Jump to content

Hellcasters (3 Monsters, 1 Spell 1 Trap, 1 Synchro)


Zazubat

Recommended Posts

Hello there, while I'm busy finding out how to make my Griffetti arche balanced, I made this. I think they're pretty balanced overall, though I don't know about Blinding Skull.

[spoiler=Monsters (4)]
[img]http://i1077.photobucket.com/albums/w473/Zaziuma/HellcasterArcher_zps48ee6d01.png[/img]
While this card is face-up on the field, its Attribute is also treated as DARK.Once per turn, when a Spell Card is activated, increase this card's Level by 1. Once per turn, when a Trap Card is activated, decrease this card' Level by 1. When this card you control is Tributed: You can banish it instead of sending it to the Graveyard, then Special Summon 1 "Hellcaster" monster from your Graveyard, but it's effects are negated, and it cannot attack or change battle positions until your next Standby Phase.
[img]http://i1077.photobucket.com/albums/w473/Zaziuma/HellcasterGeneral_zps594d5d04.png[/img]
While this card is face-up on the field, its Attribute is also treated as DARK. If you control an other "Hellcaster" monster, you can Special Summon this card (from your hand), and if you do, you can return 1 "Hellcaster" monster from your Graveyard to your hand. You cannot Special Summon monsters from your hand or Deck the turn you activate this effect.
[img]http://i1077.photobucket.com/albums/w473/Zaziuma/HellcasterHorserider_zps259c2d2d.png[/img]
While this card is face-up on the field, its Attribute is also treated as FIRE. Once per turn, you can Tribute 1 face-up "Hellcaster" monster; this card is unaffected by card effects until the End Phase. When this card is destroyed: Instead of sending it to the Graveyard, you can banish it; return 1 banished "Hellcaster" monster to your hand, except "Hellcaster Horserider".
[img]http://i1077.photobucket.com/albums/w473/Zaziuma/HellcasterMoonrider_zpsd3973edb.png[/img]
1 "Hellcaster General" + 1 or more non-Tuner "Hellcaster" monsters.
While this card is face-up on the field, its Attribute is also treated as FIRE. Once per turn, you can banish 1 FIRE or DARK monster from your Graveyard, increase this card's ATK equal to half of the original monsters ATK until the End Phase, but this card cannot attack directly, and if this card attacks, it is changed to Defence Position, and cannot change battle postion, except by a card effect. When this card is destroyed, either by battle or card effects: You can Special Summon 2 "Hellcaster" monster from your Graveyard, but their effects are negated, and they cannot be used as Synchro Material Monsters.
[/spoiler]

[spoiler=Spell & Trap cards (2)]
[IMG]http://i1077.photobucket.com/albums/w473/Zaziuma/BurningSkull_zps7216462e.png[/IMG]
During either players turn: You can banish this card from your Graveyard; banish 1 "Hellcaster" from your Deck. You can only activate 1 "Burning Skull" per turn. You can activate 1 of these effects based on the Attribute(s) of a face-up Field-Type monster you control:
*FIRE: Target 1 FIRE Fiend-Type monster you control; increase it's Level by 1 as long as this card remains face-up. You can destroy this card; increase the monsters ATK by 5oo as long as it stays face-up on the field.
*DARK: Target 1 DARK Fiend-Type monster you contro; decrease it's Level by 1 as long as this card remains face-up. You can destroy this card; increase the monsters ATK by 5oo as long as it stays face-up on the field.
[img]http://i1077.photobucket.com/albums/w473/Zaziuma/BlindingSkull_zpsdd8a3aa6.png[/img]
You can only activate 1 "Blinding Skull" per turn. You can activate these effects based on the Attribute(s) of a face-up Field-Type monster you control:
*FIRE: Target 1 FIRE Fiend-Type monster; until the End Phase it cannot be destroyed by battle or card effects. It loses 500 ATK and DEF.
*DARK: Target 1 DARK Fiend-Type monster; until the End Phase if that battles, any monster it battles is returned to the hand at the end of the Battle Phase. It loses 500 ATK and DEF.
[/spoiler]

Link to comment
Share on other sites

Okay I'll do this card by card

Archer - ATK is meh and Def is fairly average. The first effect could be useful I guess with your Spell and Trap but is otherwise not that impressive. The level increase decrease would usually work in your favour but isn't as useful as other level adjusters. It's other effect is good though since it allows for synchro or even Rank 5/6 Xyz set up. 7/10

