Anbu-of-Sand Posted July 5, 2010 Report Share Posted July 5, 2010 Image Credit To: Jazin Kay / Father Wolf / Wanderely If you like my signature archetype, you should show your appreciation on how much you like this archetype (if you do) by giving me some positive reps saying how much you like the archetype and maybe why you like it :) Well. This is my signature archetype named Mysterious Magicians. The reason why this will be my signature archetype (not my last) is that I love Spellcasters and also my favorite attribute is DARK. Before this thread has came out, I would let out sneak peeks of the archetype one by one. But now I have chosen to make a thread for the whole archetype. Mysterious Magicians is a DARK Spellcaster archetype. They gain their effects at the cost of Spell Counters, which all of them can gain quite easily when a Spell Card is activated and by their Field Spell. This archetype could be one of the most flexible archetypes I could ever make. Most of these cards can be splashable and considered staples in certain type of decks or even most decks. If you would run a deck using the archetype itself, their would be lots of kind of decks you can make. The archetype has lots of capabilities. Field Control, Hand Control, Beatdown and such. You can choose to make a deck out of one of these concepts but the archetype can also work with a deck that can have all these concepts put into one, which if made correctly, could be an awesome competitive, yet fun deck to use. The monster cards are sorted by Highest Level to Lowest Level, so the tuner's would be at the bottom. I also did my best to list the monsters alphabetically from A-Z, but that concept didn't work the best with the Highest to Lowest Level concept that much. But hey, at least I tried. So, without further ado, I present... ~ The ~ Mysterious ~ Magicians ~ [spoiler=The Story]One day, these human-like species have came from a completely different galaxy upon Earth. These species were just like humans, except they had spell casting powers from another world. They were completely different from us humans, no matter how human-like their appearance is. 26 of these Spellcasters arrived to planet Earth, all spread amongst the world in different places. The day all of these Spellcasters arrived, a levitating Citadel appeared out of nowhere in the middle of a City. This Citadel was said to be the home of the Spellcasters. This Citadel levitated across the Earth. People would try their best to destroy it, thinking that the Spellcasters weld some sort of Black Magic, and hear to concur the planet, but no matter how much they through at the Citadel, it would just go right through it. Beams of aura of a blue and green color would shoot out from the top of the Citadel. At this time, the beam of aura would then blast it's way into one of the 26 Spellcasters around the world. It is seemed that the Spellcasters gain their powers through the Citadel, and other Spell related things. The Spellcasters can only hold so much power at a time it seems as well. Seeing at times the Spellcasters when using their powers, aura from their body would beam back into the Citadel after using their abilities. At the start of a new year, all the Spellcasters would fly or teleport into the Citadel having a meeting. Nobody knows what the Spellcasters talk about during these meetings once a year. It has been told that the Spellcasters were sent here to protect Earth from an arriving species that rivals with the Spellcasters galaxy, seeking to destroy any other species that they might think is below them. The Spellcasters vow to stop this other species before they destroy the whole universe. [spoiler=Monsters (20) [b](UPDATED!)[/b]][spoiler=Extra Deck Monsters (4) [b](UPDATED!)[/b]][spoiler=Mysterious Magician of Hard Hammerheads]Lore:"Mysterious Magician of Pure Paper" + 1 or more non-Tuner Spellcaster-Type monstersWhen this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card and declare 1 Card Type (Monster, Spell or Trap). Then, send cards from the top of your opponents Deck to the Graveyard until a card that has the same Card Type as the one you declared is sent. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, inflict 200 damage to your opponent for every card in their Graveyard. Your opponent then adds 2 cards from their Graveyard to their hand. [spoiler=Mysterious Magician of Odd Offenses [b](NEW!)[/b]]Lore:"Mysterious Magician of Loved Levels" + 1 or more non-Tuner Spellcaster-Type monstersWhen this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card and select 2 monsters your opponent controls. Decrease the Level of the selected monsters by 2. When this card destroys a monster by battle with a Level difference of 2 or more, gain Life Points equal to the Level of the destroyed monster x200. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, select 2 cards in your opponents hand and remove them from play. Your opponent then draws 2 cards and 1 additional card for every Spell Card removed from play by this effect. [spoiler=Mysterious Magician of New Nights]Lore:"Mysterious Magician of Winged Waves" + 1 or more non-Tuner Spellcaster-Type monstersWhen this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card to return 2 cards your opponent controls to the bottom of their Deck. Your opponent then gains 1000 Life Points. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, draw 2 cards then select 2 other cards in your hand and remove them from play. If you cannot remove 2 other cards, take 2000 damage and end your turn. [spoiler=Mysterious Magician of Krazed Kills [b](NEW!)[/b]]Lore:"Mysterious Magician of Twin Telepathy" + 1 or more non-Tuner Spellcaster-Type monstersWhen this card is Summoned, place 2 Spell Counters on it. Once per turn, you can remove 2 Spell Counters from this card to remove from play 2 monsters your opponent controls, OR to have this card attack twice during the same Battle Phase of this turn. If "Levitating Citadel of the Magicians" is in play the turn you activate this effect, select and reveal 2 cards in your opponents hand. Inflict 1000 damage to your opponent for each monster card revealed by this effect. If none of the revealed cards were monster cards, send 2 monsters in your hand to the Graveyard. [spoiler=Effect Monsters (16)][spoiler=Mysterious Magician of Mixed Manipulations]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.6). Once per turn, you can remove any number of Spell Counters on this card. For each Spell Counter removed, place 1 Spell Counter on any other "Mysterious Magician" monster(s) you control. If you removed 4 or more Spell Counters from this card in 1 turn, you can shuffle your Graveyard, then add the top 2 cards of your Graveyard to your hand. Any Spell or Trap Cards added to your hand by this effect cannot be activated or Set until your next turn. [spoiler=Mysterious Magician of Armed Assassination]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to remove from play 1 card on your opponent's side of the field. During your opponent's End Phase, return the removed from play card to the top your opponents Deck, OR you can remove an additional Spell Counter from this card to keep the card removed from play. [spoiler=Mysterious Magician of Card Control]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to destroy 1 card on the field, OR to draw 1 card. If the drawn card is a Spell Card, you can reveal it to your opponent to draw an additional card. The revealed Spell Card cannot be activated or Set the turn it was revealed. [spoiler=Mysterious Magician of Death Defections]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to decrease the ATK of all monster your opponent controls equal to their Level x100 until the End Phase of this turn. Only this card can attack the turn you activate this effect. [spoiler=Mysterious Magician of Evil Effects]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3) Once per turn, when your opponent activates a card or card effect that targets 1 or more cards on your side of the field, you can remove 1 Spell Counter from this card and discard 1 card to negate and destroy that card. [spoiler=Mysterious Magician of False Faces]Lore:Each time a Spell Card card is activated, place 1 Spell Counter on this card (max.3). This card can only declare an attack if it has 2 or more Spell Counters on it. When this card declares an attack, remove 1 Spell Counter from it at the end of the damage step. Once per turn, you can remove 1 Spell Counter from this card to have this card inflict Piercing damage the turn you activate this effect. [spoiler=Mysterious Magician of God's Galaxy]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to declare 1 card type (Monster, Spell or Trap) then reveal the top card of your opponent's deck. If the revealed card is the same type as the one you declared, remove the card from play. If it is not, your opponent adds that card to their hand. [spoiler=Mysterious Magician of Ill Illusions]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to Special Summon 1 "Ill Token" (Spellcaster-Type/DARK/Level 2/ATK ?/DEF ?). It's ATK and DEF are equal to the number of Spell Counters on the field x200. You can remove an additional Spell Counter from this card to treat the Token as a Tuner monster. During your End Phase, decrease your Life Points equal to the Tokens ATK points then destroy the Token. [spoiler=Mysterious Magician of Jank Jestering]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.1). Once per turn, you can remove 1 Spell Counter from this card to negate the effects of all monsters your opponent controls until the End Phase. If you activate this effect, cards you control cannot gain Spell Counters during your next turn and the rest of this turn [spoiler=Mysterious Magician of Raw Restrictions]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, when your opponent Special Summons a monster(s), you can remove 1 Spell Counter from this card to destroy and remove from play the monster(s) that were