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Dreamcraft Archetype


fearen

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Hello everyone! This is my Dreamcraft Archetype, which is focused on a strategy of recycling banished cards and having temporary answers to everything. I tried to get the PSCT as good as it could be, but no promises that it's perfect. I'd love to hear your opinions, so without further ado, here are the cards.

 
[spoiler=Main Deck Monsters]Name: Dreamcraft Querent
Card: Monster/Tuner
Level: 2
Attribute: Dark
Type: Psychic
Effect: During either player’s turn: You can send this card from your hand to the Graveyard and target 1 “Dreamcraft” card you control or in your Graveyard; banish it. During the next End Phase, return that card banished by this effect to the hand. If this card is in your Graveyard: You can banish 3 other cards from your Graveyard; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Dreamcraft Querent" once per turn.
ATK: 200 DEF: 600
 
Name: Dreamcraft Savant
Card: Monster
Level: 2
Attribute: Earth
Type: Spellcaster
Effect: During either player’s turn, if a Spell/Trap Card is activated: You can banish 1 “Dreamcraft” card in your Graveyard and send this card from your hand to the Graveyard; negate the activation of that card, and if you do, shuffle it into the Deck. If this card is banished: you can send 1 “Dreamcraft” card from your Extra Deck to the Graveyard.
ATK: 400 DEF: 400
 
Name: Dreamcraft Prodigy
Card: Monster
Level: 2
Attribute: Light
Type: Warrior
Effect: During either player’s turn, if a monster effect is activated: You can banish 1 “Dreamcraft” card in your Graveyard and send this card from your hand to the Graveyard; negate the activation, and if you do, shuffle it into the Deck. During either player’s turn: You can shuffle this banished card into the Deck, and target 1 card you control; Return that target to the hand.
ATK: 600 DEF: 200
 
Name: Dreamcraft Scribe
Card: Monster/Tuner
Level: 3
Attribute: Dark
Type: Psychic
Effect: During either player’s turn: You can banish 1 card from your hand; Special Summon this card from your Graveyard. If this card is banished: You can target 1 of your banished “Dreamcraft” monsters, except “Dreamcraft Scribe”; Special Summon that target. You can only use each effect of “Dreamcraft Scribe” once per turn.
ATK: 0 DEF: 0
 
Name: Dreamcraft Magician
Card: Monster
Level: 3
Attribute: Earth
Type: Spellcaster
Effect: During either player’s turn: You can target 1 “Dreamcraft” monster you control; banish that target until the next End Phase, and if you do, Special Summon this card from your hand. If this card is banished: You can target up to 3 of your banished cards (min. 1); shuffle those targets into the deck, and if you do, draw 1 card. You can only use this effect of "Dreamcraft Magician" once per turn.
ATK: 800 DEF: 800
 
Name: Dreamcraft Apprentice
Card: Monster
Level: 3
Attribute: Light
Type: Warrior
Effect: If you control a “Dreamcraft” monster, you can Special Summon this card (from your hand or Graveyard), but banish it when it leaves the field. If any player’s monster declares an attack: You can shuffle this banished card into the Deck; negate the attack.
ATK: 800 DEF: 1700
 
Name: Dreamcraft Author
Card: Monster/Tuner
Level: 5
Attribute: Dark
Type: Psychic
Effect: While this card is banished: You can banish 1 card you control and 1 "Dreamcraft" card from your Graveyard; Special Summon this banished card. During either player’s turn: You can send 1 card from your hand to the Graveyard, then target 1 of your banished “Dreamcraft” Spell/Trap cards; place that target in the appropriate Zone on your side of the field, and as this card’s effect resolution, follow its card text as if you had used it yourself. You can only use each effect of “Dreamcraft Author” once per turn.
ATK: 1700 DEF: 1800
 
Name: Dreamcraft Sorcerer
Card: Monster
Level: 5
Attribute: Earth
Type: Spellcaster
Effect: Once per turn, during either player’s turn: You target 1 “Dreamcraft” monster you control and 1 card in the Graveyard; banish those targets until the end of the turn. During either player’s turn: You can banish this card from your Graveyard; Special Summon 1 “Dreamcraft” monster from your hand.
ATK: 1400 DEF: 2300
 
Name: Dreamcraft Mentor
Card: Monster
Level: 5
Attribute: Light
Type: Warrior
Effect: If you control a “Dreamcraft” monster, you can Special Summon this banished card. You can only Summon “Dreamcraft Mentor” once per turn this way. You can shuffle this banished card into the Deck, then target 1 face-down card; banish it. You can only use this effect of "Dreamcraft Mentor" once per turn.
ATK: 2100 DEF: 400

These come in three flavors. There's Light Warriors, Earth Spellcasters, and Dark Psychic Tuners. For each of the three flavors of Dreamcraft monsters, there's a Level 2, Level 3, and Level 5 form. The level 2 monsters function as hand traps, and each has the cost of sending itself to the graveyard and banishing a "Dreamcraft" card in the Graveyard. Lore-wise, the higher level forms are the grown-up versions of the lower level forms.

