Jump to content

"Puella Magi" Madoka Magica (13 Cards) [written]


leafbladie

Recommended Posts

Puella Magi Madoka Magica is my favorite series of all time, so I decided it's time I do it some justice by making an archetype ready to represent it. I decided it'd be a good idea to make it using Pendulums, seeing as Pendulums are half Spell cards, and these girls are filled with Magic (also representing how no matter how much damage they recieve, as long as their Soul Gem remains they'll be fine). I'm not so keen on how Pendulums work, but I decided to make them Level 8's, so they can abuse Trade-In for some draw power, and added in 2 cards to allow them to destroy scales and such, though as scales they can also destroy themselves for some interesting effects. I wanted to include more things, like Witches and Homura's awesome (redacted for spoilers) in the 3rd movie, but it felt like it'd get too convoluted at that rate. Anyway, here's what we got:

 

[spoiler=Monsters]

Madoka Kaname

Spellcaster-Type/EARTH/Level 1/ATK 0/DEF 0 Scale: 4/4

 

Pendulum: If this card were to leave the field, you can remove 2 Spell Counters from any “Puella Magi” card(s) you control instead. Each time Spell Counter(s) are removed from a “Puella Magi” card you control, place 1 Spell Counter on this card (Max. 5). You can destroy this card while you have 5 Spell Counters on it, and “Kyubey” is in your other Pendulum Zone: Special Summon 1 “Ultimate Madoka” from your Extra Deck, and then attach this card as Xyz Material to it.

 

Flavor: An ordinary girl who tries her best to do the right thing. Behind her small demeanor she hides a great potential.

 

Puella Magi - Homura Akemi

Spellcaster-Type/DARK/Level 8/ATK 1700/DEF 2800 Scale: 9/9

 

Pendulum: You cannot Special Summon monsters, except “Puella Magi” monsters. This effect cannot be negated. When this card is activated: Place 1 Spell Counter on it (Max. 1). During either player’s turn: You can remove 1 Spell Counter from this card, and if you do, destroy this card; negate the effects of one face-up monster your opponent controls, and add 1 "Homura's Shield" from your Deck to your hand.

 

Monster: If this card is Pendulum Summoned: Place 1 Spell Counter on it (Max. 2). If this card is Special Summoned by the effect of “Kyubey”: Place 2 Spell Counters on it. This card gains 300 ATK for each Spell Counter on it. If a “Puella Magi” monster(s) you control would be destroyed by battle or card effect, you can remove 1 Spell Counter from this card instead.

 

Puella Magi - Mami Tomoe

Spellcaster-Type/LIGHT/Level 8/ATK 2200/DEF 2000 Scale: 4/4

 

Pendulum: When this card is activated: Place 1 Spell Counter on it (Max. 1). During your opponent’s Battle Phase: You can remove 1 Spell Counter from this card, and if you do, destroy this card; end their Battle Phase, and add 1 "Mami's Ribbons from your Deck to your hand.

 

Monster: If this card is Pendulum Summoned: Place 1 Spell Counters on it (Max. 3). If this card is Special Summoned by the effect of “Kyubey”: Place 3 Spell Counters on it. This card gains 300 ATK for each Spell Counter on it. Once per turn, you can remove any number of Spell Counters from this card: Change the battle position of monsters your opponent controls, up to the number of Spell Counters removed.

 

Puella Magi - Sayaka Miki

Spellcaster-Type/WATER/Level 8/ATK 2000/DEF 3000 Scale: 9/9

 

Pendulum: You cannot Special Summon monsters, except “Puella Magi” monsters. This effect cannot be negated. When this card is activated: Place 1 Spell Counter on it (Max. 1). You can remove 1 Spell Counter from this card, and if you do, destroy this card; Special Summon 1 “Puella Magi” monster face-up in your Extra Deck or in your Graveyard to the field, and treat it if as if it had been Special Summoned by the effect of "Kyubey", then add 1 "Sayaka's Healing" to your hand.

 

Monster: If this card is Pendulum Summoned: Place 1 Spell Counter on it (Max. 2). If this card is Special Summoned by the effect of “Kyubey”: Place 2 Spell Counters on it. This card gains 300 ATK for each Spell Counter on it. Once per turn, you can remove any number of Spell Counters from this card: Place as many Spell Counters on “Puella Magi” card(s) you control (except “Sayaka Miki”), up to the number of Spell Counters removed. You can only use this effect of "Puella Magi - Sayaka Miki" once per turn.

