Jump to content

[Written] Alchemia (12/?)


KeeganTroye

Recommended Posts

This archetype has been designed to make up for the lack of Alchemy lore decks in the actual game, barring the few cards Konami actually printed based of Professor Banner's deck from Yugioh GX. The deck is focused on powerful spells that can only activate if they are in the graveyard. OCG corrections appreciated.

 

Lore

 

Part One

 

The 'Alchemia Scientia' are a group of great Alchemic Philosophers, who dedicated their lives to discovering the secrets of the Prima Materia, the first matter. In unlocking its secrets, they created the Philosophorum Lapis a stone of immense power. But as their end drew near, realising the danger in the power they had unlocked, the power to give forth life. They swore to guard the secrets they had spent a lifetime to uncover, they used the Philosophorum to create the Anima Mundi granting them eternal life.

 

[spoiler=Main Deck Monsters]

 

Scientia

 

 

Alchimia Scientia Trismegistus 

LIGHT - Level [*] - Fiend/Effect - 800/800

 

Once Per Turn: You can discard 1 card from your hand to the Graveyard and add 1 'Alchimia Automata' monster from your deck to your hand.

 

 

Alchimia Scientia Ostanes

LIGHT - Level [**] - Fiend/Tuner/Effect - 1000/1000

 

You can Special Summon this card by discarding 1 'Alchimia' card from your hand. You can tribute this card, then target up to 2 removed from play 'Alchimia Ordinem' cards; shuffle them into your deck. You can only use this effect of 'Alchimia Scientia Ostanes' once per turn.

 

 

Alchimia Scientia Kanada

LIGHT - Level [***] - Fiend/Effect - 1200/1200

 

When this card is Normal Summoned: You can target 1 Spell/Trap card you control and 1 Spell/Trap card your opponent controls; destroy them.

 

 

Automata

 

 

Ferrous Alchimia Automata 

EARTH - Level [****] - Rock/Effect - 1900/1900

 

You can Special Summon this card from your hand if you have no Spell Cards in your Graveyard and control at least 1 face-up 'Alchimia' monster. During your End Phase you can send 1 'Alchimia Ordinem' card from your deck to your Graveyard.

 

 

Flamma Alchimia Automata 

FIRE - Level [****] - Pyro/Effect - 1900/1900

 

You can Special Summon this card from your hand if you have no Spell Cards in your Graveyard and control at least 1 face-up 'Alchimia' monster. When this card inflicts battle damage to your opponents life points, banish 1 Spell/Trap card they control.

 

 

Aquos Alchimia Automata 

WATER - Level [****] - Aqua/Effect - 1900/1900

 

You can Special Summon this card from your hand if you have no Spell Cards in your Graveyard and control at least 1 face-up 'Alchimia' monster. Once per turn: You can send 1 Spell Card you control to the Graveyard and draw 1 card.

 

 

 

[/spoiler]

 

[spoiler=Spell Cards]

 

Prima Materia Of The Alchimia Ordinem

 

Spell Normal

Once per turn, during your Main Phase: You can banish this card from your graveyard, then Special Summon 1 level 4 or less 'Alchimia' monster from your deck. That monster cannot be used for the summon of a Fusion, Synchro, or XYZ monster except by the effect of a 'Alchimia' card.

 

 

 

Anima Mundi Of The Alchimia Ordinem

 

Spell Normal

Once per turn, during your Main Phase: You can banish this card from your graveyard, Then Special Summon 1 'Alchimia' monster from your graveyard, then banish this card. That monster cannot declare an attack.

 

 

 

Mysterium Magnum Of The Alchimia Ordinem 

 

Spell Card

Once per turn, during your Main Phase: You can banish this card from your graveyard, then send from your deck to your Graveyard 2 'Alchimia Ordinem' cards. You cannot activate 'Alchimia Ordinem' cards the turn you use this effect.

 

 

 

Philosophorum Lapis Of The Alchimia Ordinem

 

Quick-Spell

Once per turn, during either players turn: You can banish this card from your graveyard, Target 1 'Alchimia Automata' monster you control; XYZ summon 1 'Auram Alchimia Machina' or 1 'Argentum Alchimia Machina' from your extra-deck using the targeted monster as XYZ material. Your opponent cannot activate card effects in response to this summon. You cannot conduct your Battle Phase the turn you activate this card.

 

 

 

[/spoiler]

 

[spoiler=Extra-Deck Monsters]

 

Auram Alchimia Automata 

LIGHT - Rank [*****] - Rock/XYZ/Effect - 2900/1900

 

2 level 5 monsters

This card can only be Special Summoned by the effect of a 'Alchimia' card. Once per turn: You can detach 1 XYZ Material from this card; activate the effect of 1 'Alchimia Ordinem' card from your deck, then shuffle 1 of your banished Spell Cards into your deck.

 

 

 Argentum Alchimia Automata 

LIGHT - Rank [*****] - Rock/XYZ/Effect - 2200/2500

 

2 level 5 monsters

This card can only be Special Summoned by the effect of a 'Alchimia' card. Once per turn: You can detach 1 XYZ Material from this card; Add 1 'Alchimia' monster from your deck to your hand, then send 1 'Alchimia Ordinem' card from your deck to your Graveyard. During the End Phase, if this card has no XYZ Material destroy it.

