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The Ace Cards Archetype (ongoing)


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Level 4 DARK Spellcaster Pendulum Effect Monster

ATK 1500

DEF 1500

Pendulum Scale: 1

Pendulum Effect: 

(1) Once per turn, while this card is in the Pendulum Zone: You can make your opponent reveal 1 card in their hand, and if you do, add 1 card of that card type (Monster, Spell, or Trap); from your Deck to your hand.

(2) During your Main Phase: You can destroy 1 Pendulum Monster in your Pendulum zone; draw 2 cards.

Monster Effect: 

The effect of 3rd of this card name can only be used once per turn.

(1) If a card(s) you control leaves the field: You can Special Summon this card (from your hand).

(2) Once per turn, when a card or effect is activated (Quick Effect): You can reveal 1 (Monster, Spell, or Trap) in your hand; negate the activation of that type, and if you do, destroy that card.

(3) If this face-up card you control leaves the field because of a card effect: Special Summon 1 Spellcaster Pendulum monster from your Deck.

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Link 2 LIGHT Spellcaster Link Effect Monster 

Link Arrows: Bottom, Right

ATK 2000

Materials: 2 Effect Monsters

(1) You can also use up to 2 Spells/Traps from your hand as material to Link Summon this card.

(2) If you Link Summoned this card using Spells/Traps as material: You can add 1 "Ace Card" Spell/Trap from your Deck to the hand.

(3) Once per turn: Apply 1 these effects, depending on the on cards this cards this card points to.
● Monster: Target 1 card on the field; destroy it.
● Spell: Draw 1 card.
● Trap: Target 1 monster your opponent controls; take control of it until the End Phase.

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Link 4 DARK Spellcaster Link Effect Monster 

Link Arrows: Left, Bottom-Left, Right, Bottom-Right

ATK 2800

Materials: 2+ Effect Monsters

(1) Your opponent cannot target or destroy this card with card effects.

(2) You can also use up to 2 Spells/Traps from your hand as material to Link Summon this card.

(3) If you Link Summoned this card using Spells/Traps as material: This card gains the effects of Spells/Traps used as material this card can only use those effects of Spells/Traps used for its materials once per turn.

(4) Once per turn: Apply these effects, in sequence, depending on the on cards this cards this card points to.
● Monster: You can target 1 face-up card on the field; negate its effects.
● Spell: Draw 2 cards, then discard 1 card.
● Trap: Set 1 Trap directly from your Deck, also it can be activated this turn.

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Level 6 LIGHT Spellcaster Fusion Pendulum Effect Monster 

ATK 2500

DEF 2500

Pendulum Scale: 7

Materials: 1 "Zefra" monster + 1 "Ace Card" or Pendulum monster

Pendulum Effect:

(1) You cannot Pendulum Summon monsters, except "Ace Card" and "Zefra" monsters. This effect cannot be negated.

Monster Effect: 

This card can only be Special Summoned from the Extra Deck by Fusion Summon.

The effect of 4th of this card name can only be used once per turn.

(1) Your opponent cannot target this card with card effects.

(2) During your Main Phase, Link and face-up Pendulum Monsters that are Special Summoned from your Extra Deck can be placed in the Main Monster zone rather then the Extra Monster zone. (You can only gain this effect once per turn.)

(3) If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone.

(4) (Quick Effect): You can target 1 face-up card on the field; negate its effects, then send this card to the Extra Deck face-up.

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Level 5 DARK Spellcaster Fusion Pendulum Tuner Effect Monster 

ATK 2300

DEF 2000

Pendulum Scale: 8

Materials: 1 "Ace Card" monster + 1 Spell/Trap

Pendulum Effect:

The effect of 2nd of this card name can only be used once per turn.

(1) Pendulum monsters you control cannot be destroyed by battle, except "Ace Card" monsters.

(2) (Quick Effect): You can shuffle any number of Pendulum monsters that are face-up in your Extra Deck or GY into the Deck, and if you do, draw cards equal to the number of Pendulum monsters shuffled into the Deck by this effect +1. 

(3) During of this turn End Phase, if this card was place this card in your Pendulum Zone: Special Summon this card (from the Pendulum Zone).

Monster Effect: 

This card can only be Special Summoned from the Extra Deck by Fusion Summon.

The effect of 3rd of this card name can only be used once per turn.

(1) Gains 300 ATK for each face-up "Magician" Pendulum monster with different names in your Extra Deck.

(2) Once per Chain, during damage calculation, if "Magician" Pendulum monsters, except "Percy the Magician of Ace Cards" you control; battles an opponent's monster(s) those monsters gains ATK equal to the ATK of the opponent's monster with the highest ATK +300 during that damage calculation only.

