Kyng Posted October 8, 2015 Report Share Posted October 8, 2015 This is a simple 7 card Spell archetype I've whipped up. The idea and concept behind them is to make rather powerful and simultaneously splashable Spell cards that make use of the notion of "miracle-making" that is given from the nature of Thaumaturgy. Naturally the consequence of doing such makes them border on the notion of potentially being to strong, and thus I've added a clause that prevents the use of more than one "Thaum" Spell Card per turn, to slow them down. In doing so I feel that a Deck making use of them could not be too "Thaum" centric as they're too slow - they're designed to compliment other decks, to put it simply. I hope you enjoy the visage of the cards, as well as give feel like giving some feedback on them, as I'd like to hammer them out into better versions if possible.[spoiler=Thaumafusion] Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. You can activate this card from your Graveyard, but if you do, banish it. You can only activate the effect of one "Thaum" Spell Card per turn.The idea behind this card is quite simple: playing a Fusion-based Deck sometimes one finds a lack of Fusion Spell options unless archetype specific. Thaumafusion attempts to remedy this as, quite frankly, an objectively better Polymerization with a catch. It gives you the ability to fuse as expected, as well as a second opportunity while it sits in your Graveyard, letting you re-fuse but not in the same turn. I would not mind adding a discarding clause to the second Fusion ability, as a more flavourful cost addition.[spoiler=Thaumafrost] Target 1 card on the field: that card's effect is permanently negated and, if it is a Monster Card, it cannot declare an attack or change battle positions. When this card is removed from the field, discard 1 card from your opponent's hand. You can only activate the effect of one "Thaum" card per turn.I love the Ice Counter series of cards that, to put it simply, freeze cards in making use of their frozen theme. It is a cool counterplay, to slow your opponent's tempo not by removing their board presence but simply making their board presence useless. That's where Thaumafrost comes from - however, there's significant drawbacks in doing this. Unlike in Hearthstone, for example, a Monster is still a Monster and must be dealt with before your opponent can be attacked directly more often than not. This card is good for stalling, and then if you or your opponent removes the frozen Monster there is a slight tempo shift in discarding one card from your opponent, which I consider a shard of ice from the monster destroying the card in the opponent's hand.[spoiler=Thaumassault] Target 1 card on the field: negate that target's effect permanently, and then destroy that target. This card can target cards which cannot normally be targeted or are unaffected by card effects. You can only activate the effect of one "Thaum" card per turn.Designed to serve as an ultimate form of removal, Thaumassault smites a target without prejudice or restraint, to the extent that it bypasses normal immunities. It quite simply gives whatever it strikes a big middle finger, a very premium form of removal. I'm not sure if I phrased the OCG on the card well in regards to its bypassing ability, but one thing for certain is I feel this needs a cost for how effective it is at removing, well, any one target.[spoiler=Thaumacyclone] Target 1 Spell or Trap Card your opponent controls: destroy it. If your opponent activates that card in response to this card's effect, target another Spell or Trap Card your opponent controls instead. This card's effect cannot be negated. You can only activate the effect of one "Thaum" card per turn.What is it about cyclones and wind destroying the backrow? Well, Thaumacyclone is aimed to do that well, ideally in devastating the backrow by targeting a Spell or Trap and blowing it away. A contender against Mystical Space Typhoon, since while it is not a Quick Play Spell Card, it does do the job as well as offer a new target if your opponent uses the original target. However, your opponent doesn't have to activate the card, which means it can hit an undesirable.[spoiler=Thaumablast] Destroy all cards in this cards' column. You can only activate the effect of one "Thaum" card per turn.Unlike some of the Thaum Spells, this card does not offer a guaranteed means of pulling off the powerful spell because, quite frankly, it can be quite tactically strong. It can hit up to 3 cards but ideally a max of two, both your opponents side. Simple, effective, but definitely needs a cost. Help me out here YCM![spoiler=Thaumaturgy] Draw 1 card. If you draw a Spell or a "Thaum" card, draw 1 more card. If you draw a "Thaum" Spell Card, draw 2 more card instead. You can only activate the effect of one "Thaum" card per turn..The namesake of the archetype is a draw engine, who would have thought? I felt the name was very fitting, since if you're able to draw some more magic or a "Thaum" card, you get rewarded by another card and, if you get the lucky miracle of that card being a "Thaum" Spell Card, you get another card ON TOP of that extra card. I have left the OCG open ended in order to give me the opportunity to make more "Thaum" cards outside of Spells, like Monsters or Traps, so as to give a theoretical deck a theoretical dedicated draw engine.[spoiler=Thaumastorm] Banish all "Thaum" Spell Cards from your Graveyard and, if you banished at least 3 "Thaum" cards with different names by this effect, destroy all cards on the field. If you banished at least 6 "Thaum" cards with different names by this effect, destroy all cards your opponent control instead. Cards destroyed by this card's effect are negated. You cannot activate the effects of "Thaum" Spell Cards for the remainder of the Duel.The board clear. You can't really use it well unless you're running 3 or more "Thaum" Spells, which are inherently slow in nature, meaning in truth this card is seriously impractical. Not only that, but releasing this enormous magical power literally stops you from casting anymore "Thaum" Spells for the rest of the Duel. Basically, this card is a last resort and I doubt it'd get too much play. Is the final clause unnecessary? Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted October 8, 2015 Report Share Posted October 8, 2015 Thaumafusion has interesting implications in Infernoids, I will edit this post once I have read the rest. Link to comment Share on other sites More sharing options...
Kyng Posted October 9, 2015 Author Report Share Posted October 9, 2015 Thaumafusion has interesting implications in Infernoids, I will edit this post once I have read the rest. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.