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[Written, AGM?] Spellbound/Mellaxis! [51/51]


Draconus297

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Surprisingly, this archetype has quite a bit of story behind it, both IRL and intended for the cards themselves.

 

This is my third attempt at this archetype. I've severely nerfed most of the "Spellbound" monsters, altered some of their effects completely, and now a good number of them have been changed from Level 4 so the archetype is no longer cheap R4 spam. In addition, Studious Sorcerer Mellaxis is no longer a "free Summon guy", as Giga put it during Spellbound v. 2.0. Essentially, I've put in a lot of work to attempt to balance an archetype I created for a character in an admittedly half-baked story. The "Spellbound"/"Mellaxis" archetype was the very first thing I did on this site, and 2.0 was my last cardmaking post before I made the AGM, so it's kinda fitting that 3.0 is my big project to restart my cardmaking drive outside random disconnected cards in the AGM Generics thread.

 

Within the cards themselves, this is a story of a little would-be sorcerer growing older, going on a journey, taking on familiars, and making difficult decisions regarding power vs. friends as he gets further and further into said journey. Essentially, each "Spellbound" monster is something on its own before Mellaxis found it, and he either convinced or enslaved each one to help him- granting them power, but binding them to himself. That's why each one gets an additional cohesion effect if Mellaxis Summons it- that is the power he decided to give it. For each of the "Choice of Mellaxis" Ritual Spells, if I do get art, I almost want their art to be one of the Spellbound monsters struggling in terror before Mellaxis murders them to steal their strength for himself. The Quick-Play Spells should show a different story, Mellaxis choosing to defend his friends rather than forsake them, and as such their art would be him standing in front of one of the Spellbound monsters and taking a hit for them, instead. Lastly, the Normal Spells show a third possible ending for the story, wherein Mellaxis sees his friends as neither expendable pawns nor helpless children to be protected, but seeing them as equals- as such, their art would probably be Mellaxis doing something cool with one of the Spellbound monsters (for example, standing back-to-back with Swordswoman, or calmly meditating with Yuki Onna in the snow).

 

So yeah, I went this long without explaining the archetype! Essentially, you want to get a "Mellaxis" monster on board as fast as possible, to Special Summon "Spellbound" monsters (of which there will eventually be one of each Type) with their bonus effects to go on a gimmick-filled offensive. It's not designed to be meta. It's designed to be crazy, over-the-top, and filled with moments of ham. Admittedly, even without all the Spellbound monsters fixed (and neither previous Spellbound incarnation including a Psychic or Wyrm), there is a clunkiness to the Deck . . . but I'm sure someone will have fun with it.

 

On with the show!

 

[spoiler= Mellaxis]

Prodigal Apprentice Mellaxis

LIGHT - Level 1 - Spellcaster/Tuner/Effect - 300/0

Up to twice per turn, if this monster is targeted by an attack or effect, you can negate that attack/effect, and if you do, Special Summon 1 "Spellbound" monster from your Deck. If this monster is in your Graveyard and you control 2 or more face-up "Spellbound" monsters while your opponent controls a monster with 2500 or more ATK: You can Tribute 1 monster your opponent controls to Special Summon this monster from your Graveyard (you can only activate this effect of "Prodigal Apprentice Mellaxis" once per turn).

 

Impetuous Magician Mellaxis

LIGHT - Level 2 - Spellcaster/Tuner/Effect - 1000/0

If this monster is used as Synchro Material, all other Materials must be "Spellbound" and/or "Mellaxis" monsters. If a "Spellbound" or "Mellaxis" monster battles, you can discard this card from your hand: Increase your battling monster's ATK by 2000. During either player's turn, if this card is in your Graveyard, you can send the top card of your Deck to the Graveyard to Special Summon 1 "Spellbound" or "Mellaxis" monster from the Graveyard (you can only activate this effect of "Impetuous Magician Mellaxis" once per turn). If you activate this effect, you can return 1 monster from your Graveyard to your hand.

 

Studious Sorcerer Mellaxis

DARK - Level 3 - Spellcaster/Effect - 700/600

Once per turn, you can discard up to 3 cards from your hand: Special Summon a number of "Spellbound" monsters equal to the number of cards discarded from your hand or Graveyard. If you control a face-up "Spellbound" monster, and this monster is in your Graveyard: You can Special Summon this monster. You can only activate this effect of "Studious Sorcerer Mellaxis" once per turn, during either player's turn.

 

Traveling Sorcerer Mellaxis

DARK - Level 5 - Spellcaster/Ritual/Effect - 1900/1700

You can Ritual Summon this monster using any "Choice of Mellaxis" Ritual Spell Card. Once per turn, you can Special Summon up to 2 "Spellbound" monsters from your Graveyard: During your End Phase, if you activated this effect this turn, pay 800 Life Points for each monster Summoned. "Mellaxis" and "Spellbound" monsters you control gain 300 ATK for each "Spellbound" monster you control.

