Jump to content

Mage-Guild, posting these since I need help building a deck with them


I Hate Snatch Steal

Recommended Posts

b1h4bjK.png

 

When you Normal Summon a "Mage-Guild" monster: You can Special Summon this card from your hand. Once per turn: You can reveal 1 'Mage-Guild" monster in your hand or banish 1 from your GY; this card gains this effect this turn. ● Monsters summoned by the following effects cannot be used as link material during the turn they are summoned. You can use 1 of these effects once. You can link summon link 2 monsters by using 1 appropriate monster you control. You can link summon link 3 or 4 monsters by using 2 appropriate monsters you control. You can xyz summon xyz monsters that require 2 materials by using 2 appropriate monsters from your side of the field or your hand whose levels are each equal to hafl that monster's rank.  You can xyz summon xyz monsters that require 3 or more materials by using 3 appropriate monsters from your side of the field or your hand whose levels are each equal to half that monster's rank.

 

Rulings Notes/Explanation:

 

The ● effect of Mage-Guild Summoner doesn't start a chain when you summon with it, similar to a monster's summoning condition or a standard synchro/xyz summon. After you preform the summon, you lose the ● effect until you gain it again via the previous effect.

 

'appropriate monster" means that it matches the requirements written on the xyz/link monster for its materials, in the case of an xyz monster the level is substituted for half that monster's rank. For example, an xyz monster listing "2 Level 6 Dinosaur monsters" on a rank 6 monster could be summoned using Mage-Guild Summoner with 1 level 3 Dinosaur monster. "3 Level 8 LIGHT monsters" can be summoned using 2 Level 4 LIGHT monsters

 

You cannot summon xyz monsters this way whose rank is not evenly divisible by 2

 

For a link 2 monster that lists "including at least 1 X" like Cryston Needle Fiber, you can summon it using only 1 monster, but that monster must meet the "including at least 1 X" requirement eg be a tuner in needle fiber's case. In the case of a link 3 or 4 monster like http://yugioh.wikia.com/wiki/Orphegel_Orchestrion you would use 1 Orphegel monster and 1 other monster but they both must be effect monsters.

 

Ow8zfmY.png

 

You can reveal 1 "Mage-Guild" monster from your hand or banish 1 from your GY; this card gains the first below effect this turn. You can only use this effect of
"Mage-Guild Seer" once per turn. ● Keep the top card of your deck revealed while its on top of your deck (if this card leaves the field, the current card remains revealed). That card can activate the following effect but it must be face-up on top of your deck to activate and to resolve it. You can only use this effect of "Mage-Guild Seer" up to twice per turn. ● If Monster, normal summon it. If Trap, set it. If spell: while that card's conditions are met: pay its cost (if any); place it in your spell/trap zone if it remains on the field otherwise send it to the GY also apply its effect.

 

Rulings Notes/Explanation:

Once the top card of your deck is revealed by the first ● effect, it gains the ignition effect listed after the 2nd ●

 

You can only use the 2nd ● effect up to twice per turn across all card types. Afterwards, the next card on your deck will be revealed assuming Mage-Guild Seer is still applying its effect to reveal it, but you cannot summon/set/apply the newly revealed card's effect.

 

Monsters normal summoned this way don't take up your other normal summon(s) similar to summoning with Ultimate Offering

 

A spell card is placed in your Spell/Trap zone and/or sent to the GY right before applying its effect, however placing/sending it won't cause missing timing.

 

5fnfuvy.png

 

During your Standby Phase if this card is in your GY: you can banish 2 "Mage-Guild" cards from your GY; add this card to your hand. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand. Once per turn, before damage calculation, if this card is being attacked by an opponent's monster: You can discard 1 card, then target 1 monster your opponent controls, except the attacking monster; the attacking monster attacks it instead, and you proceed to damage calculation.

 

See http://yugioh.wikia.com/wiki/Ancient_Lamp for rulings on "Once per turn, before damage calculation, if this card is being attacked by an opponent's monster: You can discard 1 card, then target 1 monster your opponent controls, except the attacking monster; the attacking monster attacks it instead, and you proceed to damage calculation."

 

IpJ2ZEa.png

 

If this card is Normal Summoned: You can target 1 other face-up monster you control; while this face-up monster is on the field, that monster gains 800 ATK. During your Standby Phase if this card is in your GY: you can shuffle 2 "Mage-Guild" cards from your GY or banished zone into the deck; add this card to your hand. Once per turn: if a monster you control inflicts battle damage to your opponent: you can draw 1 card.

 

"Banished zone" is where a card goes when its banished (this isn't official OCG)

 

wn3e8dK.png

 

You can target 1 monster your opponent controls; this card's battle position cannot be changed until the end of your next turn, also change this card you control from face-up Attack Position to face-up Defense Position, and if you do, destroy that target. If this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target.

 

nfx1ksy.png

 

If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card attacks, it is changed to Defense Position at the end of the Damage Step. When this card inflicts battle damage to your opponent: You can target 1 of your banished "Mage-Guild" monsters; Special Summon that target in face-up defense position.

 

9YXKUSS.png

 

1 monster + 2 "Mage-Guild" monsters
Must first be Special Summoned (from your Extra Deck) by shuffling the above monsters you control into the deck. (Quick Effect) Once per turn: you can target 1 monster in your GY or banished zone that was sent there from the field; special summon it in face-up defense position. Once per Battle Phase, if this card attacks a monster, it can make a second attack in a row.

 

bhlezHD.png

 

Add 1 "Mage-Guild" monster from your Deck to your hand.

 

VdLZcj9.png

 

When your opponent activates a card or effect that targets a cards(s) you control while you control a "Mage-Guild" card: negate the activation and if you do, destroy that card and if you do that, you can destroy 1 card on the field.

Link to comment
Share on other sites

Counter is a nice card which is strong and gives some flavour to the usually pretty generic negates. Calling ups consistency by 6 million.

 

Summoner and seer are both extremely good. Seer is basically a free plus 2 so it might be ~problematic~. Its effect is basically a better version of OPT draw 2 card. Also summoner+any level 4 monster in your hand=a rank 8. Which is absolutely insane.

 

If you want to build a deck with these cards I'd personally play these cards.

3×Mage-Guild Summoner

3×Mage-Guild Seer

3×Mage-Guild Calling

3×Mage-Guild Counter

3×Mage-Guild Assailant

1-3×Mage-Guild Destroyer

1-3×Mage-Guild Gardna

1-3×Mage-Guild Enchanter

0-3×Double Summon (depending on your number of monsters)

2xPot of Desires

1xUpstart Goblin

 

If you do end up playing a list like this, prioritze going into summoner and seer for the free rank 8. The high number of monsters is because you want to hit them of seer. And you want to summon 1 summoner and get as many extra deck monsters off it as possible.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...