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[Written] Foolish Magician


Thomas★Zero

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Foolish Magician

Spell Card

Send 1 Spell Card from your deck to the graveyard, then, add 1 Normal Spell Card with a different name from your deck to your hand but you cannot activate it this turn. During the turn you activated this card: You cannot conduct your Battle-Phase this turn. You can only activate "Foolish Magician" once per turn.

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Is this supposed to be the same name? Cause that would make it interesting. Really interesting actually. This as its own is just beyond crazy. It searches several nutty cards and make several O/FTKs instantly consistent by giving the ability to access cards like Soul Charge, Raigeki, Foolish Burial, amongst others, and really just is better than any other search card in the game. I'll safely assume the mistake though, given the card this is based off of

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Is this supposed to be the same name? Cause that would make it interesting. Really interesting actually. This as its own is just beyond crazy. It searches several nutty cards and make several O/FTKs instantly consistent by giving the ability to access cards like Soul Charge, Raigeki, Foolish Burial, amongst others, and really just is better than any other search card in the game. I'll safely assume the mistake though, given the card this is based off of

Its meant to be that you send 1 to the grave and then you add 1 Normal Spell with a different name (so not the same card as the one you sent to the grave.)

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Its meant to be that you send 1 to the grave and then you add 1 Normal Spell with a different name (so not the same card as the one you sent to the grave.)

Then my point stands, activate this, send say Shuffle Reborn, add Soul Charge, that's an easy way for an FTK to resolve right then and there depending on the rest of your hand
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Then my point stands, activate this, send say Shuffle Reborn, add Soul Charge, that's an easy way for an FTK to resolve right then and there depending on the rest of your hand

Don't forget that this prevents you from conducting your Battle-Phase like Soul Charge so you can't really FTK unless it was through Exodia or Burn.

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Don't forget that this prevents you from conducting your Battle-Phase like Soul Charge so you can't really FTK unless it was through Exodia or Burn.

That's the point of an FTK, you do it turn 1 anyway so your opponent doesn't get a turn. I mean, give this to Dragons, they search out Astral Force for Dark Matter Dragon combos, you give this to Wind Ups in ARG format, they search Soul Charge and hand loop the opponent, you give this to Exodia, you just gave them more Deck thinning and draw power, give this to Burn, more cards to finish off the game. Really there just seems no real positive end out of this
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That's the point of an FTK, you do it turn 1 anyway so your opponent doesn't get a turn. I mean, give this to Dragons, they search out Astral Force for Dark Matter Dragon combos, you give this to Wind Ups in ARG format, they search Soul Charge and hand loop the opponent, you give this to Exodia, you just gave them more Deck thinning and draw power, give this to Burn, more cards to finish off the game. Really there just seems no real positive end out of this

Right though I made changes so that you cannot activate that card during the turn it was added to your hand.

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