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Soul Runes, Soul Marks and Soul Mages


Exa Raiun

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Here is one idea I came up with - Soul Rune, Soul Mark and Soul Mage cards. Soul Rune cards are Continuous Trap Cards which get Spell Counters each time a monster is destroyed by battle, and their effect can be activated by removing Spell Counters from them. Soul Mark cards are Equip Spell Cards which gain Spell Counters just like Soul Runes, but they can give temporary effects for the monsters they are equipped to. Soul Mage cards are DARK Spellcaster-Type monsters with effects related to the Soul Rune and Soul Mark cards.

 

Soul Rune of Life

Continuous Trap Card

Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 2 Spell Counters from this card to increase your Life Points by 800.

 

Soul Rune of Pain

Continuous Trap Card

Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 2 Spell Counters from this card to decrease the Life Points of your opponent by 800.

 

Soul Rune of Death

Continuous Trap Card

Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 3 Spell Counters from this card to destroy one monster your opponent controls.

 

Soul Rune of Force

Continuous Trap Card

Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 3 Spell Counters from this card to destroy one Spell or Trap Card your opponent controls.

 

Soul Rune of Power

Continuous Trap Card

Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 4 Spell Counters from this card to draw a card.

 

Soul Rune of Shortage

Continuous Trap Card

Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 4 Spell Counters from this card to randomly discard a card from your opponents hand.

 

Soul Mark of Breakthrough

Equip Spell Card

Equip only to a Spellcaster-Type monster. Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 2 Spell Counters from this card to add the following effect for the equipped monster until your next Standby Phase:

- During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

 

Soul Mark of Revenge

Equip Spell Card

Equip only to a Spellcaster-Type monster. Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 2 Spell Counters from this card to add the following effect for the equipped monster until your next Standby Phase:

- If a monster you control is destroyed by battle, decrease the Life Points of your opponent by 500.

 

Soul Mark of Rejuvenation

Equip Spell Card

Equip only to a Spellcaster-Type monster. Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 3 Spell Counters from this card to add the following effect for the equipped monster until your next Standby Phase:

- When this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to the original ATK of the destroyed monster.

 

Soul Mark of Summoning

Equip Spell Card

Equip only to a Spellcaster-Type monster. Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 3 Spell Counters from this card to add the following effect for the equipped monster until your next Standby Phase:

- Once per turn, Special Summon 1 "Soul Mage Token" (Spellcaster-Type/DARK/Level 1/ATK 500/DEF 500)

 

Soul Mark of Heroism

Equip Spell Card

Equip only to a Spellcaster-Type monster. Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 4 Spell Counters from this card to add the following effect for the equipped monster until your next Standby Phase:

- This monster cannot be destroyed in battle.

 

Soul Mark of Protection

Equip Spell Card

Equip only to a Spellcaster-Type monster. Each time when a monster is destroyed by battle, put 1 Spell Counter on this card. Remove 4 Spell Counters from this card to add the following effect for the equipped monster until your next Standby Phase:

- This monster is unaffected by the effect Trap Cards.

 

Soul Barrier

Continuous Spell Card

Each time when a "Soul Rune" or "Soul Mark" card is destroyed by the Spell Card, Trap Card or Monster Effect of your opponent, inflicts 500 points of damage to your opponent.

 

Soul Mage Servant

1* / Spellcaster / DARK

ATK: 500 || DEF: 200

FLIP: Put 1 Spell Counter on a "Soul Rune" card you control.

 

Soul Mage Librarian

2* / Spellcaster / DARK

ATK: 600 || DEF: 800

FLIP: Add 1 "Soul Rune" card from your Deck to your hand.

 

Soul Mage Apprentice

3* / Spellcaster / DARK

ATK: 1400 || DEF: 1000

Each time when the effect of a "Soul Rune" card is activated, put 1 Spell Counter on this card. Increase the ATK and DEF of this card by 400 for each Spell Counter.

 

Soul Mage Journeyman

4* / Spellcaster / DARK

ATK: 2000 || DEF: 1500

This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except when the effect of a "Soul Rune" card is activated.

 

Soul Mage Wanderer

5* / Spellcaster / DARK

ATK: 2200 || DEF: 1800

If this monster is Tribute Summoned by Tributing a "Soul Mage" monster, put 2 Spell Counters on a "Soul Rune" card you control.

