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Mage of all Trades [Written]


Celestial100

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There are some effects that are pretty underpowered and a card that only does that effect never sees play. But can added versatility help that? Would a card that gives a lot of options, all of which individually are not that good become viable due to having lots of options?

Mage of all Trades

Quick-Play Spell

Activate one of the follow effects:

1: Increase your life points by 500

2: Inflict 500 damage to your opponent

3: Change the battle position of one monster on the field

4: Banish up to 3 cards from either player's GY

5: Pick up and see 1 set card on your opponent's side of the field before returning it to it's original position.

 

I purposefully picked some pretty weak effects, but the general concept can be modified to buff some of them if they are still overall too weak.

Edit: Made a typo. Switched Defense to Inflict.

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While your claim that these are weak effects, and for the most part its true, the banish effect is powercrept D.D Crow which is a still solid sideboard option thus with that in mind this card banish effect are potentially not as healthy 

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22 hours ago, Dr. Jolly Glot the III said:

While your claim that these are weak effects, and for the most part its true, the banish effect is powercrept D.D Crow which is a still solid sideboard option thus with that in mind this card banish effect are potentially not as healthy 

Do you think there's a good way to fix it? Maybe make it so you can only use that effect on your own turn so you can't use it as a quickeffect or replace with another fairly weak effect?

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On 7/7/2020 at 9:20 PM, Celestial100 said:

There are some effects that are pretty underpowered and a card that only does that effect never sees play. But can added versatility help that? Would a card that gives a lot of options, all of which individually are not that good become viable due to having lots of options?

Mage of all Trades

Quick-Play Spell

Activate one of the follow effects:

1: Increase your life points by 500

2: Inflict 500 damage to your opponent

3: Change the battle position of one monster on the field

4: Banish up to 3 cards from either player's GY

5: Pick up and see 1 set card on your opponent's side of the field before returning it to it's original position.

 

I purposefully picked some pretty weak effects, but the general concept can be modified to buff some of them if they are still overall too weak.

Edit: Made a typo. Switched Defense to Inflict.

That banish effect is prettty much a nerfed Soul Release. But given this is a Quick-Play, the only thing that can stop it is either another Quick-Play Spell, Counter Trap or something that has a negation effect. So yeah, that "Banish 3" is pretty strong and will likely be the most commonly used effect.

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