-Dom- Posted April 22, 2014 Report Share Posted April 22, 2014 Just a small idea I had, basically for rank 5 plays. I had initially wanted for the two cards to 'work together' more, so any ideas for this would be great. Also, the 'Amazing' archetype was originally supposed to be based on Stage/Circus Magicians with their tricks being effects (now kinda done with Entermates) but suitable images are hard to find, so if anyone happens to know of any, a link would really nice. Amazing Purple* Mage LORE: After the effect of your opponent's Trap Card resolves, you can Special Summon this card from your hand or Graveyard. If you do, destroy this card during your End Phase, unless you control a face-up "Amazing Green Mage." Amazing Green Mage LORE: When the effect of your opponent's Spell Card resolves, you can Special Summon this card from your hand or Graveyard. If you do, destroy this card during your End Phase, unless you control a face-up "Amazing Purple Mage." *what colour are Trap Cards, anyway? You can Special Summon this card (from your hand) by Tributing 2 Level 5 Spellcaster-type monsters. After your opponent's Monster effect resolves: You can banish 1 "Amazing" card from your Graveyard; Special Summon this card during the next Standby Phase. If this card is Special Summoned by its own effect; you can add 1 Spell or Trap Card from your Graveyard to your hand. Activate only when you control an 'Amazing' monster. Your opponent selects 1 monster in their hand: Special Summon the selected monster to your side of the field. If your opponent has no monsters in their hand, they must excavate cards from their deck until they excavate a monster; Special Summon that card, and shuffle the rest into their Deck. Link to comment Share on other sites More sharing options...
iC RiskQ Posted April 23, 2014 Report Share Posted April 23, 2014 They seem like defensive cards. But I'm not sure what Deck would utilize these cards. Link to comment Share on other sites More sharing options...
-Dom- Posted April 23, 2014 Author Report Share Posted April 23, 2014 They seem like defensive cards. But I'm not sure what Deck would utilize these cards. Thanks, they originally summoned themselves from your hand or graveyard, but I thought that would probably make them too good; maybe not with today's archetypes. Link to comment Share on other sites More sharing options...
iC RiskQ Posted April 23, 2014 Report Share Posted April 23, 2014 Thanks, they originally summoned themselves from your hand or graveyard, but I thought that would probably make them too good; maybe not with today's archetypes. I see, well, you're saying from the hand or Graveyard, but the effects don't say anything about being Summoned from the Grave... o.o I mean still they seem like I said, they seem like any other card that can just be defensive. Link to comment Share on other sites More sharing options...
-Dom- Posted April 24, 2014 Author Report Share Posted April 24, 2014 I see, well, you're saying from the hand or Graveyard, but the effects don't say anything about being Summoned from the Grave... o.o I mean still they seem like I said, they seem like any other card that can just be defensive. Yeah I guess they aren't that spectacular. But I'll edit them to summon from grave as well to make them a bit better, especially if its not once per turn. Link to comment Share on other sites More sharing options...
Major's Shadow Posted April 26, 2014 Report Share Posted April 26, 2014 Change "The End Phase" to "Your End Phase", problem solved. Also, you should make it optional to summon during either the Main Phase 1, 2, or Battle Phase of either player's turn, then you have good cards. Link to comment Share on other sites More sharing options...
-Dom- Posted April 29, 2014 Author Report Share Posted April 29, 2014 edited. bump. Link to comment Share on other sites More sharing options...
-Dom- Posted May 2, 2014 Author Report Share Posted May 2, 2014 last bump, then ill stop with these two. Link to comment Share on other sites More sharing options...
iC RiskQ Posted May 3, 2014 Report Share Posted May 3, 2014 Are you thinking of making another one? Maybe one that can be summoned after a Monster Effect resolves? Link to comment Share on other sites More sharing options...
-Dom- Posted May 3, 2014 Author Report Share Posted May 3, 2014 Are you thinking of making another one? Maybe one that can be summoned after a Monster Effect resolves? I was actually, but making him a kind of boss monster that can be summoned by tributing the other two (an xyz seemed too obvious) and various s/t support like Dark Magician has that acts as their 'magic tricks.' I'll probably update the page or make a new one soon for the rest. Link to comment Share on other sites More sharing options...
iC RiskQ Posted May 4, 2014 Report Share Posted May 4, 2014 I was actually, but making him a kind of boss monster that can be summoned by tributing the other two (an xyz seemed too obvious) and various s/t support like Dark Magician has that acts as their 'magic tricks.' I'll probably update the page or make a new one soon for the rest. Great! L: Link to comment Share on other sites More sharing options...
-Dom- Posted May 30, 2014 Author Report Share Posted May 30, 2014 Finally, the "long-awaited" adding of 2 new cards for the archetype, including the boss!! (bump) Link to comment Share on other sites More sharing options...
iC RiskQ Posted May 30, 2014 Report Share Posted May 30, 2014 Doesn't seem to bad. I kind of like it. C: Link to comment Share on other sites More sharing options...
Major's Shadow Posted May 31, 2014 Report Share Posted May 31, 2014 Seem a little too good, especially with the boss card having 2 options to summon. The trap card might be a little too good too, maybe make it like CotH where it equips to the summoned monster and if either card is destroyed, then they're both destroyed? I'd like the idea of also having the Type and Level of the monster changed to fit the archetype better, cause this trap doesn't seem to benefit the archetype uniquely. The ideas are stellar, but not really that many downsides or costs to them. Link to comment Share on other sites More sharing options...
iC RiskQ Posted May 31, 2014 Report Share Posted May 31, 2014 Seem a little too good, especially with the boss card having 2 options to summon. The trap card might be a little too good too, maybe make it like CotH where it equips to the summoned monster and if either card is destroyed, then they're both destroyed? I'd like the idea of also having the Type and Level of the monster changed to fit the archetype better, cause this trap doesn't seem to benefit the archetype uniquely. The ideas are stellar, but not really that many downsides or costs to them. Welcome to the game of Yugioh. Link to comment Share on other sites More sharing options...
-Dom- Posted May 31, 2014 Author Report Share Posted May 31, 2014 Seem a little too good, especially with the boss card having 2 options to summon. The trap card might be a little too good too, maybe make it like CotH where it equips to the summoned monster and if either card is destroyed, then they're both destroyed? I'd like the idea of also having the Type and Level of the monster changed to fit the archetype better, cause this trap doesn't seem to benefit the archetype uniquely. The ideas are stellar, but not really that many downsides or costs to them. Thanks for the comment and ideas. The main reason that the boss and trap card are that strong is that there are currently only 4 cards in the archetype, and I was trying to have them (slightly) keep up with the meta. As Maxx C to PoD said, cards released nowadays are generally very strong, and making the cards any weaker would just make them trivial instead of usable. If/as I add more support, I might tone down those two (though the bosses' summon condition is quite specific - these or the tricky - meaning you have to use him in this deck). As for how the trap fits the archetype, the idea of them originally (as said at the top) was for them to be stage magicians, hence the "Amazing" in their names, and have the spell and trap support be the tricks and illusions that they pull off. The monster effects are quite self-contained, so harder to support, but I'll take your idea on changing the type to help the archetype more. Thanksbye Link to comment Share on other sites More sharing options...
-Dom- Posted June 3, 2014 Author Report Share Posted June 3, 2014 bump Link to comment Share on other sites More sharing options...
-Dom- Posted June 25, 2014 Author Report Share Posted June 25, 2014 3 weeks later bump. Link to comment Share on other sites More sharing options...
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