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Re-Made (I think I made them better)


The Great Milenko

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Alright. I have returned after a REALLY long absence. Remember I made these a while ago? I fixed them. Hopefully they are less noobish.

[spoiler=Monsters][IMG]http://i45.tinypic.com/2qkl9v9.jpg[/IMG][IMG]http://i48.tinypic.com/33c7lux.jpg[/IMG][IMG]http://i46.tinypic.com/2u7oosp.jpg[/IMG][spoiler=Blue Color Wizard]When this card is Normal Summoned: You can pay 1000 Life Points; add 1 "Color Splash" Spell Card from your Deck or Graveyard to your hand.[/spoiler][spoiler=Green Color Wizard]Cannot be Special Summoned. This card returns to it's owners hand the turn it was Normal Summoned or flipped face-up. This card cannot attack the turn it was Normal Summoned. While you control 2 or more "Color Splash" Spell Cards: Negate this card's effects.[/spoiler][spoiler=Indigo Color Wizard]While you control 2 or more "Color Splash" Spell Cards: This card cannot be destroyed by battle.[/spoiler][IMG]http://i48.tinypic.com/pq83c.jpg[/IMG][IMG]http://i45.tinypic.com/1085ouh.jpg[/IMG][IMG]http://i49.tinypic.com/s3imma.jpg[/IMG][spoiler=Orange Color Wizard]When this card is destroyed by battle: Inflict 500 damage to your opponent for each "Color Splash" Spell Card you control.[/spoiler][spoiler=Red Color Wizard]During your Battle Phase only: This card gains 500 ATK for each "Color Splash" Spell Cards you control.[/spoiler][spoiler=Violet Color Wizard]Your opponent's monsters lose 500 ATK for each "Color Splash" Spell Card you control.[/spoiler][IMG]http://i46.tinypic.com/21jufx3.jpg[/IMG][IMG]http://i47.tinypic.com/vdprt2.jpg[/IMG][spoiler=Yellow Color Wizard]FLIP: Special Summon 1 "Color Wizard" monster from your hand or Deck. It gains 100 ATK for each "Color Splash" Spell Card you control.[/spoiler][spoiler=White Color Wizard]3 "Color Wizard" monsters with different names
Must first be Fusion Summoned by banishing the above listed Fusion Material Monsters from your side of the field or Graveyard (you do not use "Polymerzation). Once per turn: You can banish 1 "Color Wizard" monster from your hand or Graveyard; add 1 "Color Splash" Spell Card from your Deck or Graveyard to your hand. You can have this card lose 500 ATK; Special Summon 1 "Color Wizard" monster except "White Color Wizard" from your hand or Graveyard.[/spoiler][/spoiler]

[spoiler=Spells][IMG]http://i46.tinypic.com/15fowzo.jpg[/IMG][IMG]http://i50.tinypic.com/110cgg6.jpg[/IMG][spoiler=Blue Color Splash]Once per turn, while you control 3 or more "Color Splash" Spell Cards: This card cannot be destroyed by card effects. While you control 5 "Color Splash" Spell Cards, this card gains the following effects:
*When your opponent Special Summons a monster: Send 1 face-up "Color Splash" Spell Card to your Graveyard; banish that monster.[/spoiler][spoiler=Green Color Splash]Once per turn, while you control 3 or more "Color Splash" Spell Cards: This card cannot be destroyed by card effects. While you control 5 "Color Splash" Spell Cards, this card gains the following effects:
*You can send 1 "Color Splash" Spell Card to your Graveyard; destroy up to 2 Spell/Trap Cards your opponent controls.[/spoiler][IMG]http://i46.tinypic.com/25ur15l.jpg[/IMG][IMG]http://i46.tinypic.com/21e0m7q.jpg[/IMG][spoiler=Indigo Color Splash]Once per turn, while you control 3 or more "Color Splash" Spell Cards: This card cannot be destroyed by card effects. While you control 5 "Color Splash" Spell Cards, this card gains the following effects:
*You can send 1 "Color Splash" Spell Card you control to your Graveyard; your opponent can't activate Spell Cards until your 3rd End Phase after the activation of this effect.[/spoiler][spoiler=Orange Spell Splash]Once per turn, while you control 3 or more "Color Splash" Spell Cards: This card cannot be destroyed by card effects. While you control 5 "Color Splash" Spell Cards, this card gains the following effects:
*During your End Phase: You can send 1 "Color Splash" Spell Card you control to your Graveyard; skip your opponent's next Draw Phase.[/spoiler][IMG]http://i45.tinypic.com/9tnwg6.jpg[/IMG][IMG]http://i48.tinypic.com/32zmf13.jpg[/IMG][spoiler=Red Color Splash]Once per turn, while you control 3 or more "Color Splash" Spell Cards: This card cannot be destroyed by card effects. While you control 5 "Color Splash" Spell Cards, this card gains the following effects:
*You can send 1 "Color Splash" Spell Card you control to your Graveyard; your opponent can't activate Trap Cards until your 3rd End Phase after this effect's activation.[/spoiler][spoiler=Violet Color Splash]Once per turn, while you control 3 or more "Color Splash" Spell Cards: This card cannot be destroyed by card effects. While you control 5 "Color Splash" Spell Cards, this card gains the following effects:
*During your opponents End Phase: You can send 1 "Color Splash" Spell Card you control to your Graveyard; inflict 1500 damage to your opponent.[/spoiler][IMG]http://i46.tinypic.com/34h9j0w.jpg[/IMG][spoiler=Yellow Color Splash]Once per turn, while you control 3 or more "Color Splash" Spell Cards: This card cannot be destroyed by card effects. While you control 5 "Color Splash" Spell Cards, this card gains the following effects:
*All face-up "Color Wizard" monsters you control gain 1000 ATK.[/spoiler][/spoiler]