 

Combat Sorcerer Mellaxis

DARK - Level 7 - Spellcaster/Ritual/Effect - 2600/2400

You can Ritual Summon this monster using any "Choice of Mellaxis" Ritual Spell Card. If a card would be added to your hand, you can reveal that card to your opponent: If that card is a "Spellbound" monster, you can Special Summon it. Once per turn, you can target up to 3 cards in your Graveyard or Banished Zone: Shuffle those cards into your Deck, and if you do, draw 1 card. This monster cannot attack your opponent directly the turn you activate this effect.

 

Ultimate Sorcerer Mellaxis

DARK - Level 11 - Spellcaster/Ritual/Effect - 3000/2800

Must be Ritual Summoned using a "Choice of Mellaxis" Ritual Spell Card, and cannot be Summoned by other ways. Once per turn, you can Special Summon 1 "Spellbound" monster from your hand or Graveyard. Once per turn, if a "Spellbound" or "Mellaxis" monster you control battles your opponent's monster: You can end the Battle Step with neither player's monster being destroyed, and inflict 500 damage to your opponent's Life Points.

 

Studious Mage Mellaxis

DARK - Level 5 - Spellcaster/Synchro/Effect - 1200/2000

1 Tuner + 1 or more non-Tuner monsters

When this monster is Summoned, you can Special Summon 1 "Spellbound" monster from your hand or Graveyard. Once per turn, during your Main Phase, you can increase the ATK of 1 face-up monster you control by half this monster's current ATK. If a monster whose ATK was increased by the effect of a "Spellbound" or "Mellaxis" monster destroys your opponent's monster by battle, the destroyed monster cannot activate its effects in the Graveyard.

 

Studious Sage Mellaxis

DARK - Level 7 - Spellcaster/Synchro/Effect - 1600/2600

1 Tuner + 1 or more non-Tuner monsters

Once per turn, during either player's turn, you can Special Summon 1 "Spellbound" monster from your hand or Graveyard in Defense Position. Once per turn, if a "Spellbound" or "Mellaxis" monster destroys your opponent's monster by battle, it can make an additional attack in a row: Use that monster's DEF for damage calculation for this attack. During each of your Standby Phases, increase the ATK and DEF of all monsters you control by 300.

 

Studious Warlock Mellaxis

DARK - Level 9 - Spellcaster/Synchro/Effect - 1900/3100

1 Tuner + 1 or more non-Tuner monsters

Once per turn, during either player's turn, you can Special Summon 1 "Spellbound" monster from your hand or Graveyard. If a card or effect would increase the ATK of a "Spellbound" or "Mellaxis" monster(s) you control, except the effect of "Studious Warlock Mellaxis", that effect increases that monster's DEF by the same amount, and vice versa. If a "Spellbound" or "Mellaxis" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.

 

Learned Magus Mellaxis

DARK - Level 11 - Spellcaster/Synchro/Effect - 2100/3500

1 Tuner + 1 or more non-Tuner monsters

Once per turn, you can Special Summon a number of "Spellbound" monsters from your hand or Graveyard up to the number of "Spellbound" and/or "Mellaxis" monsters you control. If a "Spellbound" or "Mellaxis" monster attacks, increase the ATK of all monsters you control by the attacking monster's Level/Rank x100, until the end of the Battle Phase.

 

Shining Sorcerer Mellaxis

LIGHT - Level 6 - Spellcaster/Fusion/Effect - 2100/1800

1 "Mellaxis" monster + 1 LIGHT monster

Must first be Fusion Summoned. You can also Fusion Summon this monster by Tributing the above Materials you control. If you used a "Spellbound" monster as Fusion Material for this card's Fusion Summon, this card gains that monster's effect (this monster is treated as having been Special Summoned by the effect of a "Mellaxis" monster). If this monster destroys your opponent's monster by battle, you can Special Summon 1 "Spellbound" monster from your Graveyard. If this monster is destroyed, Special Summon 1 "Spellbound" monster and 1 "Mellaxis" monster from your Graveyard, if possible, except "Shining Sorcerer Mellaxis".

 

Solar Sorcerer Mellaxis

FIRE - Level 6 - Spellcaster/Fusion/Effect - 2400/1400

1 "Mellaxis" monster + 1 FIRE monster

Must first be Fusion Summoned.You can also Fusion Summon this monster by Tributing the above Materials you control. If you used a "Spellbound" monster as Fusion Material for this card's Fusion Summon, this card gains that monster's effect (this monster is treated as having been Special Summoned by the effect of a "Mellaxis" monster). Once per turn, during either player's turn, if a "Spellbound" or "Mellaxis" monster inflicts damage to your opponent, you can Special Summon 1 "Spellbound" monster from your hand or Graveyard.

