plaba Posted February 8, 2014 Report Share Posted February 8, 2014 This is what I have. Its almost done! Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted February 8, 2014 Report Share Posted February 8, 2014 Given the three cards you have posted so far, I don't see any reason to limit Mahriu to only being a Tuner for these Archmage monsters. It dramatically cuts down on the Deck's flexibility by preventing you from Summoning things like Psyhemuth, BRD, Spark Dragon, Catastor, and whatever other generic Synchro Monsters the Deck may find useful. Instead, perhaps you could give it a positive effect that helps the Deck. For your Synchro monsters, the requirement should be 1 "Apprentice" Tuner + 1 or more non-Tuner monsters. Just by requiring an "Apprentice" monster, rather than a Tuner, that makes all monsters in the entire game with "Apprentice" in their name capable to being the pseudo-Tuner for the Synchro Monsters. It's not that big of a deal since there are only three cards in the game with "Apprentice" in their name, and one of them is already a Tuner. Still, it needs to require a Tuner. The other bit I changed is the number of non-Tuner monsters. Most of the Syncrhos in the game do not limit you to using exactly one or two non-Tuner monsters. It also offers you a bit more flexibility, like being able to Summon Bargle by using Mahriu and the four Sheep Tokens you get from Scapegoat. There are some monsters in the game that require exactly only one non-Tuner to Summon, so this isn't as necessary as the above change, but it still helps. Bargle technically needs to have the "Once per turn, when this card is sent to the Graveyard by a card effect..." changed to "When this card is sent to the Graveyard by a card effect: You can pay 400 Life Points; Special Summon this card from your Graveyard in face-up Defense Position. The effect of "Archmage 1: Bargle" can only be activated once per turn." If the "Once per turn" is in front of the effect like that, it allows the effect to be activated multiple times per turn if that monster is removed from the field. Like with Zombie Master, if you activate its effect to Summon another Zombie Master, the new Zombie Master can activate its effect as well. If one of the Zombie Masters is sent to the Graveyard and then Special Summoned back by Call of the Haunted or Book of Life, it can activate its effect again. This would work out the same way with Bargle since it leaves the field and is then returned to it. Other than that, I find it irksome that it has a high ATK and DEF stat for a Level 7 monster. You can drop the ATK closer to the middle of the 2000s range, and have its DEF be 200 or 300 points higher than the ATK. To begin with Antares: It shouldn't be a Necromancer, just call it a Spellcaster like Mahriu and Bargle. Its effect is confusing, and the "even if it has more ATK" bit is not very necessary due to its high ATK. Is it supposed to be like Divine Knight Ishzark where it banishes whatever it destroys by battle (but instead, this banishes whatever Spellcaster battles this)? Or does it banish before the battle takes place, like Ally of Justice Catastor? Also, since it only works against monsters of a certain Type, there is a large chance that this will be nothing but a 3000 beatstick that doesn't have anything over other Level 8 Synchros with 3000 ATK. Perhaps you could give it an effect that doesn't exclusively work against Spellcaster-Type monsters and is still pretty useful. The best Level 8 generic Synchro Monsters right now are Stardust Spark Dragon (not Stardust Dragon) and Jeweled Red Dragon Archfiend (again, not Red Dragon Archfiend), and then there is Beelze, who isn't entirely generic but still very useful. Since your monster isn't generic, you could aim to give it a more useful effect than Spark Dragon or Jeweled Red, but don't literally give it an effect that one-ups their effect. Edit: Huh, I didn't see the new monsters. I'll see about those real quick. Akitu is pretty much a weaker Mahriu, and this would normally mean that there is no reason to run Akitu. It does get Limit Reverse if you need more than your three Call of the Haunteds for some reason. Unless your Deck would work very well with things like Call of the Haunted and Limit Reverse, this doesn't really offer anything to have it be able to compete against Mahriu's slightly increased damage, and would only be ran if you need more Mahrius. Like Mahriu, you could give her an effect that helps out the Deck. Khakaam is spamable in a rather dumb way, as you can just freely fling it from your hand if you run a DARK Deck. DARK is an Attribute, not a Type, by the way. I don't see any other DARK monsters except for Antares, which means you'll have to run these alongside a lot of DARK monsters if you want this to be ran in the archetype. Perhaps you could give it an actual cost (like banishing 2 DARK monsters) so that it isn't as mindlessly spamable. You could also make it where that it works off of your archetype rather than DARK monsters in general, since this currently is better in Vampires than your own Deck. Sorry if this reply startles you, or you feel like I'm bashing your work. I'm just trying to help. Link to comment Share on other sites More sharing options...
plaba Posted February 8, 2014 Author Report Share Posted February 8, 2014 No problem, I might do some editing... And HOW LONG DID IT TAKE YOU TO WRITE THAT? Link to comment Share on other sites More sharing options...
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