(3) (Quick Effect): You can place this card in your Pendulum Zone. 

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Level 5 DARK Spellcaster Fusion Pendulum Effect Monster 

ATK 2500

DEF 2000

Pendulum Scale: 6

Materials: 1 "Ace Card" monster + 1 Spell

Pendulum Effect:

The effect of 1st of this card name can only be used once per turn.

(1) While this card is in the Pendulum Zone: You can add 1 Spell that specifically list the card "Fusion" in its text.

(2) All Fusion monsters you control gain 1000 ATK/DEF.

(3) During of this turn End Phase, if this card was place this card in your Pendulum Zone: Special Summon this card (from the Pendulum Zone).

Monster Effect: 

This card can only be Special Summoned from the Extra Deck by Fusion Summon.

You can only Special Summon "Arcane Scholar, the Ace Card Magician" once per turn.

The effect of 3rd of this card name can only be used once per turn.

(1) Your opponent cannot target this card with card effects.

(2) If this card is Special Summoned: You can target 1 face-up monster your opponent controls; it cannot activate its effects until the end of your opponent's turn.

(3) During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Fusion Summon using monsters from your hand, Deck, or field as Fusion Materials, and if you do, place this card in your Pendulum Zone, also you cannot activate cards or effects for the rest of this turn, except Pendulum monsters and cards.

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Level 8 DARK Spellcaster Fusion Pendulum Effect Monster 

ATK 2800

DEF 2400

Pendulum Scale: 10

Materials: 1 "Ace Card" monster + 2 Spells/Traps with different names

Pendulum Effect: 

(1) You can destroy 1 Pendulum card in your Pendulum zone, except this card; Special Summon this card (from the Pendulum Zone).

(2) All "Ace Card" monsters on the field gain 1500 ATK/DEF.

(3) Once per turn, while this card is in the Pendulum Zone: You can make your opponent reveal 1 card in their hand, and if you do, add 1 card of that card type (Monster, Spell, or Trap); from your Deck to your hand.

(4) During your Main Phase: You can destroy 1 Pendulum Monster in your Pendulum zone; draw 2 cards. 

Monster Effect: 

This card can only be Special Summoned from the Extra Deck by Fusion Summon.

(1) Your opponent cannot target or destroy this card with card effects.

(2) If this card is Fusion Summoned: You can add 1 "Ace Card" Spell/Trap from your Deck or GY to the hand.

(3) Once per turn (Quick Effect): You can shuffle 1 face-up Pendulum monster from your Extra Deck into the Deck; add 1 face-up Pendulum Monster from your Extra Deck to your hand.

(4) Once per turn, when a card or effect is activated (Quick Effect): You can reveal 1 (Monster, Spell, or Trap) in your hand; negate the activation of that type, and if you do, destroy that card.

(5) If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

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Level 11 DARK Spellcaster Fusion Pendulum Effect Monster 

ATK 3200

DEF 2800

Pendulum Scale: 12

Materials: 1 "Ace Card" monster + 2  Pendulum Spellcaster monsters + 2 Spells/Traps

Pendulum Effect: 

The effect of 1st of this card name can only be used once per turn.

(1) Once per turn: You can set 1 "Ace Card Spiral Fusion" Spell directly from your Deck or GY.

(2) While this card is in the Pendulum Zone: Field Spells on the field cannot be destroyed.

(3) Neither player can activate a new Field Spell.

(4) If this card in the Pendulum Zone is destroyed by card effect: You can shuffle 1 card on the field into the Deck.

Monster Effect: 

This card can only be Special Summoned from the Extra Deck by Fusion Summon.

(1) Your opponent cannot target or destroy this card with card effects.

(2) If this card is Fusion Summoned: You can Special Summon 1 Spellcaster Pendulum monster from your Deck.

(3) Once per turn (Quick Effect): You can shuffle 3 face-up Pendulum Spellcaster monsters from your Extra Deck into the Deck; destroy 1 card on the field.

(4) (Quick Effect): You can add 1 "Ace Card" Spell/Trap from your Deck or GY to the hand. 

(5) If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone. 

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Level 10 DARK Spellcaster Synchro Pendulum Effect Monster 

ATK 3500

DEF 3300

Pendulum Scale: 4

Materials: 1 Pendulum Tuner + 1+ non-Tuner Pendulum Monsters

Pendulum Effect:

(1) Once per turn, while this card is in the Pendulum Zone: This card can activate these effects depending on the monster card types on the field.