 

Sand Sorcerer Mellaxis

EARTH - Level 6 - Spellcaster/Fusion/Effect - 800/3000

1 "Mellaxis" monster + 1 EARTH monster

Must first be Fusion Summoned.You can also Fusion Summon this monster by Tributing the above Materials you control. If you used a "Spellbound" monster as Fusion Material for this card's Fusion Summon, this card gains that monster's effect (this monster is treated as having been Special Summoned by the effect of a "Mellaxis" monster). Once per turn, during either player's turn, if a "Spellbound" or "Mellaxis" monster you control battles: You can Special Summon 1 "Spellbound" monster from your hand, and increase the ATK and DEF of your battling monster by the Level of the Summoned monster times 200.

 

Shadow Sorcerer Mellaxis

DARK - Level 6 - Spellcaster/Fusion/Effect - 2000/1700

1 "Mellaxis" monster + 1 DARK monster

Must first be Fusion Summoned.You can also Fusion Summon this monster by Tributing the above Materials you control. If you used a "Spellbound" monster as Fusion Material for this card's Fusion Summon, this card gains that monster's effect (this monster is treated as having been Special Summoned by the effect of a "Mellaxis" monster). Once per turn, you can Special Summon 1 "Spellbound" or "Mellaxis" monster from your hand or Deck. If you activated this effect this turn, send the top card of your Deck to the Graveyard during the End Phase.

 

Tidal Sorcerer Mellaxis

WATER - Level 6 - Spellcaster/Fusion/Effect - 1400/2400

1 "Mellaxis" monster + 1 WATER monster

Must first be Fusion Summoned.You can also Fusion Summon this monster by Tributing the above Materials you control. If you used a "Spellbound" monster as Fusion Material for this card's Fusion Summon, this card gains that monster's effect (this monster is treated as having been Special Summoned by the effect of a "Mellaxis" monster). If you activate a "Choice of Mellaxis" Spell Card, you can Special Summon 1 "Spellbound" monster from your hand or Deck in face-up Defense Position.

 

Gale Sorcerer Mellaxis

WIND - Level 6 - Spellcaster/Fusion/Effect - 1900/1900

1 "Mellaxis" monster + 1 WIND monster

Must first be Fusion Summoned.You can also Fusion Summon this monster by Tributing the above Materials you control. If you used a "Spellbound" monster as Fusion Material for this card's Fusion Summon, this card gains that monster's effect (this monster is treated as having been Special Summoned by the effect of a "Mellaxis" monster). Up to twice per turn, if the effect of a "Spellbound" or "Mellaxis" monster activates, except "Gale Sorcerer Mellaxis", you can target 1 "Spellbound" or "Mellaxis" monster in your Graveyard: Special Summon that target, and increase this monster's ATK or DEF (your choice) by the Summoned monster's Level x100.

 

God-King Mellaxis

DARK - Level 12 - Spellcaster/Effect - ?/?

Cannot be Normal Summoned/Set. Must be Special Summoned from your hand by banishing 4 "Mellaxis" and/or "Spellbound" monsters of different names and 3 "Choice of Mellaxis" Spell Cards of different names from your Graveyard, and cannot be Summoned by other ways. This monster's Summon cannot be negated. During the turn this monster is Summoned, your opponent cannot activate cards or effects. This monster gains the combined ATK, DEF, and effects of the monsters banished to Special Summon this monster. If this monster leaves the field by your opponent's card, banish all cards on the field, then Special Summon as many "Spellbound" monsters with different names from your Deck as possible. "God-King Mellaxis" can only be Summoned once per turn.

 

 

 

[spoiler= Spellbound]

Spellbound Magic Student

LIGHT - Level 3 - Spellcaster/Effect - 100/2100

Once per turn, if this monster is in face-up Defense Position, you can add 1 Spellcaster-Type monster from your Deck to your hand. If this monster was Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●"Mellaxis" and "Spellbound" monsters cannot be destroyed. You can activate this effect up to twice per turn, per monster.

 

Spellbound Swordswoman

LIGHT - Level 4 - Warrior/Effect - 1700/1500

If this monster inflicts Battle Damage to your opponent, increase the ATK and DEF of all monsters you control by 300. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If this monster is in Attack Position, the attacks and effects of "Mellaxis" and "Spellbound" monsters cannot be negated.

 

Spellbound Dracena

FIRE - Level 4 - Dragon/Effect - 2400/200

Cannot be Normal Summoned/Set. If this monster battles, inflict damage to your opponent equal to the ATK of the monster that battled this monster at the end of the Damage Step (You can treat this damage as battle damage). If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If you control another face-up "Spellbound" or "Mellaxis" monster, you choose the targets of your opponent's card effects. Effects that would destroy or banish 2 or more monsters you control must target exactly 1 monster, instead.

 

Spellbound Archangel, Guardian of Mellaxis

LIGHT - Level 4 - Fairy/Effect - 1400/1500

If this card is destroyed or Tributed, you can Special Summon 1 monster with 1500 or less ATK and DEF from your hand or Deck. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If a "Spellbound" or "Mellaxis" monster you control battles, except this monster, you can change this monster's Battle Position to increase that monster's ATK or DEF (your choice) by this monster's current DEF, until the End Phase of this turn.

