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Maxim Spell Cards (Spell Cards for the Extra Deck)


Zeppeli Gyro Supreme

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So, basically I've always liked this concept, mainly inspired by the Waking Dragons arc where you could fuse cards with spells and traps. I was really unsure of what to call these cards, having a tossup between an "ancient" theme in that ancient cards would be more powerful than older ones but be extremely difficult to recreate in our time, and a name that signifies how powerful the cards are. Maxim will be the placeholder name, standing for "Maximized" of course. These spells would be costly to play, but very powerful. Under all circumstances, they are considered the same as regular spell cards, except that they are also Maxim Spells. I would greatly appreciate feedback and fixes for these cards and the idea in general.

 

"Maxim" is a subtype of spell cards that are placed in the Extra Deck instead of the main deck, and can only be played by using a set of cards designated as their own type of Polymerizations. Once the spell fusion process is successful (IE the card comes out of your Extra Deck) the card is already considered activated, so your opponent cannot then activate Dark Bribe on it. It makes sense to me personally, and would give you more of a reason to play them.

 

My OCG on these are not the best, but it's all I could think of at the time for their fusion cards:

Spell Infusion

Normal Spell Card

Send Spell Cards from your hand or field to the Graveyard listed as materials for a Maxim Spell in your Extra Deck and activate that card. If a face-up Maxim Spell Card you control would be destroyed by the effect of your opponent's Spell Card, you may discard this card instead.

 

Overpower Spell

Quick-Play Spell Card

You may negate the effect of a Spell Card you control and send it and other Spell Card(s) from your side of the field or in your hand to the Graveyard listed as materials for a Maxim Spell in your Extra Deck and activate that card. If this face-down card is sent to the Graveyard, return 1 Maxim Spell Card from your Graveyard to the Extra Deck.

 

Now for some of the cards they can make, an example of each type of Maxim Spell.

 

Supernova
Maxim Normal Spell Card
1 Spell Card that includes an effect to destroy 1 or more monsters on the field + 1 Normal Spell Card

Destroy all monsters on the field, then inflict damage to your opponent's Life Points equal to the number of monsters sent to the Graveyard this way x300. If your opponent controls a face-up monster(s) after this card has been resolved, you may banish the Maxim Materials used for its activation from your Graveyard to activate this card's effect once again immediately following.

 

An example of a Maxim Spell that requires a non-specific first material and a card that can re-activate itself. I considered simply giving it a Raigeki effect, but that was too much for me.

 

Ground-Splitting Funnel
Maxim Quick-Play Spell Card
"Mystical Space Typhoon" + 1 Quick-Play Spell Card
You must control at least 1 monster to activate this card's effect. Send all Spell and Trap Cards on your opponent's side of the field to the Graveyard.

 

An example of a Maxim Quick-Play Spell (which is kind of useless to be, really) and that has a restriction for when it can be played. Also without an effect that saves it from destruction or otherwise makes its effect more potent.

 

Desolating Wasteland
Maxim Field Spell
"Wasteland" + 1 Normal Spell Card
Increase the ATK and DEF of all Dinosaur, Zombie, and Rock-Type monsters by 200. During each of your End Phases, destroy all face-up Attack Position monsters your opponent controls. If this face-up card is targeted or would be destroyed by a card effect, you may banish 1 "Wasteland" from your hand, deck, or Graveyard to negate that effect.

 

The first Maxim Spell I actually came up with. It supports specific decks, and can be played around, but it isn't the easiest to get rid of.

Forbidden
Maxim Continuous Spell Card
"Prohibition" + 1 Continuous Spell Card
Declare a card name. Look at your opponent's hand, deck, and Graveyard and banish all copies of cards with that name, and as long as this card remains face-up on the field your opponent cannot activate the effects of cards with the same name as the declared card. If this card would be destroyed, you may banish 1 "Prohibition" from your hand or Graveyard.

 

A Maxim Spell Card with a lingering effect. It is underpowered in some ways, and overpowered in others.

 

Might

Maxim Equip Spell Card

2 Equip Spell Cards

The equipped monster gains 1000 ATK. When the equipped monster battles an opponent's monster, negate the opponent's monster's effect and increase the equipped monster's ATK by the opponent's monster's DEF until the end of the damage step  If the equipped monster or this card is targeted or would be destroyed by a card effect, you may banish 1 of this card's Maxim Materials from the Graveyard instead.

 

A Maxim Spell that uses 2 of the same "generic" material, will protect other cards in addition to itself with its effect, and does so using only its materials from the grave. I don't think it's all that powerful right now, personally.

 

SUPPORT:

Maxim Polish

Quick-Play Spell Card

Return 1 Maxim Spell from your Graveyard to the Extra Deck, then you may add 1 "Spell Infusion" or "Overpower Spell" from your deck or Graveyard to your hand.

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Well this is a good idea, but suffers from the same problems that Fusion monsters used to. Too much deck dedication and you're minusing yourself too hard for effects that can't match up to the cost. You're dedicating 3 cards, 3 Spell cards nonetheless, from your hand and your examples aren't particularly impressive - none of them warrant such an investment. And if they were, they'd be flat-out broken.

 

I guess the problem could be mitigated by adding support akin to what Fusion monsters got. But something like Miracle Spell Fusion would be pretty broken given the nature of Spell cards. I think the more effective solution would be to remove their dependence on a Fusion card, sorta like Synchros, where you can just send the stuff straight from the hand or field to the Graveyard in order to activate them. That would make them cheaper and more consistent, and allow you to come up with more balanced effects that don't have to be completely overboard. On the other hand, they'd be more boring and people would be more inclined to use them as techs, rather than focus a deck on them. But you could add support for the concept in the form of Spell cards, to make a deck centered on Maxim Spells possible.

 

Nice idea nonetheless.

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Well this is a good idea, but suffers from the same problems that Fusion monsters used to. Too much deck dedication and you're minusing yourself too hard for effects that can't match up to the cost. You're dedicating 3 cards, 3 Spell cards nonetheless, from your hand and your examples aren't particularly impressive - none of them warrant such an investment. And if they were, they'd be flat-out broken.

 

I guess the problem could be mitigated by adding support akin to what Fusion monsters got. But something like Miracle Spell Fusion would be pretty broken given the nature of Spell cards. I think the more effective solution would be to remove their dependence on a Fusion card, sorta like Synchros, where you can just send the stuff straight from the hand or field to the Graveyard in order to activate them. That would make them cheaper and more consistent, and allow you to come up with more balanced effects that don't have to be completely overboard. On the other hand, they'd be more boring and people would be more inclined to use them as techs, rather than focus a deck on them. But you could add support for the concept in the form of Spell cards, to make a deck centered on Maxim Spells possible.

 

Nice idea nonetheless.

I was thinking the same thing about the "miracle spell fusion", since it would create completely imbalanced +1 or more cards just for playing a few certain cards in your deck. I may change the concept to be completely generic rather than specific cards, or I may try to mess around with the idea of just being able to send them from your hand, or perhaps rather, from your side of the field to the grave (which wouldn't work very well if it only counted them face-up, unless it were something you could do at any time... which would then make it broken again).

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