(2) Your opponent cannot activate cards or effects in response to this effect's activation.
● Fusion: You can target 1 Level 4 or lower monster in your GY; Special Summon it, but it cannot attack, and its effects are negated, also it is destroyed during the End Phase.
● Synchro: You can banish this card, and if you do, Special Summon 1 Monster from your Extra Deck, ignoring its Summoning conditions. (This is treated as a summon of the appropriate type for monster being summoned).
● Xyz: Attach 1 card on your opponent's field to an Xyz monster you control.
● Link: Special Summon up to 2 monsters from your hand to a zone a Link monster points to.

Monster Effect: 

(1) Your opponent cannot target this card with card effects.

(2) If this card is Synchro Summoned: You can banish all cards on your opponent's field up to the number of face-up "Magician" Pendulum Monsters in your Extra Deck, then draw 1 card.

(3) Draw 2 cards instead of 1 for your normal draw during your Draw Phase.

(4) Once per turn: If a card(s) is added from your Deck to the hand, except during the Draw Phase; you can shuffle a face-up Pendulum from your Extra Deck to the Deck, and if you do, during your opponent's turn any of your opponent's card sent to the GY is banished instead, also the first card or effect they activate this turn is Negated.

(5) If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.

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Level 10 DARK Spellcaster Synchro Pendulum Effect Monster 

ATK 3300

DEF 3500

Pendulum Scale: 4

Materials: 1 Pendulum Tuner + 1+ non-Tuner Pendulum Monsters

Pendulum Effect:

(1) Once per turn: If this card is face-up in your Extra Deck, then you can place this card from the Extra Deck face-up in your Pendulum Zone.

(2) You can destroy 1 Pendulum card in your Pendulum zone, except this card; Special Summon this card (from the Pendulum Zone), but during the End Phase send this card to the Extra Deck face-down. 

Monster Effect: 

The effect of 3rd of this card name can only be used once per turn.

(1) Your opponent cannot target this card with card effects.

(2) If this card is Synchro Summoned: You can draw cards equal to the number of face-up Pendulum monsters in the Extra Deck (max. 6).

(3) You can shuffle any number of face-up Pendulum monsters from your Extra Deck into the Deck, then target the same number of cards your opponent controls; return those cards to the hand.

(4) During the Main Phase (Quick Effect): Immediately after this effect resolves, send this card to the Extra Deck face-up Special Summon 1 Pendulum Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.)

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Rank 4 DARK Spellcaster Xyz Pendulum Effect Monster 

ATK 2500

DEF 2000

Pendulum Scale: 1

Materials: 2 Level 4 monsters

Pendulum Effect:

(1) While this card is in the Pendulum Zone: Your opponent cannot activate cards or effects in response to your Pendulum monsters effects and cards also Spell activations.

(2) Once per turn, during the End Phase: You can shuffle cards from your GY into the Deck, and if you do, draw 2 cards.

(3) Once per turn, when a card or effect is activated (Quick Effect): You can Set 1 "Ace Card" Spell/Trap directly from your Deck; negate the activation, and if you do, send this card to the Extra Deck face-up, then draw 1 card.

Monster Effect:

(1) Your opponent cannot target this card with card effects.

(2) If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck.

(3) If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone.

(4) If this card is Xyz Summoned: Draw 2 cards then discard 1; add 1 Pendulum monster from your Deck to the hand.  If this card has "Card Magician of the Ace Cards" or a "Magician" Pendulum monster as an material, it gains these effects.
● Once per turn: You can detach 1 material from it; if there are Pendulum monsters in the Pendulum Zone you can declare 2 numbers between 0 and 13 then target 2 Pendulum monsters in the Pendulum Zone there scales become the number you declared until the end of this turn. (even if this card leaves the field).
● If this card destroys a monster by battle: draw 1 card

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Level 5 LIGHT Warrior Fusion Effect Monster 

ATK 2500

DEF 2000

Materials: 1 "Ace Card" monster + 1 Warrior monster

This card can only be Special Summoned from the Extra Deck by Fusion Summon.

You can only Special Summon "Wilbert, Grand Knight of the Ace Cards" once per turn.

(1) Your opponent cannot target this card with card effects.

(2) If this card is Special Summoned: You can target 1 face-up monster your opponent controls; it cannot attack until the end of your opponent's turn.

(3) Gains 100 ATK for each Spell on the field and in the GYs.

(4) Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn.

(5) If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.

(6) If this face-up card you control leaves the field because of an opponent's card effect: Draw 1 card.

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Level 11 DARK Warrior Fusion Effect Monster 

ATK 3300

DEF 3100

Materials: 2 "Zefra" monsters + 1 "Ace Card" or Pendulum monster

This card can only be Special Summoned by Fusion Summon.

