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Angel of Dark Magic [Can be support for various decks or Archetypes]


carlos animax

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Angel of Dark Magic.

Level 4.

Attribute DARK.

Type Angel [Fairy] / Tuner / Effect.


If your opponent activates a Spell/Trap Card (Quick Effect): You can Special Summon this card from your hand, and if you do, negate the activation. If a Spell/Trap card is activated (Quick Effect): You can pay 500 LP; negate the activation. Gains 300 ATK/DEF for each Spell in your GY. When this card is Summoned: You can pay 400 LP; destroy 1 Spell/Trap your opponent controls. You can only use this effect of "Angel of Dark Magic" twice per turn, and only if you have not activated any of this card’s other effects already this turn.

What is your opinion about this card?

Carlos Animax.

Angel of Black Magic (GOLD) 1.5.jpeg

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5 hours ago, carlos animax said:

Angel of Dark Magic.

Level 4.

Attribute DARK.

Type Angel [Fairy] / Tuner / Effect.


If your opponent activates a Spell/Trap Card (Quick Effect): You can Special Summon this card from your hand, and if you do, negate the activation. If a Spell/Trap card is activated (Quick Effect): You can pay 500 LP; negate the activation. Gains 300 ATK/DEF for each Spell in your GY. When this card is Summoned: You can pay 400 LP; destroy 1 Spell/Trap your opponent controls. You can only use this effect of "Angel of Dark Magic" twice per turn, and only if you have not activated any of this card’s other effects already this turn.
 

This is a really powerful card as a hand trap spell/trap negate at no cost, actually summoning a tuner. It think maybe you got some of the effect backwards: shouldn't the second part come before the first so the restriction applies to the pay to negate not par to destroy? If a Spell/Trap card is activated (Quick Effect): You can pay 500 LP; negate the activation. Gains 300 ATK/DEF for each Spell in your GY. When this card is Summoned: You can pay 400 LP; destroy 1 Spell/Trap your opponent controls. (flip the sentences)

All in all I think is broken just for the first effect. If all the effects cost 1000 LP and had some restriction like having no monsters in your main monster zone (that's just a random restriction but it reminded me of sky strikers) and you could only use 1 effect per turn it would be more balanced. Also not the biggest issue, but with the stat boost this card's stats are through the roof, I would get rid of the boost or drop the initial ATK and DEF to 0.

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4 hours ago, ITSUKOSOADO said:

This is a really powerful card as a hand trap spell/trap negate at no cost, actually summoning a tuner. It think maybe you got some of the effect backwards: shouldn't the second part come before the first so the restriction applies to the pay to negate not par to destroy? If a Spell/Trap card is activated (Quick Effect): You can pay 500 LP; negate the activation. Gains 300 ATK/DEF for each Spell in your GY. When this card is Summoned: You can pay 400 LP; destroy 1 Spell/Trap your opponent controls. (flip the sentences)

All in all I think is broken just for the first effect. If all the effects cost 1000 LP and had some restriction like having no monsters in your main monster zone (that's just a random restriction but it reminded me of sky strikers) and you could only use 1 effect per turn it would be more balanced. Also not the biggest issue, but with the stat boost this card's stats are through the roof, I would get rid of the boost or drop the initial ATK and DEF to 0.

Thank you so much Bro for take a time for ask me and comment. :D

Yes, is true, is some broken, maybe 1000 LP I think is much, but be cards that can be helping to add LP, I enhance the card with your suggestions, and thank you so much again, maybe erase a effect, I don't know, but have more balance, thank you so much again Bro. :D

ATK/DEF can be, but don't be destroy in this turn, what do you think? :D

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I simply cant tell you the way to fix this without a total overhaul of this card

Its just broken

The first effect its negation with self summon. I get it it meant as a twist upon hand trap design but with the original hand trap at least the discard is a hard cost. But this simply cover the losses (if there loss to begin with) with self summon practically a +2 in value (remove opponent stuff= +1, self summon= +1 [+1 + +1 = +2]). That alone already bonkers. Its nor even like other hand trap that negate very specific things rather than a group of card types. Also remember that its a tuner for many many things 

And then it has negation without OPT whatsoever and nearly Free cost of LP. 

