Peizur Posted September 13, 2011 Report Share Posted September 13, 2011 [spoiler='Cards'] [img]http://i1222.photobucket.com/albums/dd491/Peizur/Izadoshi-2.jpg[/img] This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Removing from Play one "Dark Paladin", and one "Sorcerer of Dark Magic", from your Graveyard. This card gains 350 ATK and DEF fore every Spellcaster type Monster in your Graveyard. As long as this card remains face up on the field, you can negate the activation of Spell cards and Trap cards, and destroy them. [img]http://i1222.photobucket.com/albums/dd491/Peizur/AUTOMATON.jpg[/img] "Dark Magic Synchron" + 1 or more non-tuner "Dark Magic" monsters. Once per turn, when this card would be destroyed, it isn't. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Apprentice.jpg[/img] She is the leading student in her class of Dark Magic sorcerers. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Beast.jpg[/img] This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the Effect of "Dark Magic Beast Tamer". Every time a Normal Spell is activated, place one Spell Counter on this card. this card gains 50 ATK for each Spell Counter on it. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Blood.jpg[/img] By paying 1500 Life points, You cam Special Summon this card from the Graveyard with 700 ATK and 800 DEF. Once per turn, you can select 1 face-up "Dark Magic" monster you control. It gains ATK equal to the total ATK of all face-up "Dark Magic" monsters on the field except itself. Monsters other than the selected monster cannot attack the turn you activate this effect. [img]http://i1222.photobucket.com/albums/dd491/Peizur/mistress-1.jpg[/img] Each time a Trap Card is activated, place one Spell Counter on this card. Once per turn, you can remove 6 Spell Counters from this card to destroy a Monster on the field. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Necromancer-1.jpg[/img] Once per turn, you can special summon 1 Level 4 or lower Spellcaster-Type or Fiend-Type Monster from your graveyard. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Pathfinder.jpg[/img] Once per turn, you can have your opponent show you 3 random cards in his or her Hand. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Tamer.jpg[/img] when this card is Normal Summoned, you can Special Summon one "Dark Magic Beast" from your Deck or Hand. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Synchron.jpg[/img] FLIP: You can increase or decrease this card's Level by 1. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Behemoth.jpg[/img] "Dark Magic Beast" + "Dark Magic Beast" A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. Every time a Continuous Spell Card is activated, place 1 Spell Counter on this card. This card gains 200 ATK for each Spell Counter on it. You can remove 2 Spell Counters from this card to inflict 300 Points of damage to your opponent. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Village.jpg[/img] Once per turn, during your Main Phase 2, you can Special Summon 1 "Dark Magic" monster that was Destroyed by Battle. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Ritual.jpg[/img] This card is used to Ritual Summon "Grandola, the Distant Dark Magic Warrior". you must also Tribute monsters whose total Levels equal 8 or more from the field or our hand. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Grandola.jpg[/img] This monster can only be Ritual Summoned with the Ritual Spell Card, "Dark Magic Ritual". If a "Dark Magic card would be destroyed by Battle, you can remove 1 Spell counter from your side of the Field to negate the Attack. [img]http://i1222.photobucket.com/albums/dd491/Peizur/Deal.jpg[/img] Activate only when you an opponent monster declares an attack. You can tribute one "Dark Magic" monster that you Control to negate the attack, destroy the attacking monster, and inflict Damage equal to the ATK of the attacking monster.[/spoiler] Hi. This is my first Finished set. the Dark Magic ones. Feel free to add on. Please leave me some feedback about mistakes, what you like, what you don't, anything. Link to comment Share on other sites More sharing options...