[spoiler=Extra Deck Monsters]Name: Dreamcraft Heir
Card: Monster/Fusion
Level: 3
Attribute: Earth
Type: Psychic
Effect: 2 “Dreamcraft” monsters with different types
During either player’s turn: You can target 1 “Dreamcraft” Tuner in your Graveyard; Special Summon that target, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only that monster and this card. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and target 1 face-up monster; it is treated as a Tuner for the rest of this turn. You can only use each effect of “Dreamcraft Heir” once per turn.
ATK: 800 DEF: 2300
 
Name: Dreamcraft Princess
Card: Monster/Fusion
Level: 6
Attribute: Earth
Type: Warrior
Effect: 2 “Dreamcraft” monsters + 1 Xyz monster
If this card is Fusion Summoned, banish all face-down cards. Cards and effects cannot be activated in response to this effects activation. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and target 1 face-up monster; banish it until the next End Phase.
ATK: 2800 DEF: 1200

 

Name: Paradox Dreamcrafter

Card: Monster/Fusion

Level: 7

Attribute: Earth

Type: Spellcaster

Effect: "Paradox Dreamcrafter" + 2 Fusion Monsters

Must first be Fusion Summoned with the above Fusion Materials. Unaffected by other card's effects. If a "Dreamcraft" card(s) you control would be destroyed by battle or by card effect, you can banish 1 "Dreamcraft" card from your Graveyard instead. You can banish this card from your Graveyard; send 1 "Dreamcraft" card from your deck to the Graveyard. You can only use this effect of "Paradox Dreamcrafter" once per turn.
ATK: 2500 DEF: 2100

 
Name: Dreamcraft Scholar
Card: Monster/Synchro
Level: 5
Attribute: Light
Type: Spellcaster
Effect: 1 Tuner and 1 or more non-Tuner monster(s)
During either player’s turn: You can target 1 of your banished "Dreamcraft" monsters; Special Summon that target. Immediately after this effect resolves, you can Xyz Summon 1 Xyz Monster using only "Dreamcraft" monsters you control. While this card is banished: You can banish 1 "Dreamcraft" card in your Graveyard, then target 1 Xyz monster you control; attach this card to it as Xyz material. You can only use each effect of “Dreamcraft Scholar” once per turn.
ATK: 400 DEF: 2400
 
Name: Dreamcraft Librarian
Card: Monster/Synchro
Level: 8
Attribute: Light
Type: Psychic
Effect: 1 Tuner and 1 or more non-Tuner Fusion monster(s)
During either player’s turn: You can target 1 of your banished cards; add it to your hand. If this card is banished: You can target 1 of your banished “Dreamcraft” cards; add that target to your hand. You can only use each effect of “Dreamcraft Librarian” once per turn.
ATK: 2900 DEF: 3100

 

Name: Essence Dreamcafter

Card: Monster/Synchro

Level: 10

Attribute: Light

Type: Warrior

Effect: 1 "Dreamcraft" Tuner + 1 non-Tuner Synchro monster

During either player's turn: You can target 1 card on the field or in the Graveyard; banish it, and if you do, banish this card until the end of this turn. During the End Phase, return that card banished by this effect to the hand. If this card is banished: you can send 1 "Dreamcraft" card from your Extra Deck to the Graveyard, except "Essence "Dreamcrafter". You can only use each effect of "Essence Dreamcrafter" once per turn.
ATK: 3000 DEF: 3400

 
Name: Dreamcraft Orator
Card: Monster/Xyz
Rank: 3
Attribute: Dark
Type: Warrior
Effect: 2 level 3 monsters

During either player’s turn: You can detach 1 Xyz Material from this card; Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing “Dreamcraft” monsters from your side of the field or your Graveyard as Fusion Materials. You can return this banished card to the Extra Deck; Fusion Summon 1 Fusion Monster from your Extra Deck, using “Dreamcraft” monsters from your hand or field as Fusion Materials. You can only use each effect of “Dreamcraft Orator” once per turn.
ATK: 0 DEF: 1900
 
Name: Dreamcraft Philosopher
Card: Monster/Xyz
Rank: 5
Attribute: Dark
Type: Spellcaster
Effect: 2 level 5 monsters
If this card is Special Summoned, you can change 1 face-up monster on the field to face-down defense position. During either player’s turn: You can return this banished card to the Extra Deck, then target 1 Spell/Trap Card on the field; banish it. If this card has a Synchro monster as Xyz Material, it gains this effect.
• Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; end the current Phase. You can only use this effect of "Dreamcraft Scholar" once per turn.
ATK: 2000 DEF: 1000

 

Name: Nothing Dreamcrafter

Card: Monster/Xyz

Rank: 0

Attribute: Dark

Type: Psychic

Effect: 2 Xyz Monsters with the same Rank

(This card's original Rank is always treated as 1.)
During your Standby Phase: you can reveal 1 "Dreamcraft" monster from your Extra Deck, and if you do, attach it to this card as Xyz Material. During either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up card your opponent controls; negate its effects until the end of the turn, and if you do, banish this card until the end of the turn. You can only use each effect of "Nothing Dreamcrafter" once per turn.
ATK: 0 DEF: 0
 

 

There are now 3 Extra Deck monsters for each of the summoning types. Each Extra deck monster has a different type and attribute combination than the Main deck monsters, except for the Dreamcrafter monsters. The Fusions are Earth, the Synchros are Light, and the Xyz are Dark. The base Extra deck monsters support the summoning of the next type of summon. Fusion supports Synchro supports Xyz supports Fusion. Each Extra deck monster has an effect that activates in the Grave (Fusions), when banished (Synchros), or by returning that banished card to the Extra deck (Xyz). These effects fit with the other cards in the archetype that send cards from your Extra deck to the Graveyard. Lore-wise, the secondary Extra deck monsters are retrained versions of the base Extra deck monsters.

