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Time Sorcerers Archetype (20+ cards!) V2 [written]


Loleo

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Time Sorcerer Kari
DARK 3
Spellcaster/Tuner/Effect

If the turn counter is higher than the cards in your hand and field: You can Special Summon this card (from your hand), and if you do, you can target 1 card your opponent controls, and if you do that, place that target on the top of your opponent's Deck. (Quick Effect): If the turn count is greater than the number of cards in your Deck, Special Summon this card from your hand or GY but banish it when it leaves the field. If this card is Special Summoned by this effect: Return up to 2 cards your opponent controls to the top of the Deck (they choose the order) and draw 2 cards. You can only activate each effect of "Time Sorcerer Kari" once per a turn
500/800

Time Sorcerer Kanja
DARK 3
Spellcaster/Effect/Tuner
During each Standby Phase, place 1 Time Counter on this card. This card's ATK/DEF is equal to the number of Counters on this card x the turn count x 100. You can reduce the turn counter by 4 but not to less than 7 to special summon this card from your hand or GY. You can only activate each effect of "Time Sorcerer Kanja" once per a turn
?/?


Father Time
LIGHT 8
Spellcaster/Effect
This card is always treated as a "Time Sorcerer" monster.
This card gains effects based on the current turn count.
● 4 or less: You can Special Summon this card (from your hand), then, you can add 1 "Time Sorcerer" monster from your Deck to your hand.
● 5+: (Quick Effect): You can Synchro Summon using monsters you control as Material.
● 10+: This card is unaffected by your opponent's monster effects, also, this card can be treated as Level 6 for the Synchro Summon of a "Time Sorcerer" Synchro monster.
2500/2000
 

Time Sorcerer Shii
LIGHT level 2
Spellcaster/Effect
Both players can only control monsters whose combined total Levels are [less than or] equal to the current turn count. If a player controls monsters whose total Levels exceeds the turn count, that player must return monsters they control to the hand (their choice), so that the combined Level total becomes less than or equal to the current turn count.
1400/1800


Time Sorcerer SOH
Light level 2
Spellcaster/Effect
This card gains effects based on the current turn count.
● 4 or less: Neither player can activate effects from the hand
● 5+: Both players play with their hands revealed
● 7+: During the Standby Phase, the turn player can add one card from their opponent's hand to their own.
1200/1600


Time Sorcerer Tsundere
Dark level 2
Spellcaster/Effect
Once per turn, when a monster is summoned (Quick Effect): Increase the turn count by 1, increase this card's ATK/DEF by 800, and increase the Level of 1 monster by 2.
800/800


Time Sorcerer Han Kusari
LIGHT level 2
Spellcaster/Effect
Activate only as Chain Link 3 or higher (Quick effect): You can Special Summon this card from your hand, and if you do, negate the effects of all other cards in the same Chain, then, increase the turn count by 1.
400/200

 

Synchros:

Chronos Creator of Time
LIGHT 11
Spellcaster/Synchro/Effect
1 Tuner + 1+ non-Tuner monsters
This card is treated as "Father Time" while on the field or in the GY. If this card was Synchro Summoned using at least 1 Spellcaster monster as Material, it cannot be targeted by card effects.  If this card was Synchro Summoned using at least 2 "Time Sorcerer" monsters as Material, control of this card cannot change and this card cannot be Tributed. If this card was Synchro Summoned using "Father Time" as Material, it gains this effect.
● Once per turn: Increase the turn count by 1 and if you do, [you can] return 1 "Time" card from your GY to your hand.
2500/3500


Time Sorcerer Pacetinne
LIGHT 5
Spellcaster/Synchro/Tuner/Effect
1 Level 3 Tuner + 1 Level 2 monster
Destroy this card during the third End Phase after this card is Summoned.  Neither player may add cards to the field or to their hand outside of the Draw Phase. When this card is destroyed: Synchro Summon 1 Synchro monster using this card in the GY and a monster(s) you control as Material by banishing the material. When this card is used to synchro summon a monster while the turn counter is 20 or more add the other material to the hand.
500/2500