 

Vitae Primum Of The Alchimia Automata

LIGHT - Level [**********] - Rock/Effect - 0/0

 

 

‘Alchimia Scientia Ostanes’ + 2 or more ‘Alchimia Automata’ monsters

 

When this card is Synchro Summoned target 1 ‘Philosophorum Lapis’ in your banished zone and equip it to this card as an equip spell card. While ‘Philosophorum Lapis’ is equipped to this card, 'Alchemia Automata' monster you control cannot be targeted for attacks or by card effects. When ‘Philosophorum Lapis’ leaves the field destroy this card. Once per turn, you can special summon 1 ‘Alchemia Automata’ monster from your graveyard. This card gains ATK equal to the ATK of all face-up ‘Alchemia Automata’ monsters on the field. 

 

 

 

 

[/spoiler]

 

Added the Synchro boss monster of the archetype, Lore part 2 coming soon.

Link to comment
Share on other sites

I liked a lot the concept of your cards. I agree, the game needs more alchemy themed cards, bcause theyre pretty cool.

 

The Spells effects are rly unusual, I'd like to know more about them, specifically how do you activate and when you can do it. Are they Quick Effect cards (Can you use them on your opponent's turn) or only during your Main Phases ?

 

From what i understood the Quick-play Spells are the ones with quick effects. If what i said is truth, then i must also say the Philopsophrum Lapis card should be toned down a bit, because you can use it to avoid effects that would affect your monsters and to make additional attacks during your Battle Phase. I suggest you to make the Summoned monster cant attack directly the turn its Summoned by that effect. Other than that, i think the others are pretty balanced and dont need any changes.

 

 

Just some minor OCG issues here:

  • When you say discard a card, the complement should be 'from your hand', not 'in your hand'
  • 'Normal Summon/Summoned' and 'Special Summon/Summoned' first letters are capitalized. This also applies for any type of Summon.
  • 'Spell Card' first letters are also capitalized. Same goes for Monster Card and Trap Card.
  • Change 'select' for 'target'
  • There are times when you need to differ the Costs from the Effects. We use ";" to separate them. I'll give an example using the Ostanes' effect:

             "You can tribute this card, then target up to 2 removed from play 'Alchimia' cards; shuffle them..."

 

If you have more questions, here is a post that can help you:

http://forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

Link to comment
Share on other sites

I liked a lot the concept of your cards. I agree, the game needs more alchemy themed cards, bcause theyre pretty cool.

 

The Spells effects are rly unusual, I'd like to know more about them, specifically how do you activate and when you can do it. Are they Quick Effect cards (Can you use them on your opponent's turn) or only during your Main Phases ?

 

From what i understood the Quick-play Spells are the ones with quick effects. If what i said is truth, then i must also say the Philopsophrum Lapis card should be toned down a bit, because you can use it to avoid effects that would affect your monsters and to make additional attacks during your Battle Phase. I suggest you to make the Summoned monster cant attack directly the turn its Summoned by that effect. Other than that, i think the others are pretty balanced and dont need any changes.

 

 

Just some minor OCG issues here:

  • When you say discard a card, the complement should be 'from your hand', not 'in your hand'
  • 'Normal Summon/Summoned' and 'Special Summon/Summoned' first letters are capitalized. This also applies for any type of Summon.
  • 'Spell Card' first letters are also capitalized. Same goes for Monster Card and Trap Card.
  • Change 'select' for 'target'
  • There are times when you need to differ the Costs from the Effects. We use ";" to separate them. I'll give an example using the Ostanes' effect:

             "You can tribute this card, then target up to 2 removed from play 'Alchimia' cards; shuffle them..."

 

If you have more questions, here is a post that can help you:

http://forum.yugiohcardmaker.net/topic/322020-ocgpsct-thread-writing-your-card-properly/

 

More Alchemy can never be a bad thing, I hope the first part of the lore section sheds some light on the origin of the cards.

 

Edited according to you OCG correction, also read more on OCG and will continue to edit as I go along and find more errors.

 

The spells work in the grave as they would in normal play (face-down on the field), if there is a better way to write it I would be more than happy to be informed. I have edited Philosophorum to prevent dealing massive damage using it during your battle phase. I have also changed Mysterium Magnum to avoid it being used on your opponents turn which in turn would allow you to use the spells on your turn.

Link to comment
Share on other sites

hm, what about these wordings for the spells effects:

 

Normal Spells : "During your Main Phase, while this card is in your Graveyard: You can banish this card from your Graveyard, then..."

 

 

Quick-play Spells: "During either player's turn, while this card is in your Graveyard: You can banish this card from your Graveyard, then..."

 

 

Activate from the Graveyard seems like a new mechanism to the game, so if you dont want your cards to be moved to the Experimental Cards section, i suggest you make them like that or something similar to breakthrough skill, damage diet, skill prisoner...

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...