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[Agro] Second Sorcerer


Agro

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I made a card.

 

It involves the new OCG rule that lets both players use Field Spells at the same time, so we'll see how that goes.

 

Lore:

When this card is Normal Summoned: You can reveal 1 Field Spell in your Deck or Graveyard to your opponent; activate it. This card gains 400 ATK for every Spell Counter on the field. If both players control a Field Spell: You can send this card from the field to the Graveyard; add 1 Spellcaster-Type monster from your Deck to your hand whose Level is equal to or less than the number of Spell Counters on the field (max. 8 ), but you cannot Normal or Special Summon that monster, or a monster with the same name, for the rest of this turn. This effect of "Second Sorcerer" can only be activated once per turn.

 

Edit:

- dropped its ATK by 200

- dropped ATK by 200 again, lowered boost from 500 to 400

- added OPT clause to final effect

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Woo instant Geartown. That seems to be the only good thing about it though...unless i'm missing some big way to spam Spell Counters nowadays?

 

The basic idea revolves around Magical Citadel of Endymion, with the second effect coming into play if the opponent plays a deck that uses a Field Spell. The last effect revolves around that, though, so it would be virtually unplayable if it didn't have the ATK boost effect to back it up, especially in a format that didn't have field spells.

 

First effect is an terraforming on legs, obviously, but I don't think that's a problem considering how decks would need to use a normal summon on this to do so and the other effects are so reliant on spell counters.

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The third effect lacks a once per turn clause, so you can search a full hand of monsters that will not be usable for a turn, which is a problem.

Other than that, I like this card. It doesn't exactly outclass specific searchers since the Normal Summon is important for some decks. I like it's set-up abilities overall. A consistent Citadel, and a Geartown ready for Double Cyclone or Scrap Dragon combos in some weird deck.

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The third effect lacks a once per turn clause, so you can search a full hand of monsters that will not be usable for a turn, which is a problem.

Other than that, I like this card. It doesn't exactly outclass specific searchers since the Normal Summon is important for some decks. I like it's set-up abilities overall. A consistent Citadel, and a Geartown ready for Double Cyclone or Scrap Dragon combos in some weird deck.

I'll add the once per turn. I ignored it initially cuz it sends itself to the Graveyard, but best to avoid things like CotH abuse and such.

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