Time Sorcerer Cat Tacticry
DARK Level 5
Beast/Synchro/Effect/Tuner
1 tuner + 1 or more non tuners
When this card is Summoned: Place 1 Beast Counter on all monsters on the field. Monsters with a Beast Counter(s) that are not originally Spellcaster monsters become Level 2 Beast monsters and they cannot change their battle positions. If a player activates a card effect while they control a Level 2 Beast monster, they must tribute 1 Level 2 Beast monster, also, that effect is negated.
2400/1600


Time Sorcerer Ennoble Ceve
LIGHT 7
Spellcaster/Synchro/Effect
1 Tuner + 1+ non-Tuner monsters
If you went first, this card can only be Special Summoned on an even turn. If you went second, this card can only be Special Summoned on an odd turn. Unaffected by your opponent’s card effects. Whenever battle damage would be dealt, the opponent gains LP equal to the damage instead. When a player gains LP or the turn count changes, place 1 Life Time Counter on this card.  When this card leaves the field you can either: Add 1 monster from your Deck or GY to your hand whose Level is less than or equal to the number of Life Time Counters that were on this card, OR: Special Summon 1 "Time Sorcerer" monster from your Deck whose Level is less than or equal to half the number of Counters that were on this card (rounded down).
1500/3000


Time Sorcerer Ungaii
LIGHT Level 9
Spellcaster/Synchro?/Effect
1 Tuner + 1+ non-Tuner monsters
Must be Special Summoned on a turn a six-sided die was rolled or the turn count was changed by a card effect. This cards ATK is equal to the result of the last die rolled this turn x the turn count x 100. On even turns, this card becomes DARK on the field and GY and gains this effect.
● You can modify all dice rolls by +- 1. (min. 1, max. 6)
Once per turn, If a card effect is activated (Quick Effect); You can negate that effect, and if you do, banish this card, and if you do that, Special Summon up to 3 monsters from your GY whose total ATK doesn’t exceed (a die roll + the turn count) x 100. If this card is sent to the GY by an opponent’s card: Add one Trap from your Deck to your hand.
?/500

 

Time Sorcerer Pureiyaa

Level 9 Light

Spellcaster/Synchro/Effect

0/3000

1 tuner + 1 or more non-tuner

Can only be summoned when the turn counter is greater than 20. For the remainder of the turn after this card is summoned it is unaffected by card effects. Can only be used as tribute/material for the summon of a spellcaster type monster. When this card is summoned, it gains 3 time counters. This card gains a time counter every time the turn counter changes, a spellcaster is summoned, a time sorcerer is summoned, and/or a synchro is summoned (one monster can apply multiple times). (Quick effect) Remove 5 counters from this card to:

-Negate a card effect and destroy that card.

-Draw one card.

-Set the battle damage of a battle to 500.

If this card has exactly 40 counters at the start of your standby phase you win the game.

 

Spells/Traps:

Lucky Time
Field Spell
During each Standby Phase, you can roll 1 six-sided die and add the result to the turn count for the remainder of the turn.  If this card is sent to the GY: Increase the turn count by 1.  During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; increase the turn count by 1, gain LP equal to the current turn count x 200, and add 1 "Time" card from your Deck to your hand.


Time Limit
Continuous Spell
Players can only activate a number of card effects up to the turn count. During your turn, if you control a "Time Sorcerer" monster,  negate this card's effects until the End Phase.

(I need help with time limit)


Time Sorcerer Barrage
Spell
Excavate cards from the top of your Deck equal to the turn count (max. 20) and apply the following effect(s) in reverse order based on the number of revealed "Time Sorcerer" cards.
● 0: Shuffle the excavated cards into the Deck and end your turn.
● 1+: Place the excavated cards on top of your Deck in any order.
● 2+: Add 1 revealed "Time" card from the excavated cards to your hand.
● 7+: Special Summon 1 "Time Sorcerer" monster from the excavated cards and 1 "Time Sorcerer" monster from your hand.
You can only activate 1 “Time Sorcerer Barrage” per turn.
 