 

Spellbound Yuki Onna

WATER - Level 1 - Aqua/Effect - 400/400

If a monster you control inflicts Battle Damage to your opponent's Life Points, increase your Life Points by the amount of damage inflicted. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your Life Points are increased, increase the ATK of all face-up "Spellbound" and "Mellaxis" monsters by the amount of that increase.

 

Spellbound Vampiress

DARK - Level 2 - Zombie/Effect - 800/300

If this monster destroys your opponent's monster by battle, increase this monster's ATK by half the ATK the destroyed monster had on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●"Spellbound" and "Mellaxis" monsters you control cannot be banished. Once per turn, you can return 1 of your banished "Spellbound" or "Mellaxis" cards to your Graveyard.

 

Spellbound Hamadryad

EARTH - Level 3 - Plant/Effect - 500/1800

If a face-up monster you control is attacked, roll a six-sided die: Decrease the attacking monster's ATK and DEF by 100 times the result, and this monster gains that lost ATK and DEF. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your opponent would negate the Summon of a "Spellbound" or "Mellaxis" monster(s), they must pay Life Points equal to double the original ATK or DEF (whichever is higher) of the monster(s) whose Summon would be negated. Then, if this effect resolves successfully, you can Special Summon the monster(s) whose Summon was negated (a "Spellbound" monster Summoned this way is treated as having been Special Summoned by the effect of a "Mellaxis" monster).

 

Spellbound Drider

DARK - Level 4 - Insect/Effect - 1500/1300

If this monster destroys your opponent's monster by battle, you can declare a monster Type: Special Summon 1 "Prey Token" (EARTH / Level 1 / 100 ATK / 100 DEF) of the declared Type to either player's field in Attack Position. This monster gains 200 ATK times the number of monsters with different Types on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

● You can Tribute 1 Token either player controls to add 1 "Spellbound" monster of the same Type as the Tributed monster from your Deck to your hand.

 

Spellbound Gorgon

EARTH - Level 4 - Reptile/Effect - 1100/1800

During your 2nd Main Phase, if a monster you control successfully attacked this turn, you can flip one card your opponent controls face-down: That card cannot be flipped face-up or destroyed by your opponent's card effects as long as this monster is face-up on the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your opponent controls 2 or more Set cards, "Spellbound" monsters you control can attack your opponent's Life Points directly, but Battle Damage inflicted this way becomes halved.

 

Spellbound Chaser

EARTH - Level 4 - Beast-Warrior/Effect - 1200/1600

Unaffected by Trap Cards and their effects. If this monster battles, you can target 1 Set card on the field and look at it: If it is a Trap Card, that card is banished. If not, Set it again. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If your opponent would activate a Trap Card or its effects, you can send 1 "Spellbound" monster from your hand or side of the field to the Graveyard to negate it, then leave it face-up on the field (This is a Quick Effect, and can be used to negate the activation of a Counter Trap Card).

 

Spellbound Predator

WIND - Level 4 - Dinosaur/Effect - 700/900

This monster gains 300 ATK for each monster of a different name in the Graveyard. At the start of the Damage Step, if this monster attacks a monster that was Special Summoned from the Graveyard, you can send the opposing monster to the Graveyard without conducting damage calculation (the sent monster's effects cannot be activated in response to this effect, also that card cannot leave the Graveyard after this effect resolves). If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Once per turn, during either player's turn, if your opponent would activate a card or effect that would remove a card(s) from the Graveyard, you can send 1 "Spellbound" monster from your Deck to the Graveyard to negate that card or effect.

 

Spellbound Ifrit

FIRE - Level 3 - Pyro/Effect - 600/100

Once per turn, if your opponent controls a monster(s), you can inflict 400 damage to your opponent for each monster you control. If you activate this effect, this monster cannot attack this turn. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If you take battle damage from a battle involving a "Spellbound" or "Mellaxis" monster, inflict damage to your opponent equal to double the amount of damage you took.

 

Spellbound Guardian

EARTH - Level 4 - Rock/Tuner/Effect - 1100/1100

Once per turn, this monster is attacked by your opponent's monster: You can negate that attack and shuffle the opposing monster into its original owner's Deck. Change this monster's Battle Position afterward. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Your opponent cannot select "Spellbound" or "Mellaxis" monsters you control as an attack target, except this monster.

 

Spellbound Leviathan

WATER - Level 5 - Sea Serpent/Effect - 1900/1400

If you control fewer monsters than your opponent, you can Special Summon this monster from your hand. If this monster battles your opponent's monster, decrease the opposing monster's ATK and DEF by the number of monsters your opponent controls by 300, and increase this monster's ATK by the same amount. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If you inflict Battle Damage to your opponent with a "Spellbound" or "Mellaxis" monster you control, except with the effect of a monster, inflict 500 damage to your opponent (You can treat damage inflicted by this effect as Battle Damage).

