: Banish Face-Up Trap from Hand: Banish Card from Hand: Banish Mill: Banish Mill Face-Down: Banish Entire Hand: Banish Monster from Grave: Banish Spell from Grave: Banish Trap from Grave: Banish Card from Grave: Return Monster from Field to Hand: Return Monster from Field to TDeck: Return Monster from Field to BDeck: Return Monster from Field to Deck: Return Spell from Field to Hand: Return Spell from Field to TDeck: Return Spell from Field to BDeck: Return Spell from Field to Deck: Return Trap from Field to Hand: Return Trap from Field to TDeck: Return Trap from Field to BDeck: Return Trap from Field to Deck: Return Card from Field to Hand: Return Card from Field to TDeck: Return Card from Field to BDeck: Return Card from Field to Deck: Discard Monster: Discard Spell: Discard Trap: Discard Any: Discard Entire Hand: Tribute: Burn: I Mill: Search Monster from Deck: Search Spell from Deck: Search Trap from Deck: Search Monster from Grave: Search Spell from Grave: Search Trap from Grave: Search Monster from Banish Pile: Search Spell from Banish Pile: Search Trap from Banish Pile: Special Summon Self from Hand: N/A Special Summon Self from Deck: N/A Special Summon Self from Grave: N/A Special Summon Self from Banish Pile: N/A Special Summon Self from EDeck: N/A Special Summon Other from Hand: Special Summon Other from Deck: Special Summon Other from Grave: Special Summon Other from Banish Pile: Special Summon Other from EDeck: Extra Normal Summon: Increase ATK Self: N/A Increase ATK Other: Increase DEF Self: N/A Increase DEF Other: Decrease ATK Self: N/A Decrease ATK Other: Decrease DEF Self: N/A Decrease DEF Other: Place Counters on Self: N/A Place Counters Other: Remove Counters from Self: N/A Remove Counters from Other: Move Counters: Negate Monster Effect: Negate Spell Effect: Negate Trap Effect: Negate Destruction Battle (Self): Negate Destruction Effect (Self): Negate Battle (Self): Negate Effect Monster (Self): Negate Effect Spell (Self): Negate Effect Trap (Self): Negate Destruction Battle (Other): Negate Destruction Effect (Other): Negate Battle (Other): Negate Effect Monster (Other): Negate Effect Spell (Other): Negate Effect Trap (Other): Negate Summon: Negate Normal Summon: Negate Special Summon: Send To Hand from Field: Send To Grave from Deck: Send To Grave from Field: Send To Grave from Deck: Send To TDeck from Hand: Send To TDeck from Grave: Send To TDeck from Field: Send To BDeck from Hand: Send To BDeck from Grave: Send To BDeck from Field: Shuffle Deck: Shuffle Monster from Hand to Deck: Shuffle Monster from Field to Deck: Shuffle Monster from Grave to Deck: Shuffle Monster from Banish Pile to Deck: Shuffle Spell from Hand to Deck: Shuffle Spell from Field to Deck: Shuffle Spell from Grave to Deck: Shuffle Spell from Banish Pile to Deck: Shuffle Trap from Hand to Deck: Shuffle Trap from Field to Deck: Shuffle Trap from Grave to Deck: Shuffle Trap from Banish Pile to Deck: Shuffle Card from Hand to Deck: Shuffle Card from Field to Deck: Shuffle Card from Grave to Deck: Shuffle Card from Banish Pile to Deck: Prevent Target Effect of Monster (Self): Prevent Target Effect of Monster (Other): Prevent Target Battle Monster (Self): Prevent Target Battle Monster (Other): Prevent Target Effect of Spell (Self): Prevent Target Effect of Spell (Other): Prevent Target Effect of Trap (Self): Prevent Target Effect of Trap (Other): Prevent Leaving Field (Self): Prevent Leaving Field (Other): Unaffected By Effect of Monster (Self): Unaffected By Effect of Monster (Other): Unaffected By Effect of Spell (Self): Unaffected By Effect of Spell (Other): Unaffected By Effect of Trap (Self): Unaffected By Effect of Trap (Other): Unaffected By Effects (Self): Unaffected By Effects (Other): Unaffected By Effect of Opponent’s Monster (Self): Unaffected By Effect of Opponent’s Monster (Other): Unaffected By Effect of Opponent’s Spell (Self): Unaffected By Effect of Opponent’s Spell (Other): Unaffected By Effect of Opponent’s Trap (Self): Unaffected By Effect of Opponent’s Trap (Other): Unaffected By Opponent’s Effects (Self): Unaffected By Opponent’s Effects (Other): Can’t Be Normal Summoned: Can’t Be Special Summoned from Hand: Can’t Be Special Summoned from Grave: Equip (Self): Equip (Other): Equip as XYZ Mat (Self): Equip as XYZ Mat (Other): Activate Other Effects: Steal Name: Steal Effect: Lose Duel: Lose Match: The above list is a fairly complete appendix of a vast majority of the Effects in Yugioh in their most basic form, and is there to provide a visual representation of what the cards' effects do, and who they affect. Any Effect under the "You" side represents an Effect happening to You as a result of a card in the Archetype, and any Effect under the "Opponent" side represents an Effect happening to your Opponent as a result of a card in the Archetype. The main bit of information that can be gathered here is Versatility, and Theme. Each Tally (I) represents 1 line of an Effect that does that thing, and a Question Mark (?) represents an effect that is Broken or Unclear as to what it does, but seems to be trying to do that thing. Not Applicable (N/A) is a mark that represents the fact that it's impossible for you to do that thing, usually because you do not control your Opponent's field. The word 'Self' means that a card's Effect affects itself, and the word 'Other' means that a card's Effect affects another card(s). I'd suggest Copying and Pasting the lists side by side in a table on Docs, or Word, to get a better view of what's going on. V Using the list above, I will discuss the Versatility in the Effects of this Deck before getting into the individual cards.