Jump to content

Paint the field with the Color Casters!


Recommended Posts

Hello, gents.

Let me just start out by saying yes the card art is awful. I figured though drawing it myself make it more fun :P and it was. So.

ANYway, this is a silly little archetype I made called the Color Casters. Their main deal is getting themselves on the field and fusing (or "mixing") to form more powerful stuff. I was a fan of Gem Knights and this basically follows the same premise.

So without further ado, here's the mains:

 

E41Ali5.jpg88nnX6r.jpgXz3GHW2.jpg

 

Red: This card cannot be set. If "Color Caster Blue" is face-up on your side of the field, you can special summon this card from your hand in face-up attack position. When this card is normal summoned, you can take 1 "Color Caster Blue" from your deck and place it in your hand. Once per turn, you can send 1 "Color Caster Blue" from your hand to the graveyard and add one "Magical Mixture" from your deck to your hand.

 

Blue: This card cannot be set. If "Color Caster Yellow" is face-up on your side of the field, you can special summon this card from your hand in face-up attack position. When this card is normal summoned, you can take 1 "Color Caster Yellow" from your deck and place it in your hand. Once per turn, you can send 1 "Color Caster Yellow" from your hand to the graveyard and add one "Magical Mixture" from your deck to your hand.

 

Yellow: This card cannot be set. If "Color Caster Red" is face-up on your side of the field, you can special summon this card from your hand in face-up attack position. When this card is normal summoned, you can take 1 "Color Caster Red" from your deck and place it in your hand. Once per turn, you can send 1 "Color Caster Red" from your hand to the graveyard and add one "Magical Mixture" from your deck to your hand.

 

The basic premise of the these is to search themselves out, and if one is out you can special summon another, calling for easier summons with...

 

oZlcHld.jpg

 

Send, from your side of the field, fusion material monsters listed on a "Color Caster" monster or "Chaos Rainbow Dragoon", and special summon that monster from your extra deck. If this card is used to special summon a monster, place 1 color counter on this card. When this card has 3 color counters, banish this card.

 

The most essential card of the deck. It's basically a limited fusion gate, with the drawback being you can only use it three times unless you have...

 

OzwJN9f.jpg

 

All "Color Caster" monsters gain 600 attack and defense. No monsters can be set. Once per turn, you can remove 1 "Color Counter" from a spell card on the field and place it on this card. You can remove "Color Counters" from this card and special summon 1 "Color Caster" monster whose level equals the number of counters you removed.

 

The field card of the deck. This plays off Magical Mixture by taking away the color counters and using it to special summon more Casters. It's a pretty essential card to the set.

 

fp1B0hk.jpg

 

While this card is face-up on the field, its name is treated as "Magical Mixture." You can activate this card only during your main phase or your opponent's battle phase. Send fusion material monsters on your side of the field listed on a "Color Caster" monster to the graveyard. Special summon that monster from the extra deck. When this card is removed from the field, destroy that card. When that card is destroyed, send this card to the graveyard.

 

Edit: When this card is activated, place 3 "Color Counters" on it. Once per turn, you can remove 1 "Color Counter" on this card and place it on any card you can place a "Color Counter" on. When this card has 0 "Color Counters," destroy this card.

 

Basically an emergency fusion card. I thought I'd put this to relieve a bit of importance from Mixture, although, it really doesn't :P

 

I didn't know what to do with this really, so I basically made it a Pitch Black Power Stone for color counters. Not particularly useful. Maybe I'll come up with a new idea later, ha

Now the extra deck cards~!

 

3g09kIk.jpg1FatGOO.jpgP2qPKSl.jpg

 

Green: "Color Caster Blue" + "Color Caster Yellow"
This card can only be special summoned by the effects of "Magical Mixture." This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Neon Caster" monster. If this card is sent to the graveyard, you can place 1 "Color Caster Blue" or 1 "Color Caster Yellow" from your graveyard in your hand.

 

Purple: "Color Caster Blue" + "Color Caster Red"
This card can only be special summoned by the effects of "Magical Mixture." This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Neon Caster" monster. Increase this card's attack by 500 for each "Color Caster" tuner in your graveyard.

 

Brown: "Color Caster Green" + "Color Caster Red"
This card can only be special summoned by the effects of "Magical Mixture." This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Neon Caster" monster. Increase this card's defense by 500 for each "Color Caster" tuner in your graveyard.

 

The main fusions. And they're tuners what?!

Yeah I thought it'd be cool to have synchros too, so here are the neon casters

 

le2Kh4R.jpgQkOXjr1.jpgkRs0Rvv.jpg

 

Neon Blue: 1 "Color Caster" tuner + "Color Caster Blue"
This card must attack if able. If this card is destroyed by battle, you can banish 1 "Color Caster" tuner from your graveyard to add 1 "Color Caster Blue" from your graveyard to your hand. This card cannot be destroyed by monster effects.

 

Neon Red: 1 "Color Caster" tuner + "Color Caster Red"
This card must attack if able. If this card is destroyed by battle, you can banish 1 "Color Caster" tuner from your graveyard to add 1 "Color Caster Red" from your graveyard to your hand. This card cannot be destroyed by spell cards.