 

Spellbound Siren

WIND - Level 1 - Winged Beast/Effect - 0/600

If this monster battles, you can destroy 1 Spell or Trap Card on the field at the start of the Damage Step. This monster gains 100 ATK for every Spell and Trap Card in the Graveyard. If this monster is Special Summoned by the effect of "Mellaxis", it gains the following effect:

●Once per turn, during either player's turn, if a "Spellbound" or "Mellaxis" monster you control attacks or is attacked, you can target 1 card on the field: Negate its effects until your next Standby Phase (if that card is Set, its effects cannot be activated this turn).

 

Spellbound Nephele

WIND - Level 1 - Thunder/Effect - 200/100

During your End Phase, you can change this monster's Battle Position, and if you do, inflict 200 points of damage to your opponent for every card they control. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If a "Spellbound" or "Mellaxis" monster inflicts damage to your opponent, you can target 1 card your opponent controls: Destroy that target. You can only activate this effect once per turn, per monster.

 

Spellbound Wolf

FIRE - Level 2 - Beast/Effect - 1000/0

At the end of the Battle Phase, if this monster inflicted Battle Damage to your opponent this turn, you can Special Summon 1 monster from your Graveyard with ATK less than or equal to the ATK of the monster you control with the highest ATK. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●Once per turn, you can target 2 "Spellbound" and/or "Mellaxis" monsters you control. The first target cannot attack this turn, and the second target gains an additional attack during each Battle Phase this turn.

 

Spellbound Android

FIRE - Level 5 - Machine/Effect - 2300/1700

If this monster is Summoned, declare a monster Type. If this monster battles a monster of the declared Type, increase the ATK and DEF of all monsters you control by 500, also destroy the opposing monster at the end of the Damage Step if it was not destroyed by this battle. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If you control a "Spellbound" monster of the same Type as the one you declared, that monster gains an additional attack during each Battle Phase, but an attack granted by this effect cannot be a direct attack.

 

Spellbound Manipulator

LIGHT - Level 3 - Psychic/Effect - 600/700

Once per turn, during either player's turn, when another card or effect is activated that targets exactly 1 card you control (and no other cards): You can target another card on the field that would be an appropriate target for that card/effect; that card/effect now targets the new target. If this monster was Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

● This card is treated as a "Mellaxis" monster. You can Tribute 1 other monster you control: Special Summon 1 "Spellbound" monster from your Graveyard. You can only use this effect of "Spellbound Manipulator" once per turn.

 

Spellbound Gatekeeper

WATER - Level 3 - Wyrm/Effect - 1400/1200

If this card is destroyed by battle or by a card effect while you have more than 1 monster in your Graveyard: You can target 1 other monster in your Graveyard with a different type to every other monster in your Graveyard; Special Summon it. You can only use this effect of "Spellbound Gatekeeper" once per turn. If this monster was Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

● Once per turn: You can target 1 face-up "Spellbound" monster you control; it is treated as having been Summoned by the effect of a "Mellaxis" monster.

 

Spellbound Pandora

DARK - Level 6 - Fiend/Effect - 2100/500

You can only control 1 "Spellbound Pandora". Cannot attack your opponent's Life Points directly. This monster gains ATK equal to the DEF of all monsters the field. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●If this monster attacks, your opponent cannot activate Spell/Trap Cards or their effects until your next Standby Phase.

 

Spellbound Shark

WATER - Level 4 - Fish/Effect - 1300/1900

This monster cannot be destroyed by battle. If this monster attacks or is attacked, you can switch the Battle Position of the opposing monster, and if you do, this monster's ATK becomes its DEF, and vice versa, until the end of this turn. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effect:

●All "Spellbound" and "Mellaxis" monsters inflict doubled piercing Battle Damage.

 

Spellbound Virus

DARK - Level 7 - Cyberse/Effect - 2500/300

Your opponent's Special Summoned monsters have their effects negated until after that have destroyed a monster by battle. If this monster is Special Summoned by the effect of a "Mellaxis" monster, it gains the following effects:

●"Spellbound" and "Mellaxis" monsters you control gain 100 ATK for each "Spellbound" and "Mellaxis" monster of a different name on the field and in the Graveyard.

●If a "Spellbound" or "Mellaxis" monster inflicts Battle Damage to your opponent, you can add 1 "Spellbound" or "Mellaxis" monster from your Deck to your hand.

 

 

 

[spoiler= Choice of Mellaxis and 'Invocation of']

Enlightened Choice of Mellaxis

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck, using monsters you control and/or in your hand, including at least 1 "Mellaxis" or "Spellbound" monster. If all Fusion Materials used for this Summon were "Mellaxis" and/or "Spellbound" monsters, you can add 1 "Spellbound" monster from your Deck to your hand.