[spoiler=-Versatility-] The Archetype is heaviest on Searching the Deck and Graveyard for Monsters, Spells, and Traps belonging to the Archetype. Its next heaviest Effect type is Destruction, being able to Destroy cards of any type, albeit slowly, and typically only once without heavy support from Spell Counters. Now is a good time to address how these Counters are used.Place Counters Self: IIIII IIIII IIII -14Place Counters Other: IIIII II -7Remove Counters Self: IIIII IIIII I -11Remove Counters Other: I -1Move Counters: III -3There are 21 Effects in total that focus on placing Spell Counters on Cards, but only 12 Effects that use them. Normally, this wouldn't be a problem, if they weren't capped at 5 Max Counters on a vast majority of Cards. Not to mention, there are Cards that Place Counters on themselves, but have no means of using them on their own, such as "Dark Magician Girl of the Spell Force", and "Dark Magician of the Spell Force". Unless you are able to use one of the 3 Effects that can Move Counters ("Spell Force Implosion" Destroys the Card to do so), or use "Collector of the Spell Force" to clear these Counters, they are more of a wasted potential, and stand a solid chance at Bricking you, since those Cards' ATKs aren't much to write home about. Of course, there are a few effects that only work with Cards that have certain numbers of Spell Counters, but only "Dark Magician..." starts with 3 Counters for "...Circle", and you have better Cards in the Archetype that allow cards to be Unaffected, and there's almost no clean economic way to raise either of them to 5 Spell Counters. One thing this Archetype does have going for it is the fact that a few of its cards, mostly "Valkyria, Guardian of the Spell Force", completely ignore Card effects, and it's got a great DEF. While 3000 isn't much of a Brick Wall, there are plenty of Decks that don't quite have it in them to run that over. Even better, she forces the Opponent to Target her for attacks, leaving you free to pick apart their Field with your Destruction Effects without fear of any Effect whatsoever. That 5 Counter removal Sweep is even faster, almost enough to make all the other cards pointless if they don't Search for her (which there is plenty of Searching going on here, there's no reason you shouldn't be able to pull her within the first 2-3 turns). If you manage to get two of the "Valkyria" cards on the field, it's essentially Game Over for the Opponent. Perhaps there should be an Effect that you can only control 1 "Valkyria"? One thing I've noticed is that this Archetype loves to Cost, without putting out much. Considering every other card is underwhelming when placed next to "Valkyria, Guardian of the Spell Force", I suppose this is alright, and considering the Costs of Discarding will prime you to Special Summon the Dark Magicians, there's not too much to complain about, though they're mostly Dead Ends, completely overshadowed by the "Valkyria" line. This Archetype feels like a slower, yet ultimately more potent Dark Worlds. Absolutely devastating against Decks that run weak monsters that rely on Effects, but can easily lose to a headbutting contest with 3100+ Beatsticks, especially Kaijus. As the Archetype is now, it is Broken (I will explain where in the individual card reviews), and both Underpowered and Overpowered. Don't be afraid to Buff the Spells and Traps, and lower the costs of Effects. Even The Legendary Six Samurai can destroy both Set and Face-Up Spells/Traps essentially for free, with Kamon and Yaichi, and those two are almost never run, because they are slow, and the Destruction Effect has lost a lot of power in the current Meta.V Now, let's talk about these cards on an individual level.[spoiler=-Card Reviews-][spoiler=-Monsters-]Spell Force AquaHonestly, this card is very liable to both Brick, and be rather useless to you. It has Low-Mid ATK and DEF, so it can't provide any help in Battle. The only two cards it can Search for are slow, and don't do much aside from Destroy what will most likely be your monster, and move its Spell Counters, or remove all the Spell Counters on a card to trigger an effect (most likely in place of a cost, as it's worded), or just move counters if it's discarded. This card could use a Buff. Oh, and it's a Tuner. That's neat.Spell Force AsuraThis card is much better than "Aqua" in terms of Utility. With him, you're able to get just the Spell Card you need. Too bad this isn't too much better, as you can't search "Magical Citadel of Endymion", and most of the Spells aren't too overly useful outside stacking Counters, which will take much longer to pay off if "Magical Citadel of Endymion" isn't on the field than it's worth. "Spell Force Sigil" and "Spell Force Circle" would be the go-to cards to Search for in most situations, though those cards lose power as the game progresses (Spell Force Circle blows itself up in 5 turns). Also, Low-Mid ATK and DEF, so he's only got his Effect going for him. Would be good XYZ or Synchro materials if the Deck is fast enough.Spell Force FlameThis card is both better and worse than Yaichi. Yeah sure, he gets up to two pops on a set Spell/Trap card per turn. But the resource he uses is fairly limited, and only starts off with 1 Spell Counter. He's not so good on his own for Battle either. A fairly weak card that suffers from medium-high cost for an effect that the meta chews through like paper. MST is much better.Spell Force GuardIf "Valkyria, Guardian of the Spell Force" is your Bread, then "Spell Force Guard" is your Butter, and "Magical Citadel of Endymion" is your Toaster that makes up the ingredients to part of a Well Balanced Breakfast. Forget using this guy on anything BUT "Valkyria, Guardian...", as this guy right here makes up for the one weakness she has, without being completely broken. Those three cards should be the Flagship combo of any Deck using this Archetype.Spell Force LanceThis card is pretty good for peeling back the Opponent's front row, but using his Counters to do that is kind of a waste when they could be sent over to "Valkyria, Guardian of the Spell Force"/"Magical Citadel of Endymion" to wipe away