Chance Time Reload
Continous Trap
Once per turn when a Spell, Trap, or monster effect, is activated you can Roll 1 six-sided die;  If the turn count is a multiple of the result: Negate the activation, and if you do, destroy that card, then, draw cards equal to the die result.  If the turn count is less than 7, you can activate this card from your hand.


Time Strike
Spell
Inflict damage to your opponent equal to 100 x the turn count.  If the turn count changes by a card effect: Shuffle this card [from your GY] into the Deck, and if you do, draw 1 card. You can only activate 1 “Time Strike” per turn.
 

Complements to @Tinkerer for the help.

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  • Loleo changed the title to Time Sorcerers Archetype (20+ cards!) V2 [written]

Whew, ok, I went through 'em all. First thing that comes to mind is that I love the concept, it's pretty nice and original to use the turn count as central gimmick of an archetype. Also consider that you'll definitely need paper and pencil, because you're in for some counting. Before going into the cards, lemme say something important: did you consider any official cards that work with turn count? Because unfortunately this archetype cannot be if you consider Final Countdown, you have a fair number of cards that increase turn counter, destroyin the opponent easily with stalling tactics. Funnily enough, there's an old Trap called Pyro Clock of Destiny that increases Turn Count by 1, but it only does that, as opposed to some of your cards that have like 120 effects (jk). Anywho, onward with the cards.

Kari - As I read this card effect, I expected that the deck would be filled with effects to radically move the turn count forward, because otherwise this one seems pretty dead. Even with the whole archetype's gimmick, pulling off the condition seems difficult as hell. The intention, I see, was to balance with an incredibly powerful effect, but I'm pretty sure it won't see the day of the light. Instead, I'd go with something ligher on both sides (condition and effect). Something similar to.

If the turn counter is higher than the cards in your hand: You can Special Summon this card (from your hand), and if you do, you can target 1 card your opponent controls, and if you do that, place that target on the top of your opponent's Deck, also, after that, destroy this card.

This way it's much easier to pull off, but much weaker. It even explodes itself, but consider that spin effects (return stuff to top of Deck) is one of the strongest effects in the entire YGO. Oh, and remember: On your opponent's field --> your opponent controls

Kanja - Interesting that it can reduce instead of increase, but evidently works against most of the archetype. I believe it's balanced, overall, but it'll stay dead in the first turns, unless you use the other effects to move the TC forward. Perhaps  it'd be good measure that the effect said "reduce the turn counter by 5, and not less than 5". This to make sure the user understand you can't use it before the TC is 5 at least. You really need this guy going, it's your most reliable Tuner, you really need it SSing itself, so I'd consider lowering the -TC from 5 to 4, possibly.

Father Time - Excellent card overall, but I'm not too fond of perfect immunity to opponent's effects. Perhaps immunity to monster effects would be more balanced.

Shii - This one, I honestly don't like. The effect is complex and problematic. Every turn both players would have to keep continuously checking the level total, the TC, shuffle, etc. Doesn't seem like the archetype itself have much control over this effect, it'll end affecting you sooner or later... I feel like this card is a no >_<''

Soh - Oooof, delicious anti-hand trap effect, which will be active precisely during the beginning of the game, that's good. Problem is, this card has no means to be SS by itself, so it'll require heavy help, and if you Normal Summon it, it won't do you much good. The other effects are fun, but seem a little unnecessary and out of the theme.

Tsundere - Lol, what's a Tsundere doing here? Anywho, effect is ok, but I'd make it better by making it optional. :You can etc, then you can etc.

Han Kusari - The effect is cool, but Chain Link 2 is way too good, there's basically no other way (something activates (CL 1, this card activates as response, CL 2). I don't think the effect works as it's worded right now. I think it should be reacting to something. The stats are completely out of the scale. 2000/2000 in a Lv 2 mob is a no no.