 

Rushed Choice of Mellaxis

Normal Spell

Fusion Summon 1 Fusion monster from your Extra Deck, using monsters you control and/or in your Graveyard as Fusion Material, including at least 1 "Mellaxis" or "Spellbound" monster. Unless all Fusion Materials used for this Summon are "Spellbound" and/or "Mellaxis" monsters, you cannot Special Summon monsters for the rest of the turn.

 

Wise Choice of Mellaxis

Quick-Play Spell

Send 1 "Spellbound" or "Mellaxis" monster from your Deck to the Graveyard, and target 1 "Spellbound" monster you control: That target becomes the same Level as the sent monster. If you control a "Mellaxis" monster, you can change the target's Attribute to the sent monster's Attribute. If you activated the effect of a "Mellaxis" monster this turn, you can select a second target for this card's effect. You can only activate 1 "Wise Choice of Mellaxis" per turn.

 

Selfless Choice of Mellaxis

Quick-Play Spell

Select 1 Level from 1 to 6: Up to 3 "Spellbound" monsters you control become the selected Level until the End Phase of this turn. If you use monsters whose Levels have been changed this way as Synchro Material for the Synchro Summon of a "Mellaxis" Synchro monster, the Synchro Summoned monster gains 1400 ATK.

 

Thoughtful Choice of Mellaxis

Quick-Play Spell

If you control 1 or more "Spellbound" monsters, select and activate 1 of the following effects:

●Target 1 Tuner monster on the field: That target is treated as a non-Tuner monster while face-up on the field.

●Target 1 non-Tuner monster on the field: That target is treated as a Tuner monster while face-up on the field.

If a monster targeted by this card is used as Synchro Material for a Synchro Summon, draw 1 card for each Synchro Material used in that Summon.

 

Painful Choice of Mellaxis

Ritual Spell Card

This card can be used to Ritual Summon any "Mellaxis" Ritual monster. You must also Tribute monsters from your hand or side of the field whose total Levels are greater than or equal to the Level of the monster you Ritual Summon. If you used 1 or more "Spellbound" monsters as Ritual Tribute, you can target 1 of those monsters: Increase the ATK and DEF of the Ritual Summoned monster by the ATK and DEF of that target. You can reveal this card in your hand to add 1 "Mellaxis" Ritual monster from your Deck to your hand, but you cannot Summon that monster this turn.

 

Difficult Choice of Mellaxis

Ritual Spell Card

This card can be used to Ritual Summon any "Mellaxis" Ritual monster. You must also Tribute monsters from your hand or side of the field whose total Levels are greater than or equal to the Level of the monster you Ritual Summon. If your opponent controls a face-up Special Summoned monster, you can also Tribute 1 "Spellbound" or "Mellaxis" monster from your Deck. You can reveal this card in your hand to add 1 "Mellaxis" Ritual monster from your Deck to your hand: If you activate this effect, you cannot Special Summon monsters for the rest of the turn, except the monster added to your hand by this effect.

 

Transformative Choice of Mellaxis

Ritual Spell Card

This card can be used to Ritual Summon any "Mellaxis" Ritual monster. You must also Tribute monsters from your hand or side of the field whose total Levels are equal to or greater than the Level of the monster you Ritual Summon. If you used 1 or more "Spellbound" monsters as Ritual Tribute, you can target 1 of those monsters: The Ritual Summoned monster gains the target's effects. You can only activate 1 "Transformative Choice of Mellaxis" per turn, and if you do, you cannot Special Summon monsters from your Graveyard for the rest of this turn.

 

Invocation of Contract

Quick-Play Spell

Add 1 "Choice of Mellaxis" or "Invocation of" Spell Card from your Deck or Graveyard to your hand. If you control a face-up "Spellbound" monster when this card is activated, you can also add 1 "Mellaxis" monster from your Deck to your hand. If you control a face-up "Mellaxis" monster when this card is activated, you can also add 1 "Spellbound" monster from your Deck to your hand. If you control a face-up "Spellbound" or "Mellaxis" monster when your opponent activates a card or effect, and this card is in your Graveyard: You can banish this card and negate that card/effect (your opponent cannot activate cards or effects in response to this effect).

 

Invocation of Rites

Quick-Play Spell

Special Summon 1 "Studious Sorcerer Mellaxis" from your hand, Deck, or Graveyard: A monster Summoned by this effect cannot activate its first effect this turn. If this card is destroyed, you can add up to 3 "Spellbound" monsters of different names from your Deck or Graveyard to your hand.

 

Invocation of Privilege

Continuous Spell

If a "Spellbound", "Mellaxis", or "Invocation of" card(s) is sent from your hand or Deck to the Graveyard, draw 1 card. If a "Spellbound" or "Mellaxis" monster you control battles, you can add 1 "Spellbound" or "Mellaxis" card from your Deck to your hand. You can only control 1 "Invocation of Privilege". You can banish this card from your Graveyard: Add 1 "Mellaxis" monster from your Deck or Graveyard to your hand.

 

 

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All "Spellbound" monsters submitted, as I think that's every Type. If I missed one, please don't hesitate to tell me.