your Opponent's field, and then Attack them. Not to mention, a lot of the current Meta believe's Targeting is for chumps.Spell Force ShadowYou want this card for one thing, and one thing only. "Valkyria". Only when she's spent up on that, can you consider using her as Synchro material.Spell Force SummonerYou want this card for either "Valkyria of the Spell Force", "Spell Force Shadow", or "Spell Force Guard", in that order. Whichever ones you don't have really. Great for getting the "Valkyria" line started as soon as possible.Dark Magician Girl of the Spell ForceSame rules apply, but with an additional card in the list: "Valkyria of the Spell Force", "Valkyria, Guardian of the Spell Force", "Spell Force Shadow", or "Spell Force Guard". I'd suggest giving her the ability to pass on her Spell Counters, or even generate Spell Counters, as the Archetype could use a way to do that without spending cards. Or even make it cost a Discard, even better synergy with those Spell/Trap Cards!Dark Magician of the Spell ForceSo, by this point, there should be no reason why you don't have "Valkyria, Guardian of the Spell Force", and "Spell Force Guard" on the field by turn 2-3. He could stand to gain an additional effect as well. Something to give himself a reason to hold on to the Spell Counters other than to either cost a card to pass them up, or be fuel for "Magical Citadel of Endymion".Valkyria of the Spell ForceAh yes, what a perfect start to the beginning of the end. Not only does she take aggro, but she also has a safety net, giving you time to get to "Valkyria, Guardian of the Spell Force" if need be. Don't rely on her alone, get to "Guardian" ASAP.Valkyria, Ascended of the Spell ForceSo, you may be wondering why I'm completely ignoring this card. The only reason why I'd recommend using her would be if for some reason you had "Valkyria of the Spell Force" on the field, but no "Valkyria, Guardian of the Spell Force" on-hand. The only potential good she could do would be to use her to add any Spell Card that adds Spell Counters, so you can either pop "Valkyria, Guardian of the Spell Force"'s 5 Spell Counter effect, or just get her up to 5 so that you no longer have to worry about Card Effects. If you don't draw her, don't worry about her. Of course, since as it stands, you can't use her to get "Valkyria, Guardian of the Spell Force", I wouldn't even consider putting her in the Deck.Valkyria, Guardian of the Spell ForceOkay, so, I love this card. I've been waiting hours to get to this card to be honest. She is a perfect example of a good Boss Monster. She starts off almost filled on Spell Counters, needing just 1 more to gain Immunity for the whole field. She's got 3000 DEF, perfect for just about every average Beatstick. On the rare occasion she is out-brawled, there's "Spell Force Guard" to keep her safe. Her ability to clear the Opponent's side of the field with a non-targeting Return effect is the icing on the cake. If you have at least 5 Spell Counters on "Magical Citadel of Endymion", then this is pretty much Game. The only think that I suggest is adding the Effect: 'You can only control 1 "Valkyria" Monster.' to the whole family tree. Also, reword her Effect to "...Monsters you control are unaffected by card effects, except for its own effects, and this card's effects." Oh, and I don't know what this "Valkyria, Protector of the Spell Force" thing is, but it sounds disappointing.[spoiler=-Spells-]Orb of the Spell ForcePretty good all-round. Though it could use a buff. Perhaps start with +2 Counters, and with Discard, get +4?Broken Spell ForceThis is literally "Orb of the Spell Force", but better. It should be worded as just: "Place 3 Spell Counters on a card you control."Madness of Spell ForceThis card's wording is BROKEN. I get what it's saying, but perhaps try wording the first Effect as such:"When this card is activated: All face-up "Spell Force" Monsters with 5 or more Spell Counters gain 2500 Atk and their effects are negated. Destroy those cards during the End Phase of this turn."Notice how I slipped in a nice buff there ;3Oh, and uh."If this card is discarded for the activation of a Spell Card or Monster effect: Draw 2 cards, then banish 1 "Spell Force" card or banish your hand."That is better wording.Magik, City of the Spell ForceI'm okay with this. This card is literally exactly what this Archetype needed for managing Spell Counters. Just make sure you change that 'one' to '1' <3Power of 5Okay, I guess? Maybe make it a bit more powerful, like requiring only 1 Spell Counter to activate those Effects? Also, BIG problem here. You see those Question Marks on my Effects List up there? Yeah, this card caused quite a few of them. Where the hell are you Returning those "Spell Force" cards from? Please fix that, it's killing me.Spell Force CircleThis card is kinda useless. Its main Effect is out shined by "Valkyria, Guardian of the Spell Force" in almost every way, and its Discard Effect is even more useless. Re-purpose this card into something useful ;.; Oh wait. No, it's just the Discard Effect that needs Re-purposing! With "Magik, City of the Spell Force", you can relocate those pesky counters onto "Magical Citadel of Endymion"! Clever design, you almost fooled me.Spell Force OverchargeAlter the wording of this card to "If you activate that card's effect: Banish the target once the target's effect resolves.", and you have great fuel for "Valkyria, Guardian of the Spell Force". Its Discard effect is also pretty good.Spell Force ReckoningWell, this would be neat, if you had, uh, Spell Force XYZ monsters... Either way, this card needs a cost of some kind, as your Synchros are pretty powerful in their own right. That Discard Effect is also pretty overpowered compared to the rest. Perhaps lower the amount Placed to 3?Spell Force Sigil??? Get it? ??? Yeah, this one has a similar problem to Power of 5. Look, I love you, Dusk, but