This card's effect can only be activated as Chain 3 or higher. When a card or effect is activated (Quick Effect) You can Special Summon this card (from your hand), and if you do, negate the effect of cards in a Chain Link lower than this one, then increase the turn count by 1

Yep, I changed it to CL 3

Creator of Time - Welp, I was gonna say something against the stat total, but I guess it's fine. Strongest generic Lv 11 Synchro is Star Eater with 6000. The effect seems relatively balanced. First and second additional effects seem to be pretty automatic in the archetype, and that makes me a lil' uncomfortable. There should be strategy involved to get the effects going.

Pacetinne - Thunder King Rai-Oh effect is nasty and cool, I approve. The rest of the effect could use some help. I believe banishing this card, and not the other card being used as material should be the way to go, or if that's the intent (or the intent is to banish both) the wording is confusing.

When this card is destroyed: Immediately after this effect resolves, Synchro Summon 1 Synchro monster by banishing this card and using card(s) you control as material(s), also, after that, if the turn counter is 20 or higher, add the other cards used as material to your hand.

Cat - Seems a lil' out of place, I dunno about this card. The effect is pretty brutal, also, despite it being only one. Conversion of type and Level for all cards on the field, and the Tribute part is terrifying (+negate? holy moly). Firstly, you should specify it only affects face-up mons, and also, not all monsters on the field, imo. 1 or 2, perhaps. Say that your opponent controls 4 mobs. Welp, they're all Beasts with counters, and the opponent's next 3 or 4 effects, depending on what is tributed, the situation etc. Which can be bypassed if the Synchro is taken care of, but still.

Ennoble Ceve - Most broken card in the set, a Level 7 generic Synchro immune to opponent's card effects and that arrives with whooping 4000/4000, with a relatively easy to fulfill Special Summon condition. The rest of the effect is nice, but Full immunity + 4000 base ATK is insane. You need to do something about this.

Ungail - +- 1 effect is cool. The next effect is brutal beyond words. It happens that 1) Has no once per turn clauseeeeeeeeeeeeeeeeeeeeeeeeeeeeee. 2) Along with negating a card and banishing it, it can Special Summon up to 3 cards. What the heeeeeeeeeeeeeeeeeeeeell (LOL). I take back my words. This one is the most broken card in the set xD. HOPT yes or yes, and I'd rather keep the Special Summoning effect, not the negating, or if you want to keep both, give it an important cost.

Pureiyaa - Seems balanced overall. Without seeing the deck in effect, it's hard to measure how easy the winning condition can be fulfilled. I like that, differently from the other "I negate everything lol" cards, this one's immunity only lasts 1 turn, that makes more sense.

Lucky Time - Final effects, the add 1 Time Card to hand, seems overkill. Otherwise, a solid card that does well it's purpose.

Time Limit - No idea as it's incomplete

Sorcerer Barrage - Seems too scary at first (max 20 excavated caaaards!) but then you see the effects and they make sense. I like the card quite a bit.

Time Reload - Pretty scary and strong, but so unreliable I guess it can work

Time Strike - Simple and effective, one of the best cards in the bunch due to how quickly it will generate resources. It'd be funny if you draw it after applying the effect.

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18 hours ago, Rayfield Lumina said:

Whew, ok, I went through 'em all. First thing that comes to mind is that I love the concept, it's pretty nice and original to use the turn count as central gimmick of an archetype. Also consider that you'll definitely need paper and pencil, because you're in for some counting. Before going into the cards, lemme say something important: did you consider any official cards that work with turn count? Because unfortunately this archetype cannot be if you consider Final Countdown, you have a fair number of cards that increase turn counter, destroyin the opponent easily with stalling tactics. Funnily enough, there's an old Trap called Pyro Clock of Destiny that increases Turn Count by 1, but it only does that, as opposed to some of your cards that have like 120 effects (jk). Anywho, onward with the cards.

