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LiAM

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[align=center]I know the first one has perfect OCG as it has been fixed recently by lots of higher members. If there's mistakes, blame them ;)

Anyway, the first few cards in my Spell-caster Set.

The first one is an attempt at an Ultimate rare.

 

[spoiler=[b]WTF-EN001 > EN0010[/b]]

hightowermagestd5.pngarhcmagesdarkcrusaderpw9.pngarchamgeivywoodspo8.pngarchmagedoublemindmo0.pngarchmagebubblevu4.pngarchamgesurferxq4.pngarchpriestcf1.pngarchmagestormblinderpv3.pngarchamgedematerializerzm0.pngarchmagebuzzenchnageterds0.png

 

 

[spoiler=[b]WTF-EN011 > EN020[/b]]

archmagemattermaniipnz2.pngarchmageshroudsummonerja2.pngarchmagesprocketinventohf3.pngarchmagestormentityvw4.pngarchamgemistwarlordez1.pngarchmagedarkflamesorcervi5.png131963ef5.jpg131963ld3.jpg131963sv8.jpg

 

 

 

 

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[spoiler=[b]Card Effects[/b]:]

[spoiler=EN001 Archmages of the High Tower:]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Releasing 3 face-up Spellcaster-Type monsters you control. When this card is Summoned successfully, destroy all Spell and Trap Cards your opponent controls.

 

 

[spoiler=EN002 Archmage Dark Crusader:]

This card is also treated as a Warrior-Type while it is face-up on the field. Once per turn, if your opponent controls 3 or more Set Spell or Traps, you can destroy 1 Set Spell or Trap card they control.

 

 

[spoiler=EN003 Archmage of Ivy Woods :]

When this card is destroys an opponent's monster by battle, Special Summon 1 'Ivy' Token (Plant-Type/DARK/Level 1/ATK 0/DEF 500). During each of your Standby Phases, inflict 300 points of direct damage to your opponent for each 'Ivy' Token you control.

 

 

[spoiler=EN004 Archmage Double Mind:]

This card can only be Normal Summoned as long as you control 1 or more Spellcaster-Type monsters. This card is treated as 2 Tributes for the Tribute Summon of a Spellcaster-Type monster. When this card is destroyed by battle, destroy 1 Spell or Trap card on the field.

 

 

[spoiler= EN005 Archmage Bubble Tactician :]

This card cannot be Special Summoned. Each time your opponent activates a Spell card, you can pay 500 Life Points to negate the effect of that card and destroy it, this card is then switched into Attack Position.

 

 

[spoiler=EN006 Archmage Spark Surfer:]

Each time your opponent draws a card(s), put 1 Spell Counter on this card (max. 3). Increase the ATK of this card by 200 for each Spell Counter on this card. When this Card has 3 Spell counters on it, you can remove them to destroy 1 Spell or Trap Card on the field.

 

 

[spoiler=EN007 Archmage Royal Priest:]

This card gains 300 ATK for each 'Archmage' monster you control. When this card becomes the target of an opponent's Spell or Trap Card, you can discard 1 Card in your hand to negate the effect of that Card and destroy it.

 

 

[spoiler=EN008 Archamge Blinding Storm:]

When this card is Summoned, place 1 'Spell' Counter on this Card for each face-up Spellcaster-Type monster you control (max. 5). This card cannot be destroyed by battle if it has 3 or more 'Spell' Counters on it (Damage Calculation is applied normally). When this card is sent from the field to the Graveyard, destroy 1 Spell or Trap Card on the field.

 

 

[spoiler=EN009 Archmage Dematerializer:]

Each time this Monster declares an attack you must pay 500 Life points. Each time this Card destroys a monster by battle, place 1 'Spell' Counter on it. When this card has 3 'Spell' Counters on it, you can remove them to destroy 1 Spell or Trap Card on the field.

 

 

[spoiler=EN010 Archmage Buzz Enchanter:]

This card can only be Normal Summoned as long as you control 1 face-up Spellcaster-Type monster. Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max. 3). You can remove 3 Spell Counters from this Card to add 1 Spell Card from your Graveyard back to your hand.

 

 

[spoiler=EN011 Archmage Matter Manipulator:]

This card gains ATK equal to the number of Spell Counters on the field x400. Once per turn, you can put 1 Spell Counter on this Card (max. 2). When there are 6 or more Spell counters on your field, you can remove them from all Cards to destroy 2 Spell or Trap Cards your opponent controls.