The pop is strong it does need limiter but its baffled me why this is the only effect with limiter 

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46 minutes ago, Dokutah Gory, Woundslinger said:

I simply cant tell you the way to fix this without a total overhaul of this card

Its just broken

The first effect its negation with self summon. I get it it meant as a twist upon hand trap design but with the original hand trap at least the discard is a hard cost. But this simply cover the losses (if there loss to begin with) with self summon practically a +2 in value (remove opponent stuff= +1, self summon= +1 [+1 + +1 = +2]). That alone already bonkers. Its nor even like other hand trap that negate very specific things rather than a group of card types. Also remember that its a tuner for many many things 

And then it has negation without OPT whatsoever and nearly Free cost of LP. 

The pop is strong it does need limiter but its baffled me why this is the only effect with limiter 

As I said before if it summoned itself with a 1000LP cost and negated a spell/trap and that was the whole effect It would be at 3 in every deck.

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  • 2 weeks later...
On 10/20/2021 at 8:06 PM, Dokutah Gory, Woundslinger said:

I simply cant tell you the way to fix this without a total overhaul of this card

Its just broken

The first effect its negation with self summon. I get it it meant as a twist upon hand trap design but with the original hand trap at least the discard is a hard cost. But this simply cover the losses (if there loss to begin with) with self summon practically a +2 in value (remove opponent stuff= +1, self summon= +1 [+1 + +1 = +2]). That alone already bonkers. Its nor even like other hand trap that negate very specific things rather than a group of card types. Also remember that its a tuner for many many things 

And then it has negation without OPT whatsoever and nearly Free cost of LP. 

The pop is strong it does need limiter but its baffled me why this is the only effect with limiter 

 

On 10/20/2021 at 8:57 PM, Loleo said:

As I said before if it summoned itself with a 1000LP cost and negated a spell/trap and that was the whole effect It would be at 3 in every deck.


It's better?

Sorry for late. ''n.n

Angel of Dark Magic.

Level 4.

Attribute DARK.

Type Angel [Fairy] / Tuner / Effect.


If your opponent activates a Spell/Trap Card (Quick Effect): You can Special Summon this card from your hand, if you do, negate the activation and destroy it. if you do, the ATK/DEF of this Monster will be 0 and its Effects will be negated until the next Turn. Gains 300 ATK/DEF for each Spell in your GY. If a Spell/Trap card is activated (Quick Effect): You can pay 1000 LP; negate the activation and destroy it. When this card is Summoned: You can pay 800 LP; destroy 1 Spell/Trap your opponent controls. Only an "Angel of Black Magic" Effect can be Activated once per Turn.

Carlos Animax.

 

959029568_AngelofBlackMagic(GOLD)2.0.thumb.jpeg.c5468841cf5b50c98fd4addbb4ddbf32.jpeg

 

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Better, but here what we can do to make close to perfection

From your new version it seems you dont to trully get rid the 3-4 effects only change it. Dont worry i understand that sentimental attachment from creator to its creation so let me try this one more time hopefully not needing much overhaul of any kind

To start with we actually gonna jump a bit to the card base and that stat gain effect. At its base its already a 4 effect card which is too much, So step 1: get rid of 1 effect or atleast fuse it with another effect, We will comeback to this latter.