[spoiler=Spell Cards]Name: Dreamcraft Book
Card: Spell
Effect: Target 1 of your banished “Dreamcraft” Spell/Trap cards; place that target in the appropriate Zone on your side of the field, and as this card’s effect resolution, follow its card text as if you had used it yourself. You can shuffle this banished card into the Deck, then target 1 of your banished “Dreamcraft” Spell/Trap Cards; set that target to your Spell & Trap Card Zone. You can only activate 1 “Dreamcraft Book” per turn.
 
Name: Dreamcraft Conjuring
Card: Spell/Equip
Effect: Target 1 of your banished “Dreamcraft” monsters; Special Summon it, and equip it with this card. When this card leaves the field, return the equipped monster to the hand. You can shuffle this banished card into the Deck, then target 1 of your banished “Dreamcraft” Spell/Trap Cards; set that target to your Spell & Trap Card Zone. You can only activate 1 “Dreamcraft Conjuring” per turn.
 
Name: Dreamcraft Fantasy
Card: Spell
Effect: Add 1 “Dreamcraft” card from your Deck to your hand, except “Dreamcraft Fantasy”. You can shuffle this banished card into the Deck, then target 1 of your banished “Dreamcraft” Spell/Trap Cards; set that target to your Spell & Trap Card Zone. You can only activate 1 “Dreamcraft Fantasy” per turn.
 
Name: Dreamcraft Library
Card: Spell/Continuous
Effect: Once per turn: If a “Dreamcraft” monster you control would be destroyed by battle or by card effect, you can banish it until the end of the turn instead. Once per turn: During your End Phase; you can send 1 “Dreamcraft” card from your Extra Deck to the Graveyard. You can shuffle this banished card into the Deck, then target 1 of your banished “Dreamcraft” Spell/Trap Cards; set that target to your Spell & Trap Card Zone. You can only activate 1 “Dreamcraft Library” per turn.
  
Name: Dreamcraft Slumber
Card: Spell/Quick-Play
Effect: Target 1 face-down card on the field; banish it. During either player's turn: You can shuffle this banished card into the deck and banish 1 "Dreamcraft" card from your Graveyard; change 1 face-up monster on the field to face-down defense position.

 

Name: Waking Dreamcraft
Card: Spell/Quick-Play
Effect: Fusion Summon 1 Fusion Monster from your Extra Deck, by shuffling your banished “Dreamcraft” Fusion Materials listed on it into your Deck. During either player's turn: You can shuffle this banished card into the deck and banish 1 "Dreamcraft" card from your Graveyard; change 1 face-up monster on the field to face-down defense position.

Each of the spell cards has the effect that it can be shuffled into the deck while it is banished to set another banished spell/trap to the field. In addition, they can only be activated once per turn. The quick-play spells are an exception to these rules. They instead can set monsters face-down. Waking Dreamcraft is the Fusion spell of the archetype. Lore-wise, Book is the book written by Author, Conjuring is a spell cast by Sorcerer, Library is tended to by Librarian, and Slumber is Princess exerting her power over sleep. Waking, along with Lucid, are two special cases.

[spoiler=Traps]Name: Dreamcraft Intuition
Card: Trap
Effect: Target 1 other “Dreamcraft” card you control, and 1 banished monster; banish the first target, and if you do, Special Summon the second target. During the End Phase, return that card banished by this effect to the hand. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 “Dreamcraft” card from your Extra Deck to the Graveyard.
 
Name: Dreamcraft Lecture
Card: Trap
Effect: Banish 1 “Dreamcraft” card from your Graveyard, then target 1 card on the field; banish it. During the next End Phase, return that card banished by this effect to the hand. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 “Dreamcraft” card from your Extra Deck to the Graveyard.
 
Name: Lucid Dreamcraft
Card: Trap/Continuous
Effect: Once per turn: You can target 1 “Dreamcraft” card you control; return it to the hand. During either player’s turn: You can send this card from your hand to the Graveyard and target 1 of your banished “Dreamcraft” Spell/Trap cards; place that target in the appropriate Zone on your side of the field, and as this card’s effect resolution, follow its card text as if you had used it yourself. You can only use this effect of “Lucid Dreamcraft” once per turn.

Each of the trap cards has the effect that it can be banished from the Graveyard to send an Extra deck Dreamcraft to the Graveyard, except for Lucid. Lore-wise, Intuition is Philosopher making a breakthrough, and Lecture is Mentor teaching or scolding a student. Lucid, along with waking, are two special cases.

Side note: If anyone has any ideas for card art, then I would very much appreciate it.

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Change-log
[spoiler=11/28/16]
Removed empty card images. 
[spoiler=Effect Changes][spoiler=Dreamcraft Querent]During either player’s turn: You can send this card from your hand to the Graveyard and target 1 “Dreamcraft” card you control or in your Graveyard; banish it. During the next End Phase, return that card banished by this effect to the hand. If this card is in your Graveyard: You can banish 3 other cards from your Graveyard; Special Summon this card, but banish it when it leaves the field from your GraveyardYou can only use this effect of "Dreamcraft Querent" once per turn.