Kari - As I read this card effect, I expected that the deck would be filled with effects to radically move the turn count forward, because otherwise this one seems pretty dead. Even with the whole archetype's gimmick, pulling off the condition seems difficult as hell. The intention, I see, was to balance with an incredibly powerful effect, but I'm pretty sure it won't see the day of the light. Instead, I'd go with something ligher on both sides (condition and effect). Something similar to.

If the turn counter is higher than the cards in your hand: You can Special Summon this card (from your hand), and if you do, you can target 1 card your opponent controls, and if you do that, place that target on the top of your opponent's Deck, also, after that, destroy this card.

This way it's much easier to pull off, but much weaker. It even explodes itself, but consider that spin effects (return stuff to top of Deck) is one of the strongest effects in the entire YGO. Oh, and remember: On your opponent's field --> your opponent controls

Kanja - Interesting that it can reduce instead of increase, but evidently works against most of the archetype. I believe it's balanced, overall, but it'll stay dead in the first turns, unless you use the other effects to move the TC forward. Perhaps  it'd be good measure that the effect said "reduce the turn counter by 5, and not less than 5". This to make sure the user understand you can't use it before the TC is 5 at least. You really need this guy going, it's your most reliable Tuner, you really need it SSing itself, so I'd consider lowering the -TC from 5 to 4, possibly.

Father Time - Excellent card overall, but I'm not too fond of perfect immunity to opponent's effects. Perhaps immunity to monster effects would be more balanced.

Shii - This one, I honestly don't like. The effect is complex and problematic. Every turn both players would have to keep continuously checking the level total, the TC, shuffle, etc. Doesn't seem like the archetype itself have much control over this effect, it'll end affecting you sooner or later... I feel like this card is a no >_<''

Soh - Oooof, delicious anti-hand trap effect, which will be active precisely during the beginning of the game, that's good. Problem is, this card has no means to be SS by itself, so it'll require heavy help, and if you Normal Summon it, it won't do you much good. The other effects are fun, but seem a little unnecessary and out of the theme.

Tsundere - Lol, what's a Tsundere doing here? Anywho, effect is ok, but I'd make it better by making it optional. :You can etc, then you can etc.

Han Kusari - The effect is cool, but Chain Link 2 is way too good, there's basically no other way (something activates (CL 1, this card activates as response, CL 2). I don't think the effect works as it's worded right now. I think it should be reacting to something. The stats are completely out of the scale. 2000/2000 in a Lv 2 mob is a no no.

This card's effect can only be activated as Chain 3 or higher. When a card or effect is activated (Quick Effect) You can Special Summon this card (from your hand), and if you do, negate the effect of cards in a Chain Link lower than this one, then increase the turn count by 1

Yep, I changed it to CL 3

Creator of Time - Welp, I was gonna say something against the stat total, but I guess it's fine. Strongest generic Lv 11 Synchro is Star Eater with 6000. The effect seems relatively balanced. First and second additional effects seem to be pretty automatic in the archetype, and that makes me a lil' uncomfortable. There should be strategy involved to get the effects going.

Pacetinne - Thunder King Rai-Oh effect is nasty and cool, I approve. The rest of the effect could use some help. I believe banishing this card, and not the other card being used as material should be the way to go, or if that's the intent (or the intent is to banish both) the wording is confusing.

When this card is destroyed: Immediately after this effect resolves, Synchro Summon 1 Synchro monster by banishing this card and using card(s) you control as material(s), also, after that, if the turn counter is 20 or higher, add the other cards used as material to your hand.

Cat - Seems a lil' out of place, I dunno about this card. The effect is pretty brutal, also, despite it being only one. Conversion of type and Level for all cards on the field, and the Tribute part is terrifying (+negate? holy moly). Firstly, you should specify it only affects face-up mons, and also, not all monsters on the field, imo. 1 or 2, perhaps. Say that your opponent controls 4 mobs. Welp, they're all Beasts with counters, and the opponent's next 3 or 4 effects, depending on what is tributed, the situation etc. Which can be bypassed if the Synchro is taken care of, but still.

