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[AoS] Signature Archetype - Mysterious Magicians [40/40]


Anbu-of-Sand

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Image Credit To: Jazin Kay / Father Wolf / Wanderely / Jay Jay

Template Edit Credit To: Jay Jay / Sotos

 

If you like this archetype, you should show your appreciation on how much you like this archetype (if you do) by giving me some positive reps saying how much you like the archetype and maybe why you like it :) It'd be really, really appreciated. I am willing to give positive reps in return as well for your reviews on this archetype.

 

Well. This is my Signature Archetype named Mysterious Magicians. The reason why this will be my Signature Archetype (not my last) is that I love Spellcasters and also my favorite attribute is DARK. Before this thread has came out, I would let out sneak peeks of the Archetype one by one. But now I have chosen to make a thread for the whole Archetype. Mysterious Magicians are a DARK Attributed Spellcaster-Type Archetype. They gain their effects at the cost of Spell Counters, which all of them can gain quite easily when a Spell Card is activated and by their Field Spell.

 

This Archetype could be one of the most flexible archetypes I could ever make. Most of these cards can be splashable and considered staples in certain type of decks or even most decks. If you would run a deck using the Archetype itself, their would be lots of kind of decks you can make. The Archetype has lots of capabilities. Field Control, Hand Control, Beatdown and such. You can choose to make a deck out of one of these concepts but the archetype can also work with a deck that can have all these concepts put into one, which if made correctly, could be an awesome, competitive, yet fun deck to use.

 

So, without further ado, I present....

 

~ The ~ Mysterious ~ Magicians ~

 

[spoiler=The Story]

One day, these human-like species came from a completely different galaxy upon Earth, so it has been told by others. These species were just like humans, except they had spell casting powers from another world. They were completely different from us humans, no matter how human-like their appearance may have been compared to us human beings.

 

26 of these Spellcasters arrived to planet Earth, all spread amongst the world in different places. The day all of these Spellcasters arrived, a levitating Citadel appeared out of nowhere in the middle of a City. This Citadel was said to be the home of the Spellcasters. This Citadel levitated across the Earth. People would try their best to destroy it, thinking that the Spellcasters weld some sort of Black Magic, and are here to conquer the planet, but no matter how much they through at the Citadel, it would just go right through it, as if it was just a mirage.

 

Beams of aura of a blue and green color would shoot out from the top of the Citadel. At this time, the beam of aura would then blast it's way into one of each of the 26 Spellcasters around the world. It is seemed that the Spellcasters gain their powers through the Citadel, and other Spell related things. The Spellcasters can only hold so much power at a time it seems as well. Seeing at times the Spellcasters when using their powers, aura from their body would beam back into the Citadel after using their abilities.

 

At the start of a new year, all the Spellcasters would fly or teleport into the Citadel having a meeting. Nobody knows what the Spellcasters talk about during these meetings once a year. It has been told that the Spellcasters were sent here to protect Earth from an arriving species that rivals with the Spellcasters galaxy, seeking to destroy any other species that they might think is below them. The Spellcasters vow to stop this other species before they destroy the whole universe.

 

 

 

[spoiler=Monsters (26)]

[spoiler=Boss Monsters (4)]

[spoiler=Zane Zilios, the Supreme Mysterious Magician]

ZaneZiliostheSupremeMysteriousMagician.jpg?t=1287786946ZaneZiliostheSupremeMysteriousMagician-Holo.jpg

Lore:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 10 Spell Counters from your side of the field. When this card is Summoned, place 1 Supreme Spell Counter on it for every Spell Card in your Graveyard (max.10). When a Spell Counter is placed on this card, it is treated as a Supreme Spell Counter. Once per turn, you can remove as many Supreme Spell Counters from this card. Than, you can activate one of the following effects.

* Both players select and remove from play 1 card in the other players hand for each Supreme Spell Counter removed.

* Both players select and remove from play 1 card in the other players Graveyard for each Supreme Spell Counter removed.

* Both players remove from play the top 5 cards of their Deck for every 5 Supreme Spell Counters removed.

 

 

[spoiler=Xand Xilia, the Supreme Mysterious Magicianess]

XandXiliatheSupremeMysteriousMagicianess.jpg?t=1287786946XandXiliatheSupremeMysteriousMagicianess-Holo.jpg

Lore:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 10 Spell Counters from your side of the field. When this card is Summoned, place 1 Supreme Spell Counter on it for every Spell Card in your Graveyard (max.10). When a Spell Counter is placed on this card, it is treated as a Supreme Spell Counter. Once per turn, you can remove as many Supreme Spell Counters from this card. Than, you can activate one of the following effects.