Special Summoned. Then, increase your opponent's Life Points by 800 for each monster removed from play by this effect. [spoiler=Mysterious Magician of Soul Searching]Lore:Each time a Spell Card is activated, place 1 Spell Counters on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to Special Summon 1 Level 4 or lower Spellcaster-Type monster from your Graveyard. During your End Phase, gain Life Points equal to the Special Summoned monsters Level x 200, then removed the Special Summoned monster from play. [spoiler=Mysterious Magician of Vague Villains]Lore:Each time a Spell Card is activated, place 1 Spell Counter on this card (max.3). Once per turn, you can remove 1 Spell Counter from this card to take control of 1 monster your opponent controls until the End Phase of this turn. During the End Phase of the turn you activated this effect, increase your opponents Life Points equal to the Level of the monster you took control of x300. [spoiler=Mysterious Magician of Pure Paper]Lore:When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card and select 1 Spellcaster-Type monster you control. Return the selected monster to the top of your deck and send cards from the top of your opponents Deck to the Graveyard equal to the Level of the returned monster. [spoiler=Mysterious Magician of Loved Levels]Lore:When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card to increase or decrease the Level of this card by 1, until the End Phase of this turn. If this card would be used for a Synchro Summon the turn you activate this effect, remove from play this card and the other monster(s) that were used as Synchro Material. [spoiler=Mysterious Magician of Winged Waves]Lore:When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card to return 2 cards your opponent controls to the top of their Deck. You cannot Set any card(s) the turn you activate this effect. [spoiler=Mysterious Magician of Twin Telepathy]Lore:When this card is Summoned, place 1 Spell Counter on it (max.1). Once per turn, you can remove 1 Spell Counter from this card to select and reveal 2 cards from your opponents hand and send 1 of them to the Graveyard. If the 2 cards that were selected were a Spell Card and a Trap Card, send both cards to the Graveyard. Your opponent then draws 1 card after activating one of these effects. [spoiler=Spells (1)][spoiler=Levitating Citadel of Magicians]Lore:During each of your Standby Phases, place 2 Spell Counters on this card (max.8 ). During each of your Standby Phases, you can place up to 4 Spell Counters on any "Mysterious Magician" monster(s) on your side of the field. Decrease your Life Points by 200 for every Spell Counter you placed on the field by this effect. When a "Mysterious Magician" is Summoned, you can remove 1 Spell Counter from this card to place 1 Spell Counter on the Summoned monster. Each time a "Mysterious Magician" removes a Spell Counter from itself, gain 200 Life Points. If this card would be destroyed, you can remove 1 Spell Counter from this card or a "Mysterious Magician" monster you control instead. "Mysterious Magician" monsters cannot be destroyed by card effects while this card has 8 Spell Counters on it. [spoiler=Traps (0)]None at the moment Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Legal Bump. Like 30 views or something and no post? :( Link to comment Share on other sites More sharing options...
Drake Delison Posted July 6, 2010 Report Share Posted July 6, 2010 Legal Bump. Like 30 views or something and no post? :( We would post, but opening all the tabs is time-consuming, Got tired after first 3. Simplify and We Shall return. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Really? D:The reason why I put the tabs is I hate page stretchers. Link to comment Share on other sites More sharing options...
chyneeman Posted July 6, 2010 Report Share Posted July 6, 2010 freaking awsome i love them and yeah man spellcasrters are decent but if these were added they will pwn 10/10 Link to comment Share on other sites More sharing options...
Guest Overdrive™ Posted July 6, 2010 Report Share Posted July 6, 2010 epic :Dluv the field spell awesome pic 9.99/10 Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Thank you chyneeman and m.K. for your rate and comments :) Link to comment Share on other sites More sharing options...
Yrogerg Posted July 6, 2010 Report Share Posted July 6, 2010 what do you mean piercing damage???? Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Piercing Damage is a term used only used once in the TCG by Cyberdark Horn I believe.It's when a monster you control that attacks a monster with lower DEF as the attacking monster, you inflict it as battle damage to your opponent. It's a shorter way to say that one long sentence. If you still don't get it. It's when a monster with higher ATK attacks a monster in defense position with a lower DEF and you inflict damage to the difference of ATK and DEF. Makes sense to you now? Link to comment Share on other sites More sharing options...
