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Masters and Apprentices


KumoriShadow

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I'm actually gonna work on these xD All images are from FatherWolf's archive.

[spoiler="Story yay"]Millennia ago, magic was misused despite the rules that were set in solid stone. Most rulebreakers were not actually caught and many innocents were killed, so some well-known masters of magic came together and decided to form a school. It taught magic. All over the world, people were encouraged to have more babies so there was a possibility of magicians to enroll in the school that taught magic. Finally, as the school reached a population of nearly one thousand pupils, the city the school was built in was evacuated. Only people who were part of the school, which was now entitled The School.

The School was becoming famous, but most were not cut out for using magic. The School headmasters discussed the fact most students could not get anywhere near to mastering any spells but the one they could use, so the school booted everyone out and told them if they wanted to enroll, they would have to pass an Entrance Exam. The first part of the Entrance Exam was to learn a few spells, then a day later, and the magicians never knew, they had to perform the spells without a flaw. Most people couldn't even complete the first part, but a small amount of people managed to complete the exam. The most promising student was a boy who could bestow extraordinary amounts of power onto different beings, and this seemed to take only a little energy.

Eventually, the boy, Kayako, decided he wanted immortality. His body was changed into a strange creature, but he was immortal. Kayako soon became in charge of the whole school and in the tenth year of The School's decision to use Entrance Exams, many Apprentices would be ready to become teachers, and new magicians were screaming for the Entrance Exams. So, The School split it into different Years, and members of those Years moved along different classes, all taught by different Masters as they now called the teachers. They called the students Apprentices. Apprentices of 15 years with pretty outstanding grades became Masters, and as Masters retired new Masters signed up via the Masters Entrance Exam, but any Masters had to be either outstanding or an Apprentice for at least 6 years.

Kayako, who was always called Power Granter, found a student who excelled in granting powers to others. He took her under his wing. The other Masters had some students they particularly liked. And that is the way The School is now.[/spoiler]

[spoiler="Booster Pack"][IMG]http://i51.tinypic.com/14l4qpe.png[/IMG][/spoiler]

[spoiler="Apprentices"][img]http://img524.imageshack.us/img524/4734/347782.jpg[/img]
Lore: If you control another monster with "Apprentice" in its name, this card is destroyed.

[img]http://img823.imageshack.us/img823/6859/347782e.jpg[/img]
Lore: Select 1 face-up monster with "Apprentice" in its name, or "Power Granter". Increase its ATK by 100 during each of your Standby Phases. Pay 200 Life Points during your Standby Phase or send to the Graveyard 1 monster with "Apprentice" in its name.

[img]http://img708.imageshack.us/img708/4734/347782.jpg[/img]
Lore: You can equip this card to 1 monster anywhere on the field. The equipped monster cannot attack. When the equipped monster is destroyed, you gain 1000 Life Points and this card is returned to a Monster Zone on your side of the field.

[img]http://img51.imageshack.us/img51/2589/347782i.jpg[/img]
Lore: Once per turn, you can change this card's level by paying 1000 Life Points. Each time this card's level changes, place 1 Worker Counter on this card. If there are 3 Worker Counters on this card, select 1 monster on the field. It is treated as a Tuner. When this card is removed from the field, Special Summon a "Storyworking Mouse" from your hand or Deck.[/spoiler]

[spoiler="Masters"][img]http://img411.imageshack.us/img411/4734/347782.jpg[/img]
Lore: You cannot Normal Summon or Set this card. This card can be Special Summoned by Tributing 3 face-up monsters on your side of the field with "Master" in their name. Once per turn you can select a monster. It gains 500 ATK. Pay 800 during each of your Standby Phases or all monsters affected by this card's effect are sent to the Graveyard. This card loses 400 ATK for each monster sent to the Graveyard by this effect.

[img]http://img407.imageshack.us/img407/4734/347782.jpg[/img]
Lore: This card cannot be Normal Summoned or Set. This card can be Special Summoned by Tributing 1 face-up Apprentice Fire Magician. You can Tribute this card to destroy all monsters on your opponent's side of the field.

[img]http://img402.imageshack.us/img402/7168/347782n.jpg[/img]
Lore: If there are no cards in your Hand, draw 5 cards and destroy 1 card on your opponent's side of the field.

[img]http://img407.imageshack.us/img407/7364/347782q.jpg[/img]
Lore: Once per turn, you can pay 1000 Life Points to take control of one of your opponent's Beast-type monsters. It cannot be tributed or used in a Synchro Summon. Return control of it to your opponent at the End Phase of this turn.

[img]http://img703.imageshack.us/img703/382/347782p.jpg[/img]
Lore: This huge beast is often thought of as the God of Tribes. He is thought to sharpen the blades of the swords in some tribes.

[img]http://img526.imageshack.us/img526/4734/347782.jpg[/img]
Lore: A true master of the wind, her age has nothing to do with her power. Often, hurricanes have been caused by simply annoying this wind magician.

[img]http://img521.imageshack.us/img521/4734/347782.jpg[/img]
Lore: Once per turn, you must select 1 monster on your side of the field. It cannot attack this turn.