The effect of 6th of this card name can only be used once per turn.

(1) Unaffected by any effect activated by your opponent.

(2) Once per turn (Quick Effect): You can target 1 face-up monster on the field; it loses 500 ATK/DEF and its effects are negated. Your opponent cannot activate cards or effects in response to this effect's activation.

(3) Gains 500 ATK for each Special Summoned monster your opponent controls.

(4) This card can attack all Special Summoned monsters your opponent controls, once each.

(5) If this card destroys a Special Summoned monster by battle: Banish it.

(6) If this face-up card you control leaves the field: Shuffle 1 card from your opponent's hand or field into the Deck. 

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Normal Spell Card

You can only activate 1 card with this card’s name per turn.

(1) Fusion Summon 1 "Ace Card" Fusion Monster from your Extra Deck, using monsters, and/or Spells/Traps from your hand, Deck, or field as Fusion Material, also, you cannot Special Summon monsters for the rest of this turn.

(2) The activation of your cards and effects that include an effect that Fusion Summons a "Ace Card" Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. 

(3) If you activated and resolved this effect, draw 1 card.

(4) If this card is banished or in your GY: You can shuffle it into the Deck, then draw 1 card.

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Normal Spell Card

The effect of (1) and (2) of this card name can only be used once per turn.

(1) Send 1 Pendulum monster from your hand to the Extra Deck face-up; add 1 Pendulum monster from your Deck to the hand, with a Pendulum Scale from 0 to 8, and with a same Attribute than that monster, also add 1 Pendulum monster from your Deck to your Extra Deck face-up.

(2) You can banish this card from your GY, then add 1 face-up Pendulum monster from your Extra Deck to your hand; place 1 card in both players hand to the bottom of the deck, then draw 1 card. 

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Field Spell Card

You can only use the 6th effect of this card’s name once per turn.

(1) When this card is activated: Draw 1 card and add 1 "Ace Card" card from your Deck to your hand.

(2) Your opponent cannot activate cards or effects in response to this effect's activation. All "Ace Card" and Pendulum monsters you control gain 1000 ATK/DEF and all monsters your opponent controls loses 1000 ATK/DEF, expect Xyz, Pendulum, and Link monsters.

(3) During your Main Phase: You can add 1 "Ace Card Fusion" Spell from your Deck or GY to the hand.

(4) All "Ace Card" Normal Spells are treated as Quick-Play Spells.

(5) When activating an "Ace Card Fusion" Spell: You can also use face-up monsters from your Extra Deck as Fusion Materials, and if you do, shuffle the cards that where used as Fusion Material into the Deck.

(6) If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. 

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Normal Spell Card

(1) If you control card in your Pendulum Zone: Draw 1 card, then, if you have 3 or more face-up Pendulum monsters in your Extra Deck, you can add 1 "Ace Card" card from your Deck to your hand, except "Ace Card of Destiny!".

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Counter Trap Card
You can only activate 1 card with this card’s name per turn.

(1) When your opponent activates a card or effect: Reveal your entire hand; look at your opponent's hand and shuffle their hand into the Deck, then your opponent draws and reveals cards equal to the number of cards shuffled into the Deck by this effect, and if they do, draw cards equal to the cards they drew +1.

(2) You can banish this card from your GY; look at your opponent's hand and shuffle up to 3 cards from their hand into the Deck, then your opponent draws 2 cards and reveals them, but your opponent cannot activate cards, or the effects of cards, with those names for the rest of this turn, also, you cannot Special Summon monsters for the rest of this turn.

(3) During the Main Phase, except the turn this card was banished: You can shuffle it into the Deck, then draw 1 card. 

1053909366_AceCardofFate!.thumb.jpeg.1b3242e4d601994dacfe9f537e7c2794.jpeg

Normal Trap Card

(1) If you control card in your Pendulum Zone: Your opponent shuffles 1 card in their hand into the Deck; you can draw 1 card, then, if you have 3 or more face-up Pendulum monsters in your Extra Deck, your opponent shuffles more 1 card in their hand into the Deck, then you can add 1 "Ace Card" card from your Deck to your hand, except "Ace Card of Fate!"; shuffle any number of cards in your GY into the Deck, then draw 1 card.

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Continuous Trap Card

Your opponent cannot negate this card's effect activations.

(1) This card cannot be targeted by card effects.

(2) Once per turn, during the Main Phase: You can Special Summon up to 2 FLIP monsters from your Deck in face-down Defense Position.

(3) Once per turn, when your opponent activates a Spell/Trap or monster effect: You can change 1 face-down monster you control to face-up Defense Position; negate the activation, and if you do, destroy that card, then you can Set it to your field.