we really gotta meet halfway on these things. If you don't tell me where you're adding "Spell Force" cards from, we're through </3. Oh, and yeah, I love that additional Normal Summon, better Early-Game, but not so good late game when it doesn't matter much. Still, Normal Summons don't make me salty ;.; Fix this card please. [spoiler=-Traps-]Spell Force ImplosionOkay, I guess? I don't see how it's worth it to Destroy a monster just to redistribute its Spell Counters when you have "Magical Citadel of Endymion", and "Magik, City of the Spell Force". This is more of a liability than anything.Spell Force ZeroThis card needs rewording. I get what it's trying to do, but perhaps change it to: "Target 1 monster with 2 or more Spell Counters: You can activate the target's Effect during your opponent's turn, and if you do, remove all Spell Counters from that card. If this card is discarded for the activation of aSpell card or Monster effect; Target one monster with 2 or more Spell Counters; Redistribute the Spell Counters to any face-up cards on the field except for the target."[spoiler=-Synchros-] Collector of the Spell ForceGreat idea, excellent for supporting "Valkyria, Guardian of the Spell Force" to run over anything she can't handle. Neat Draw Power, but perhaps word it as such: "For every 3 Spell Counters placed on the Field: Draw 1 card."Dark Distributor of the Spell ForceExcellent support overall. Puts great use to those Discard Effects. Change the text to: "Once per turn you can discard 1 "Spell Force" Card from your hand: Target 1 face-up monster on the field; Place 3 Spell Counters on it (max 5). You can tribute 1 "Spell Force" card with 5 or more "Spell Counters": Target up to 3 cards on the field; banish them."[spoiler=-BONUS DUCKS CARDS-]MimicorerSorry to say, but this card is broken beyond repair, unless you limit the Level of the Spellcaster you can copy to something like 4. Also, replace "If" with "When". Do that for all your cards in regards to Summons. You could reword the last effect to: ", and this card's effect becomes that monster's effect."Sorceress, Keeper of the SpellPretty expensive, and will most likely Brick you. Change the first Effect to: "● 2: This card is unaffected by card effects, except for its own effects." Also, "your", not "you're". And you Mill from the Deck, not Discard. That random Burn effect at the end is a little out of place, but I'd imagine it'll still hurt all the same.Phew. So, there's my thoughts. Hope I helped you out a little. Great job with "Valkyria, Guardian of the Spell Force", I really like her as a Boss Monster. Just work on preventing a complete cheap lockdown. Limiting how many of them you can control would be the easiest way. Some cards could use some Buffs, because outside of "Valkyria", you don't have much going for you, especially in terms of the ways you can survive your Opponent's first Battle Step. I hope to see more support for this Archetype in the future. Link to comment Share on other sites More sharing options...
DuskOkami Posted November 3, 2016 Author Report Share Posted November 3, 2016 V I'm going to start off by showing a List of Data: [spoiler=-Effect Master List-][spoiler=The List]You Draw: IIIDestroy Face-Up Monster: IIDestroy Set Monster: Destroy Set Spell: IIDestroy Face-Up Spell: IDestroy Set Trap: IIDestroy Face-Up Trap: IDestroy Card: IDestroy Self: IBanish Monster on Field: IBanish Set Spell on Field: Banish Face-Up Spell on Field: Banish Set Trap on Field: Banish Face-Up Trap on Field: Banish Card on Field: IBanish Monster from Hand: Banish Set Spell from Hand: Banish Face-Up Spell from Hand: Banish Set Trap from Hand: Banish Face-Up Trap from Hand: Banish Card from Hand: IBanish Mill:Banish Mill Face-Down:Banish Entire Hand: IBanish Monster from Grave: IIBanish Spell from Grave: Banish Trap from Grave: Banish Card from Grave: Return Monster from Field to Hand:Return Monster from Field to TDeck:Return Monster from Field to BDeck:Return Monster from Field to Deck: ?Return Spell from Field to Hand:Return Spell from Field to TDeck:Return Spell from Field to BDeck:Return Spell from Field to Deck: ?Return Trap from Field to Hand:Return Trap from Field to TDeck:Return Trap from Field to BDeck:Return Trap from Field to Deck: ?Return Card from Field to Hand:Return Card from Field to TDeck:Return Card from Field to BDeck:Return Card from Field to Deck: ?Discard Monster: Discard Spell: IDiscard Trap: Discard Any: IIDiscard Entire Hand:Tribute: IIIBurn: Mill:Search Monster from Deck: III?Search Spell from Deck: IIII?Search Trap from Deck: III?Search Monster from Grave: II?Search Spell from Grave: III?Search Trap from Grave: II?Search Monster from Banish Pile: ? Search Spell from Banish Pile: ?Search Trap from Banish Pile: ?Special Summon Self from Hand: IIISpecial Summon Self from Deck: ISpecial Summon Self from Grave: Special Summon Self from Banish Pile: Special Summon Self from EDeck:Special Summon Other from Hand: Special Summon Other from Deck: Special Summon Other from Grave: Special Summon Other from Banish Pile: Special Summon Other from EDeck: IExtra Normal Summon: IIncrease ATK Self: IIncrease ATK Other: IIncrease DEF Self: IIncrease DEF Other: IDecrease ATK Self:Decrease ATK Other:Decrease DEF Self:Decrease DEF Other:Place Counters on Self: IIIIIIIIIIIIIIPlace Counters on Other: IIIIIIIRemove Counters from Self: IIIIIIIIIIIRemove Counters from Other: IMove Counters: IIINegate Monster Effect: Negate Spell Effect: Negate Trap Effect:Negate Destruction Battle (Self): IIINegate Destruction Effect (Self): INegate Battle (Self):Negate Effect Monster (Self):Negate Effect Spell (Self):Negate Effect Trap (Self):Negate Destruction Battle (Other): INegate Destruction Effect (Other): Negate Battle (Other): Negate Effect Monster (Other):Negate Effect Spell (Other):Negate Effect Trap (Other):Negate Summon:Negate Normal Summon:Negate Special