 

Puella Magi - Kyoko Sakura

Spellcaster-Type/FIRE/Level 8/ATK 2200/DEF 1800 Scale: 4/4

 

Pendulum: If this card is placed in your Pendulum Zone: Place 1 Spell Counter on it (Max. 1). During either player’s turn, you can remove 1 Spell Counter from this card, and if you do, destroy this card; “Puella Magi” monsters you control are unaffected by cards effects, except their own, this turn, then add 1 "Kyoko's Spear" from your Deck to your hand.

 

Monster: If this card is Pendulum Summoned: Place 1 Spell Counter on it (Max. 2). If this card is Special Summoned by the effect of “Kyubey”: Place 2 Spell Counters on it. This card gains 300 ATK for each Spell Counter on it. Once per turn, you can remove any number of Spell Counters from this card: Special Summon “Rosso Fantasma Tokens” (Spellcaster/FIRE/2200 ATK/1800 DEF) up to the number of Spell Counters removed. While you control a Token and "Puella Magi - Kyoko Sakura", “Puella Magi” monsters you control cannot be destroyed by battle or card effect.

 

Kyubey

Spellcaster-Type/DARK/Level 1/ATK 0/DEF 0 Scale: 9/9

 

Pendulum: You cannot Special Summon monsters, except “Puella Magi” monsters. This effect cannot be negated. Once per turn, you can Special Summon 1 "Puella Magi" monster from your hand or Extra Deck.

 

Monster: If this card is Normal Summoned: You can add 1 “Madoka Kaname” or 1 "Puella Magi" monster from your Deck to your hand. You can destroy this card; Special Summon 1 "Puella Magi" monster (from your hand). If this card is face-up in your Extra Deck, and the only monsters you control are "Puella Magi" monsters, you can place this card in an empty Pendulum Zone.

 

[spoiler=Spell/Trap Cards]

 

Incubator

Normal Spell

Destroy 1 “Puella Magi” card you control; add 1 “Kyubey” and 1 “Puella Magi” monster from your Deck to your hand. You can only activate 1 "Incubator" per turn.

 

Holy Quintet

Normal Spell

Destroy 1 “Puella Magi” card you control; then add 2 “Puella Magi” cards from your Deck to your hand. You can only activate 1 "Holy Quintet" per turn.

 

Homura’s Shield

Continuous Spell

You can only activate this card while you control “Puella Magi - Homura Akemi”. When “Puella Magi” monsters you control are destroyed by battle or card effect: Place 1 Time Counter on this card (max. 5). You can remove 5 Time Counters from this card and destroy it; Skip your opponent’s next turn. You can only use this effect of “Homura’s Shield” once per duel.

 

Sayaka’s Healing

Quick-Play Spell

You can only activate this card while you control “Puella Magi - Sayaka Miki”: Place 1 Spell Counter on each “Puella Magi” monster you control. During the turn this card was activated, “Puella Magi” monsters you control cannot be destroyed by battle or card effect.

 

Kyoko’s Spear

Equip Spell Cards

You can only equip this card to “Puella Magi - Kyoko Sakura”. The equipped monster gains 500 ATK. If the equipped monster battles: Your opponent cannot activate cards or effects until the end of the Damage Step. If the equipped monster attacks a defense position monster: Inflict piercing battle damage to your opponent.

 

Mami’s Ribbons

Normal Trap

You can only activate this card while you control “Puella Magi - Mami Tomoe”. Banish all defense position monsters your opponent controls.

 

[spoiler=Extra Deck]

 

Puella Magi - Ultimate Madoka

Spellcaster-Type/LIGHT/Rank 0/ATK 2500/DEF 3600

(This card’s Rank is always treated as 1.)

Cannot be Xyz Summoned. Must be Special Summoned by the effect of "Madoka Kaname". Unaffected by other card’s effects. If a "Puella Magi" monster you control is destroyed by battle or card effect: You can attach it to this card as Xyz Material instead. Once per turn, during either player’s turn, you can detach 1 Xyz Material from this card: It gains the effects of that Xyz Material until the end of the next turn, then place 5 Spell Counters on this card (Max. 5). Once per turn, you can place as many Spell Counters on 1 “Puella Magi” Monsters you control, except "Puella Magi - Ultimate Madoka".