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  • 4 months later...

dat photosquish. As a whole, this archetype is completely dependent on White Color Wizard. It's an extremely powerful card if you can set the Graveyard up quickly.

Blue Wizard is a dirty +1. None of the Color Splashes do anything significant unless you have 5 of them (or 2 for Indigo). But it's a Level 3 monster, and it sets up nicely with Indigo.

Green Wizard is worth less than a Normal Monster if you don't have the Splashes. It's just a 2000 attacker if you do, and it can't be used with Yellow.

Indigo Wizard is solid. 1900 ATK is a good amount for battle immunity, and since the Splashes can't be destroyed the opponent will have to break Indigo by an effect. It gives Blue Wizard a purpose.

Orange Wizard isn't very good. Your opponent will generally be afraid to attack face-down monsters (because they could be Yellow). It can do fair damage, but if it's that late in the game it would be preferable to draw almost anything else.

Red Wizard is slow and unnecessary.

Violet Wizard is a decent target for Yellow and carries the field once it's out.

Yellow Wizard is the key setup piece of the Deck. It allows you to speed out White Wizard, who is the cornerstone.

White Wizard makes the Deck run. Being able to banish from the Graveyard for its Summon makes it a massive threat, like Miracle Fusion but for free. You could easily OTK if you Summon it late enough in the Duel. You'll add far more ATK than you sacrificed.

Also, it loops with itself. You can do infinite damage with [url="http://yugioh.wikia.com/wiki/Cannon_Soldier"]Cannon Soldier[/url], by

[indent=1]using White [color=#800080]A[/color] to revive White [color=#8B4513]B[/color],[/indent]
[indent=1]sacrificing White [color=#800080]A[/color] to Cannon Soldier,[/indent]
[indent=1]using White [color=#8B4513]B[/color] to revive White [color=#800080]A[/color],[/indent]
[indent=1]sacrificing White [color=#8B4513]B[/color] to Cannon Soldier,[/indent]
etc., for 8000 damage. This is not OK. But it can be fixed by making it Nomi (changing the text to "Must be Fusion Summoned by...and cannot be Special Summoned by other ways."

The shared effect of the Splashes (to sacrifice themselves for Life Points) is pointless. You will never want to "clear" them off the field except for the finishing effects. As for the immunity to destruction, that needs to be nerfed somehow. Just being indestructible with no cost is...lame. Maybe if they can't be destroyed [i]once[/i], or if you discard a card to protect them (it would stay balanced and help set up White Wizard, while giving your opponent an incentive to [i]try[/i] to blow them up). Orange and Red are decent. Violet and Yellow might be used just for targets. Blue, Green and Indigo are not useful.

All in all, this Deck would be slow to start, and extremely powerful late-game as you swarm the field with White Wizards and their minions. It probably isn't necessary to use Splashes at all.

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Originally White Wizard wasn't a card at all and then I decided that the cards sucked and to make them better, so I made the Spell Cards really powerful and the monsters mostly not that good. But yeah, my main idea was to make White Wizard as powerful as possible while still being not broken. But yeah, I think I will change the Spells to make them less good, and add to the White Wizard that it can't Special another White Wizard.

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