 

I might support them a bit with S/T if you guys say they're a bit too clunky to run, but honestly I like that they're barebones right now.

 

I'd really love constructive criticism, especially from AGM members who would basically decide whether these guys get in or not.

 

Also, if someone could make a Deck profile, I'd be ever so happy. Maybe I'll even distribute Points!

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  • 2 weeks later...

[spoiler=Mellaxis]Sorcerer's effect may really destroy your hand, but considering you could get immediate payback with something like triple Magic Student to search 3 Spellcasters, and, if you discard another one of this card, you can immediately SS it back again as SS2. I would suggest first off making it need to SS monsters with different names, and second off perhaps putting a summon restriction, limiting it to Spellbound and Mellaxis monsters this turn, as combos would this card would be amazing.

 

I'll comment about the Rituals with the Ritual Spells.

 

 

[spoiler=Spellbound]Strangely, Magic Student's first effect seems more powerful than the effect it gain upon being SSd. That's the card to run at 3 in a Pepe/Magician Deck, as you can Pend Summon any number of these, then get a free Spellcaster for each one. I suggest putting HOPT on it, as it wouldn't be worth running if it was nerfed a little.

 

Swordman's first effect leaves a lot to be desired, as with that little bit of attack and no piercing, you're not going to be pulling it off. The second effect, however, is really neat, as it can counter those annoying Solemn Notices and/or something like Skill Drain. It is worth running just for that protection.

 

Dracena makes a nice Nomi monster, as the ATK combos really well with the first effect, and you gave an excuse for it by that restriction. The second effect...I don't really think that would be good to put in on an attacking monster, but considering its high stats, it does have some staying power. Again, works out nicely.

 

Archangel's first effect is weak, even with the weakness of the other card's non-SS effect. While it does have a wide range of targets in this archetype, it is still limited, and its genericness is even more limited, although that might not be a bad thing. As for the on SS effect...750 ATK/DEF boost? While you might find a way to boost it, I just feel the effort isn't worth it. Why not the full current DEF?

 

Yuki Onna has a great synergy with both effects, and I love it. In fact, I wish it was more of a thing here, but I can't say that the effects aren't interesting enough as is. The LP gain combines with the minor battle theme you have going on with the effects, and I am really starting to see an archetype being built. The ATK and DEF gain is swell, as, while being strong, this card is weak on its own, and is easily killed.

 

Vampiress has a weak first effect, like archangel...except I just realized how much ATK the archetype can give it. While being raised in power, I feel you have to put all of your effort into this one card to get it to do something, however the second effect really makes up for it, preventing a ton of counters. I really like how the SS effect either speeds up or protects the archetype.

 

Hamadryad is a weird card. The ATK/DEF loss may be small, but it might do a lot more if it just worked on any monster which was attacked, also helping the battle theme of the cards. The last effect is interesting, but feel it should be different as you actually would want to keep your monsters. Perhaps something akin to Dance Princess of the Nekroz instead?

 

I love the idea behind Drider's first effect, as, combined with the variety of this archetype, can really lead to some ATK boosts. I just feel the ATK boost is either too focused or too weak. The Prey token placing works well as well. His last effect is...a little more iffy, as it is really specific. Perhaps remove the Main Phase 2 restriction?

 

Gorgon also has a nice effect, but perhaps the flipping as a cost is a bit strong. Then again, it does require an attack to have been done, but still. In any case, the last effect is wonderful, and has great synergy with the first effect while being fast at the same time.

 

I wish Chaser did both Traps and Spells, with each effect dealing with one of them.  He really locks down your opponent, but I feel that you should choose between either leaving them face-up on the field or negating Counter Traps, as both are powerful, and having both with an easy effect is annoying. Yes, weak stats, but you have the rest of the archetype to protect it.

 

Predator's ATK boost gives him far too much strength late game, as if your opponent and you have let's say 8 monsters with different names in your Graveyard each, he then gets 4800 ATK, rendering the without damage calculation bit of the effect a little useless in that scenario, although it is neat in its own right. The on SS leaves a lot to be desired, as you already have that "cannot be banished" effect, and this card does not work on cards which banish as a cost or condition.

 

I never much liked small damage effects, and Ifrit is an embodiment of that. I feel its not worth using the actual card. And the fact that you are going to be mostly beating over your opponent's cards doesn't give a situation for the second effects to work. Perhaps an increase in damage, and if "Once per turn, if either player takes damage" as bringing and keeping this card out would be worth it.

 

Guardian's first effect is phrased weirdly. Where in the deck does it send the monster? Does it send as a cost, and if so, that's not good. However, if you changed it to an effect, it would be a neat card to keep out, and not to mention it combos well with the second effect, as your opponent must attack it to attack. Also, it's a shame this card is a tuner if you don't have archetypal synchros. At least you can toolbox in some.

 

Leviathan has a really cool on battle effect, and really combines nicely with the rest of the archetype. The on summon effect....eh...500 is always useful, I guess, especially as your opponent will be taking a lot of battle damage from these cards. This card does it better than Ifrit.

