Andross88 Posted October 14, 2010 Report Share Posted October 14, 2010 Master's Sorcery (pic: Night's End Sorceror or Apprentice Magician studying a scroll at a table, with the outline of Dark Magician above. Normal Spell Activate 1 of the following effects: -For the duration of the duel, all Level 7 or higher Spellcaster-Type monsters in your Deck, field, or Graveyard are treated as "Dark Magician". -Remove from play 1 DARK Spellcaster-Type monster from your hand, then draw 2 cards. Makes Dark Magician support substantially more playable, and gives a draw engine to Spellcasters and Gravekeepers. Link to comment
Bringerofcake Posted October 14, 2010 Report Share Posted October 14, 2010 Gravekeepers now have their own draw engine. You might want to make it Level 7 or above DARK Spellcasters instead. Link to comment
Andross88 Posted October 17, 2010 Author Report Share Posted October 17, 2010 I looked at the potential targets, and I just decided to make it all Level 7 or above Spellcasters. I just really liked the idea of a Dark Magician Arcanite for some strange reason. Valid point about GK's. I didn't think of that when I made it. I don't think it will be an issue, though. GK's can already abuse Pot of Duality, so adding this doesn't really make them more broken. Does the card need some kind of restriction (Only use 1 per turn, no Special Summoning the turn you use it, etc.), or should I restrict the first effect to DARK only? Link to comment
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