Summon:Send To Hand from Field:Send To Grave from Hand:Send To Grave from Field:Send To Grave from Deck: ISend To TDeck from Hand:Send To TDeck from Grave:Send To TDeck from Field:Send To BDeck from Hand:Send To BDeck from Grave:Send To BDeck from Field:Shuffle Deck:Shuffle Monster from Hand to Deck:Shuffle Monster from Field to Deck:Shuffle Monster from Grave to Deck:Shuffle Monster from Banish Pile to Deck:Shuffle Spell from Hand to Deck:Shuffle Spell from Field to Deck:Shuffle Spell from Grave to Deck:Shuffle Spell from Banish Pile to Deck:Shuffle Trap from Hand to Deck:Shuffle Trap from Field to Deck:Shuffle Trap from Grave to Deck:Shuffle Trap from Banish Pile to Deck:Shuffle Card from Hand to Deck:Shuffle Card from Field to Deck:Shuffle Card from Grave to Deck:Shuffle Card from Banish Pile to Deck:Prevent Target Effect of Monster (Self): Prevent Target Effect of Monster (Other): Prevent Target Battle Monster (Self):Prevent Target Battle Monster (Other): IIIPrevent Target Effect of Spell (Self):Prevent Target Effect of Spell (Other): IPrevent Target Effect of Trap (Self):Prevent Target Effect of Trap (Other): IPrevent Leaving Field (Self): IPrevent Leaving Field (Other): Unaffected By Effect of Monster (Self): Unaffected By Effect of Monster (Other): Unaffected By Effect of Spell (Self): Unaffected By Effect of Spell (Other): Unaffected By Effect of Trap (Self): Unaffected By Effect of Trap (Other): Unaffected By Effects (Self): IIUnaffected By Effects (Other): IIUnaffected By Effect of Opponent’s Monster (Self): Unaffected By Effect of Opponent’s Monster (Other): Unaffected By Effect of Opponent’s Spell (Self): Unaffected By Effect of Opponent’s Spell (Other): Unaffected By Effect of Opponent’s Trap (Self): Unaffected By Effect of Opponent’s Trap (Other): Unaffected By Opponent’s Effects (Self): Unaffected By Opponent’s Effects (Other): Can’t Be Normal Summoned: IIIIICan’t Be Special Summoned from Hand:Can’t Be Special Summoned from Grave:Equip (Self):Equip (Other):Equip as XYZ Mat (Self): IEquip as XYZ Mat (Other):Activate Other Effects: IISteal Name: ISteal Effect: ILose Duel:Lose Match: OpponentDraw:Destroy Face-Up Monster: IIDestroy Set Monster:Destroy Set Spell: IIDestroy Face-Up Spell: IDestroy Set Trap: IIDestroy Face-Up Trap: IDestroy Card:Destroy Self: N/ABanish Monster on Field:Banish Set Spell on Field:Banish Face-Up Spell on Field:Banish Set Trap on Field:Banish Face-Up Trap on Field:Banish Card on Field:Banish Monster from Hand:Banish Set Spell from Hand:Banish Face-Up Spell from Hand:Banish Set Trap from Hand:Banish Face-Up Trap from Hand:Banish Card from Hand:Banish Mill:Banish Mill Face-Down:Banish Entire Hand:Banish Monster from Grave:Banish Spell from Grave:Banish Trap from Grave:Banish Card from Grave:Return Monster from Field to Hand:Return Monster from Field to TDeck:Return Monster from Field to BDeck:Return Monster from Field to Deck:Return Spell from Field to Hand:Return Spell from Field to TDeck:Return Spell from Field to BDeck:Return Spell from Field to Deck:Return Trap from Field to Hand:Return Trap from Field to TDeck:Return Trap from Field to BDeck:Return Trap from Field to Deck:Return Card from Field to Hand:Return Card from Field to TDeck:Return Card from Field to BDeck:Return Card from Field to Deck:Discard Monster:Discard Spell:Discard Trap:Discard Any:Discard Entire Hand:Tribute:Burn: IMill:Search Monster from Deck:Search Spell from Deck:Search Trap from Deck:Search Monster from Grave:Search Spell from Grave:Search Trap from Grave:Search Monster from Banish Pile:Search Spell from Banish Pile:Search Trap from Banish Pile:Special Summon Self from Hand: N/ASpecial Summon Self from Deck: N/ASpecial Summon Self from Grave: N/ASpecial Summon Self from Banish Pile: N/ASpecial Summon Self from EDeck: N/ASpecial Summon Other from Hand:Special Summon Other from Deck:Special Summon Other from Grave:Special Summon Other from Banish Pile:Special Summon Other from EDeck:Extra Normal Summon:Increase ATK Self: N/AIncrease ATK Other:Increase DEF Self: N/AIncrease DEF Other:Decrease ATK Self: N/ADecrease ATK Other:Decrease DEF Self: N/ADecrease DEF Other:Place Counters on Self: N/APlace Counters Other:Remove Counters from Self: N/ARemove Counters from Other:Move Counters:Negate Monster Effect:Negate Spell Effect:Negate Trap Effect:Negate Destruction Battle (Self):Negate Destruction Effect (Self):Negate Battle (Self):Negate Effect Monster (Self):Negate Effect Spell (Self):Negate Effect Trap (Self):Negate Destruction Battle (Other):Negate Destruction Effect (Other):Negate Battle (Other):Negate Effect Monster (Other):Negate Effect Spell (Other):Negate Effect Trap (Other):Negate Summon:Negate Normal Summon:Negate Special Summon:Send To Hand from Field:Send To Grave from Deck:Send To Grave from Field:Send To Grave from Deck:Send To TDeck from Hand:Send To TDeck from Grave:Send To TDeck from Field:Send To BDeck from Hand:Send To BDeck from Grave:Send To BDeck from Field:Shuffle Deck:Shuffle Monster from Hand to Deck:Shuffle Monster from Field to Deck:Shuffle Monster from Grave to Deck:Shuffle Monster from Banish Pile to Deck:Shuffle Spell from Hand to Deck:Shuffle Spell from Field to Deck:Shuffle Spell from Grave to Deck:Shuffle Spell from Banish Pile to Deck:Shuffle Trap from Hand to Deck:Shuffle Trap from Field to Deck:Shuffle Trap from Grave to Deck:Shuffle Trap from Banish Pile to Deck:Shuffle Card from Hand to Deck:Shuffle Card from Field to Deck:Shuffle Card from Grave to Deck:Shuffle Card from Banish Pile to Deck:Prevent Target Effect of Monster (Self):Prevent Target Effect of Monster (Other):Prevent Target Battle Monster (Self):Prevent Target Battle Monster (Other):Prevent Target Effect of Spell (Self):Prevent Target Effect of Spell (Other):Prevent Target Effect of Trap (Self):Prevent Target Effect of Trap (Other):Prevent Leaving Field (Self):Prevent Leaving Field (Other):Unaffected By Effect