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[SSB1] Witchcrafter


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https://ygorganization.com/itsafusionconfusionnanomaster/

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SSB1-JP005 Witchcraft Vice-Master (Witchcrafter Vice-Master)
Level 8/DARK/Spellcaster/Fusion/Effect
1 “Witchcrafter” monster + 1 Spellcaster monster
(1) When a non-Fusion Spellcaster monster’s effect OR a Spell Card or effect is activated (Quick Effect): You can activate 1 of these effects. You can only choose each of these effects of “Witchcrafter Vice-Master” once per turn.
● Destroy 1 card on the field.
● Special Summon 1 Level 6 or lower “Witchcrafter” monster from your hand or Deck.
● Add 1 “Witchcrafter” Spell/Trap from your GY to your hand.
2700/2800

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SSB1-JP006 Witchcraft Confusion (Witchcrafter Confusion)
Spell
You can only use 1 of the 1st and 2nd effect of this card’s name per turn, and only once that turn.
(1) Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including at least 1 “Witchcrafter” monster.
(2) During your End Phase, if this card is in your GY and you control a “Witchcrafter” monster: You can add this card to your hand.

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8 minutes ago, ~British Soul~ said:

https://ygorganization.com/itsafusionconfusionnanomaster/

image.png.2ccd1731a41f9dad4430010efa154c9d.png

SSB1-JP005 Witchcraft Vice-Master (Witchcrafter Vice-Master)
Level 8/DARK/Spellcaster/Fusion/Effect
1 “Witchcrafter” monster + 1 Spellcaster monster
(1) When a non-Fusion Spellcaster monster’s effect OR a Spell Card or effect is activated (Quick Effect): You can activate 1 of these effects. You can only choose each of these effects of “Witchcrafter Vice-Master” once per turn.
● Destroy 1 card on the field.
● Special Summon 1 Level 6 or lower “Witchcrafter” monster from your hand or Deck.
● Add 1 “Witchcrafter” Spell/Trap from your GY to your hand.
2700/2800

image.png.7bcafa8ebab8d22d50dbb971020e972d.png

SSB1-JP006 Witchcraft Confusion (Witchcrafter Confusion)
Spell
You can only use 1 of the 1st and 2nd effect of this card’s name per turn, and only once that turn.
(1) Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including at least 1 “Witchcrafter” monster.
(2) During your End Phase, if this card is in your GY and you control a “Witchcrafter” monster: You can add this card to your hand.

Wow... the Fusion Monster has no once per turn on her effect I like this I want more like this Tongue each category of her effects are

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26 minutes ago, Zefra Zamazenta said:

Wow... the Fusion Monster has no once per turn on her effect I like this I want more like this Tongue each category of her effects are

She actually has a hard once per turn on each of her effects though technically it's not but each time you use an effect, you can't use the same one again that turn if that makes sense. It would probably be a little broken otherwise. Especially the Special Summon from the deck.

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So! Mini thesis incoming as a Witchcrafter main. Worth noting I don't have the wealth of experience playing the deck (I'm a fairly new returnee to the game) as I wish I had, but if anyone's interested, here it is.

The spell card is easy, so I'll tackle it first: TL:DR, it's objectively bad, but you probably have to play 1, and complain about it.

Beyond being another spell name (therefore another card you can discard for the witches so it'll come back), you'll rarely want to see it, not to mention play it. Most builds I've seen run super poly already, and taking away your opponents Winda/Dragoon is definitely worth the discard (hell, sometimes you want to discard stuff). An in-engine vanilla poly is not really all that playable. The fact that it's barely searchable is point against it. The archetype desperately needs more good spells, not just discard fodder. Funny point is that you can make Verte and throw it into the grave, and it'll come back (but you deserve to be punished for doing that). Flavor wise? 8.5~9/10. I love the art, and I hope they keep the name. 

 

Vice-Master: Lot's to unpack here. TL:DR, bonkers on paper, with caveats. You'll likely play 3 if you play Extravagance, and 2 in any other build.

Name: I wish I could read the Japanese... I have a feeling I know what it should read as, and I hope they get creative with the translation here. Something along the lines of "Witchcrafter Emergency Committee" maybe? Or perhaps... let me get back to you with this.

Attribute: Why DARK? *cry* emoji. It would have been nice to have a more creative boss attribute to end on, as that makes it easy for the opponent to attack an already popular attribute. Super-poly comes and goes out of the meta constantly, and people have been playing Protos lately.

Type: It was sort of a given that it'd be a Spellcaster, but would not losing to TCBOO be too much to ask?

ATK/DEF: are good for a fusion that's fairly easy to bring out - she beats some stuff, and loses to others. Considering you already plan on supporting it with the smug loli as soon as possible, it's very reasonable. I have a feeling that there's some combination of Witches that come up to these stats, but haven't mathed it out yet.

Level: I'm happy about that Level! Xyz with Verre or Aruru into a Dingirsu is a play that comes up on occasion (and sometimes Zeus on top). Nothing else to say, really.

Requirements: mostly a Super Poly target! Yay! Most builds I've seen will already lean into playing Veiler as a link-climb card, and there's no reason to change that in the current meta game. I've been meaning to experiment with small Shaddol, Invo or Dogma packages, and this work will work well with those attempts. It's a shame there's no world in which you can use Verte as a material, but there's plenty of Spellcasters out there anyways.

Effect: The big ticket item! She mostly does things the archetype would already be doing, but better on all accounts.

1. Haine requires a face-up (opponent's) target, while this card doesn't target at all. 

2. Not having to actively spend additional resources to get another body on the field is really good. [ I mean, it's a "free" in-engine E-Tele :) ]

3. The ability to foolish Patronus with Schmietta, then get it back with this effect, is going to do wonders for the pace of the strategy. 

It's wonderful that she's easy proc. And a potential 2~3 plus in cards every turn she stays on the field.

Though you will need to protect her, as she is vulnerable on her own.

EDIT: Forgot to mention: She chain blocks! another good reason to get her on the field ASAP.

One this that I haven't seen anyone mention, is that even though her effects are OPT, the trigger isn't once per chain. This will come up, and come up hard. Very few things are as rewarding as punishing your opponent for trying to Veiler/Chalice your boss monster.

Flavor: More Haine art! the world is a slightly better place then it was yesterday! Not gonna rate it, but I will say I was never disappointed with Witchcrafter arts, and I'm not disappointed with this one either. The Witches banding together behind Haine to support is really cool, flavor wise!

Not my own idea, so shoutout to my friends who tipped me on this: now that Witchcrafters have there own fusion strategy, it's worth experimenting with Magicalized Fusion. As you want to bury the witches anyway, and bringing out a late game Quintet Magician is not out of the question.

That's it for now! If anyone can think of anything to add to what I've written, feel free to let me know!

 

 

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