Another aspect of its base form its a level 4 tuner 1800-stat-ed body without any drawback + still have stat gain. It will be make much sense if this card a high level monster rather than the ever flexible level 4, and besides halqifibrax didnt care the level of tuner it can use if you care about meta game uses. I personally get rid of the tuner since not all hand traps is tuner (that trend start on synchro era and the ghost girls. So hand trap doesnt necessarly has to be tuner) but if okay with high Level Tuner (like level 6+)  then we can do that to match the stat and the stat gain effect (also Tzolkin combo is much more welcome than any low level tuner combo tbh)

okay the good thing that konami do with hand trap is that they make it only negate very specific thing and only negate 1 particular effect (take Ash for example, ash can only negate things that it listed and virtually kinda "useless" if those things didnt happen). So the hand trap effect must be as specific. Albeit its tricky since this card double the needed restriction due to it able to summon itself. You still have freedom deciding the kind of restriction or penalty besides what i gonna suggest next but make sure its really harsh. 

My suggestion:

When your opponent activate spell/trap card on your turn: you can reveal this card from your hand; negate the activation and destroy it. Then you either discard this card or special summon this revealed card from your hand. You can only special summon this card this way once per duel

Now its specific, and the summon effect less abusable 

You can keep the stat gain...and oh, remember the part we can fuse 2 effect into 1 effect? We gonna do that with the last 2 effect + some balancing. Note however that this suggestion only work if you agree with raising its level to 6+

When your opponent activate spell/trap card while you control this tribute summoned card (Quick effect): you can pay 800 LP; negate the activation. Then you can destroy 1 spell/trap card on the field. 

It has negation of the 3rd effect but with added flexibility to either pop the card it negate or different card on the field akin 4th effect. The added tribute summon requirement is needed to balance the LP cost since LP cost is "free" cost in this game 

Welp that pretty much all you need besides ofc, classic HOPT:

You can only use each effect of "this card name" once per turn

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8 hours ago, Dokutah Gory, Woundslinger said:

Better, but here what we can do to make close to perfection

From your new version it seems you dont to trully get rid the 3-4 effects only change it. Dont worry i understand that sentimental attachment from creator to its creation so let me try this one more time hopefully not needing much overhaul of any kind

To start with we actually gonna jump a bit to the card base and that stat gain effect. At its base its already a 4 effect card which is too much, So step 1: get rid of 1 effect or atleast fuse it with another effect, We will comeback to this latter.

Another aspect of its base form its a level 4 tuner 1800-stat-ed body without any drawback + still have stat gain. It will be make much sense if this card a high level monster rather than the ever flexible level 4, and besides halqifibrax didnt care the level of tuner it can use if you care about meta game uses. I personally get rid of the tuner since not all hand traps is tuner (that trend start on synchro era and the ghost girls. So hand trap doesnt necessarly has to be tuner) but if okay with high Level Tuner (like level 6+)  then we can do that to match the stat and the stat gain effect (also Tzolkin combo is much more welcome than any low level tuner combo tbh)

okay the good thing that konami do with hand trap is that they make it only negate very specific thing and only negate 1 particular effect (take Ash for example, ash can only negate things that it listed and virtually kinda "useless" if those things didnt happen). So the hand trap effect must be as specific. Albeit its tricky since this card double the needed restriction due to it able to summon itself. You still have freedom deciding the kind of restriction or penalty besides what i gonna suggest next but make sure its really harsh. 

My suggestion:

When your opponent activate spell/trap card on your turn: you can reveal this card from your hand; negate the activation and destroy it. Then you either discard this card or special summon this revealed card from your hand. You can only special summon this card this way once per duel

Now its specific, and the summon effect less abusable 

You can keep the stat gain...and oh, remember the part we can fuse 2 effect into 1 effect? We gonna do that with the last 2 effect + some balancing. Note however that this suggestion only work if you agree with raising its level to 6+

When your opponent activate spell/trap card while you control this tribute summoned card (Quick effect): you can pay 800 LP; negate the activation. Then you can destroy 1 spell/trap card on the field. 

It has negation of the 3rd effect but with added flexibility to either pop the card it negate or different card on the field akin 4th effect. The added tribute summon requirement is needed to balance the LP cost since LP cost is "free" cost in this game 

Welp that pretty much all you need besides ofc, classic HOPT:

You can only use each effect of "this card name" once per turn

Hoooooo. ¡Bro!