(4) Once per turn: You can activate 1 of these effects;
● Change 1 face-down monster you control to face-up Defense Position, and if you do, you can change 1 face-up monster your opponent controls to face-down Defense Position.
● Change 1 face-up monster you control to face-down Defense Position, and if you do, you can change 1 face-up Spell/Trap your opponent controls face-down.

Edited by Zefra the Shaddoll Master
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Alrighty, I checked them all, thank goodness it's 3 so far and not 30 xD.

Unfortunately, they have many OP effects, though compared to the Volbots, they're not as terribly broken, which means you're improving, and that's nice to see.

1️⃣ Card Magician of the Ace Cards - You should add that they reveal 1 random card from the hand. The effect is extremely potent. Reason is how generic the advantage is. They reveal 1 monster? You search for absolutely any monster in existence, same for the other kinds. My suggestion is to limit this effect to archetypal cards.
...add 1 "Ace Card" card with that type of card (Monster, Spell, or Trap) from your Deck to your hand.
Second effect doesn't make sense, because you're asking to destroy a Pendulum Monster in your Pendulum Zone. Pendulum Monsters stop being treated as monsters when in the Pendulum Zone, turning into Spells. Just mention they destroy a card in a Pendulum Zone. To be fair, it should be able to only destroy the other Pendulum Card, otherwise it can destroy itself, and draw 2 cards is already waaay too good.
The self summoning monster effect makes me a little exasperated xD. I've told you a ton of times to be careful with the clauses for self summoning. If a card(s) you control leaves the field: You can Special Summon this card (from your hand). The heeeeeeell? This is the easiest clause you've ever assigned. You activate a Spell and after it resolves, bam, you Summon this guy. You send stuff to the GY as material, you Summon this guy. You sneeze, you summon this guy. You got to change this yes or yes. Second effect should require you to discard the card, not just reveal. Third effect, ok, but only if you negate the Special Summoned monster's effect, and probably only if the card effect belongs to the opponent, otherwise the floating is too agressive... umm, in retrospective, I said the cards were not as broken, but at least this one is lol.

2️⃣ Rainbow Magician of the Ace Cards - Ah yes, I said that because this card is better. It has a pretty cool effect to use Spell/Traps as materials instead of monsters, I like that. The At Summon effect is ok, as it is restricted to archetypal stuff, and 1 out of the 3 effects is fine. 2 Effect monsters as cost and 2000 ATK is perfect. Yep, this is one of the best cards you've made 👍

3️⃣ Magician of the Ace Cards - Then we return to the SUPER OP effects xD.Let's say we accept that brutal protection effect from (1). I don't want to, but oh well, for the sake of it... so, we take care of this card with non-target effects or attacks. (2) Is cool too, like the previous card. (3) NO, Absolutely no. Why? Well, you use a freaking Harpies Feather Duster and a Raigeki, and you clean your opponent's field every turn. You use Monster Reborn, and you revive whatever. There are a million of incredibly nasty cards you could use once per turn with this effect. Not even restricting the effect to archetypal cards is enough, you gotta get rid of it, I'm afraid. (4) Is pretty crazy... ooof, I want to keep it, but it's too strong. I like more how Rainbow Magician only use 1 of the effects. I'll tell you this, keep the effects, but as cost, if you activate 2, this card cannot attack, and if you activate the 3 of them, skip your Battle Phase altogether.

 

Hey Zama... BE SURE TO READ IT ALL! 😆

But really, I liked 2️⃣, I'll like this thread because of it, but you gotta listen to the feedback and try to make your cards more balanced. It's ok if they aren't perfect, mine aren't as well, but you got to improve little by little, eh? You can't make UBER powerful cards forever.

 

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55 minutes ago, Zamazenta said:

The 3rd Effect is not a Quick Effect and it has to be Link Summoned. But yeah I'll neuf it.

lol, I never said anything about a Quick Effect, where did that come from? 😆

But yeah, nerf it. If it were me, I'd remove it altogether, tbh, it's the most OP'ed effect in the set so far.

Aywho, since I'm here:

4️⃣ Ace Card Spiral Fusion - Ok... why so many effects? xD. For starters, a Fusion Spell that can Fusion using mobs from anywhere among hand, Deck and field is powerful as heck. There is precedence, though. Ancient Gear Fusion can do it, but it requires a specific mob in your control to include the Deck in the possible places from where to take the materials. There's also Cybernetic Fusion Support that don't Fusion by itself, but let's you use the three places (for half your LP as cost). In short, there are variations, some let you banish from GY, some requires other costs. You decided to stop your Special Summoning of the turn, and that's pretty good, but then you gave it three other powerful effects, AND you can use Spell/Traps, which is broken. You use it, draw 1 card. You shuffle it, draw 1 card. On top of that, can't be negated, and the summon can't be negated either. What I'm saying here is, up to the 1st, maybe the second effect, it's relatively balanced (IF you remove the ability to use Spell/Traps as materials. I know it's the archetype's gimmick, but in this case, it's no good). Problem is, when you get greedy and give it more and more effects, then the card became OP.