[spoiler=Dreamcraft Savant]During either player’s turn, if a Spell/Trap Card is activated: You can send this card from your hand to the Graveyard and banish 1 “Dreamcraft” card in your Graveyard and send this card from your hand to the Graveyard; negate the activation of that card, and if you do, shuffle it into the deck return it to the owner’s hand. If this card is banished: you can send 1 “Dreamcraft” card from your Extra Deck to the Graveyard.


[spoiler=Dreamcraft Prodigy]During either player’s turn, if a monster effect is activated: You can send this card from your hand to the Graveyard and banish 1 “Dreamcraft” card in your Graveyard and send this card from your hand to the Graveyard; negate the activation, and if you do, shuffle it into the Deck return it to the owner’s hand. During either player’s turn: You can shuffle this banished card into the Deck, and target 1 card you control; Return that target to the hand.

 

[spoiler=Dreamcraft Scribe]During either player’s turn: You can banish 1 "Dreamcraft" card from your hand; Special Summon this card from your Graveyard. If this card is banished: You can target 1 of your banished “Dreamcraft” monsters, except “Dreamcraft Scribe”; Special Summon that target. You can only use each effect of “Dreamcraft Scribe” once per turn.


[spoiler=Dreamcraft Magician]During either player’s turn: You can target 1 “Dreamcraft” monster you control; banish that target until the next End Phase, and if you do, Special Summon this card from your hand. If this card is banished: You can target up to 3 of your banished cards (min. 1); shuffle those targets into the deck, and if you do, draw 1 card. You can only use this effect of "Dreamcraft Magician" once per turn.


[spoiler=Dreamcraft Author]While this card is banished: You can banish 1 card you control and 1 "Dreamcraft" card from your Graveyard; Special Summon this banished card. During either player’s turn: You can send 1 card from your hand to the Graveyard, then target 1 of your banished “Dreamcraft” Spell/Trap cards; place that target in the appropriate Zone on your side of the field, and as this card’s effect resolution, follow its card text as if you had used it yourself. You can only use each effect of “Dreamcraft Author” once per turn.


[spoiler=Dreamcraft Sorcerer]Once per turn, during either player’s turn: You target 1 “Dreamcraft” monster you control and 1 card in the Graveyard; banish those targets until the end of the turn next End Phase. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 a “Dreamcraft” monster from your hand.


[spoiler=Dreamcraft Mentor]If you control a “Dreamcraft” monster, you can Special Summon this banished card. You can only Summon “Dreamcraft Mentor” once per turn this way. You can shuffle this banished card into the Deck, then and target 1 face-down card; banish it. You can only use this effect of "Dreamcraft Mentor" once per turn.


[spoiler=Dreamcraft Princess]If this card is Fusion Special Summoned, banish all face-down cards. Cards and effects cannot be activated in response to this effects activation. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and target 1 face-up monster; banish it until the next End Phase.


[spoiler=Dreamcraft Scholar]1 Tuner and 1 or more non-Tuner monster(s)
During either player’s turn: You can target 1 monster on the field that has a level, and declare a level from 2 to 5; that target becomes that level until the End Phase. If this card is banished: You can target 2 of your banished “Dreamcraft” monsters with the same level or rank; Special Summon both of those targets. Immediately after this effect resolves, Xyz Summon 1 monster using those 2 monsters only. You can only use each effect of “Dreamcraft Scholar” once per turn.


[spoiler=Dreamcraft Philosopher]If this card is Special Summoned, you can change 1 face-up monster on the field to face-down defense position Cannot be targeted by your opponent’s card effects. During either player’s turn: You can return this banished card to the Extra Deck, then and target 1 Spell/Trap Card on the field; banish it. If this card has a Synchro monster as Xyz Material, it gains this effect.
• Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card; end the current Phase. You can only use this effect of "Dreamcraft Scholar" once per turn.


[spoiler=Dreamcraft Library]Once per turn: If a “Dreamcraft” monster you control would be destroyed by battle or by card effect;, you can banish it until the end of the turn next End Phase, instead. Once per turn: During your End Phase; you can send 1 “Dreamcraft” card from your Extra Deck to the Graveyard. You can shuffle this banished card into the Deck, then target 1 of your banished “Dreamcraft” Spell/Trap Cards; set that target to your Spell & Trap Card Zone. You can only activate 1 “Dreamcraft Library” per turn.


[spoiler=Dreamcraft Slumber] Quick-Play Spell Trap: Target 1 face-down card on the field; banish it. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 “Dreamcraft” card from your Extra Deck to the Graveyard. During either player's turn: You can shuffle this banished card into the deck and banish 1 "Dreamcraft" card from your Graveyard; change 1 face-up monster on the field to face-down defense position.


[spoiler=Waking Dreamcraft]Quick-Play Spell: Fusion Summon 1 Fusion Monster from your Extra Deck, by shuffling your banished “Dreamcraft” Fusion Materials listed on it into your Deck. You can shuffle this banished card into the Deck, then target 1 of your banished “Dreamcraft” Spell/Trap Cards; set that target to your Spell & Trap Card Zone. You can only activate 1 “Waking Dreamcraft” per turn. During either player's turn: You can shuffle this banished card into the deck and banish 1 "Dreamcraft" card from your Graveyard; change 1 face-up monster on the field to face-down defense position.