Link to comment
Share on other sites

Funny thing to add, I know there already is a Magical Girl archetype in Madolches, but I felt as Madoka Magica is a subversion of Magical Girl shows, it'd be better to make it its own archetype. Also, I'm too lazy to learn how Madolches play, and how I could possibly make them relevant again.

Link to comment
Share on other sites

Hey, great work. I really loves Madoka! By far as not as you, but its a series that marks on me too ^^

 

So, the cards. They are very very fast, that's great. But I think they get so much power and didn't rellies the Xyz/plays, stay with the Counters on the Magi's makes more sense actually.

 

Maybe if you reduce a bit the power and exchange that Damage to the Counters Eff (500 per counter, I dont know) will make this more Relliabe on make funny plays and will get more thematic I think (normal girls that turns super powerful by the magic). Just the Xyz, don't change it, because Madoka can do Everything !!!! Hahaha

Link to comment
Share on other sites

  • 3 weeks later...
  • 2 weeks later...

Never heard of the series, so can't talk about flavour. Anyway, moving onto the actual cards.
 
It would be helpful to include the fact that they are Pendulum Cards in the info text, but I guess I can figure it out. Madoka's missing an instead for the leaving on a field effect, and the Spell Counter placing should just be "If" as you have a colon. Each time is used for a continuous effect that is constantly applying, (see Flare Dragon) but this card seems to activate upon placing the counters. The Summoning condition for the boss seems a bit tight, but I'll reserve judgement for now. Shame this card isn't part of the archetype, so I'm guessing it has specific support in the archetype. If not, it would be hard to draw this card, along with the pair needed.
 
I don't like your use of "place" on Akemi, but I guess its required as the archetype does seem to place (could be wrong though). Preferably, use "When this card is activated" The effect negation effect is useful, but weird, in the sense that it removes a Spell Counter for the condition? What? That's probably meant to go with the destroy this card part, as both are costs. Nice to see destruction as a cost, hope it is built on. The Maximum you specify when you place a spell Counter for the first time is sort of a specification of mechanics, meaning this card can never have more two. This is weird, not only because it can only be Pendulum Summoned once without leaving the field, but because the other effect places 3 Counters on it. I don't know if you can even try to do that, although I would assume so. Last effect provides some needed protection, but it won't activate, as destruction prevention effects can activate during chain resolution, so put dat comma there.
 
Tomoe has a similar Pendulum effect, unsure how I feel about the restriction being removed. Yes, it's only a scale 4, but it seems to stand out when an archetype does this, at least to me. It has really low stats for a Level 8, but that non targeting battle position changing is neat. I guess it works out. Similar problem to above in terms of OCG.
 
Sayaka has got similar OCG problems, and I guess the correct wording for the replacement effect would be " and treat it as if it had been Special Summoned by the effect of "Kyubey". " A little longer, I know, but I'm taking it from Test Tiger here. Glancing at the Spell Counter monster effect, I'm guessing the Scale 9s are meant to have 2 spell counters whereas the Level 4s have 3 as a maximum. In any case, why is there a maximum this low? I never got why old Spell Counter monsters had 1 max restriction, and honestly, judging from these effects, it's gonna be difficult to give them more counters than the ones they get when they are Summoned. Yes, this card does place Spell Counters, but really, it's not even a +1 Spell Counter effect, it's just moving them OPT, especially as the Pendulum nuke themselves, basically having no need for counters in the first place.

 

Sakura's pendulum effect is scary. Complete protection from card effects as a SS2, and you can still use your own? Honestly, that's a major protection effect. Tone it down to targeting and destruction, maybe? Last effect isn't as scary, as while you get a bunch of tokens, their stats are fine, and it's not like this archetype has an extra deck to somehow take advantage of that. Is the last effect supposed to only apply while the card is face-up on the field? If so, it's fine, otherwise, if it is a lingering effect, a big no no there.