General - The Special Summon is useful especially since it's a Tuner and the card from the grave is quite useful too (and possibly OP). The restriction on this should keep it balanced. 8/10

Horse Rider - Effect is pretty good, just the standard one off immunity that a lot of cards get but could make for a good Xyz or Synchro Combo with Archer. The second effect is also pretty good since these cards seem to love to banish themselves. 9/10

Moon Rider - That first effect is pretty good but this card becomes fairly useless after using it, using its secondary effect for an Xyz combo isn't even that easy, I think with better Spell/Trap support (Such as tributing a Hellcaster for an effect) both this card and Archer would be a lot better. 6/10

Burning Skull - Honestly it really isn't that great since both effects are the same for the two attributes in a [b]daul attribute[/b] archetype. Change on of the effects to something more useful than a level adjustment and a very small attack boost and maybe it will be better. 2.5/10

Blinding Skull - Much better than the trap. The first effect is very useful and it is nicely balanced I think (Kind of like a more powerful Forbidden Lance so the permanent drop is justified). The second effect is even better turning any Dark fiend into a walking Compulsory Evac is very useful, especially as a quick play and the fact that it targets your monster could come in handy. Again the permanent ATK drop SHOULD keep it balanced.

I like them, some are not terribly original to be honest but they do what they are meant to do effectively. I think that with some refining and more support you'll be onto something.

Link to comment
Share on other sites

[quote name='gimmepie' timestamp='1357639410' post='6115055']
Okay I'll do this card by card

Archer - ATK is meh and Def is fairly average. The first effect could be useful I guess with your Spell and Trap but is otherwise not that impressive. The level increase decrease would usually work in your favour but isn't as useful as other level adjusters. It's other effect is good though since it allows for synchro or even Rank 5/6 Xyz set up. 7/10

General - The Special Summon is useful especially since it's a Tuner and the card from the grave is quite useful too (and possibly OP). The restriction on this should keep it balanced. 8/10

Horse Rider - Effect is pretty good, just the standard one off immunity that a lot of cards get but could make for a good Xyz or Synchro Combo with Archer. The second effect is also pretty good since these cards seem to love to banish themselves. 9/10

Moon Rider - That first effect is pretty good but this card becomes fairly useless after using it, using its secondary effect for an Xyz combo isn't even that easy, I think with better Spell/Trap support (Such as tributing a Hellcaster for an effect) both this card and Archer would be a lot better. 6/10

Burning Skull - Honestly it really isn't that great since both effects are the same for the two attributes in a [b]daul attribute[/b] archetype. Change on of the effects to something more useful than a level adjustment and a very small attack boost and maybe it will be better. 2.5/10

Blinding Skull - Much better than the trap. The first effect is very useful and it is nicely balanced I think (Kind of like a more powerful Forbidden Lance so the permanent drop is justified). The second effect is even better turning any Dark fiend into a walking Compulsory Evac is very useful, especially as a quick play and the fact that it targets your monster could come in handy. Again the permanent ATK drop SHOULD keep it balanced.

I like them, some are not terribly original to be honest but they do what they are meant to do effectively. I think that with some refining and more support you'll be onto something.
[/quote]I'm sure if you noticed, but Burning Skull can only use 1 of the effects, so you can either make a Level 3 (which is not gonna be useful since you would then need an other Hellcaster to have it's level changed) or a Level 4 or a Level 5 or a Level 6 (which is not really gonna be useful for you since the General is already working for Horserider) for quick Tuning with other Hellcaster monsters, plus in case you need a Level 4 Tuner again, you can simply destroy that card.

Link to comment
Share on other sites

[quote name='gimmepie' timestamp='1357652820' post='6115121']
But it says both effects increase level by one?
Which is cool but it really isn't that amazing, don't take offence or anything though I do like the archetype.
[/quote]oh that must have been a rewrote, I meant that it decreases it's level when it's for FIRE monsters. I'll fix that.

Link to comment
Share on other sites

[quote name='gimmepie' timestamp='1357667012' post='6115276']
That will make it more useful and bump it to about a 5 I guess :)
[/quote]I have also added an other effect, I'll have the new version up in an hour or so, gotta do something first :D

EDIT: New version up. I might make some new cards soon also.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...