[spoiler=Dreamcraft Intuition]Target 1 other “Dreamcraft” card you control, and 1 banished monster; banish the first target, and if you do, Special Summon the second target. During the End Phase, return that card banished by this effect to the hand. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 “Dreamcraft” card from your Extra Deck to the Graveyard.

 


[spoiler=Stat Changes]Dreamcraft Author: ATK: 1700, DEF: 1300 1800
Dreamcraft Mentor: ATK: 1900 2100
Dreamcraft Heir: DEF: 1900 2300
Dreamcraft Librarian: ATK: 2400 2900 DEF: 2600 3100

 

[spoiler=11/29/16][spoiler=Effect Changes][spoiler=Dreamcraft Magician]During either player’s turn: You can target 1 “Dreamcraft” monster you control; banish that target until the next End Phase, and if you do, Special Summon this card from your hand. If this card is banished: You can target up to 3 of your banished cards (min. 1); shuffle those targets into the deck, and if you do, draw 1 card. You can only use this effect of "Dreamcraft Magician" once per turn.


[spoiler=Dreamcraft Intuition]Target 1 other “Dreamcraft” card you control, and 1 banished monster; banish the first target, and if you do, Special Summon the second target. During the End Phase, return that card banished by this effect to the hand. During either player’s turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; send 1 “Dreamcraft” card from your Extra Deck to the Graveyard.

 

 

[spoiler=11/30/16][spoiler=Effect Changes][spoiler=Dreamcraft Scholar]1 Tuner and 1 or more non-Tuner monster(s)
During either player’s turn: You can target 1 of your banished "Dreamcraft" monsters; on the field that has a level, and declare a level from 2 to 5; that target becomes that level until the End Phase. If this card is banished: You can target 2 of your banished “Dreamcraft” monsters with the same level or rank; Special Summon that both of those targets. Immediately after this effect resolves, you can Xyz Summon 1 Xyz Monster using only "Dreamcraft" those 2 monsters you control only. While this card is banished: You can banish 1 "Dreamcraft" card in your Graveyard, then target 1 Xyz monster you control; attach this card to it as Xyz material. You can only use each effect of “Dreamcraft Scholar” once per turn.

 

 

[spoiler=12/2/16][spoiler=New Cards]Essence Dreamcrafter, Nothing Dreamcrafter, and Paradox Dreamcrafter

 

 

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Before I get to the review, I just want to let you know that you're not supposed to put cards in the post that don't have pictures in them.

 

Also, your PSCT is pretty good, only a few errors here and there, and I’ll try to correct them as I go along, but if you get a chance, maybe give this guide a read, it’ll be very beneficial in the future: forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

 

Querent: Nice, helps your monster dodge targeted effects, and can even cover the Graveyard too. You don’t need to specify that you’re Special Summoning it from your Graveyard, as it’s position was already specified earlier, just saying “Special Summon this card” is enough. There is one small issue with this card though, it’s a bit too generic. Banish 3 cards to SS this would be a blessing in Lightsworn decks, as you could revive this card multiple times to spit out Multiple Synchros. I’d put a HOPT on that summon limit and have it be banished once it leaves the field so it can’t be reused multiple turns in a row without milling more by saying “Special Summon this card, but banish it when it leaves the field. You can only use this effect of “Dreamcraft Quernet” once per turn.” If you don’t want it to be banished, and you want it to SS itself multiple times, then making it more Xenophobic by having it state, “Cannot Special Summon Fusion, Synchro, or Xyz Monster using this card as a Material, except “Dreamcraft” monsters.”

 

Savant: Okay, nope, really don’t want another “Goblin out of the Frying Pan”, unless you’re returning a Trap or Quick-Play Spell during your turn, your opponent’s just going to activate the card again. Just say it shuffles it into the Deck, or destroys it. Anyway, second effect is cool, as we don’t have many cards that can manipulate the Extra Deck, so I like it, and it has a reasonable cost, so good stuff.

 

Prodigy: Something I realized, you might want to specify by saying “and banish 1 other “Dreamcraft” card” so you can’t just banish this card immediately after sending it to the Graveyard. Anyway, for the last effect, you want to say “then target” and “return it to the hand.” (You don’t capitalize following a semicolon, “that target” is unnecessary as you aren’t referring to multiple monsters following the colon). Anyway, nice effect that allows you to dodge targeted effects, maybe put a HOPT on it just in case, as you could use it to recycle Vanity’s Emptiness, which would be annoying.

 

Scribe: HOPT and being Level 3 makes it a bit more excusable than Querent, so I think the easy revive is tolerable, but still, maybe consider limiting it to archetype Synchros. The banish effect is pretty nice, like a more specific “Mezuki”, and it really fits the archetype.

 

Magician: nice way to help dodge targeted effects and warm the field. The last effect is kind of interesting to help recycle resources, but it wouldn’t hurt to have it do something else, like “shuffle them into the Deck, and if you do, draw 1 card.” Just put a HOPT limit on it, and specify (min. 1), (by the way you always want to capitalize “Deck”). As for PSCT fixes, you should put “from your hand” in parenthesis.

 

Apprentice: Nice, helps swarm the field, and the single attack stop is a great addition to help keep your field safe from battle while you’re building it up.

 

Author: First effect is pretty strong, and a bit worrisome since this is a Level 5 Tuner, meaning you can go into Ultimaya pretty easily with it. That second effect is also problematic too, no cost, recycles a Spell/Trap, which you can then banish again to use for this effect. Maybe take a page out of the “Darklord” cards and make it like this “During either player's turn: You can pay 1000 LP, then target 1 of your banished "Dreamcraft" Spell/Trap Cards; apply that target's effect, then shuffle that target into the Deck.”