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But the Fusion Monsters use Spells and Trap cards as fusion materiel Spells and Traps are there whole Gimmick though.

Oh Ray guess what Card Magician of the Ace Cards is a Sky Striker Ace - Raye but as a Pendulum Version and he is a ACE CARD Monster. But I will fix them up as I go along.

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Finally getting around to check these.

Im glad you posted the archetype Zama. It was pretty much impossible to tell where you were going to go when you showed me just the Link-4.

In general, I have to say that I like the gimmick. Fusions using spells/traps as Material is something that I've tried experimenting with before, but there are a few hard downsides to it (in terms of balance).

The biggest balancing downside is that it is the most generic fusion condition in the game (outside of saying "1 card"). This means that it has many more options on how it would be used than pretty much any other type of Fusion material. Remember: opening up a lot of options multiplies the power of a card and it can be hard (or even impossible) to tell how something would be used if it is too generic.

 

Card Magician - First things first... This card is part of the Pendulum "Magician" archetype. That means you gave this card a crazy amount of support just by its name. It's searchable by Pendulum Call, Wisdom-Eye Magician, Star Pendulumgraph as well as other (weaker) options. Second things second... This card does too much and it does it way too well. Any deck would play this card even if they don't have any other pendulum monsters in their deck. Do you know why? You literally made a better Pot of Greed. There isn't much that can be said about this one. It's just really OP in every way.

 

Rainbow - Honestly one of your more well-balanced ones. Still... 2000 ATK on a generic Link 2 with a free effect to destroy/draw/take control of a monster is still a lot, wouldn't you say? Compare it to other Link 2s. There is no (truly) generic Link 2 that has 2000 ATK. The highest is Knightmare Phoenix with 1900. The Knightmares also are a good example of removal; they need a discard in order to destroy something. Even other generic Link 2s with removal effects like "Brute Enforcer" and "Puzzlomino" have limits and conditions to their effects. Rainbow is just... Free value.

 

Magician - Impossible to really tell how OP this card can be. Look back at what I said earlier about options.

 

Percy - Despite the long stream of text, this one is pretty well balanced. It can become big and it makes your other Pendulum Magicians big. It is a bit of a nuisance to get rid of, but that's pretty much its claim to fame. It is heavily battle-based. This design isn't too bad considering how generic its Summon materials are.

 

Ronald - No. You just threw a bunch of the OP effects from all the other cards into one boss monster and it holds all of the same issues as the rest of the cards.

 

Fusion - Why does the (3) effect exist? You just put a free draw effect onto this card for no reason. You can keep the (4) effect, but limit it so you can't activate it the same turn it was sent or something.

 

Circus Performance - I... What? SIX effects? But like... why? That first effect can search another copy of Circus Performance and that third effect can be activated an unlimited number of times per turn.

That second effect is 1000 or 2000 point boost. I know ATK boosts are generally weak effects, but... 1000-2000? That's ridiculous.

 

Disaster - I'm not sure why this card is a counter trap, it doesn't counter anything. Overall, the card is OP. It is hand destruction and you can CHOOSE what you want to get rid of. Heck, if your opponent used a couple hand traps in their first turn, then this card could end up shutting your opponent's entire turn. It's just an unfair card.

 

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Yeah, what Tinkerer said lol

I wonder if you actually read everything we're telling you, as many of the  OP effects we're asking you to avoid keep appearing in every new archetype. On top of that, you keep asking for reviews, yet I'm not seeing any changes being made to the cards. Whenever you reply, it is with 1 line of, "but that's not a Quick Effect" or "that's the archetype's gimmick". Man, we're telling you the gimmick is cool, but you can't go using generic Spell/Traps as materials, that's way beyond OP. I want to see some adjustments, not just a retort mentioning 1 single thing out of the whole feedback and defending it without bases.

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Posted (edited)

Look maybe you and the others can help me with the adjustments and PSCT Because my cards can be either too under powered or too Overpowered I can't go middle strength I need you to help I will make strong/Op and or weak/under powered cards and you can just help me by you just altering some card text its too hard for me to balance all these cards by my self and to I'm not the Greatest Persons when it comes PSCT I might mess it up so Please help me as we go along.