Valkyrus Posted September 14, 2011 Report Share Posted September 14, 2011 haha I noticed your set since I have a card which would fit perfectly in your archetype, my "Dark Magic Witch". But since that's not about her, here's my review: 1) Izadoshi- Underpowered. Sure, it'd have 3500 ATK if you have 10 Spellcasters in your Graveyard but you're removing 2 so you can summon it. So to get it up to 3500 ATK you'd basically need 12 Spellcasters in your Graveyard, which would be most of the monsters in your deck. Also, if your card is returned from your field to your hand, you cannot summon it again so it becomes easy target for (Grand mole, any FLIP destroyer(Ryko) or returner(Penguin Soldier)) so I suggest you get rid of the "remove from play" part and have it be "If you have a "Dark Paladin" and a "Sorcerer of Dark Magic" in your Graveyard you can Special Summon this card from your hand". But aside from that (if you insist on keeping the summoning requirements as those 2 monsters) that's the only fix I can think of. Anyways, this monster would be a nightmare to take out (you can use foolish burial for sorcerer, but you HAVE to Fusion Summon Dark Paladin, which requires Dark Magician + Buster Blader + Some Form of Fusion. That's...4-5 cards (minimum, without counting the tributes for DM and BB) so you could summon just this one monster.. It's just not worth it imo. It's also vulnerable, it can be destroyed by battle and by monster effects. So I suggest you change it to "it's unaffected by Trap Cards and Effect Monsters' Effects" . Since if you're playing Spellcasters you're probably running secret village of the spellcasters which negates Spell Cards. hmmm...well that's about it for this card I guess. 2) Dark Magic Automaton- well, it's plain and simple, but again, underepowered. It's a level 7 synchro with required materials, think of some better effect. 3) STudent of Dark Magic - not sure why this card is necessary. 4) Dark Magic Beast - Underpowered... only 50 ATK for every spell counter? This card has only 1700 ATK, and is a Nomi. At least make it a 300-500 ATK gain 5) Blood Sorcerer is interesting, I like it. I see it's sort of a key card (And I see why you gave DM Beast such small ATK gain. Still though, I think you need to increas its ATK gain) now on this card again: Your OCG needs work. You don't need to say 700 atk and 600 def, just say with halved ATK and DEF. 6) Underpowered. Even the first activated Trap card could be the end of her. So make it, say 3, instead of 6 spc 7) DM Necromancer- well, the card is OP'ed imo if it's used in any other deck other than this one. Since it's an instant +1 Basically much better than Tour Guide From the Underworld, and I'm not sure if you know how much hype that card's gotten lately. This could get an instant level 5-6-7-8 synchro, or a rank 4 Xyz monster out. Fix it by instead of Spellcaster/Fiend-types it special summons a Dark Magic monster. DM Pathfinder- underpowered and a plain effect..it's bad but you could fix it somewhat if you make it's ATK 2200 instead of 1200 9) DM Beast Tamer- taking in consideration how bad "DM Beast" is, this also becomes bad. Either make DM Beast Better or have this card gain some awesome effect after summoning DM Beast. 10) DM Synchro- decent, yet could be better. for example Delta Flyer >>>>>>> This. 11) DM Behemoth- it's bad, nothing more than a beatstick, the burn effect isn't even significant. The ATK gain is also very situational. 12) Village of the DM People- decent, yet DM Beast wouldn't really work with this. 13, 14) Ritual + Grandola- a basic old-school Ritual. Which by itself makes it bad. 15) DM Deal with Death is great, imo. Destroys a monster and deals damage but it's not OPed since you tribute a monster as well. Although if you think about it maybe it's a little OP'ed... but it'd work well in this deck. now after I saw all your cards I have to say you're doing good for someone as new as you. BUT, for example Izadoshi would be completely useless in your deck unless you completely change it. The set centers around keeping monsters on the field and not letting them stay long in the Grave, judging by your field spell. So Izadoshi would have basically no ATK. When making a Set you should center around one situation in which your cards would be perfectly synced: for example Infernities shine when you have no cards in your hand; Lightsworns shine when you mill them; X-sabers shine when they attack/are attacked. So make cards that work well altogether, not just 1-2 that do. When making this set you weren't thinking that much of a strategy on how to use them except for a couple of cards, were you? Also, the Synchro, Fusion and Ritual don't have support. If you'll run any of these, maybe it'd be better if you chose only SYnchros, and perhaps Xyz's. The Ritual monster would be really hard to summon with no support. Also, the only Fusion that'd work in this set is your own. Whereas Synchros and Xyz's are best suited for your deck. overall I give you a 5/10 you're good for a new member, yet you have to start making your cards less underpowered and have them work together better and execute good combos. Hope I was helpful ^^ Link to comment Share on other sites More sharing options...
Peizur Posted September 18, 2011 Author Report Share Posted September 18, 2011 thanks. Lol a lot of criticism, but it helps. Like you said, I'm a new member, so I don't understand much of this. I'm trying to think of a good situation that would go good with these cards. I'll make sure and post them here when I do. Link to comment Share on other sites More sharing options...
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