[img]http://img440.imageshack.us/img440/4734/347782.jpg[/img]
Lore: A fluent speaker of the tongue of the Beasts and English, this griffin is a valuable asset to the students of The School as they learn to communicate with beasts. However, teaching Beast Tongue is a bother since it requires a lot of growling from the back of the throat.[/spoiler]

[spoiler="Spells"][img]http://img833.imageshack.us/img833/2496/347782d.jpg[/img]
Lore: Select 1 of your removed from play monsters and return it to your deck. Shuffle your deck.

[img]http://img338.imageshack.us/img338/4734/347782.jpg[/img]
Lore: Search your deck and select 1 card. Move it to the top of your deck.

[img]http://img822.imageshack.us/img822/4681/347782c.jpg[/img]
Lore: Equip only to a monster that has been attacked without being sent to the Graveyard. Reduce its ATK by 500. You cannot equip this card to a monster with an ATK under 2000.

My Comment: Ironic. The card is about an injury yet the equip symbol is a plus sign, also a sign of health! XD

[img]http://img338.imageshack.us/img338/7851/347782w.jpg[/img]
Lore: Select 1 monster card and equip it to another monster. The equipped monster gains half of the monster's attack. At the next Standby Phase, both monsters are sent to the Graveyard.
[/spoiler]

[spoiler="Traps"][img]http://img684.imageshack.us/img684/4734/347782.jpg[/img]
Lore: Activate this trap only when your opponent has activated the effect of Exodia The Forbidden One. Negate its effect and all cards in your opponent's Hand are removed from play.

[img]http://img337.imageshack.us/img337/2589/347782i.jpg[/img]
Lore: This card can only be activated when an opponent's monster declares an attack. The attacking monster cannot declare an attack as long as this card is on the field. [/spoiler]

[spoiler="Extra Deck"][img]http://img254.imageshack.us/img254/4734/347782.jpg[/img]
Lore: When this card is Synchro Summoned, place 1 Blinding Counter on one of your opponent's cards. Once per turn you can reduce this card's ATK by 100 to put a Blinding Counter on 1 card. During your Standby Phase, roll a dice. If the number is 1 or 6, destroy all cards with Blinding Counters on them. [/spoiler]
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Soo let's have a look *skips story and boosterpack*

Apprentice Fire Magician: This is fairly useless in apprentice deck, but useful in beatdown decks as long as they don't utilize any other apprentices. For more information click [url="http://yugioh.wikia.com/wiki/Level_4_ATK_and_DEF_Rules"]here[/url].

Apprentice Power Granter: This is UP because it's slow, only granting 100 ATK per turn. Give this a powerboost that is reasonable and I might reconsider.

Apprentice Wind Magician: This however seems fairly good. The effect is interesting and maybe worth consideration. However, you could spice it up a bit. Cuz at the moment it functions much like Kisaitei.

Power Granter: Completely UP. Fair's fair, it gives an ATK boost and the other effect is payable, but 1) the effect doesn't justifie 3 tributes 2) The effect isn't strong enough for a backdraw. If you wanna know what I'm talking about, look at [url="http://yugioh.wikia.com/wiki/Tree_Otter"]this[/url]. I know, lolz, but that has no tribute required, is less situational than this and has no actual backdraw.

Master of Flames: This is highly situational, but I'm not sure if that justifies a clean table. Let someone else take this card on.

Master of Draw: Is this legit? I don't think it is. It's +6, and an empty hand is fairly reachable.

Master of Beasts: You are surely able to take advantage of this. It's a considerable side deck card. Sad only you can't use it for synchro summon.

Master of Tribes: A vanilla. And not a very good one. There are 2 vital points on a vanilla for me: stats (the only use vanillas without big support have) and flavor text (what else would one make a vanilla for imo?). Stats aren't very good. They aren't horrible, but not very good. Flavor text is okay, but not outstanding either.

Master of the Wind: Same thing, but better. Stats are better (for vanillas every 100 can be vital) and flavor text is a lot better.

Master of Spiderwebs: I think this is enough of backdraw to bypass [url="http://yugioh.wikia.com/wiki/Level_4_ATK_and_DEF_Rules"]this[/url]. Also good with Skill Drain. Not much more to be said.

Master of Beast Tongue: Stats are good, about the amount one can expect from a level 6. I went nuts @ flavor text XD Best vanilla in the set.

Card Recovery: This is 1) not very creative 2) not powerful enough for a usable card either. Take a look at [url="http://yugioh.wikia.com/wiki/Pot_of_Avarice"]this[/url].

Fortunate Draw: Isn't there an existing card like this? Not sure though.

Injury: Ironic indeed. Its power isn't sufficient, I'd take Axe of Despair rather than equipping it to a monster I'm planning to destroy after. Make it 1000 (at least)

Preparation: This is fun, but probably only because it's a quick spell, the reason why it has something above [url="http://yugioh.wikia.com/wiki/Gift_of_the_Martyr"]Gift of the Martyr[/url]. However, that's where the advantages stop. You lose 2 monsters for a power advantage that isn't more, actually probably less lifesaving than [url="http://yugioh.wikia.com/wiki/Shrink"]Shrink[/url].

Exodia Cancellation: Due to the rulings on Exiodia, it doesn't start a chain. So you can't chain this to it.

Stuck!: Plain and simple, the best card in the set. This you can actually use.

This set needs some work but can be good. I don't feel so well so I apology for the many statements of doubt (I'm not sure about the ruling on most of those cards, and I don't feel like big research)
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