* Inflict 500 damage to both players for each Supreme Spell Counter removed.

* Increase both players Life Points by 500 for each Supreme Spell Counter removed.

* Cut both players Life Points in half for every 5 Supreme Spell Counters removed.

 

 

[spoiler=Mysterious Magician of Queen Quickening]

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Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.6). Once per turn, during your End Phase, you can remove any Spell Counters from this card. For each Spell Counter removed, your opponent skips 1 Phase during their turn. For every Phase your opponent skipped, you also skip when it is your turn. This effect only last for 1 turn for each player. If you removed 4 or more Spell Counters from this card in 1 turn, roll a six-sided die. Depending on the number rolled, for the remainder of the duel, neither play can enter the Phase that is the same number of the number rolled. If the rolled number was 1 or 6, send this card to the bottom of your Deck. The Deck is then shuffled.

 

 

[spoiler=Mysterious Magician of Mixed Manipulations]

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Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.6). Once per turn, you can remove any number of Spell Counters on this card. For each Spell Counter removed, place 1 Spell Counter on any other "Mysterious Magician" monster(s) you control. If you removed 4 or more Spell Counters from this card in 1 turn, you can add the top 2 cards of your Graveyard to your hand. Than, you can select 2 cards in your opponents hand and shuffle them back into their Deck. The Deck is than shuffled, and your opponent draws 2 new cards.

 

 

 

 

 

[spoiler=Extra Deck Monsters (4)]

[spoiler=Mysterious Magician of Hard Hammerheads]

MysteriousMagicianofHardHammerheads.jpg?t=1287786946450356.jpgMysteriousMagicianofHardHammerheads-Holo.jpg

Lore:

"Mysterious Magician of Pure Paper" + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card and declare 1 Card Type (Monster, Spell or Trap). Then, send cards from the top of your opponents Deck to the Graveyard until a card that has the same Card Type as the one you declared is sent. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, inflict 200 damage to your opponent for every card in their Graveyard. Your opponent then adds 2 cards from their Graveyard to their hand.

 

 

[spoiler=Mysterious Magician of Odd Offenses]

MysteriousMagicianofOddOffenses.jpg?t=1287786946450356m.jpgMysteriousMagicianofOddOffenses-Holo.jpg

Lore:

"Mysterious Magician of Loved Levels" + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card and select 2 monsters your opponent controls. Decrease the Level of the selected monsters by 2. When this card destroys a monster by battle with a Level difference of 2 or more, gain Life Points equal to the Level of the destroyed monster x200. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, select 2 cards in your opponents hand and remove them from play. Your opponent then draws 2 cards and 1 additional card for every Spell Card removed from play by this effect.

 

 

[spoiler=Mysterious Magician of New Nights]

MysteriousMagicianofNewNights.jpg?t=1287786946450356t.jpgMysteriousMagicianofNewNights-Holo.jpg

Lore:

"Mysterious Magician of Winged Waves" + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card to return 2 cards your opponent controls to the bottom of their Deck. Your opponent then gains 1000 Life Points. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, draw 2 cards then select 2 other cards in your hand and remove them from play. If you cannot remove 2 other cards, take 2000 damage and end your turn.

 

 

[spoiler=Mysterious Magician of Krazed Kills]

MysteriousMagicianofKrazedKills.jpg?t=1287786946190750.jpgMysteriousMagicianofKrazedKills-Holo.jpg

Lore:

"Mysterious Magician of Twin Telepathy" + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card to remove from play 2 monsters your opponent controls, OR to have this card attack twice during the same Battle Phase of this turn. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, select and reveal 2 cards in your opponents hand. Inflict 1000 damage to your opponent for each monster card revealed by this effect. If none of the revealed cards were monster cards, send 2 monsters in your hand to the Graveyard.

 

 

 

 

 

[spoiler=Effect Monsters (14)]

[spoiler=Mysterious Magician of Armed Assassination]

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Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to remove from play 1 card on your opponent's side of the field. During your opponent's End Phase, return the removed from play card to the top your opponents Deck, OR you can remove an additional Spell Counter from this card to keep the card removed from play.

 

 

[spoiler=Mysterious Magician of Book Bionics]

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Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, when your opponent activates a Spell Card, you can remove 1 Spell Counter from this card and pay 1000 Life Points. The effect of that Spell Card becomes "Decrease your Life Points by 200 for every Spell Counter on your opponents side of the field.".