 

Soul Mage Loremaster

6* / Spellcaster / DARK

ATK: 2400 || DEF: 2100

Each time when the effect of a "Soul Rune" card is activated, put 1 Spell Counter on this card. Remove an amount of Spell Counters from this card to Special Summon a "Soul Mage" monster from your Graveyard with a Level equal to the amount of removed Spell Counters.

 

Soul Mage Strategist

7* / Spellcaster / DARK

ATK: 2300 || DEF: 2600

This monster can be Tribute Summoned by Tributing 1 "Soul Mage" monster you control. Increase the ATK and DEF of this card by 300 for each "Soul Rune" card you control.

 

Soul Mage Warlord

8* / Spellcaster / DARK

ATK: 2500 || DEF: 3000

This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by removing from play 3 "Soul Mage" monsters from your Graveyard. Once per turn, you can remove from play 1 "Soul Rune" card you control to Special Summon a Level 5 or lower "Soul Mage" monster from your Graveyard.

 

Soul Mage Healer

1* / Spellcaster / DARK

ATK: 300 || DEF: 400

Each time when the effect of a "Soul Mark" card is activated, increase your Life Points by 500.

 

Soul Mage Seeker

2* / Spellcaster / DARK

ATK: 1000 || DEF: 500

Once per turn, if you draw a "Soul Rune" or "Soul Mark" card during your Draw Phase, you can discard this card from your hand to draw a card.

 

Soul Mage Hunter

3* / Spellcaster / DARK

ATK: 1200 || DEF: 800

Each time when the effect of a "Soul Mark" card is activated, put a Spell Counter on this monster. Remove 2 Spell Counters from this card to remove from play the top card from your opponents Deck.

 

Soul Mage Guard LV4

4* / Spellcaster / DARK

ATK: 1400 || DEF: 1600

If a "Soul Mark" card is equipped to this monster, during your Standby Phase by sending this face-up card to the Graveyard, Special Summon 1 "Soul Mage Guard LV6" from your hand or Deck.

 

Soul Mage Keeper

5* / Spellcaster / DARK

ATK: 1800 || DEF: 2300

If a "Soul Mark" card is equipped to this monster, switch the original ATK and DEF of this monster.

 

Soul Mage Guard LV6

6* / Spellcaster / DARK

ATK: 2400 || DEF: 2600

This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by the effect of "Soul Mage Guard LV4". Once per turn, by discarding a card from your hand, add 1 "Soul Rune" or "Soul Mark" card from your Graveyard to your hand.

 

Soul Mage Battlemaster

7* / Spellcaster / DARK

ATK: ? || DEF: ?

This monster cannot be Special Summoned. The original ATK and DEF of this card becomes the number of "Soul Rune" and "Soul Mark" cards you control x 700.

 

Soul Mage Emperor

8* / Spellcaster / DARK

ATK: 2750 || DEF: 2650

If this monster is Tribute Summoned by Tributing 2 "Soul Mage" monsters, this monster is unaffected by the effects of Spell and Trap Cards, except "Soul Mark" cards.

 

Comments, ideas, notes are welcome!

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[align=center]OxygënHydrõ™ Rating

 

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Comments :

 

Good OCG

Good effect

But some OCG error

 

 

 

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OCG fix

 

give "....." on Spell Counter

 

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Pic : none

Balance : 8/10

OCG : 9/10

 

Overall : 8.5/10

 

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My Rating

 

10/10 : EPIC !!!

9/10 : Almost Perfect, little more

8/10 : Great Work

7/10 : Good Enough

6/10 : Balancing Needed

5/10 : Need Remakes, Fixing, and Balancing

4/10 : Unacceptable

3/10 : Is this a card ??

2/10 : You burn my eyes !!

1/10 : Don't make this card again !!!

0/10 : I can't say anything, except EPIC FAIL

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I hope it doesn't make them overpowered. :)

 

Actually, no, no it doesnt.

Spell Caster-Type monsters dont really focus on burn/life point ganing, and Magical City Endymon's purpose was pretty mutch ment to make cards that required alot of Spell Counters, alot easier to use.

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