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Spellweavers, new archetype


encapturer

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Spellweavers... a sect of magicians who cast various spells using magic lingering in the air, assisted by their aides who generate said magic. Basically, they activate abilities by using mana counters, generated by other spellweaver cards, from anywhere on the field. I like this concept, but I have *no* idea how balanced this would be; the closest analog, spell counters, don't accumulate *this* fast. Anyway, suggestions and assistance would be appreciated as I continue to build the set.

 

[spoiler=Spellweavers]

Spellweaver Assassin

Spellcaster/DARK/Effect Level 4/1600 ATK/1700 DEF

Once per turn, during your main phase, activate one of the following effects:

* Place 1 Mana Counter on this card

* Remove Mana counters from the field equal to the level of a face-up monster on the field. Destroy that monster.

 

Spellweaver Guard

Warrior/EARTH/Effect Level 4/700 ATK/1900 DEF

When this card is summoned, place 3 Mana Counters on this card. If this face-down card is attacked, flip this card face-up, end the battle phase, and place 5 Mana Counters on this card.

 

Life Spellweaver

Spellcaster/LIGHT/Effect Level 3/1300 ATK/500 DEF

Once per turn, during your main phase, activate one of the following effects:

* Place 1 Mana Counter on this card.

* Until the end of your opponent's next turn, instead of paying life points to active a spell card, you may remove 1 Mana Counter from the field for each multiple of 500 lifepoints you would pay.

 

Spellweaver Hound

Beast/EARTH/Effect Level 4/1800 ATK/1500 DEF

When this card destroys another monster by battle, place Mana Counters on this card equal to the level of the destroyed monster.

 

Spell of Protection

Continuous Spell

You may activate this card from your hand or flip it face up only if you control a Spellcaster "spellweaver" monster. As long as this card is on the field, if any of your monsters would be destroyed, you may remove Mana Counters from the field instead, equal to the total levels of the monsters that would be destroyed.

 

Spellweaver Necromancer

Spellcaster/DARK/Effect Level 4/1500 ATK/1500 DEF

Once per turn, during your main phase, activate one of the following effects:

* Place 1 Mana Counter on this card

* Select a monster in your graveyard and remove Mana Counters from the field equal to its level. Tribute this card and special summon that monster from the graveyard.

 

Spellweaver's Harvester

Machine/FIRE/Effect Level 2/900 ATK/0 DEF

Once per turn, you may remove from play a spell card in your graveyard, and place 4 Mana Counters on this card.

 

Spell of Flames

Normal Spell

Your opponent takes 800 damage. If you control a spellcaster "spellweaver" card, you may remove any number of Mana Counters from the field and your opponent takes damage equal to 100 x the number of Mana Counters removed.

 

Magical Zone Beta

Field Spell

If Mana Counters are placed on a "spellweaver" card, except by this effect, place another Mana Counter on that card. If this card is removed from the field, remove this card from play, and distribute 6 Mana Counters among all face-up cards on the field.

 

Spellweaver Converter

Spellcaster/WIND/Effect Level 4/1900/1200

Once per turn, during your main phase, activate one of the following effects:

* Place 1 Mana Counter on this card

* Select a card with counters other than Mana Counters on them. Remove all those counters, and place Mana Counters equal to the number of counters removed.

 

Spellweaver Soldier

Warrior/WIND/Effect Level 6/2400 ATK/2000 DEF

This card deals piercing damage. When this card deals battle damage to your opponent's life points, place Mana Counters on this card equal to the damage done divided by 300, rounded up.

 

Spell of Knowledge

Normal Spell

Activate this card by removing 10 Mana Counters from the field, while you control a spellcaster "spellweaver" card. Draw two cards.

 

Armory Spellweaver

Spellcaster/WATER/Effect Level 2/700 ATK/700 DEF

Once per turn, during your main phase, activate one of the following effects:

* Place 1 Mana Counter on this card

* Remove 3 Mana Counters on the field to search your deck for an equip spell and equip it to a monster you control. Shuffle that card into your deck during your next standby phase.