of Monster (Self):Unaffected By Effect of Monster (Other):Unaffected By Effect of Spell (Self):Unaffected By Effect of Spell (Other):Unaffected By Effect of Trap (Self):Unaffected By Effect of Trap (Other):Unaffected By Effects (Self):Unaffected By Effects (Other):Unaffected By Effect of Opponent’s Monster (Self):Unaffected By Effect of Opponent’s Monster (Other):Unaffected By Effect of Opponent’s Spell (Self):Unaffected By Effect of Opponent’s Spell (Other):Unaffected By Effect of Opponent’s Trap (Self):Unaffected By Effect of Opponent’s Trap (Other):Unaffected By Opponent’s Effects (Self):Unaffected By Opponent’s Effects (Other):Can’t Be Normal Summoned:Can’t Be Special Summoned from Hand:Can’t Be Special Summoned from Grave:Equip (Self):Equip (Other):Equip as XYZ Mat (Self):Equip as XYZ Mat (Other):Activate Other Effects:Steal Name:Steal Effect:Lose Duel:Lose Match: The above list is a fairly complete appendix of a vast majority of the Effects in Yugioh in their most basic form, and is there to provide a visual representation of what the cards' effects do, and who they affect. Any Effect under the "You" side represents an Effect happening to You as a result of a card in the Archetype, and any Effect under the "Opponent" side represents an Effect happening to your Opponent as a result of a card in the Archetype. The main bit of information that can be gathered here is Versatility, and Theme. Each Tally (I) represents 1 line of an Effect that does that thing, and a Question Mark (?) represents an effect that is Broken or Unclear as to what it does, but seems to be trying to do that thing. Not Applicable (N/A) is a mark that represents the fact that it's impossible for you to do that thing, usually because you do not control your Opponent's field. The word 'Self' means that a card's Effect affects itself, and the word 'Other' means that a card's Effect affects another card(s). I'd suggest Copying and Pasting the lists side by side in a table on Docs, or Word, to get a better view of what's going on. V Using the list above, I will discuss the Versatility in the Effects of this Deck before getting into the individual cards.[spoiler=-Versatility-] The Archetype is heaviest on Searching the Deck and Graveyard for Monsters, Spells, and Traps belonging to the Archetype. Its next heaviest Effect type is Destruction, being able to Destroy cards of any type, albeit slowly, and typically only once without heavy support from Spell Counters. Now is a good time to address how these Counters are used.Place Counters Self: IIIII IIIII IIII -14Place Counters Other: IIIII II -7Remove Counters Self: IIIII IIIII I -11Remove Counters Other: I -1Move Counters: III -3There are 21 Effects in total that focus on placing Spell Counters on Cards, but only 12 Effects that use them. Normally, this wouldn't be a problem, if they weren't capped at 5 Max Counters on a vast majority of Cards. Not to mention, there are Cards that Place Counters on themselves, but have no means of using them on their own, such as "Dark Magician Girl of the Spell Force", and "Dark Magician of the Spell Force". Unless you are able to use one of the 3 Effects that can Move Counters ("Spell Force Implosion" Destroys the Card to do so), or use "Collector of the Spell Force" to clear these Counters, they are more of a wasted potential, and stand a solid chance at Bricking you, since those Cards' ATKs aren't much to write home about. Of course, there are a few effects that only work with Cards that have certain numbers of Spell Counters, but only "Dark Magician..." starts with 3 Counters for "...Circle", and you have better Cards in the Archetype that allow cards to be Unaffected, and there's almost no clean economic way to raise either of them to 5 Spell Counters. One thing this Archetype does have going for it is the fact that a few of its cards, mostly "Valkyria, Guardian of the Spell Force", completely ignore Card effects, and it's got a great DEF. While 3000 isn't much of a Brick Wall, there are plenty of Decks that don't quite have it in them to run that over. Even better, she forces the Opponent to Target her for attacks, leaving you free to pick apart their Field with your Destruction Effects without fear of any Effect whatsoever. That 5 Counter removal Sweep is even faster, almost enough to make all the other cards pointless if they don't Search for her (which there is plenty of Searching going on here, there's no reason you shouldn't be able to pull her within the first 2-3 turns). If you manage to get two of the "Valkyria" cards on the field, it's essentially Game Over for the Opponent. Perhaps there should be an Effect that you can only control 1 "Valkyria"? One thing I've noticed is that this Archetype loves to Cost, without putting out much. Considering every other card is underwhelming when placed next to "Valkyria, Guardian of the Spell Force", I suppose this is alright, and considering the Costs of Discarding will prime you to Special Summon the Dark Magicians, there's not too much to complain about, though they're mostly Dead Ends, completely overshadowed by the "Valkyria" line. This Archetype feels like a slower, yet ultimately more potent Dark Worlds. Absolutely devastating against Decks that run weak monsters that rely on Effects, but can easily lose to a headbutting contest with 3100+ Beatsticks, especially Kaijus. As the Archetype is now, it is Broken (I will explain where in the individual card reviews), and both Underpowered and Overpowered. Don't be afraid to Buff the Spells and Traps, and lower the costs of Effects. Even The Legendary Six Samurai can destroy both Set and Face-Up Spells/Traps essentially for free, with Kamon and Yaichi, and those two are almost never run, because they are slow, and the Destruction Effect has lost a lot of power in the current Meta.V Now, let's talk about these cards on an individual level.