 

 

[spoiler=EN012 Archmage Shroud Summoner:]

Once per turn, if this card would be destroyed by battle, it is not destroyed (Damage Calculation is applied normally). While you control 1 other face-up "Archmage", this Card can attack your opponent directly. When this card is destroyed by monster Effect, destroy 1 Set Spell or Trap card on the field. During your Main Phase 1, you can discard 1 Card in your hand to increase this Cards ATK by 500.

 

 

[spoiler=EN013 Archmage Sprocket Inventor:]

Each time you or your opponent activates a Spell card, put 1 Spell Counter on this Card (max. 5). You can remove any number of Counters from this Card to deal damage to your opponents Life Points equal to the number of counters removed x300.

 

 

[spoiler=EN014 Archmage Storm Cloud Entity:]

This Card cannot be destroyed by battle. This Card cannot be used as a Tribute for a Tribute Summon. During each of your Standby Phases, put 1 Spell Counter on this Card (max. 10). This Card gains ATK equal to the number of counters on it x300.

 

 

[spoiler=EN015 Archmage Mist Warlord:]

This Card cannot be Summoned except by Tributing 2 face-up monsters with 2 or more Spell Counters on them. This Card gains 100 ATK for each "Archmage" in your Graveyard. When a monster you control is destroyed by battle (except this card), you can pay 500 Life Points to destroy 1 Set Spell or Trap Card on the field. If you control another Warrior-Type monster, you can tribute this Card from the field to increase that monsters ATK by 1500.

 

 

[spoiler=EN016 Archmage Dark Flame Sorcerer:]

This Card cannot be Normal Summoned or Set except by Tributing 1 face-up "Archmage" monster you control. Put 1 Spell Counter on this Card each time this Card destroys an opponents monster by battle (max. 5). You can remove 5 Spell Counters on this Card to remove 1 Spell or Trap Card on the field from play. This Card loses 100 ATK for each "Archmage" monster you control (except this Card).

 

 

[spoiler=EN017 Flame Whip of the Archmage:]

Activate when an "Archmage" monster you control declares an attack, increase the ATK of the attacking monster by 500 until the end of the Battle Phase. Your opponent cannot activate any Spell or Trap Cards until the end of your Battle Phase.

 

 

[spoiler=EN018 Fire Aura of the Archmage:]

Activate when an "Archmage" monster you control is attacked, increase the DEF of the monster by 500 until the end of the Battle Phase. Your opponent cannot activate any Spell or Trap Cards until the end of your Battle Phase.

 

 

[spoiler=EN019 Charred Gloves of Archmages:]

Equip only to an "Archmage" monster, the equipped monster gains 600 ATK. Each time the equipped monster destroys an opponents monster by battle, put 1 Spell Counter on it. If the equipped monster has 3 or more Spell Counters on it, you can remove them to destroy 1 Spell or Trap Card on the field.

 

 

 

 

 

 

 

[spoiler=[size=large]Additional Info[/size]]

 

Image credit:

Magic: The Gathering

 

Holo Credit:

Me

 

Gold Sticker Credit:

Me

 

 

 

 

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[align=center]Woah, thats a nice big rating :P

 

And thanks for you comment, although, i doubt would ever stand a chance against YCMaker, although, I have never seen any of his cards before? :?

 

Anyway, any mroe comments, this will be a set, i will have to find a suitable image for the 'structrue Deck/ booster pack' and pay for it in shops.[/align]

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I might have missed something in my time I was away, but YCMmaker never created cards.

 

Your first card is underpowered, it isn't really worth summoning there are stronger spellcaster-type monsters you can summon easier. Desert Twister has a similar effect but is easier to summon and doesn't require you to discard a curtain card. I suggest adding a extra effect or removing the cost for its effect. 7/10

 

I really like your second spell card. Nicely balanced effect. 9/10

 

 

As for your third card: http://yugioh.wikia.com/wiki/Wall_of_Ivy

There already is a card using Ivy Tokens, so you either change your Ivy Token to match the one created by Wall of Ivy or you should change the name of the token. And maybe ad a tribute limit to those tokens. 7.5/10 (8/10 if you change the name of the tokens)

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.

 

 

[align=center]Thanks, cards updated:

 

Spelling errors fixed, Ivy tokens changes to 'poison ivy' tokens

 

:P

 

Fourth and Fifth card added! Any ideas for my next?