Guest Overdrive™ Posted July 6, 2010 Report Share Posted July 6, 2010 Piercing:http://yugioh.wikia.com/wiki/PiercingExample:http://yugioh.wikia.com/wiki/Spear_Dragonhttp://yugioh.wikia.com/wiki/Ancient_gear_golem Link to comment Share on other sites More sharing options...
Yrogerg Posted July 6, 2010 Report Share Posted July 6, 2010 anyway excellent cards 9 \10Try creating a high level monster or synchro to complete the set of monster cards.. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Thank you. I'm going to make Synchros/Level 5+ soon.The archetype is going to have: Level 4 Monsters - 10/16Level 3 and Lower Monsters (Tuners) - 3/3Level 5 and Higher Monsters (Tribute Summon) - 0/3Synchro Monsters - 0/4 I'm probably going to finish the Level 4's first before I start doing the Level 5+ and Synchro Monsters. This is just monster-wise. I don't know what I should do for Spells and Traps yet. It all depends on how much pictures I can find to match the archetype xP Link to comment Share on other sites More sharing options...
Yrogerg Posted July 6, 2010 Report Share Posted July 6, 2010 19 1-4 level monsters ithink are too many for that kind of deck.... my suggestion leave level 4 monsters as it is and make 3 level 5-6 monsters, 2 level 7+, 2 synchro and one fusion. it might be better to create more support cards like the field spell you already created, maybe some of them give spell counters because your monster cards are basically function with these. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Hm...how about this? Level 4 - 11/14Level 3 And Below (Tuners) - 4/4Level 5 And Above (Tributes) - 1/4Synchro Monsters - 2/4 Sound better to you? I'm not really a fan of Fusion Monsters, but I can try. Link to comment Share on other sites More sharing options...
Yrogerg Posted July 6, 2010 Report Share Posted July 6, 2010 well i am not fan either but a powerful fusion monster with a special effect and a spell or monster effect to make it summon faster is better than just normal monsters. One fusion is enough. Link to comment Share on other sites More sharing options...
senatheEND Posted July 6, 2010 Report Share Posted July 6, 2010 Interesting Id love to see how this would actually play (Walks to Card printer to make card)8.5/10I'm not kidding XD i got a card printer and I'm making a Deck xD Link to comment Share on other sites More sharing options...
Yrogerg Posted July 6, 2010 Report Share Posted July 6, 2010 how much is it cost i'd like to buy one too. Link to comment Share on other sites More sharing options...
senatheEND Posted July 6, 2010 Report Share Posted July 6, 2010 how much is it cost i'd like to buy one too. IDK where my father got his from but he said it Cost him$800 + shipping Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Senathe: WHAT REALLY?!?!?! I would say wait if your going to make a deck out of these because their is a lot of more monsters coming. And after I finish making all the cards for this archetype, I'm probably going to post a deck list using the archetype :) You have a card printer? Or just a normal printer? Don't think I've ever seen a card printer before. Link to comment Share on other sites More sharing options...
senatheEND Posted July 6, 2010 Report Share Posted July 6, 2010 I got a card printer prints Playing cards (editable playing cards) Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 Ah so like the cards on the YCM.Where the heck did you find one?!? And going to post a new Level 4 monster soon. Link to comment Share on other sites More sharing options...
psychicplayer Posted July 6, 2010 Report Share Posted July 6, 2010 really? where'd you get that?Great set. But the Jester is from paper mario. 9/10 Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 6, 2010 Author Report Share Posted July 6, 2010 New monster added! Mysterious Magician of Armed Assassination Link to comment Share on other sites More sharing options...
senatheEND Posted July 6, 2010 Report Share Posted July 6, 2010 Mysterious Magician of Armed Assassinatio Is really Good I like its balancing Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 7, 2010 Author Report Share Posted July 7, 2010 New Level 5 monster added! Mysterious Magician of Mixed Manipulations.I left Armed Assassination as "New" as well since it was just made yesterday. Link to comment Share on other sites More sharing options...
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