[spoiler=-Card Reviews-][spoiler=-Monsters-]Spell Force AquaHonestly, this card is very liable to both Brick, and be rather useless to you. It has Low-Mid ATK and DEF, so it can't provide any help in Battle. The only two cards it can Search for are slow, and don't do much aside from Destroy what will most likely be your monster, and move its Spell Counters, or remove all the Spell Counters on a card to trigger an effect (most likely in place of a cost, as it's worded), or just move counters if it's discarded. This card could use a Buff. Oh, and it's a Tuner. That's neat.Spell Force AsuraThis card is much better than "Aqua" in terms of Utility. With him, you're able to get just the Spell Card you need. Too bad this isn't too much better, as you can't search "Magical Citadel of Endymion", and most of the Spells aren't too overly useful outside stacking Counters, which will take much longer to pay off if "Magical Citadel of Endymion" isn't on the field than it's worth. "Spell Force Sigil" and "Spell Force Circle" would be the go-to cards to Search for in most situations, though those cards lose power as the game progresses (Spell Force Circle blows itself up in 5 turns). Also, Low-Mid ATK and DEF, so he's only got his Effect going for him. Would be good XYZ or Synchro materials if the Deck is fast enough.Spell Force FlameThis card is both better and worse than Yaichi. Yeah sure, he gets up to two pops on a set Spell/Trap card per turn. But the resource he uses is fairly limited, and only starts off with 1 Spell Counter. He's not so good on his own for Battle either. A fairly weak card that suffers from medium-high cost for an effect that the meta chews through like paper. MST is much better.Spell Force GuardIf "Valkyria, Guardian of the Spell Force" is your Bread, then "Spell Force Guard" is your Butter, and "Magical Citadel of Endymion" is your Toaster that makes up the ingredients to part of a Well Balanced Breakfast. Forget using this guy on anything BUT "Valkyria, Guardian...", as this guy right here makes up for the one weakness she has, without being completely broken. Those three cards should be the Flagship combo of any Deck using this Archetype.Spell Force LanceThis card is pretty good for peeling back the Opponent's front row, but using his Counters to do that is kind of a waste when they could be sent over to "Valkyria, Guardian of the Spell Force"/"Magical Citadel of Endymion" to wipe away your Opponent's field, and then Attack them. Not to mention, a lot of the current Meta believe's Targeting is for chumps.Spell Force ShadowYou want this card for one thing, and one thing only. "Valkyria". Only when she's spent up on that, can you consider using her as Synchro material.Spell Force SummonerYou want this card for either "Valkyria of the Spell Force", "Spell Force Shadow", or "Spell Force Guard", in that order. Whichever ones you don't have really. Great for getting the "Valkyria" line started as soon as possible.Dark Magician Girl of the Spell ForceSame rules apply, but with an additional card in the list: "Valkyria of the Spell Force", "Valkyria, Guardian of the Spell Force", "Spell Force Shadow", or "Spell Force Guard". I'd suggest giving her the ability to pass on her Spell Counters, or even generate Spell Counters, as the Archetype could use a way to do that without spending cards. Or even make it cost a Discard, even better synergy with those Spell/Trap Cards!Dark Magician of the Spell ForceSo, by this point, there should be no reason why you don't have "Valkyria, Guardian of the Spell Force", and "Spell Force Guard" on the field by turn 2-3. He could stand to gain an additional effect as well. Something to give himself a reason to hold on to the Spell Counters other than to either cost a card to pass them up, or be fuel for "Magical Citadel of Endymion".Valkyria of the Spell ForceAh yes, what a perfect start to the beginning of the end. Not only does she take aggro, but she also has a safety net, giving you time to get to "Valkyria, Guardian of the Spell Force" if need be. Don't rely on her alone, get to "Guardian" ASAP.Valkyria, Ascended of the Spell ForceSo, you may be wondering why I'm completely ignoring this card. The only reason why I'd recommend using her would be if for some reason you had "Valkyria of the Spell Force" on the field, but no "Valkyria, Guardian of the Spell Force" on-hand. The only potential good she could do would be to use her to add any Spell Card that adds Spell Counters, so you can either pop "Valkyria, Guardian of the Spell Force"'s 5 Spell Counter effect, or just get her up to 5 so that you no longer have to worry about Card Effects. If you don't draw her, don't worry about her. Of course, since as it stands, you can't use her to get "Valkyria, Guardian of the Spell Force", I wouldn't even consider putting her in the Deck.Valkyria, Guardian of the Spell ForceOkay, so, I love this card. I've been waiting hours to get to this card to be honest. She is a perfect example of a good Boss Monster. She starts off almost filled on Spell Counters, needing just 1 more to gain Immunity for the whole field. She's got 3000 DEF, perfect for just about every average Beatstick. On the rare occasion she is out-brawled, there's "Spell Force Guard" to keep her safe. Her ability to clear the Opponent's side of the field with a non-targeting Return effect is the icing on the cake. If you have at least 5 Spell Counters on "Magical Citadel of Endymion", then this is pretty much Game. The only think that I suggest is adding the Effect: 'You can only control 1 "Valkyria" Monster.' to the whole family tree. Also, reword her Effect to "...Monsters you control are unaffected by card effects, except for its own effects, and this card's effects." Oh, and I don't know what this "Valkyria, Protector of the Spell Force" thing is, but it sounds disappointing.