 

Note with Kyubey: You technically can't activate it's placement in the Pendulum Zone effect, as it is a monster while face-up in the ED, meaning it doesn't have a Pendulum Effect. In order for it to work, you would place it in the monster effect. For the main effect, I see a sort of strategy pop up: Normal Summon this, add Madoka, destroy this card to Summon a Magi from hand, place this card in a free pendulum zone, summon another Magi with its effect, preferable the token one, and you haven't even had to activate any spells yet. I'm scared to see what they can do, but I wish the monsters had more searching themselves.

 

Incubator and Quintet need that HOPT. On a note of flavour, how come these destroy as part of the effect, while every other card destroys as a cost? Maybe a small thing, but it would've nice to have that as a theme somehow. Really can't say much else, basically the only reason these two are here is for consistency and searching.

 

Shield is one of those "difficult to play but awesome if you pull it off" cards, and I don't like it. It would only be run at 1, so as not to brick the deck with its OPD consistency, and it only has any use at all if you control Homura, and not only that but it only works when multiple monsters you control are destroyed? Eh, change that to "monster(s)" remove the OPD restriction (as it is a cheap excuse to make powerful effects, I'm looking at you Konami) perhaps some self protection in some form and make it skip your opponent's next MP1 or something, so that it doesn't blow out once.

 

Healing is also situational with an effect that leaves a lot to be desired. How about place it on each face-up card you control, and combine that with HOPT? The protection effect is fine.

 

Spear is...why? Why does it boost one card, considering the archetype is comprised only of mid bosses? I mean, it goes with the theme of each Spell going with a specific archetypal monster, but it gives a ton of boosts and isn't searchable. I wouldn't run it for the sole purpose its only live if I get the monster (which I'm going to be resummoning and stuff for counters) and I've got to hope that the monster stays alive, and I don't think its worth that. I'm not saying buff the bonuses, but redo the idea with the same idea as the other ones.

 

Ribbons is so imple, and yet at the same time flawed like the rest. This restriction to only activate with it can work, and I get how this effect could work with the flavour (in fact, kudos if it does) but most monsters in YGO are in attack position, and if they're not, there's normally only 1 out at a time, 2 at most (unless you're playing against SHS, in which case, rip them) An idea might be to get it to banish opponent monsters up to the number of monsters you control?

 

Now, time for the ultimate boss in an archetype of sub-bosses. Unaffect is ringing alarm bells with the high stats, but I remember the Summoning conditions and so will reserve Judgement. The attaching effect...wait, so it activates after a monster is destroyed, but it works instead of destroying it? What you have here are two conflicting effects. The first one would activate and attach the monsters after they were destroyed, with no instead, and the second one would be continuous and have a "would be destroyed". The detaching effect is...neat. It works, got some sort of flavour thing going on, and it has a neat restriction. Speaking of which, I now see why you included the limit to how much you can put on, so we can move on from that. Forget what I said earlier. However, it does say "1 "Puella Magi" Monsters" so, which is it?

 

All in all, can't judge on how true these cards are compared to the actual medium they are based on, but the effects seem well constructed, if a bit restrictive and confusing at times. Some OCG errors, but minor. Nice work!

Link to comment
Share on other sites

I screwed up some of them, sorry. The max was meant to be 2 for each of them if summoned by Kyubey. They were intended to be like Qlis, a bunch of midbosses that are a bit weaker on Pendulum Summon, but gain effects if summoned in a different way (by Kyubey in this case). I'll get to work on fixing them.

 

Sayaka was basically meant to function as a way to make "Puella Magi" go back up to above average beater status after they use their Spell Counters effects, specifically Mami Tomoe, as she'll use her effect to change up to 2 monsters to defense position, and then be raised up to 2800 to beat over them.

 

I thought the unsearchability of the Spells/Traps would be decently justified by the monsters being easily searchable. You'll be able to search whatever you need depending on the Spell/Traps in your hand.

 

I'll definitely make Homura's Shield just skip the Main Phase 1, that's actually a cool idea reminiscent of Timeater.

 

I'll make Spear reusable depending on certain conditions. Maybe by using a Spell Counter, or having it able to be recycled from the Graveyard if Kyoko is Special Summoned. Maybe it'd be a better idea to have it such that the Spells/Traps can be searched upon the destruction of the Pendulum scales.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...