 

 

[spoiler=Mysterious Magician of Card Control]

450356m.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to destroy 1 card on the field, OR to draw 1 card. If the drawn card is a Spell Card, you can reveal it to your opponent to draw an additional card. The revealed Spell Card cannot be activated or Set the turn it was revealed.

 

 

[spoiler=Mysterious Magician of Death Defections]

450356.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to decrease the ATK of all monster your opponent controls equal to their Level x100 until the End Phase of this turn. Only this card can attack the turn you activate this effect.

 

 

[spoiler=Mysterious Magician of Evil Effects]

450356u.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3) Once per turn, when your opponent activates a card or card effect that targets 1 or more cards on your side of the field, you can remove 1 Spell Counter from this card and discard 1 card to negate and destroy that card.

 

 

[spoiler=Mysterious Magician of False Faces]

450356j.jpg

Lore:

Each time a Spell Card card is activated, place 1 Spell Counter on this card (max.3). This card can only declare an attack if it has 2 or more Spell Counters on it. When this card declares an attack, remove 1 Spell Counter from it at the end of the damage step. Once per turn, you can remove 1 Spell Counter from this card to have this card inflict Piercing damage the turn you activate this effect.

 

 

[spoiler=Mysterious Magician of God's Galaxy]

450356e.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to declare 1 card type (Monster, Spell or Trap) then reveal the top card of your opponent's deck. If the revealed card is the same type as the one you declared, remove the card from play. If it is not, your opponent adds that card to their hand.

 

 

[spoiler=Mysterious Magician of Ill Illusions]

190750.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to treat the activation of Trap Cards as the activation of Spell Cards until your opponents End Phase. You can only activate this effect during your every other turn.

 

 

[spoiler=Mysterious Magician of Jank Jestering]

450356.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.1). Once per turn, you can remove 1 Spell Counter from this card to negate the effects of all monsters your opponent controls until the End Phase. If you activate this effect, cards you control cannot gain Spell Counters during your next turn and the rest of this turn

 

 

[spoiler=Mysterious Magician of Raw Restrictions]

450356v.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, when your opponent Special Summons a monster(s), you can remove 1 Spell Counter from this card to destroy and remove from play the monster(s) that were Special Summoned. Then, increase your opponent's Life Points by 800 for each monster removed from play by this effect.

 

 

[spoiler=Mysterious Magician of Soul Searching]

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Lore:

Each time a Spell Card is activated, place 1 Spell Counters on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to Special Summon 1 Level 4 or lower Spellcaster-Type monster from your Graveyard. During your End Phase, gain Life Points equal to the Special Summoned monsters Level x 200, then removed the Special Summoned monster from play.

 

 

[spoiler=Mysterious Magician of Urged Utilizations]

190750x.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card and select 1 Spellcaster-Type monster you control. Increase it's ATK by 800 until the End Phase, OR increase it's ATK by 100 for every Spell Counter on the field. Any Battle Damage that monster inflicts is halved.

 

 

[spoiler=Mysterious Magician of Vague Villains]

450356e.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to take control of 1 monster your opponent controls until the End Phase of this turn. During the End Phase of the turn you activated this effect, increase your opponents Life Points equal to the Level of the monster you took control of x300.

 

 

[spoiler=Mysterious Magician of Young Years]

190750.jpg

Lore:

Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card and select 1 Level 4 or Lower monster your opponent controls. Halve it's ATK and DEF until the End Phase of this turn. Any battle damage from a battle involving that monster is halved.

 

 

 

 

 

[spoiler=Tuner Monsters (4)]

[spoiler=Mysterious Magician of Pure Paper]

450356z.jpgMysteriousMagicianofPurePaper-Holo.jpg

Lore:

When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card and select 1 Spellcaster-Type monster you control. Return the selected monster to the top of your deck and send cards from the top of your opponents Deck to the Graveyard equal to the Level of the returned monster.

 

 

[spoiler=Mysterious Magician of Loved Levels]

450356.jpgMysteriousMagicianofLovedLevels-Holo.jpg

Lore:

When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card to increase or decrease the Level of this card by 1, until the End Phase of this turn. If this card would be used for a Synchro Summon the turn you activate this effect, remove from play this card and the other monster(s) that were used as Synchro Material.