[spoiler=-Spells-]Orb of the Spell ForcePretty good all-round. Though it could use a buff. Perhaps start with +2 Counters, and with Discard, get +4?Broken Spell ForceThis is literally "Orb of the Spell Force", but better. It should be worded as just: "Place 3 Spell Counters on a card you control."Madness of Spell ForceThis card's wording is BROKEN. I get what it's saying, but perhaps try wording the first Effect as such:"When this card is activated: All face-up "Spell Force" Monsters with 5 or more Spell Counters gain 2500 Atk and their effects are negated. Destroy those cards during the End Phase of this turn."Notice how I slipped in a nice buff there ;3Oh, and uh."If this card is discarded for the activation of a Spell Card or Monster effect: Draw 2 cards, then banish 1 "Spell Force" card or banish your hand."That is better wording.Magik, City of the Spell ForceI'm okay with this. This card is literally exactly what this Archetype needed for managing Spell Counters. Just make sure you change that 'one' to '1' <3Power of 5Okay, I guess? Maybe make it a bit more powerful, like requiring only 1 Spell Counter to activate those Effects? Also, BIG problem here. You see those Question Marks on my Effects List up there? Yeah, this card caused quite a few of them. Where the hell are you Returning those "Spell Force" cards from? Please fix that, it's killing me.Spell Force CircleThis card is kinda useless. Its main Effect is out shined by "Valkyria, Guardian of the Spell Force" in almost every way, and its Discard Effect is even more useless. Re-purpose this card into something useful ;.; Oh wait. No, it's just the Discard Effect that needs Re-purposing! With "Magik, City of the Spell Force", you can relocate those pesky counters onto "Magical Citadel of Endymion"! Clever design, you almost fooled me.Spell Force OverchargeAlter the wording of this card to "If you activate that card's effect: Banish the target once the target's effect resolves.", and you have great fuel for "Valkyria, Guardian of the Spell Force". Its Discard effect is also pretty good.Spell Force ReckoningWell, this would be neat, if you had, uh, Spell Force XYZ monsters... Either way, this card needs a cost of some kind, as your Synchros are pretty powerful in their own right. That Discard Effect is also pretty overpowered compared to the rest. Perhaps lower the amount Placed to 3?Spell Force Sigil??? Get it? ??? Yeah, this one has a similar problem to Power of 5. Look, I love you, Dusk, but we really gotta meet halfway on these things. If you don't tell me where you're adding "Spell Force" cards from, we're through </3. Oh, and yeah, I love that additional Normal Summon, better Early-Game, but not so good late game when it doesn't matter much. Still, Normal Summons don't make me salty ;.; Fix this card please. [spoiler=-Traps-]Spell Force ImplosionOkay, I guess? I don't see how it's worth it to Destroy a monster just to redistribute its Spell Counters when you have "Magical Citadel of Endymion", and "Magik, City of the Spell Force". This is more of a liability than anything.Spell Force ZeroThis card needs rewording. I get what it's trying to do, but perhaps change it to: "Target 1 monster with 2 or more Spell Counters: You can activate the target's Effect during your opponent's turn, and if you do, remove all Spell Counters from that card. If this card is discarded for the activation of aSpell card or Monster effect; Target one monster with 2 or more Spell Counters; Redistribute the Spell Counters to any face-up cards on the field except for the target."[spoiler=-Synchros-] Collector of the Spell ForceGreat idea, excellent for supporting "Valkyria, Guardian of the Spell Force" to run over anything she can't handle. Neat Draw Power, but perhaps word it as such: "For every 3 Spell Counters placed on the Field: Draw 1 card."Dark Distributor of the Spell ForceExcellent support overall. Puts great use to those Discard Effects. Change the text to: "Once per turn you can discard 1 "Spell Force" Card from your hand: Target 1 face-up monster on the field; Place 3 Spell Counters on it (max 5). You can tribute 1 "Spell Force" card with 5 or more "Spell Counters": Target up to 3 cards on the field; banish them."[spoiler=-BONUS DUCKS CARDS-]MimicorerSorry to say, but this card is broken beyond repair, unless you limit the Level of the Spellcaster you can copy to something like 4. Also, replace "If" with "When". Do that for all your cards in regards to Summons. You could reword the last effect to: ", and this card's effect becomes that monster's effect."Sorceress, Keeper of the SpellPretty expensive, and will most likely Brick you. Change the first Effect to: "● 2: This card is unaffected by card effects, except for its own effects." Also, "your", not "you're". And you Mill from the Deck, not Discard. That random Burn effect at the end is a little out of place, but I'd imagine it'll still hurt all the same.Phew. So, there's my thoughts. Hope I helped you out a little. Great job with "Valkyria, Guardian of the Spell Force", I really like her as a Boss Monster. Just work on preventing a complete cheap lockdown. Limiting how many of them you can control would be the easiest way. Some cards could use some Buffs, because outside of "Valkyria", you don't have much going for you, especially in terms of the ways you can survive your Opponent's first Battle Step. I hope to see more support for this Archetype in the future.Thank you for the advice, I'll get on it as soon as possible and make the cards hopefully better. Link to comment Share on other sites More sharing options...
DuskOkami Posted November 14, 2016 Author Report Share Posted November 14, 2016 All edits have been made and added 3 new Xyz Monsters:-Spell Force Infused Black Luster Soldier-Spell Force Infused Summoned Skull-Spell Force Infused Gaia the Dragon Commander Link to comment Share on other sites More sharing options...
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