Ultimagamer Posted October 10, 2018 Report Share Posted October 10, 2018 This is an archetype that I had created a while back inspired from book 2 of Bookworm Adventures, focusing around Great Sorcerer monsters that pay life points in order to special summon Magical Beast monsters from various places, and then get bonus effects and protection from those monsters. Originally when I created the archetype, I had the idea, but I don't feel like I really made the archetype correctly ( this was back before I had PSCT knowledge, so it gets somewhat tricky to read ). This is the new and improved version of this archetype, in an attempt to balance out the Great Sorcerers and to improve the Magical Beast monsters ( and to also get better PSCT ). I'll be updating based on feedback, so please leave your thoughts below :D [spoiler=Old Version of this Archetype]The Great Sorcerer MaladinLevel 4SpellcasterLight1800 Attack / 1000 DefenseAt the start of the standby phase and the main phase 2 of either players turn, you can pay 500 lifepoints: special summon 1 “Magical Beast” monster from your deck or GY. While you control 2 or more monsters summoned by the effect of a "Great Sorcerer" monster(s) you control, this card is unaffected by your opponent’s card effects. You can only control 1 “The Great Sorcerer Maladin”. The Great Sorcerer MakbarLevel 4SpellcasterLight1800 Attack / 1000 DefenseAt the start of the standby phase and main phase 2 of either players turn, you can pay 500 lifepoints: shuffle 1 “Magical Beast” monster on the field into the deck, and if you do, special summon 1 “Magical Beast” monster from your deck or GY. While you control 2 or more monsters summoned by the effect of a "Great Sorcerer" monster(s) you control, your opponent cannot activate cards or effects in response to your cards or effects. You can only control 1 “The Great Sorcerer Makbar”. The Great Sorcerer MinbadLevel 4SpellcasterLight1800 Attack / 1000 DefenseAt the start of the standby phase and main phase 2 of either players turn, you can pay 500 lifepoints: special summon 1 “Magical Beast” monster from your deck or GY with a different name then a “Magical Beast” monster on either players field. While you control 2 or more monsters summoned by the effect of a "Great Sorcerer" monster(s) you control, your opponent cannot target level 4 monsters you control with card effects or for attacks. You can only control 1 “The Great Sorcerer Minbad”. Magical Beast: Flying WolfLevel 7BeastEarth1500 Attack / 1500 DefenseCannot be normal summoned or set. Must first be special summoned by the effect of a “Great Sorcerer” monster and cannot be special summoned by other ways. If this card is special summoned, it gains this effectThis card’s original attack and defense are doubled, also you take no battle damage while this card is face up on the field, and your opponent cannot declare a direct attack. Magical Beast: Flying MuleLevel 8BeastEarth1000 Attack / 1600 DefenseCannot be normal summoned or set. Must first be special summoned by the effect of a “Great Sorcerer” monster and cannot be special summoned by other ways. It this card is special summoned, it gains this effectThis card’s original attack and defense are doubled, also also your opponent cannot select another monster as an attack target while this card is face up on the field. Magical Beast: Flying SerpentLevel 9BeastEarth700 Attack / 1400 DefenseCannot be normal summoned or set. Must first be special summoned by the effect of a “Great Sorcerer” and cannot be special summoned by other ways. If this card is special summoned, it gains this effectOther monsters you control cannot be destroyed by battle or card effects. If this card is targeted for an attack, you can banish that monster at the end of the battle phase ( even if this card leaves the field ). The Great Arabian PalaceSpell - FieldWhen this card is activated, send 1 “Magical Beast” monster from your deck to your GY, and if you do, special summon 1 light type “Great Sorcerer” monster from your deck. While you control this card and a light type “Great Sorcerer” monster, any effect damage you would take makes you gain that much lifepoints instead. The first time a monster on your field would be destroyed by battle or card effect, you can activate this effect.Shuffle 1 “Magical Beast” monster from your GY into your deck instead The Great Arabian CitySpell - FIeldWhen this card is activated, if you have at least 1 light type “Great Sorcerer” and “Magical Beast” monster on your field or in your GY; shuffle all spells and trap from your GY into your deck. While you control this card and a light type “Great Sorcerer” monster, monsters you take no battle damage. The first time each turn a monster on your field would be banished by a card or effect, you can