 

 

[spoiler=Mysterious Magician of Winged Waves]

450356yu.jpgMysteriousMagicianofWingedWaves-Holo.jpg

Lore:

When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card to return 2 cards your opponent controls to the top of their Deck. You cannot Set any card(s) the turn you activate this effect.

 

 

[spoiler=Mysterious Magician of Twin Telepathy]

450356.jpgMysteriousMagicianofTwinTelepathy-Holo.jpg

Lore:

When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card to select and reveal 2 cards from your opponents hand and send 1 of them to the Graveyard. If the 2 cards that were selected were a Spell Card and a Trap Card, send both cards to the Graveyard. Your opponent then draws 1 card after activating one of these effects.

 

 

 

 

 

 

[spoiler=Spells (10)]

[spoiler=Levitating Citadel of Magicians]

LevitatingCitadelofMagicians-1.jpg?t=1287786946190750aq.jpg

Lore:

Spell Counters cannot be placed on this card except by this cards own effect. During each of your End Phases, place 2 Spell Counters on this card (max.8 ). During each of your Standby Phases, place 1 Spell Counter on every face-up "Mysterious Magician" monster on your side of the field. Decrease your Life Points by 200 for every Spell Counter placed on the field by this effect. Each time a "Mysterious Magician" removes a Spell Counter from itself, gain 200 Life Points. If this card would be destroyed, you can remove 2 Spell Counters from this card instead. You can remove 8 Spell Counters to return all Spell Cards in your Graveyard to your Deck. Your Deck is then shuffled.

 

 

[spoiler=Defensive Tower of the Magicians]

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Lore:

"Mysterious Magician" monsters cannot be selected as an attack target or by the effect of your opponents monsters as long as they have 2 Spell Counters on them. You can Tribute this card. If you do, "Mysterious Magician" monsters cannot be destroyed until the End Phase of this turn.

 

 

[spoiler=Confusion Staff of the Magicians]

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Lore:

Equip only to a "Mysterious Magician" monster you control with at least 2 Spell Counters on it. When the equipped monster is selected as an attack target, change the target to a monster your opponent controls. Any Battle Damage your opponent would have taken during that battle is reduced to 0. Destroy this card if the Equipped monster has less than 2 Spell Counters on it.

 

 

[spoiler=Frozen Emblem of the Magicians]

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Lore:

Tribute 3 "Mysterious Magician" monsters you control. Negate the effect(s) of all monsters your opponent controls for the next 3 turns. During the third Standby Phase after this card's activation, select 3 "Mysterious Magician" monsters from your Graveyard. Return those cards to the Deck, then place 3 Spell Counters on the field.

 

 

[spoiler=Giant Blast of the Magicians]

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Lore:

Select 3 "Mysterious Magician" monsters you control. Remove 3 Spell Counters from each selected monster. Select 3 monsters your opponent controls remove them from play. Your opponent then can select 3 Level 3 or lower monsters in their Graveyard and Special Summon them. You cannot negate this Summoning.

 

 

[spoiler=Holy Contract of the Magicians]

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Lore:

You can change the Attribute of a "Mysterious Magician" monster(s) to LIGHT. A "Mysterious Magician" monster that has it's Attribute changed by this effect is still treated as the LIGHT Attribute while it is in the Graveyard and removed from play zone. You can Tribute this card. If you do, gain 400 Life Points for every LIGHT "Mysterious Magician' monster on your side of the field. After this effect resolves, any monsters that had their Attribute changed by this effect return to their original Attribute of DARK.

 

 

[spoiler=Mana Spheres of the Magicians]

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Lore:

Equip only to a "Mysterious Magician" monster you control. Each time the equipped monster removes a Spell Counter from itself, place 1 Spell Counter on this card (max.4). Increase the ATK and DEF of the equipped monster by 200 for every Spell Counter on this card. You can remove 2 Spell Counters from this card to double the ATK and DEF of the equipped monster until the End Phase. The equipped monster cannot be selected as an attack target.

 

 

[spoiler=Sacrificial Tribute of the Magicians]

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Lore:

Tribute 1 "Mysterious Magician" monster you control. Remove from play all other monsters on the field with a Level equal to or higher then the Tribute monster. Any monsters removed from play by this effect are returned back onto the field during the End Phase of the turn this card was activated.

 

 

[spoiler=Power Upgrade of the Magicians]

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Lore:

Tribute 1 "Mysterious Magician" monster you control. Increase the ATK of all other "Mysterious Magician" monsters you control by 200 for every Spell Counter that was on the monster. Level 4 or lower "Mysterious Magician" monsters you control can attack directly this turn. Any battle damage inflicted to your opponent this turn is halved.