Edited by Zamazenta
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1 hour ago, Zamazenta said:

Look maybe you and the others can help me with the adjustments and PSCT Because my cards can be either too under powered or too Overpowered I can't go middle strength I need you to help I will make strong/Op and or weak/under powered cards and you can just help me by you just altering some card text its too hard for me to balance all these cards by my self and to I'm not the Greatest Persons when it comes PSCT I might mess it up so Please help me as we go along.

You are able to do it.  The biggest issue tends to be that your cards do too much and they do it too generically well.  I've seen enough of your cards now that I think I can offer 2 pieces of advice and you'll find yourself making some balanced cards in no time.

Try these 2 things with your cards:

  1. Focus on making cards with 3 effects maximum.  For your pendulums, max of 2 effects per box (up to 2 pendulum effects and up to 2 monster effects).
  2. Give your cards archetypal limits and restrictions.

If you limit the amount each card can do and focus more on your archetype's goal, I'm sure you'll find yourself making more balanced cards pretty quickly.

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On 3/10/2021 at 6:56 PM, Zamazenta said:

Okay and Card Magician of the Ace cards is the only main deck monster I made in favor of Sky Strikers just like Sky Striker Ace - Raye he is the This Archetypal Version of Sky Striker Ace - Raye

Alright, I will do a few cards today, have a big exam tomorrow, but I will get to all of them

The first one: The first Pendulum Effect is a little strong, they have to give up information (their hand) to let you get a search of any card you want. My idea to weaken it a little, make them reveal a card in your hand, OR limit the searches to the archetype, maybe both

 

Similar deal with effect 2 on the p scale, way too strong and will just be thrown into any Pendulum deck, limit it to the archetype, and reduce the draw to 1

 

Apply the same to the monster effects

 

Level 4 DARK Spellcaster Pendulum Effect Monster

ATK 1500

DEF 1500

Pendulum Scale: 1

Pendulum Effect: 

(1) Once per turn, while this card is in the Pendulum Zone: You make your opponent randomly select one card in your hand and reveal it; add 1 "The Ace" of that card type (Monster, Spell, or Trap) from your Deck to your hand.

(2) During your Main Phase: You can destroy 1 other "The Ace" in your Pendulum zone then draw 2 cards.

Monster Effect: 

The effect of 3rd of this card name can only be used once per turn.

(1) If a "The Ace" card you control leaves the field: You can Special Summon this card (from your hand).

(2) Once per turn, when a card or effect is activated (Quick Effect): You can reveal 1 "The Ace" card of the same type (Monster, Spell, or Trap) in your hand; negate the activation of that type, and if you do, destroy that card.

(3) If this face-up card you control leaves the field because of a card effect: Special Summon 1 "The Ace" monster from your Deck.

You can only use one effect of "Card Magician of the Ace Cards" per turn, and only once that turn.

 

Here is an example. Can you touch up the rest to be more xenophobe 

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card magician:  pendulum effect is OP. the search while dependent on opponent, it also reveal information from opponent which is a TON of advantage. the 2nd effect is even more broken since it straight up pot of greed with almost exactly same value (pot of greed= draw 2 by cost of 1 card -> 2 -1= +1, while  this card is +0 on first activation the subsequent  activation is +1= draw 2 by destroy 1 card -> 2 - 1= +1) and the most important thing since your very first post in this site: use HOPT, HOPT, and HOPT for stuff like this. which is odd since you remember to use it on the 3rd effect of its monster effect. speaking of monster effect, the self summon effect is also kinda OP since it can be triggered with any action/interaction for free.  the negation pretty much align with the search pendulum effect  effect  so it has better chance to negate the same thing your opponent reveal. also by principal negation effect this cheap should only reserved for a xenophobic boss monster...not on grunt monster like this. 3rd effect is OP since it summon virtually anything, straight from your deck, for free.

Rainbow: the link gimmick of using spell/trap as material is fun but despite i wanting you to keep it/exploring it further using material from your hand is dirt-cheap for the monster type with equally cheap and generic requirement. you need to be careful with this gimmick. search effect is standard level good not OP. the last effect is a bit tricky to trigger all 3 of them but its not impossible either. and oh boy those effect is borderline OP. destruction is always good even with hurdle of targeting, another card draw is good if not already over-bloating the draw power of this deck . and the change of heart effect...that card is banned for reasons

Kaitou: basically a better rainbow with even bloated number of effecs @Rayfield Lumina already has good job summarizing it (bless your beautiful soul). its too much and borderline OP