 

Sorcerer: First effect is great for dodging nasty targeting effects, but you’d want toword it as “banish the, until the end of the next turn.” Second effect is great too, helps swarm the field and go for Synchros, in addition to summoning a meat shield to defend your LP after you get Raigeki’d. However I’d remove the clause of it not being able to activate its effect the turn it's sent to the Graveyard, as it’s only limited to your hand (if it did the Graveyard too, then that’d be too much). Also, it’d be worded as “Special Summon 1 “Dreamcraft” momster”, as 1 is preferred over a in most scenarios.

 

Mentor: The SS condition for this card is wonderful, love everything about it. The second effect is great to deal with pesky backrow, and you could combine it with “Fairy Tail - Snow” to maybe even banish a monster, but maybe consider giving it a HOPT. Also, remember, it’s “then target” not “and target”

 

Heir: Kind of wished it could be contact fused into, as relying on Poly or even an archetypal Fusion Spell can be a bit bricky, but seeing as you have Orator, that seems like it’ll be less of a problem. I like that you can go for the Synchro Summon during either player’s turn, as it allows you to dodge targeted effects. Kind of wish the Synchros had on summon effects, as those would be quite useful immediately. The banish effect is nice, making it easier to go for Synchro Summon when you can’t get a Tuner, or maybe even screwing over your opponent if they want to try to get out a big Synchro Boss monster like Crystal Wing or Quasar.

 

Princess: Better make that effect only activate on Fusion Summon, or it might be annoyingly busted. Anyway, if using Orator, this will allow you to hit your opponent’s backrow when they need it most, so I love it. Second effect is great for disruption, or setting up cards, or dodging nast targeting effects, so it’s a winner in my book.

 

Scholar: Jlike the Fusion allowing you to go for an easy Synchro, this also provides easy Xyz, and combined with cards like Dimensional Fissure, you’re going to make it even easier. However, you might want to make it so that it can’t target itself when it’s banished, just as a precaution, and you’re going to need to specify that the monsters you’re reviving have to be the same Level.

 

Librarian: First effect is a stronger Psy-Frame Omega, and I love it, and the fact that it floats upon being banished is wonderful. Honestly don’t need to change a thing (other than maybe buffing its ATK a bit).

 

Orator: Great, allows you to go for both of the Fusion monsters in turn 1 with the greatest of ease, and you can run a Speedroid Terrortop engine to get it out even easier, and still have material left in the hand.

 

Philosopher: Targeting protection is cool, but it feels a bit odd being only on this monster. The Xyz effect is great, being able to just skip you opponent’s MP1 will severely hinder them from being able to break your board without being able to build a board to use during their Battle Phase. Maybe consider putting a HOPT on the effect though, as if you got 2 of these out, you could skip their MP1&2, then they wouldn’t be able to do anything,

 

Book: Decent recycler of Spells/Traps, though again, that first effect might be better worded as I did with Author (also, Author, Book, I see what you did there).

 

Conjuring: Standard recovery, but still appreciated. Second effect mirrors Book, which is nice.

 

Fantasy: Finally, some searching, again, standard, but appreciated. Glad you gave it a HOPT so it’s not a Godsend, and that it can’t search itself, so it can’t be used as an engine in an Exodia deck.

 

Dreamcraft Library: Don’t think this would be too strong if you said it could dodge effect destruction too, however as you used an instead clause, it would actually be “If a “Dreamcraft” monster you control would be destroyed by battle, you can banish it until the end of the next turn instead.”

 

Waking: Since you’re banishing quite a bit, I guess returning them to the deck would be warranted, kind of wish it banished cards from the deck instead similar to Shadoll Fusion, as that would be kind of nice. Fine as is, but I think most people would stick with Orator.

 

Intuition: Good, but only problem is that I think it would be able to target itself,, making it infinitely reusable, so fix that.

 

Slumber: This card confuses me a bit, I honestly think it’d be fine being a Quick-Play Spell, especially so it can deal with nasty backrow like Solemn Strike during your turn.

 

Lecture: As I stated earlier, it’s an effect that has uses both defensively and offensively, and I love Jack of All Trades cards like these.

 

Lucid: Recycles handtraps, and is a handtrap itself, love it. You can also return it to the hand whenever it would be in danger, so again, nice!

 

Overall: I think you have created a very high skill archetype that would be a lot of fun to play. Like D/D/D I see this being a lot of fun trying to get all the combos in so that you can perform all the main Summoning methods (except Ritual). The cards are expertly designed in level and ability so that they function together nice. The interactions are obvious, and it allows for the splashing in of other engines to speed up the process. While it could function very well with “Dimensional Fissure” and “Macro Cosmos” I do like that you made it such that the Hand Traps won’t be able to do their job then. Only thing is I kind of wish they were buffed in their statline, as it is a bit pitiful, and maybe if you had other cards that could set monsters your opponent controls so you don’t have to rely on “Fairy Tail - Snow” to do that, it’d be a bit appreciated. I think these cards are pretty good as is though, maybe some PSCT fixes here and there, and they’ll shine like diamonds, Great job on this archetype, I look forward to your future works.