 

 

[spoiler=Banned Spell of the Magicians]

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Lore:

Activate only while you control 4 or more "Mysterious Magician" monsters, 8 or more Spell Cards and 4 or more Trap Cards in your Graveyard. Both players take 400 damage for every "Mysterious Magician" on your side of the field, 400 damage for every Spell Card in your Graveyard, 800 damage for every Trap Card in your Graveyard, and 200 damage for every Spell Counter on the field. If a player's Life Points would reduce to 0 by this effect, both players Life Points change to 2000. Only Level 4 monsters and lower with an ATK of 2000 and lower can declare an attack for the remainder of the Duel. No Trap Cards can be activated for the remainder of the Duel as well.

 

 

 

 

 

[spoiler=Traps (4)]

[spoiler=The Magicians Inner Warrior]

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Lore:

Activate when a "Mysterious Magician" monster you control is selected as an attack target. Change the target to a face-up "Mysterious Magician" Tuner Monster you control, and decrease the ATK of the attacking monster by 200 for every Spell Counter on the new face-up target.

 

 

[spoiler=The Magicians Cloaking Shield]

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Lore:

Activate when a "Mysterious Magician" monster you control is targeted by a card effect. Change the target to another appropriate card on the field. The controller of the new target then draws 1 card.

 

 

[spoiler=The Magicians Jack in a Box]

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Lore:

Select 1 monster on your opponents side of the field and 1 Level 4 or lower "Mysterious Magician" monster on yours. Return both selected monsters to the appropriate owners Deck, and both players return an additional card of their choice on their side of the field back to their Deck for every Spell Counter that was on the selected "Mysterious Magician" monster.

 

 

[spoiler=The Magicians Hidden Reinforcements]

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Lore:

Activate when your opponent controls 2 or more monsters then you. Special Summon a number of "Magician Tokens" (Spellcaster-Type/DARK/Level 2/ATK 200/DEF 200) equal to the difference of monsters between you and your opponent. These tokens can attack your opponents Life Points directly, and cannot be destroyed by battle. You can Tribute 1 "Magician Token" to place 1 Spell Counter on the field.

 

 

 

 

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i'm pretty sure your ridiculously long intro scared off 99% of the viewers ^ _ ^.

 

they seemed really complicated at first, but i realize that they're actually very simple. most of the monsters all all level 4 or lower, but with powerful effects. they're also highly reliant on their field spell. with terraforming, not only can you search the card out, but also add 1 counter to each card. the effects are varied, and not subject to 1 specific type, making them very unpredictable and versatile, no matter what the situation is, well most situations. i wouldn't mind building a deck around this at all.

 

nice work. :) +rep

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Gaw D: Curse me and my long intros! They do know though they can skip it right? xD

 

That's exactly what I was aiming for. An archetype that's unique, versatile and such. The archetype itself can also be splashable in most decks. Seeing some cards in the archetype can be great tech or side-deck potential in some decks in the current meta. You might be able to make a deck using this archetype, because I submitted them for the Worldwide Set Submission, but they were missed :( So Icy told me to re-submit the 15 cards I submitted in a week and a half or so, and hopefully they'll all be accepted.

 

Any chance you can help me with the semi-boss? Name was posted in my last post, needs serious OCG work.

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Thanks, I was thinking it was too OP'd for a Semi-Boss. +Rep for you for being one of the first in this thread to rate my archetype :)

 

The archetype has around I believe 5 more monsters to go, and hopefully I'll find an epic picture for the boss card.

Spells and Traps I have no idea. Probably 2-4 more Spells and 2-4 more Traps and that'd be it for the archetype.

I'm also planning on posting a prototype decklist using the archetype just for the fun of it xD

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Thank you for your rate and suggestion. The main reason why their effects are long is that all of them have this key part in their lore:

Each time a Spell Card is activated, place __ Spell Counters on this card (max._). Once per turn, you can remove __ Spell Counters on this card to...

That one sentence takes quite a chunk of space in their lore.

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Thank you for your rate and suggestion. The main reason why their effects are long is that all of them have this key part in their lore:

 

That one sentence takes quite a chunk of space in their lore.

