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Mystic Spell Chronicle | Generic Spell/Trap Searcher


CardSharpDoppel

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Hello everyone! This card is designed to function as a generic spell/trap searcher that serves many purposes, but has a heavy drawback; below is it in written form, followed by a custom card created by me. The card's effect goes as the following:

 

Mystic Spell Chronicle 

[Normal Spell Card] 

Pay half of your LP. Reveal 1 Spell/Trap card from your hand, field, deck, GY, or banished zone other than "Mystic Spell Chronicle" and set the revealed card on your side of the field; you can activate the card this turn and it is unaffected by your opponent's card effects until the end phase. Banish all copies of "Mystic Spell Chronicle" from your hand, field, deck, or GY. For the rest of the duel, you cannot activate cards or the effect(s) of cards that are the same type as the revealed card whose original name is not the revealed card. Your opponent cannot activate effects in response to the activation of this card or cards with the original name of the revealed card until the end phase. Banish this card instead of sending it to the GY.

 

 

What it does:

Pay half your life points to reveal a spell/trap card from pretty much anywhere

•All copies of Mystic Spell Chronicle are banished afterwards (to prevent further use of the spell and thin the deck) 

•The revealed card gets set and can be activated the turn it is set

•The card cannot be chained or targeted during the turn it is set/activated

•You cannot play cards of the same type, besides the revealed card (or copies of it) for the rest of the duel

 -(If you chose a spell card, you cannot activate other spell cards or if you chose a trap, you cannot activate other traps)

 

What it brings to the game:

• It allows the user to wipe negate boards if they chose Raigeki or Evenly Matched (instead of having to bait the negates)

•It makes rogue/gimmick decks that use specific spells/traps more consistent (eg. Grass, Sekka's Light, Berserker Soul, etc.) 

•It can allow the player to change the game state by giving them the spell/trap they need at the right time

•It opens up potential OTKs so long as the player can follow through, but has a hefty cost if they cannot follow through. 

 

I made the card on this site to make sure the text wasn't too lengthy, and I think it'll work fine. Here's an image of the card:

MysticSpellChronicle(1).thumb.jpeg.cb378e1fd6c43201fa09395ce95a00c1.jpeg

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