Thank you so much for your patience writing, and help, is more balance and minor broken, thank you so much Bro, yes is true, I can fuse it effect and is less reading. :D

 

Again, thank you so much Bro, I hope you think a good day and Happy later Halloween. :D

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2 hours ago, carlos animax said:

Hoooooo. ¡Bro!

Thank you so much for your patience writing, and help, is more balance and minor broken, thank you so much Bro, yes is true, I can fuse it effect and is less reading. :D

 

Again, thank you so much Bro, I hope you think a good day and Happy later Halloween. :D

How you see? :D

it's better? n.n

 

Angel of Dark Magic.

Level 4.

Attribute DARK.

Type Angel [Fairy] / Tuner / Effect.

It can only be Normal Summon tributing a Magic Card from Field or your Hand. When your opponent activate Spell/Trap card: (Quick Effect): You can reveal this card from your hand; negate the activation and destroy it, then you either Discard this card or Special Summon this revealed Card from your hand, if you Summon, the ATK/DEF of this Monster will be 0 and its Effects will be negated until the next Turn. Gains 300 ATK/DEF for each Spell in your GY. If a Spell/Trap card is activated (Quick Effect): You can pay 1000 LP; negate the activation and destroy it. Only an "Angel of Black Magic" Effect can be Activated once per Turn and there can only be one "Angel of Dark Magic" in the field or in the GY.

Carlos Animax.

 

849210172_AngelofBlackMagic(GOLD)3.0.thumb.jpeg.4342e4f10aeb71f72848746fe481c914.jpeg

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16 hours ago, Dokutah Gory, Woundslinger said:

Better, but here what we can do to make close to perfection

From your new version it seems you dont to trully get rid the 3-4 effects only change it. Dont worry i understand that sentimental attachment from creator to its creation so let me try this one more time hopefully not needing much overhaul of any kind

To start with we actually gonna jump a bit to the card base and that stat gain effect. At its base its already a 4 effect card which is too much, So step 1: get rid of 1 effect or atleast fuse it with another effect, We will comeback to this latter.

Another aspect of its base form its a level 4 tuner 1800-stat-ed body without any drawback + still have stat gain. It will be make much sense if this card a high level monster rather than the ever flexible level 4, and besides halqifibrax didnt care the level of tuner it can use if you care about meta game uses. I personally get rid of the tuner since not all hand traps is tuner (that trend start on synchro era and the ghost girls. So hand trap doesnt necessarly has to be tuner) but if okay with high Level Tuner (like level 6+)  then we can do that to match the stat and the stat gain effect (also Tzolkin combo is much more welcome than any low level tuner combo tbh)

okay the good thing that konami do with hand trap is that they make it only negate very specific thing and only negate 1 particular effect (take Ash for example, ash can only negate things that it listed and virtually kinda "useless" if those things didnt happen). So the hand trap effect must be as specific. Albeit its tricky since this card double the needed restriction due to it able to summon itself. You still have freedom deciding the kind of restriction or penalty besides what i gonna suggest next but make sure its really harsh. 

My suggestion:

When your opponent activate spell/trap card on your turn: you can reveal this card from your hand; negate the activation and destroy it. Then you either discard this card or special summon this revealed card from your hand. You can only special summon this card this way once per duel

Now its specific, and the summon effect less abusable 

You can keep the stat gain...and oh, remember the part we can fuse 2 effect into 1 effect? We gonna do that with the last 2 effect + some balancing. Note however that this suggestion only work if you agree with raising its level to 6+

When your opponent activate spell/trap card while you control this tribute summoned card (Quick effect): you can pay 800 LP; negate the activation. Then you can destroy 1 spell/trap card on the field. 