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Before I get to the review, I just want to let you know that you're not supposed to put cards in the post that don't have pictures in them.

 

Also, your PSCT is pretty good, only a few errors here and there, and I’ll try to correct them as I go along, but if you get a chance, maybe give this guide a read, it’ll be very beneficial in the future: forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

 

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Overall: I think you have created a very high skill archetype that would be a lot of fun to play. Like D/D/D I see this being a lot of fun trying to get all the combos in so that you can perform all the main Summoning methods (except Ritual). The cards are expertly designed in level and ability so that they function together nice. The interactions are obvious, and it allows for the splashing in of other engines to speed up the process. While it could function very well with “Dimensional Fissure” and “Macro Cosmos” I do like that you made it such that the Hand Traps won’t be able to do their job then. Only thing is I kind of wish they were buffed in their statline, as it is a bit pitiful, and maybe if you had other cards that could set monsters your opponent controls so you don’t have to rely on “Fairy Tail - Snow” to do that, it’d be a bit appreciated. I think these cards are pretty good as is though, maybe some PSCT fixes here and there, and they’ll shine like diamonds, Great job on this archetype, I look forward to your future works.

First of all, I'd like to say thank you for the lovely review. I had a few suspicions about some of the problems you brought up already, but there were some that I entirely wasn't aware of. This was my first time posting cards (and the first archetype I've designed), so I was a bit worried that the cards were unbalanced or poorly designed. I agree with most everything you've said and will be making changes accordingly.

 

A few things I was thinking though.

- For the Book type effects I got the wording from Double Spell, even though I was originally planning to use the Darklord wording. I had realized that Double Spell was worded that way because it was taking into account continuous, equip, and field spells, which would need to be on the field to use their effects and that the Double Spell wording required the costs, activation requirements, and targeting requirements to be met. I believe that the Darklord cards were worded so for two reasons:

1 because there are no Darklord Spell/Traps that are not Normal, so the cards don't need to be on the field for their effects to be used.

2 because none of the Spell/Trap cards target. The Darklord wording only uses the effects of the cards, so the targeting requirements and costs are ignored.

I believe that the Double Spell wording is fine, since that's the text that it has in its PSCT reprints.

 

-I had set out to make the archetype not xenophobic. I'm going to try to find ways to fix the issues with the summons and spashability without making it xenophobic.

 

-I had thought that Scholar was fine since it had to be properly summoned to be special summoned with its effect, but I'm definitely going to add the level clause. I had thought it was fine based on Advanced Heraldry Art, but I didn't realize that all of the monsters were the same level that could be targeted.

 

Anyways, I'm going to change one of the bumps I have up above into a changelog, since this post is kind of crowded. Thanks for bringing the thing about the images to my attention (I didn't know, but it makes sense now that I think about it.) and linking me to the OCG/PSCT thread. I've already read the whole thread about 3 times, but I'm probably going to give it at least 8 more.

 

I'm very glad that you liked my archetype, and I'm excited to make more on these forums!

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Prodigy: Something I realized, you might want to specify by saying “and banish 1 other “Dreamcraft” card” so you can’t just banish this card immediately after sending it to the Graveyard.

 

That's not necessary. In this case, you banish the Dreamcraft card from your Graveyard and send Prodigy from your hand to the Graveyard at the same time, so you can't banish the card you send. See Nekroz of Valkyrus, which says "You can banish 1 'Nekroz' card from your Graveyard and discard this card," but can't ever banish itself to activate its own effect.

 

Anyway, for the last effect, you want to say “then target” and “return it to the hand.” (You don’t capitalize following a semicolon, “that target” is unnecessary as you aren’t referring to multiple monsters following the colon).

There is a distinction between "it" and "that target", but it has nothing to do with the number of cards that the card effect targets. What "it" means is that when the card effect resolves, it only cares that the target is in the same place as it was at activation and doesn't care about any of its other characteristics. So, for example, even if you target a Set Spell/Trap Card with Galaxy Cyclone ("Target 1 Set Spell/Trap Card on the field; destroy it"), and that card is activated before Galaxy Cyclone resolves, Galaxy Cyclone will still destroy that card. On the other hand, if you do the same with Ghostrick Alucard ("... target 1 Set card your opponent controls; destroy that target", and the Set card is activated before Alucard resolves, Alucard won't destroy the card.

 

Magician: nice way to help dodge targeted effects and warm the field. The last effect is kind of interesting to help recycle resources, but it wouldn’t hurt to have it do something else, like “shuffle them into the Deck, and if you do, draw 1 card.” Just put a HOPT limit on it, and specify (min. 1), (by the way you always want to capitalize “Deck”).

 

"You can target up to 3 of your banished cards" means that you target 1, 2 or 3 cards. You don't have the option of targeting no cards even if it doesn't say "min. 1", so you don't use "min. 1" in this case. Generally, you can apply the same logic to all other cases where you are to do things to "up to N cards," because doing something to 0 cards is not considered doing anything in YGO, so it cannot be done, and effects cannot do nothing unless otherwise impossible.

 

As for PSCT fixes, you should put “from your hand” in parenthesis.

 

You don't use parentheses in this case. You only flank in parentheses the location from which a monster Special Summons itself if the method is one that doesn't involve an activated effect. The purpose of flanking these locations with parentheses is to assist the player in recognising that the Special Summoning procedure that they are reading is either part of a Summoning condition or monster effect that doesn't start a Chain Link. Activated monster effects that include an effect that Special Summons a monster should never have to flank in parentheses the location from which they do.