 

Here are some images i may use for more of my cards:

[spoiler=IMAGES]

selectionofimagesih9.jpg

 

 

 

What do you think? Any ideas?[/align]

 

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Archmages of the High Tower is hilariously underpowered. Look at any card that requires tributing 3 cards of a certain kind. Some that come to mind are the Sacred Beasts (Raviel, Hamon, and Uria), and optional ones like Gilford the Lightning and Moisture Creature, which both repay your 3 Tributes by destroying ALL monsters or Spells & Traps (respectively) your opponent controls. This card's effect is Chiron the Mage's. Chiron the Mage is a Normal Summonable 4* with 1800 ATK. This doesn't come close to meritting the tribute of 3 Spellcasters. 4/10.

 

Archmage Dark Crusader is overly balanced, but high-level monsters don't really have to be this balanced. Its effect is a more costly Tornado. It can also be a Warrior while face-up, but that serves practically no purpose in most cases. It shouldn't even cost Life Points to destroy 1 of the cards, you're waiting on your opponent to commit to having three set Spells and Traps. Any player who sets three cards and has no control of the game deserves to have his cards destroyed at some point. The Life Point cost is unnecessary, and the effect is underpowered for a level 7 monster. 5/10.

 

Archmage of Ivy Woods can potentially be good, but keeping the tokens alive is your first problem. Your second problem is taking out monsters in battle with a 2100 ATKer, then leaving the remainder of your field open to spread Poison Ivy Tokens. There's also OCG errors that are noticeable, the word Token goes in the quotations as well, and damage stopped being "direct" about 4 years ago if I'm not mistaken. Making the tokens is slow, and there's no way to keep them from being wiped out as their made with weak stats. 5/10.

 

Archmage Double Mind is actually good. The inability to Normal Summon her without another Spellcaster limits... something. I think it would be better to prevent her from being Special Summoned unless you control another Spellcaster, since that could shut out more abusable ways of using her double-Tribute effect. The last effect rounds her out as a decent utility card. 7/10.

 

Archmage Bubble Tactician is interesting. Not being able to Special Summon him will often force you to play him in Attack Position then manage some protection for him so he can get his effect working. It's a good early-game option to shut down a few of your opponent's opening options. It almost seems broken, but forcing itself into Attack Position is a nice drawback, since 500 ATK can't hold up to anything. I still see abuse with Level Limit - Area B, but that's just me and my tech card side talking. <_< 9/10.

 

Archmage Spark Surfer can jump to 2200 ATK with 3 draws from your opponent, then it can start all over to blow up 1 Spell/Trap. That's a very slow process, and I'd personally ignore the option to destroy a card. 4* with 2200 ATK is pretty cool. I'd use the destruction effect as backup, or if I knew the card was going to be destroyed by something within the next turn. It's a useful Spellcaster in the power department, just takes a bit of commitment to make him strong. 8/10.

 

Archmage Royal Priest is a good roundout to this mini-set. Opening as an 1800 ATKer and able to get stronger makes him useful. The protection from targetting effects is very good, too. Making it a discard to trigger the protection effect is balanced too. I like this card. 9/10.

 

 

 

Overall, the beginning cards made me sad and then the second half picked it up. So, 7/10 for the group.

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[align=center]i plan to have around 40 cards, i should think 43 being as that's a Deck amount.

 

also, to the awesome dude, 'Skyson', what an epically long review, that's really cleared out everything, you noticed more of my cards than i did >.> (i did read it all)

 

I will power up the first card, and paste the effect box onto in paint so don't have to holo all over again :D

 

Its effect will be like, when its summoned, destroy all S+T or something. might remove the LP cost on Crusader as well.[/align]

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[align=center]Eh... thanks, :P I'm sure these cards arent that good, they are average/ above. But thanks for your comments, Hopefully, i can make tenth next.

 

EDIT: Tenth added, obvoiusly next will be WTF-EN011, only about 30 more to go ! :P lol.[/align]

 

 

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[align=center]Yeah i did the Holo's myself on GIMP.

 

And i did the things Skyson said, well the first two, about hte high mages and the crusader... :P

 

EDIT: fixed first post into catagories and added eleventh card :D

 

EDIT: added twelth card :P[/align]

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well im sorry if my holo's are blinding you, but i enjoy doing them, i actually like doing free holo's for people, i dunno why, anyway

 

thanks for your rating, lol

AHHHH!!! MY EYES!!! TOO MUCH HOLOS!!!! AHHHHHHHHH!!!!

10/10 as usual...<_>"

 

as usual, im guessing that all my cards are 10/10? :P

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