Zefra: ZEFRA?! we suddenly do a crossover? ugh...okay? its not really my kind of crossover to be honest. requirement is xenophobic but in not a good way since it force you to run Zefra...i guess the bright side it may balance effect? im not sure about that. the pendulum effect is ...kinda sensible. monster effect...it has targeting immunity and then the 2nd effect is probably a weird attempt to make pendulums less dependent on links? not really that useful. the last effect is basically either you used it as scale or it goes to extra to negate stuff which is interesting atleast

ill gonna stop here actually and might continued later. but you need to fix your cards and also PLEASE do not add more cards before that happen

Edited by Dokutah Jolly
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spiral fusion: we jump a bit to this card since the next fusions can only be made with this card. the range of which the material is use is too good. such a easy to use card should not just able to fuse from deck this easily.  2nd effect dont need the "cannot be negated part" since its already have the response prevention anyway which already prevent negation. at this point is it really need double draw effect of all things? i dont think so

Percy: pendulum effect has protection for your non-"ace card" cards and able to summon itself back. the thing i worry is what essentially a stronger version Pot of Riches which is not a bad card to begin with. sure it has the hurdle of messing with deck consistency a bit but since it can draw you more than +1 value (like freak'n 3 or more cards) the consistency is not really much a problem not even the HOPT will truly balance this. well as per spiral fusion...this thing is so easy to make, has sizeable stat, a decent immunity, negation, and even act as extender. now its a bit of hot take that technically this card is strong but not like OP strong. but the problem is how bloated its effects is which a problem that even exist in irl cards like Supreme Endymion. and i remember once said to you to not justified Supreme Endymion as standard card writing. you hardly balanced 1 effect so don't do 5 more of them

Ronald: its basically ace magician...on crack and still as easy to summon. the pendulum effect now has a freak'n 1500 global stat boost to give you a picture 500 atk boost is already considered factually big in this game. that's why modern designs of boost cards with extra effects on them usually stop at 300.

Malthus: here a bit of irony...the full name of spiral fusion is "ace card spiral fusion" but this guy word it "ace card fusion" because of that the spiral fusion CANNOT be search by this guy. yugioh is very VERY particular of its words just because "ace card spiral fusion"  has ace, card, and fusion in its name doesn't mean that it ignore the "spiral" part in the middle. field spell protection and lock-down is fine i guess so i hope that that field spell is not crazy banana cheese balls. the spin effect on pendulum destruction is too strong. the monster effect, boring immunity, cheap destruction, double advantage via search and summon from deck which is need balance 

Alatar: WAY bloated pendulum effect that cannot be responded and the choices is all broken except for fusion. as for its monster effect boring immunity, mass banish per pendulum  is bonkers, problematic draw bonuses, dog-damned macro cosmos that trigger with a freak'n search instead a proper cost.

Palando: surprisingly sensible pendulum effect that kinda balanced with a bad scale. monster effect wise, all of them is bonkers really, draw 6, mass bounce and a synchro cheat.

Cameron: welp another op set of pendulum effect. heck, even the" single use" negation is technically +2 (arguebly +3) by ITSELF! on summon effect is is a double draw + search for the love of god and all things holy, good and sugary sweet...never do that again, ever. the rest of the effect is not as OP but still worryingly powerful and of course in deck when every single card has a draw effect...why it need more draw effect

wilbert: 6 effects. cards can be good and interesting with way less. its basically said " im the best thing in battle" but ironically even..again...with a 6 effects its either boring or simply eclipsed by other more powerful card

zefra wilbert: ....and it evolve to something OP, of course.

destruction: it technically search 2 cards and for some reason it can be used outside of the archetype...which is another potential layer of OP-ness. and for a good measure it has another fetch 2 that also can disrupt opponent's hand

performance: again with 6 effect that neither dice result or attribute based. and hooo boy it is bloated with unnecessarily strong power level...although ironic silver lining here it has same exact problem with Malthus being unable to search the fusion spell due to your oversight in card naming.

destiny: this...actually quite sensible. good job

disaster: what the what now? you always know their hand and on top of that you get to draw what possibly more than 2 card? well its OP. oh wait i can do another reveal + lock down AND recycle it self?!. please dont

fate: stronger version of destiny. and despite its slowness it also hand rip your opponent by 2 and practically recycle themselves. no thanks , i prefer destiny

mischief: from all things you force-cram in this mess of an archetype...why sudden bloated flip-support? im at loss at words. care to explain?

 

Edited by Dokutah Jolly
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Well I think it gives of a casino vibe some of the cards have balanced effects while others area little Over powered like for the ones with pendulum effects if u could weaken the monster/pendulum effect which ever one works then it wouldn’t be as broken as it is now etc.

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