 

Sorcerer: First effect is great for dodging nasty targeting effects, but you’d want toword it as “banish the, until the end of the next turn.”

 

To repeat, "them and "those targets" can have distinct functionalities. Also, temporary banishment will conventionally (as in, in all cases of existing cards) return the banished cards during a phase (such as the End Phase), not at the end of a turn. So the original card text follows conventions better in this case.

 

Also, it’d be worded as “Special Summon 1 “Dreamcraft” momster”, as 1 is preferred over a in most scenarios.

 

In all appropriate scenarios. Generally, you use a number when the number is significant. Otherwise, generally, you use "a" or the appropriate article.

 

Intuition: Good, but only problem is that I think it would be able to target itself,, making it infinitely reusable, so fix that.

 

Normal Trap Cards can't target themselves, so "other" isn't required in this case. The same applies to other Spell/Trap Cards that don't remain on the field after they resolve.

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Thanks for the help on the review. Not the greatest when it comes to more complicated rulings/PSCT, as I usually tend to stick to simpler effects, so it was rather uncharted territory for me. Guess I still have a ways to go. Someone actually told me that if you said up to, but decided to choose 0, you could still activate the effect, so sorry about that.

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That's not necessary. In this case, you banish the Dreamcraft card from your Graveyard and send Prodigy from your hand to the Graveyard at the same time, so you can't banish the card you send. See Nekroz of Valkyrus, which says "You can banish 1 'Nekroz' card from your Graveyard and discard this card," but can't ever banish itself to activate its own effect.

 

There is a distinction between "it" and "that target", but it has nothing to do with the number of cards that the card effect targets. What "it" means is that when the card effect resolves, it only cares that the target is in the same place as it was at activation and doesn't care about any of its other characteristics. So, for example, even if you target a Set Spell/Trap Card with Galaxy Cyclone ("Target 1 Set Spell/Trap Card on the field; destroy it"), and that card is activated before Galaxy Cyclone resolves, Galaxy Cyclone will still destroy that card. On the other hand, if you do the same with Ghostrick Alucard ("... target 1 Set card your opponent controls; destroy that target", and the Set card is activated before Alucard resolves, Alucard won't destroy the card.

 

 

"You can target up to 3 of your banished cards" means that you target 1, 2 or 3 cards. You don't have the option of targeting no cards even if it doesn't say "min. 1", so you don't use "min. 1" in this case. Generally, you can apply the same logic to all other cases where you are to do things to "up to N cards," because doing something to 0 cards is not considered doing anything in YGO, so it cannot be done, and effects cannot do nothing unless otherwise impossible.

 

 

You don't use parentheses in this case. You only flank in parentheses the location from which a monster Special Summons itself if the method is one that doesn't involve an activated effect. The purpose of flanking these locations with parentheses is to assist the player in recognising that the Special Summoning procedure that they are reading is either part of a Summoning condition or monster effect that doesn't start a Chain Link. Activated monster effects that include an effect that Special Summons a monster should never have to flank in parentheses the location from which they do.

 

 

To repeat, "them and "those targets" can have distinct functionalities. Also, temporary banishment will conventionally (as in, in all cases of existing cards) return the banished cards during a phase (such as the End Phase), not at the end of a turn. So the original card text follows conventions better in this case.

 

 

In all appropriate scenarios. Generally, you use a number when the number is significant. Otherwise, generally, you use "a" or the appropriate article.

 

 

Normal Trap Cards can't target themselves, so "other" isn't required in this case. The same applies to other Spell/Trap Cards that don't remain on the field after they resolve.

 

 

Thanks for the help on the review. Not the greatest when it comes to more complicated rulings/PSCT, as I usually tend to stick to simpler effects, so it was rather uncharted territory for me. Guess I still have a ways to go. Someone actually told me that if you said up to, but decided to choose 0, you could still activate the effect, so sorry about that.

Haha, okay I'm going to change things some more. Thanks to both of you!

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Haha, okay I'm going to change things some more. Thanks to both of you!

No problem!

 

Note: You changed "1" back to "a" in Sorcerer's Ignition Effect effect that activates in the Graveyard. "1" was correct. The number is significant in this case.

 

Edit: 

 

I don't believe that Sorcerer has an Ignition Effect? They're both Quick Effects. In your post you had said that Leaf was wrong to say it should be an "a", didn't you?
 
My bad, it's a Quick Effect, yeah. But no, I didn't.
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No problem!

 

Note: You changed "1" back to "a" in Sorcerer's Ignition Effect. "1" was correct. The number is significant in this case.

I don't believe that Sorcerer has an Ignition Effect? They're both Quick Effects. In your post you had said that Leaf was wrong to say it should be an "a", didn't you?

 

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Edit: 

 

 

 

My bad, it's a Quick Effect, yeah. But no, I didn't.

Oh okay. I must have misunderstood then. Sorry about that. Anyways, I've fixed it now. Thanks!

 

Cool, only problem with Shcolar is that if it is properly Synchro Summoned, and you have enough banished Level 5 monsters, if you had Dimensional Fissure active, you could use its effect to go into a Rank 5 during each turn, (and your opponent's if you use a quick detatch effect.)

Hm. I do suppose that would be really really broken. I'll fix it up.
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