Ennoble Ceve - Most broken card in the set, a Level 7 generic Synchro immune to opponent's card effects and that arrives with whooping 4000/4000, with a relatively easy to fulfill Special Summon condition. The rest of the effect is nice, but Full immunity + 4000 base ATK is insane. You need to do something about this.

Ungail - +- 1 effect is cool. The next effect is brutal beyond words. It happens that 1) Has no once per turn clauseeeeeeeeeeeeeeeeeeeeeeeeeeeeee. 2) Along with negating a card and banishing it, it can Special Summon up to 3 cards. What the heeeeeeeeeeeeeeeeeeeeell (LOL). I take back my words. This one is the most broken card in the set xD. HOPT yes or yes, and I'd rather keep the Special Summoning effect, not the negating, or if you want to keep both, give it an important cost.

Pureiyaa - Seems balanced overall. Without seeing the deck in effect, it's hard to measure how easy the winning condition can be fulfilled. I like that, differently from the other "I negate everything lol" cards, this one's immunity only lasts 1 turn, that makes more sense.

Lucky Time - Final effects, the add 1 Time Card to hand, seems overkill. Otherwise, a solid card that does well it's purpose.

Time Limit - No idea as it's incomplete

Sorcerer Barrage - Seems too scary at first (max 20 excavated caaaards!) but then you see the effects and they make sense. I like the card quite a bit.

Time Reload - Pretty scary and strong, but so unreliable I guess it can work

Time Strike - Simple and effective, one of the best cards in the bunch due to how quickly it will generate resources. It'd be funny if you draw it after applying the effect.

I really want Kari as the unassuming tuner to always have that looming effect. As a tuner I can't have her blowing up though. Now she has three uses and I'll probably make the strong effect only draw one. The archetype has ways to make the turn count high. The deck stalls and ramps up the turn count (sometimes superficially with the field spell).

I almost forgot with Kanja The turn count should not go bellow 7 because there is the looming max 6 superficial turns which disappear and I don't want to deal with a negative turn count I actually want to male the field spell destroy itself if your opponent plays one.

Father I took your advice.

Shii it is a low level archetype and this is stall. I understand the hate for it, but I want Shii to exist even if Shii sees no play.

I don't know what to do with SOH. Self special summon? Searches something when destroyed?

I still need to fix Tsundere.

Han is sort of fixed now?

Cat is a lore and comeback stall card. Still need to fix. Also didn't mean for cat to be generic.

Ennobole has fixed stats main purpose was to counter battle damage for short time.

Ungaii  maybe you misread he banishes himself not the negated card. Will require Time sorcerer tuner, Must have had rolled a die and changed turn count, will destroy itself and negated card, make the add trap effect also optionally be a time spell and occur if this card is sent to the GY, and make the special summon up to 3 if destroyed by opponents card. also make his summon once per turn not his effects.

Glad you like Pureiyya

Lucky time works with Final count? I meant for it not to. I'm going to make it destroy other field spell when played and gets destroyed if another field spel is played.

Time limit was bad wording. Please check again?

Glad you like the last 3 :)

again Thanx for putting in the time to review all this it means a lot.

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Yeah, I think I misread Time Limit. Seems useful, but mostly during the very early steps of the game, otherwise your own effects will take the TC to ahead and the opponent won't have trouble at all. To make it stronger... I have this sugestion

Players can only activate a number of card effects up to the turn count - the number of "Time Sorcerer" monsters you control, but the number of activations cannot be lower than 2(?) During your turn, if you control a "Time Sorcerer" monster,  negate this card's effects until the End Phase.

You got a "stronger, but I believe more fair version". Simply taking the number of activations to 0 sounds crazy strong, so we can't do that, that's why we make it a minimum of 2, and I place ? because I'm unsure if it should be 2 or 3, but controlling many Time Sorcerers will help making this card stronger, which is flavourful and helpful.

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