 

Neon Yellow: 1 "Color Caster" tuner + "Color Caster Blue"
This card must attack if able. If this card is destroyed by battle, you can banish 1 "Color Caster" tuner from your graveyard to add 1 "Color Caster Yellow" from your graveyard to your hand. This card cannot be destroyed by the effects of trap cards.

 

Edit: I felt like the neons were a small bit too strong so I bumped them down to 25.

 

Pretty self explanatory. These just kinda work hand in hand with eachother :P I wanted to have XYZ's in here, but boo the site doesn't have it. All well.

Here's the rest:

 

DFVCAfJ.jpg

 

3 "Color Caster" monsters.
This card can only be summoned by the effects of "Magical Mixture." During your standby phase, place 1 "Color Counter on this card. This card gains 1000 attack and defense for each "Color Counter" placed on it.

 

Changed this one to be focused on the counters. Gives pallete something to do, and makes it a bit less useless. Maybe 1000 is too much?

 

P2melDJ.jpg

 

"Color Caster Red" + "Color Castor Blue" + "Color Caster Green"
This card can only be fusion summoned by the effect of "Magical Mixture," and only with the above fusion materials. When this card is fusion summoned, return the monsters used for this fusion summon to the deck. Once per turn, you can add one "Color Caster Red," "Color Caster Blue," or "Color Caster Green" from your deck to your hand. If "Color Caster Black" is face-up on the field, this card's defense is doubled.

 

Edit: "Color Caster Red" + "Color Castor Blue" + "Color Caster Green"
This card can only be fusion summoned by the effect of "Magical Mixture," and only with the above fusion materials. When this card is fusion summoned, return the monsters used for this fusion summon to the deck. Once per turn, you can add one "Color Caster Red," "Color Caster Blue," or "Color Caster Yellow" from your deck to your hand. Your opponent cannot target other "Color Caster" monsters for attacks or card effects.

 

This and the rest are what I wanted to be XYZ. This guy is basically a high defense recycle-er. Helps to get other stuff out.

 

xfy2rsn.jpg

 

"Color Caster Red" + "Color Castor Blue" + "Color Caster Green"
This card can only be fusion summoned by the effect of "Magical Mixture," and only with the above fusion materials. When this card is fusion summoned, return the monsters used for this fusion summon to the deck. Once per turn, you can discard 1 "Color Caster Red," "Color Caster Blue," or "Color Castor Yellow" to increase this card's attack by 1000.

 

Offensive counterpart to white. Basically a beater.

 

DOGsEbU.jpg

 

"Color Caster White" + "Color Caster Black"
This card can only be special summoned by the effects of "Magical Mixture," and only with the above fusion material. The special summon of this card cannot be negated. While this card is face-up on the field, it is also treated as a dark monster. If you have a "Color Caster" monster on your side of the field, this card cannot be targeted for card effects.

 

This was a dumb idea, lol. I wanted a boss monster, so to speak, and well, this is what I came up with.

 

Thoughts, gents?

Link to comment
Share on other sites

The artwork is adorable. xD Very well done, I bet that was fun.

 

Well, Red, Blue, and Yellow really remind me of Gadgets. In fact, their swarm capability made me think immediately of Xyz when I saw them. I do like the way that these types of cards function, maintaining an extremely consistent and yet, by itself, pointless engine. Of course, they become much less pointless when you throw in Mixture.

 

I thought that it was clever how you balanced Mixture by limiting the Fusion Material Monsters to only ones on the field. That is sort of a counterweight for its multiple uses. Looking to Canvas, I saw that you actually do have a little gimmick to bypass your limitation. I like how you expanded the "no monsters can be Set" clause to the entire field and how you incorporated inter-card Counters.

 

The Trap Card is probably my least favorite. It reminds me of Dark Calling and Dark Fusion. It's as if the deck has such little consistency that two copies of virtually the same card must be made in order to keep it running. Instead of this card, I would suggest incorporating an effect into a Trap Card that searches Mixture. Or perhaps, a third effect which forms a complete circle of integration with the three basic monsters and Mixture. For example, on Yellow, you could have an effect that reads: "Once per turn: You can send 1 "Color Caster Red" from your hand to the Graveyard; add 1 "Magical Mixture" from your Deck to your hand." And for Blue, it would look something like: "Once per turn: You can send 1 "Color Caster Yellow" from your hand to the Graveyard; add 1 "Magical Mixture" from your Deck to your hand." That would increase consistency without the reliance on a clone card.

 

I like how Green, Purple, and Brown are Fusion Monsters and Tuners. That really gives the set a unique twist. Even though there is a very linear feel to the deck's core function, having your entire "staircase" of monsters in the Extra Deck prevents any major clogging from occurring. I do think that White needs a bit more desirable an effect to rival his counterpart. I would suggest adding a protective effect, such as: ""Color Caster" monsters you control other than this card cannot be targeted by your opponent's card effects." Grey is extremely undesirable. Giving the opponent three pluses is never a good thing. It might stall for time, but that's just about it. Instead, I think that it would be cool to have him as the Fusion Monster of Black and White, instead of Dragoon. (He's kind of silly. :p) Anyways, a very fun and interesting archetype you have here! c: 

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...