 

That might help for my future cards, I'll try to remember that :P

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I am always in favour of shorter ways of writing effects. I would suggest just like officially Piercing damage was used to abbreviate an effect, you could make a shorthand for this "key part" in the lore. For example, like a FLIP: for flip effects (where SCx is short for each time a Spell Card is activated place x Spell Counters on this card, and after the : is for what happens if you remove x Spell Counters)

 

MMoQQ's complete effect could be written as- "SC1 (max. 6): Both players skip the first x Phase(s) during their next turn. You can activate this effect only once per turn, during the End Phase. If you removed 4 or more Spell Counters from this card in 1 turn, roll a six-sided die: - 1 or 6: shuffle this card into your Deck. - 2, 3, 4, or 5: for the remainder of the duel, both players skip the Standby Phase, Main Phase 1, Battle Phase, or Main Phase 2 (respectively).

 

"Spells and Traps I have no idea. Probably 2-4 more Spells and 2-4 more Traps and that'd be it for the archetype." It seems you view Spells as fuel for your monsters, but ultimately I would prefer a more balanced combination of Monster and Spell effects. I would suggest making some cards that invite more Spell usage.

 

I further noticed that none of your cards mention Special Summoning (except Ill Illusions' tokens), this means that most often you will only get 1 new monster on the field per turn. Moreover, since you have sacrificed ATK power for effect power, field presence is likely to be problematic. During your Standby Phase, the Citadel will have no monster to put its Spell Counters on. I would suggest making some monsters that can be Special Summoned easily. In line with the set, you would need an effect to be Special Summoned that depends on Spell Counters. Which can only be gathered if the monster is already on the field. Perhaps make a Spell Card that allows you to reveal monsters in your hand, or top of the Deck to your opponent. In return, these monsters could get Spell Counters on them if Spells are activated. For some Spell Counters these monsters would Special Summon themselves to the field.

 

Lastly, that all of your cards' effects can only be activated once per turn makes the set slow to play. It would be no surprise if your monsters are quickly maxed out on the number of Spell Counters on them and all the counters are just sitting there wasting away. I think the cards would be more fun if some power was traded for speed.

 

Good luck and have fun

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It seems you view Spells as fuel for your monsters, but ultimately I would prefer a more balanced combination of Monster and Spell effects. I would suggest making some cards that invite more Spell usage.

Yeah, but as you can also see, they're are a lot of TCG cards that help this archetype like Spell Power Grasp that gives all my Mysterious Magicians a +1 and 1 Mysterious Magician an additional +1 of my choice. Plus, Toon Table of Contents works great for the archetype as well, purely for fuel for their effects and for thinning of the deck. I'm probably going to make at least 5 other Spell Cards for this archetype, having a total of 6, Traps, I have no idea. Probably only 1-4 of them.

 

I further noticed that none of your cards mention Special Summoning (except Ill Illusions' tokens)' date=' this means that most often you will only get 1 new monster on the field per turn. Moreover, since you have sacrificed ATK power for effect power, field presence is likely to be problematic. During your Standby Phase, the Citadel will have no monster to put its Spell Counters on. I would suggest making some monsters that can be Special Summoned easily. In line with the set, you would need an effect to be Special Summoned that depends on Spell Counters. Which can only be gathered if the monster is already on the field. Perhaps make a Spell Card that allows you to reveal monsters in your hand, or top of the Deck to your opponent. In return, these monsters could get Spell Counters on them if Spells are activated. For some Spell Counters these monsters would Special Summon themselves to the field.

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Mysterious Magician of Soul Searching. It's the monster that swarms from the Grave. Works well in lots of ways for this archetype with cards like Mysterious Magician of Evil Effects, which has a discarding drawback, but if you discard a Spellcaster, you can special the same Spellcaster with Soul Searching's effect. And like I said before, I'm still working on the Spells. But the spells will focus on swarming and such.

 

Lastly' date=' that all of your cards' effects can only be activated once per turn makes the set slow to play. It would be no surprise if your monsters are quickly maxed out on the number of Spell Counters on them and all the counters are just sitting there wasting away. I think the cards would be more fun if some power was traded for speed.

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Main reason why they're once per turn is if they can be used with no limits, this would make most of the cards OP'd. I'm going to make spell cards that are going to put use into any spell counters that are just wasting away. And speed-wise, they're is always Mysterious Magician of Card Control, which can give you some nice draw power of being able to draw 1-2 cards. I also believe one of the synchros, Mysterious Magician of New Nights has some draw power in it as well.

 

Good luck and have fun

Thank you. +Rep for you for all of your criticism to the archetype.

 

New Spell Card added! Protective Wall of the Magicians. Used for well, protecting, putting un-used counters to some use, and adding a bit of speed to the deck!

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