 

Spell of Counter

Counter Trap

Remove 3 Mana Counters from the field. Negate the activation of a spell card and destroy it.

 

Spellweaver Golem

Rock/EARTH/Effect Level 7/2600 ATK/2600 DEF

When this card is tribute summoned, place Mana counters on this card equal to twice the amount that were on the tributed monsters. When a card with Mana counters is removed from the field, place Mana counters on this card equal to twice the amount that was on that card. When this card is removed from the field, distribute Mana Counters equal to half the amount on this card to face up cards on the field.

 

Magic Overdrive

Continuous Spell

"Spellweaver" cards you control that activate their effects once per turn during your main phase can activate their effects twice per turn during your main phase.

 

Summoner Spellweaver

Spellcaster/LIGHT/Effect Level 1/300 ATK/100 DEF

Once per turn, during your main phase, activate one of the following effects:

* Place 1 Mana Counter on this card

* Remove Mana counters from the field equal to the level of a ritual monster in your hand, and special summon it, ignoring summoning conditions. This counts as a Ritual summon.

 

 

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All OP'ed' date=' OCG errors, easy to OTK or 2TK.

5/10

[/quote']

 

Fair enough, what in particular stands out as op'd? Since this archetype would deal with many counters, Now that I think about it, I think Magic Overdrive would need some balancing, though I can't go about fixing this set unless you help me a bit more =/

 

...I wish I could playtest this thing x.x

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Assasin - Too easy to destroy monsters. Maybe change it to removing double their level?

 

Spell of Protection - Waywayway OP'ed. Konami would ban it in a second. Maybe make an additional effect like: "If you don't control any "Spellweaver" monsters, this card is destroyed."

 

Necromancer - Close to OP'ed, maybe change it to remove counters equal to it's level +1? IDK.

 

Harvester - Maybe change that to 3 counters.

 

Spell of Flames - Would that 100x counters thing be instead of the 800 damage, or in addition to it?

 

Magical Zone - Get rid of last effect.

 

Soldier - Piercing damage has to be written like this: "If this card attacks a Defence Position monster with an ATK that is higher than the DEF of the defending monster, inflict damage to your opponents Life Points equal to the difference." And maybe change 300 to 500.

 

Spell of Knowledge - Possibly change 10 to 12.

 

Armory - Change to taking 3 counters from this card.

 

Spell of Counter - Possibly change 3 to 5.

 

Golem - Change this effect: "When a card with Mana counters is removed from the field, place Mana counters on this card equal to twice the amount that was on that card."

To this: "When a card with Mana Counters is removed from the field, place Mana Counters on this card equal to the amount that was on the removed card."

 

Magic Overdrive - Change this: "Spellweaver" cards you control that activate their effects once per turn during your main phase can activate their effects twice per turn during your main phase."

To this: "Spellweaver" cards you control that activate their effects once per turn during your main phase can activate their effects twice per turn during your main phase this turn."

 

Summoner Spellweaver - Change counters to double Ritual Monsters level.

 

There you go. My thoughts on the OP'ed cards.

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...it seems like the main issue is the rate that the mana tokens are generated. Since you need a non-spellcaster spellweaver to spawn mana counters at a decent rate, then a spellcaster spellweaver to do something with said counters, I was afraid of this archetype being too slow.

 

On average, how fast do you think counters can be generated per turn? For now, ignore the second part of Magical Zone Beta's effect, Golem, and Magic Overdrive, since I'm probably going to revamp them anyway.

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so 10 if you're doing good.... hmm...

 

I could probably slow down soldier a bit to make 6 on a direct attack, or make him non-special summonable. I'll probably weaken harvester's effect as suggested, too.

 

If you're doing good, then you can find a way to bring out a spellcaster to lay down the effects... though the tokens vanish without Golem, which I'm seriously thinking about changing to be more like your suggestion.

 

Of course, if you're doing not-so-good... hmm.... I'll have to think this over some more tomorrow; especially to figure out where Golem and the two spell cards fit into this. Thanks for your assistance so far, though.

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