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You can only use each effect of "Arcane Delver" once per turn. You can send the top card of your deck to the graveyard and if it was a spell/trap card, banish 1 normal or quick play spell card or 1 normal trap card from your graveyard; activate the effect of that banished Spell/Trap Card as this card's effect (That card's activation timing must be correct) but this effect cannot affect cards in your opponent's hand and deck. When this face-up card leaves the field by your opponent's card (either by battle or by card effect): special summon 1 level 4 DARK Spellcaster-Type monster from your hand or deck.

 

Given how hard it is to get an ignition effect off these days if your opponent knows its worth disrupting, the idea behind this card's 2nd effect is to make it harder to disrupt its 1st effect. If your opponent chains bottomless trap hole for example, you just summon another arcane delver. Note that the phrase "You can only use each effect of "Arcane Delver" once per turn" is equivalent to each effect saying "You can only use this effect of "Arcane Delver" once per turn." For each effect. The first effect of Arcane delver ignores costs and conditions on that spell/trap card, but timing must be correct. Example: you can copy mega ton magical cannon or Des Croaking but not rise of the snake deity. The part about not affecting the hand and deck is for cards like eradicator epidemic virus.

 

Note that cards affected by a copied effect are treated as being affected by a monster effect, not a spell or trap effect.

 

I thought that the spell/trap copying effect was ok because you'd have to use cards that would otherwise be dead draws such as megaton magical cannon to get the really strong effects for no cost.

 

edit: updated the card to make the spell/trap copying effect easier to use

 

edit2: undid edit 1 and added a clause to prevent virus cards from being abusable. Also, 1 ruling: Normal spells can be copied, even if they must be activated at the start of a turn phase. That's part of the text now

 

In regards to RUM the seventh one: you can copy it, as many times as you wish per duel. Since the effect's name is "Arcane Delver", the part of 1 activation application per duel is ignored.

 

By the same token, you cannot summon number C88 by coping a rank-up-magic spell and using it on number 88, since you would be summoning it with a monster effect named "Arcane Delver".

 

edit3: Restricted the effect copying to certain types of spell/trap cards to avoid issues with continuous cards and such

 

edit4: Made explicitly sure that the 7th 1 is copyable

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Haven't been on in a while...

 

Seems like an interesting card with a lot of potential in Spell/Trap heavy Decks. However, do you think the card may be too easy to play/use?

 

For the sake of argument, compare it to Diamond Dude.

Once per turn: You can reveal the top card of your Deck, and if it is a Normal Spell Cardsend it to the Graveyard, otherwise place it on the bottom of your Deck. During the Main Phase of your next turn, you canactivate the effect of that Spell Card in your Graveyard (even if you no longer control this face-up card).

 

Diamond Dude requires you to excavate a card, and allows you to activate it the next turn IF its a spell. There are no limitations to the spell.

Your card allows you to excavate a card, and IF its a spell/trap, you can choose ANY one from your Graveyard to activate immediately. The limitation is that the opponent's hand and/or Deck cannot be affected.

 

Even still, Arcane Delver isn't alone made powerful by the fact that it's easier to use than Diamond Dude. If anything, your card is more at par with the fast pace of the meta. What concerns me is the Spellcaster summoning condition. There is no real cost and the effect is a card that does something regardless of how its played against. Destroy it, and it summons a monster. Don't destroy it, and it stays on the field, potentially recycling valuable Spells/Traps.

 

The design of the card is awesome; plus, the fact that it's a spellcaster gives that archetype another tool to utilize in all sorts of combinations (after all, they are so spell heavy), but there is a little too much reward for little cost. My suggestion: keep the summoning effect, but add a cost or condition to it. Maybe

"When this face-up card leaves the field by your opponent's card (either by battle or by card effect): excavate the top card of your Deck, and if it was a Spell/Trap card, Special Summon 1 level 4 DARK Spellcaster-Type monster from your hand or deck."  

Well, those are my two cents. I like the card and definitely see use for it. Its not OP by any means, but i think adding a condition to the free summon would help balance it. Further, if you do this, you could probably take out the "hand/Deck" limitation.

dd 

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Haven't been on in a while...

 

Seems like an interesting card with a lot of potential in Spell/Trap heavy Decks. However, do you think the card may be too easy to play/use?

 

For the sake of argument, compare it to Diamond Dude.

 

Diamond Dude requires you to excavate a card, and allows you to activate it the next turn IF its a spell. There are no limitations to the spell.

Your card allows you to excavate a card, and IF its a spell/trap, you can choose ANY one from your Graveyard to activate immediately. The limitation is that the opponent's hand and/or Deck cannot be affected.

 

Even still, Arcane Delver isn't alone made powerful by the fact that it's easier to use than Diamond Dude. If anything, your card is more at par with the fast pace of the meta. What concerns me is the Spellcaster summoning condition. There is no real cost and the effect is a card that does something regardless of how its played against. Destroy it, and it summons a monster. Don't destroy it, and it stays on the field, potentially recycling valuable Spells/Traps.

 

The design of the card is awesome; plus, the fact that it's a spellcaster gives that archetype another tool to utilize in all sorts of combinations (after all, they are so spell heavy), but there is a little too much reward for little cost. My suggestion: keep the summoning effect, but add a cost or condition to it. Maybe

Well, those are my two cents. I like the card and definitely see use for it. Its not OP by any means, but i think adding a condition to the free summon would help balance it. Further, if you do this, you could probably take out the "hand/Deck" limitation.

dd 

Glad you like it

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