activate this effect.Shuffle 1 light type “Great Sorcerer” from your GY into your deck instead” and now onto the new version! [spoiler=New Monsters]The Great Sorcerer MaladinLevel 4 / Light / Spellcaster / Effect 1800 Attack / 1000 Defense Cannot be used as Link Material. At the start of the each standby phase and each main phase 2: you can pay 500 LP; Special Summon 1 “Magical Beast” Monster from your Deck, then send 1 card from your hand or field to your GY. Monsters Summoned by this card’s effect cannot be used as Link Material. The Great Sorcerer MakbarLevel 4 / Light / Spellcaster / Effect 1800 Attack / 1000 Defense Cannot be used as Link Material. At the start of the each standby phase and each main phase 2: you can pay 500 LP; Special Summon 1 “Magical Beast” Monster from your GY. The Summoned Monster gains 500 ATK and DEF. Monsters Summoned by this card’s effect cannot be used as Link Material. The Great Sorcerer MinbadLevel 4 / Light / Spellcaster / Effect 1800 Attack / 1000 Defense Cannot be used as Link Material. At the start of the each standby phase and each main phase 2: you can pay 500 LP; Special Summon 1 “Magical Beast” Monster from your hand, then draw 1 card. Monsters Summoned by this card’s effect cannot be used as Link Material. Magical Beast: Flying WolfLevel 7 / Earth / Beast / Effect 2500 Attack / 2500 Defense If this card is Special Summoned by the effect of a “Great Sorcerer” Monster, it gains this effect.All Monsters your opponent controls lose 1000 ATK and DEF. When a “Magical Beast” Monster you control destroys an opponent’s Monster by battle: inflict 1000 damage to your opponent. Magical Beast: Flying MuleLevel 8 / Earth / Beast / Effect 2000 Attack / 3000 Defense If this card is Special Summoned by the effect of a “Great Sorcerer” Monster, it gains this effect.If your opponent controls a Monster that cannot be either targeted by card effects, destroyed by card effects, or banished by card effects, those effects no longer apply. Decrease the ATK and DEF of those Monsters by 1000. Magical Beast: Flying Serpent Level 9 / Earth / Beast / Effect 2400 Attack / 2800 Defense If this card is Special Summoned by the effect of a “Great Sorcerer” Monster, it gains this effect.If a “Magical Beast” you control battles an opponent’s Monster: you can banish the opponent’s Monster until the end of the battle phase. Monsters returned to your opponent’s field by this effect have their ATK and DEF decreased by 1000. Greatest Sorcerer of Arabia, Mali Maba Level 8 / Light / Spellcaster / Fusion / Effect 3000 attack / 3000 defense 3 “Great Sorcerer” Monsters If this card is Special Summoned: you can Special Summon 1 “Great Sorcerer” Monster from your hand, Deck, GY, or banished cards to your field. “Great Sorcerer” Monsters you control are unaffected by your opponent’s card effects. Once per turn: you can add 1 Spell/Trap card from your Deck, GY, or banished cards to your hand that works with “Magical Beast” Monsters or “Great Sorcerer” Monsters. Magical Beast of Arabia, Flying Chimera Level 10 / Earth / Beast / Fusion / Effect 3200 attack / 3200 defense 3 “Magical Beast” Monsters If this card is Special Summoned: you can make your LP become 6000. Each time you pay LP, this card gains ATK equal to the amount of LP paid. Once per turn, during either players turn: you can banish 1 other “Magical Beast” Monster from your hand, field, or GY; place 1 card your opponent controls or in their GY on the bottom of their Deck. [spoiler=New Spells and Traps]The Great Arabian City Spell - Field When this card is activated: you can take 1 “Magical Beast” Monster from your Deck and either add it to your hand or send it to your GY. While you control a “Magical Beast” Monster, your opponent cannot declare an attack, unless they are attacking a “Magical Beast” Monster. If a “Magical Beast” Monster(s) or a “Great Sorcerer” Monster(s) you control would be destroyed ( by battle or card effect ), you can banish 1 “Magical Beast” Monster or 1 “Great Sorcerer” Monster from your GY instead. The Great Arabian Palace Spell - Continuous When this card is activated: you can add 1 “Great Sorcerer” Monster from your Deck to your hand. “Great Sorcerer” Monsters you control cannot be targeted by your opponent’s card effects. “Great Sorcerer” Monsters you control do not have to pay LP to activate their effects. Arabian Fusion Spell - Quickplay Fusion Summon 1 “Arabia” Fusion Monster by shuffling the required Fusion Material Monsters from your hand, field, GY, or banished cards into your Deck. During your Main Phase: you can banish this card from your GY; add 1 “Great Sorcerer” Monster or 1 “Magical Beast” Monster from your Deck to your hand. You can only use this effect of “Arabian Fusion” once per turn. Terrible Medicine Trap - Continuous While you control a “Great Sorcerer” Monster, Any effect damage either player takes or is paid is inflicted to and paid by both players. During either players Main Phase: you can send this card you control to your GY then target 1 “Magical Beast” Monster or 1 “Great Sorcerer” Monster in your GY or your banished cards; Special Summon that target ( This is treated as a Summon done by a “Great Sorcerer” Monster ). Snakes in a Jar Trap - Normal Target 1 “Magical Beast” Monster you control and 1 card your opponent controls; return your targeted Monster to your hand, and if you do, place your opponent’s targeted card on the bottom of their Deck, then draw 1 card. You can only activate 1 “Snakes in a Jar” per turn. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted October 19, 2018 Report Share Posted October 19, 2018 I have a bit of free time right now, so...let's keep to my word and get these reviewed. [spoiler=New Monsters]The Great Sorcerer MaladinLevel 4 / Light / Spellcaster / Effect 1800 Attack / 1000 Defense Cannot be used as Link Material. At the start of each standby phase and each main phase 2: you can pay 500 LP; Special Summon 1 “Magical Beast” Monster from your Deck, then send 1 card from your hand or field to your GY. Monsters Summoned by this card’s effect cannot be used as Link Material. This one is fine, though do note that this guy is essentially a vanilla on turn 1 because you obviously cannot summon this during the Draw Phase without an inherent condition and MP2 doesn't exist because no Battle Phase. But summoning the bigger ones is okay. IDK why this guy sends stuff to the GY though unlike the other two who don't have this (but I suppose counterbalance this summoning from the Deck, and supposedly set up for the one below). The Great Sorcerer MakbarLevel 4 / Light / Spellcaster / Effect 1800 Attack / 1000 Defense Cannot be used as Link Material. At the start of the each standby phase and each main phase 2: you can pay 500 LP; Special Summon 1 “Magical Beast” Monster from your GY. The Summoned Monster gains 500 ATK and DEF. Monsters Summoned by this card’s effect cannot be used as Link Material. This one is generally fine as well. Stat boost won't do much in the long run, but it's probably enough to help it run over certain monsters if you need to. Probably major issue that might exist here is that if you are lucky and have free space, this can amount to reviving multiple Magical Beasts mid/late game. I gotta look if you have any cards that will abuse this. The Great Sorcerer MinbadLevel 4 / Light / Spellcaster / Effect 1800 Attack / 1000 Defense Cannot be used as Link Material. At the start of the each standby phase and each main phase 2: you can pay 500 LP; Special Summon 1 “Magical Beast” Monster from your hand, then draw 1 card. Monsters Summoned by this card’s effect cannot be used as Link Material. Draw power is fine, though I have similar concerns about the summoning thing as Makbar, however it probably might not be as abusable...yet. Magical Beast: Flying WolfLevel 7 / Earth / Beast / Effect 2500 Attack / 2500 Defense If this card is Special Summoned by the effect of a “Great Sorcerer” Monster, it gains this effect.All Monsters your opponent controls lose 1000 ATK and DEF. When a “Magical Beast” Monster you control destroys an opponent’s Monster by battle: inflict 1000 damage to your opponent. My major concern about this card's effects is moreso on the burn each time it kills an opponent's monster. Obviously battle related stuff isn't as proficient nowadays, but the burn is a bit high especially if the Sorcerers can spam them out as fast as I assume they can. Magical Beast: Flying MuleLevel 8 / Earth / Beast / Effect 2000 Attack / 3000 Defense If this card is Special Summoned by the effect of a “Great Sorcerer” Monster, it gains this effect.If your opponent controls a Monster that cannot be either targeted by card effects, destroyed by card effects, or banished by card effects, those effects no longer apply. Decrease the ATK and DEF of those Monsters by 1000. Shutting off Majespecter-esque protection and stuff is of some use here, especially given Borreload exists to an extent nowadays. No real gripes here. Magical Beast: Flying Serpent Level 9 / Earth / Beast / Effect 2400 Attack / 2800 Defense If this card is Special Summoned by the effect of a “Great Sorcerer” Monster, it gains this effect.If a “Magical Beast” you control battles an opponent’s Monster: you can banish the opponent’s Monster until the end of the battle phase. Monsters returned to your opponent’s field by this effect have their ATK and DEF decreased by 1000. If this wasn't Link format, effect would be somewhat more painful for the opponent (especially with Xyz). Nowadays, uh, you just freed up an EMZ slot for the opponent to