 

Siren needs to only activate if it battles an opponent's monster, not to completely destroy your opponent's field. The effect negation is brilliant though, as a minor CrystalZero that can also act as a form of that Fire Formation Spell, and is just slow enough to work well.

 

Nephele is also just balanced enough with its first effect to be fine, as you'll be averaging around 1000 damage if not more, which can really punish your opponent for having a large field. The on summon effect is odd in its OPT, but I'm guessing you meant it to have no once per turn really, except if a monster deals battle damage twice it only activates once. How to word that...I'm not sure, but it is a neat effect, as this archetype was kind of lacking in destruction, as it focused on stalling so far.

 

Wolf is even more limited than archangel, and I hate to say that it is weak, as the monster's ATK is low enough as is. Perhaps increase ATK limit? The double attacking works really well on high ATK monsters, and if your opponent has a clear field you can combo this card with the main Mellaxis monster to Summon 2 discarded cards from your Graveyard.

 

Android makes a nice counter to most decks, as that perma ATK boost sets it above other monsters which would generally do the same thing. The second effect is also phrased weirdly, as the additional attack could be the first ATK, and have that be the non-direct attack. Perhaps say "Second attack"? I'm unsure if that would work either, but the idea is sound, as it is useful if you don't want to use the first effect.

 

Created Manipulator and Gatekeeper, so I don't really see any problems as a whole right now.

 

Pandora's massive limitations make sense only when taken in context with the second effect, which, by the way, should probably say "your opponent cannot activate monster effects" instead of what you currently have. The DEF boost can really help, allowing you to beat over many monsters, as quite a few monsters still have a substantial DEF.

 

Shark's effect is really neat, but I just with it didn't have that battle protection, as your opponent has even less reason to attack it, as their battle position will be switched anyway. Double Piercing damage really helps the archetype, and, while small, is useful.

 

 

[spoiler=Rituals]Both of the first choices are fine, as you managed to work out the OPT and give the archetype required speed and ATK boosts. I am confused about Transformative though. If you wanted to gain the effect given to a monster if it was SSd by a Melaxis, would it still work with the current Ritual Monster?

 

Traveling gives more ATK boosts as needed, and the Summoning effect is fine as it is a Ritual, but a question: How does the LP payment work? It's really badly worded. Just needs some more searchability, as the Rituals are mostly luck on how you get them, and relying on one card doesn't help their case.

 

Combat's first effect is wonderful, and allows for a unique method of summoning the Mellaxis cards, although I do have a slight complaint with the searchability of the archetype being weaker than the speed. The shuffling effect...I don't know if I would do that just for the draw, as I do want my Spellbounds and possibly Mellaxis in the Graveyard.

 

Ultimate also does some neat SSing, but again, wish some more searching was done. As for the battling effect...you can't negate an attack if you are battling, you negate the attack if an attack is declared, and the instead is also something I don't think needs to be there.

 

Talking about God-King here because I didn't get a good look at him before. Anyway, I hate Once per duel limitations, but fortunately you don't have to use it here because, to be honest, it's difficult to get this guy out, especially with spamming you will be doing. In fact, I just think you should limit the summon to HOPT. All in all, while being strong, makes up for it with hard summoning condition.

 

 

 

I like the archetype. While it relies on only a few cards for searching, and the effects do seem over the place, a consistent theme is hard to miss, and they definitely use interesting mechanics. While the OCG may be off in a lot of places, its mostly readable.

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Fixed Hamadryad to cover an attack on any face-up monster you control, and now you get a second attempt to Summon a negated Spellbound.

 

Archangel is essentially now Sangan and Witch in the same card . . . yay? Also, now it does boost for its entire DEF.

 

MP2 restriction on Drider removed.

 

Ifrit lets you skip out on attacking with it to burn your opponent by 400 for every monster you control, but only if your opponent has a monster out. Also, if you would get hurt in a battle involving one of your Spellbounds, your opponent takes double.

 

Fixed the wording on Guardian- it shuffles into the Deck, and no longer does so as cost.

 

Wolf has had its SS changed to bring back any monster weaker or equal to a monster you already have out, but it does so when you end your Battle Phase so you can't do stupid Wolf damage loops.

 

Fixed Android's wording to "attack granted by this effect".

 

Transformative Choice of Mellaxis works by targeting the effect itself- you choose which ability Mellaxis steals. Like, say you Tribute Swordswoman- you can take her "boost everyone" ability, or her "can't stop me if I'm in Attack Position" ability.

 

Traveling's wording clarified- you pay up at the End Phase.

 

Ultimate stops the battle in progress and burns your opponent for 500.

 

God-King changed to HOPT. I wanted the Once per Duel thing so that no one abused "free field from nowhere", because due to the activation wording you can't do anything about a potential Summon 5, but I guess he's a bit difficult to pull off anyway.

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