It has negation of the 3rd effect but with added flexibility to either pop the card it negate or different card on the field akin 4th effect. The added tribute summon requirement is needed to balance the LP cost since LP cost is "free" cost in this game 

Welp that pretty much all you need besides ofc, classic HOPT:

You can only use each effect of "this card name" once per turn

Dokutah's wonderful suggestion: When your opponent activate spell/trap card on your turn: you can reveal this card from your hand; negate the activation and destroy it, then you either discard this card or special summon this revealed card from your hand. You can only special summon this card this way once per duel. When your opponent activate spell/trap card while you control this tribute summoned card (Quick effect): you can pay 800 LP; negate the activation, then you can destroy 1 spell/trap card on the field. 

5 hours ago, carlos animax said:

How you see? :D

it's better? n.n

 

Angel of Dark Magic.

Level 4.

Attribute DARK.

Type Angel [Fairy] / Tuner / Effect.

It This card cannot be special summoned except by its own effect. This card can only be Normal Summon tributing a Magic Card Spell card (funny enough Konami got sued for using the word magic and not spell but I get what you mean) from Field or your Hand. When If your opponent activate Spell/Trap card: (Quick Effect): You can reveal this card from your hand; negate the activation and destroy it, then you either Discard this card or Special Summon this revealed Card from your hand, if you Summoned this card by its own effect, the ATK/DEF of this Monster will be 0 and its Effects will be negated until the next Turn Set the ATK/DEF of this card to 0 (you don't need to negate it's effects because you can only activate one of its effects per turn). Gains 300 ATK/DEF for each Spell in your GY. If a Spell/Trap card is activated (Quick Effect): You can pay 1000 LP; negate the activation and destroy it. Only an one effect of "Angel of Black Magic" Effect can be Activated once per Turn and there can only be one "Angel of Dark Magic" in on the field or in the GY.

Funny enough this restricts the other player from using their angel of dark magic if you control one or have one in your GY. I believe this is balanced.

Carlos Animax.

 

849210172_AngelofBlackMagic(GOLD)3.0.thumb.jpeg.4342e4f10aeb71f72848746fe481c914.jpeg

This card has come a long way (I made some comments in your quote)

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15 hours ago, Loleo said:

Dokutah's wonderful suggestion: When your opponent activate spell/trap card on your turn: you can reveal this card from your hand; negate the activation and destroy it, then you either discard this card or special summon this revealed card from your hand. You can only special summon this card this way once per duel. When your opponent activate spell/trap card while you control this tribute summoned card (Quick effect): you can pay 800 LP; negate the activation, then you can destroy 1 spell/trap card on the field. 

This card has come a long way (I made some comments in your quote)

Yup, it's correct, is a wonderful suggestion and has come a long a way. xD

Very true. But is thank you to you and @Dokutah Gory, Woundslinger

 

Thank you so much Boys. <3

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  • 8 months later...
On 11/2/2021 at 5:42 PM, Loleo said:

Dokutah's wonderful suggestion: When your opponent activate spell/trap card on your turn: you can reveal this card from your hand; negate the activation and destroy it, then you either discard this card or special summon this revealed card from your hand. You can only special summon this card this way once per duel. When your opponent activate spell/trap card while you control this tribute summoned card (Quick effect): you can pay 800 LP; negate the activation, then you can destroy 1 spell/trap card on the field. 

This card has come a long way (I made some comments in your quote)

@Dokutah

Sorry for leave for a long time, pass many things in my life, principally in these last times, I don't talk much about that, but how you see, it's better? :D

 

Angel of Dark Magic.

Level 6.

Attribute DARK.

Type Angel [Fairy] / Tuner / Effect.


It can only be Normal Summon tributing a Magic Card from Field or your Hand. When your opponent activate spell/trap card (Quick effect): you can reveal this card from your hand; negate the activation and destroy it, then you either discard this card or special summon this revealed card from your hand. You can only special summon this card this way once per duel. When your opponent activate spell/trap card while you control this tribute summoned card (Quick effect): you can pay 800 LP; negate the activation, then you can destroy one spell/trap card on the field.  Gains 300 ATK/DEF for each Spell in your GY. You can only use each effect of "Angel of Dark Magic" once per turn

Angel of Black Magic (GOLD) 3.5.jpeg

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