summon other stuff (which won't be affected by the stat drop). Banishing until end of Battle Phase a la GEPD is still workable. Greatest Sorcerer of Arabia, Mali Maba Level 8 / Light / Spellcaster / Fusion / Effect 3000 attack / 3000 defense 3 “Great Sorcerer” Monsters If this card is Special Summoned: you can Special Summon 1 “Great Sorcerer” Monster from your hand, Deck, GY, or banished cards to your field. “Great Sorcerer” Monsters you control are unaffected by your opponent’s card effects. Once per turn: you can add 1 Spell/Trap card from your Deck, GY, or banished cards to your hand that works with “Magical Beast” Monsters or “Great Sorcerer” Monsters. Seems alright for the most part, though wording on the S/T retrieval thing is a bit weird. Another problem is how often can you field 3 Sorcerers to go into this. (I haven't looked at the backrow quite yet) Magical Beast of Arabia, Flying Chimera Level 10 / Earth / Beast / Fusion / Effect 3200 attack / 3200 defense 3 “Magical Beast” Monsters If this card is Special Summoned: you can make your LP become 6000. Each time you pay LP, this card gains ATK equal to the amount of LP paid. Once per turn, during either players turn: you can banish 1 other “Magical Beast” Monster from your hand, field, or GY; place 1 card your opponent controls or in their GY on the bottom of their Deck. Most the LP thing does is just offset the general costs of paying the Sorcerer's LP costs to summon original Beasts. Bouncing stuff into the Deck is also fine. [spoiler=New Spells and Traps]The Great Arabian City Spell - Field When this card is activated: you can take 1 “Magical Beast” Monster from your Deck and either add it to your hand or send it to your GY. While you control a “Magical Beast” Monster, your opponent cannot declare an attack, unless they are attacking a “Magical Beast” Monster. If a “Magical Beast” Monster(s) or a “Great Sorcerer” Monster(s) you control would be destroyed ( by battle or card effect ), you can banish 1 “Magical Beast” Monster or 1 “Great Sorcerer” Monster from your GY instead. So set up for Makbar and Minbad then? No problems there (well, unless multiple copies exist and all). I mean, the power drop from each of the Beasts will pretty much force the opponent to either play power Yugioh or resort to non-destructive removal. Protection effect is fine though. The Great Arabian Palace Spell - Continuous When this card is activated: you can add 1 “Great Sorcerer” Monster from your Deck to your hand. “Great Sorcerer” Monsters you control cannot be targeted by your opponent’s card effects. “Great Sorcerer” Monsters you control do not have to pay LP to activate their effects. At this point, I do have concerns about this essentially enabling large beaters to come out for free from the Sorcerers (albeit it clashing with the Fusion Beast), however the cost is already low as-is and depends on if you can actually set up. Being Tenki for them is alright and protection is usually welcomed (considering this does patch up a small hole in the field's protection). Arabian Fusion Spell - Quickplay Fusion Summon 1 “Arabia” Fusion Monster by shuffling the required Fusion Material Monsters from your hand, field, GY, or banished cards into your Deck. During your Main Phase: you can banish this card from your GY; add 1 “Great Sorcerer” Monster or 1 “Magical Beast” Monster from your Deck to your hand. You can only use this effect of “Arabian Fusion” once per turn. Searching effect is fine, and obvious Parallel World Fusion for this Deck is okay. Terrible Medicine Trap - Continuous While you control a “Great Sorcerer” Monster, Any effect damage either player takes or is paid is inflicted to and paid by both players. During either players Main Phase: you can send this card you control to your GY then target 1 “Magical Beast” Monster or 1 “Great Sorcerer” Monster in your GY or your banished cards; Special Summon that target ( This is treated as a Summon done by a “Great Sorcerer” Monster ). May need to check on a few things pertaining to how costs would be paid by multiple players in existing cases, but yeah, Sorcerers trigger off stuff; opponent ends up paying 500 LP too so you can benefit. A bit iffy on that even with only 3 targets existing for this. SS effect should be fine. Snakes in a Jar Trap - Normal Target 1 “Magical Beast” Monster you control and 1 card your opponent controls; return your targeted Monster to your hand, and if you do, place your opponent’s targeted card on the bottom of their Deck, then draw 1 card. You can only activate 1 “Snakes in a Jar” per turn. Seems alright for getting stuff Maladin recurs later. Reviews are blue/italicized in the spoilers. Link to comment Share on other sites More sharing options...
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