.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 That is not what I meant, I saved a lot of them for my cards. I do not make holos. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 thats not what i meant, i jus said i used one of your holo sheets for my cards :P Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 I don't own holo sheets. I do not make holo sheets. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 well i stole them from your tut. but alrighty then :P Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 What tut? Did I make a tut that I don't realize? Sorry now I am lost. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 ah no sorry, i messed up :P wasnt yours, just somebdy similiar, i dont usually recall alot of things... ut its not your holo afterall, tut i used here:Â http://forum.yugiohcardmaker.net/thread-93779.html Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 Well okay then, that is a good holo. Well can't wait to see more cards that look gender confused. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 lol, youre going to hold that against me from now on arent you? :D theres only one gender confused pic, all the rest are fine... i think :? lol :P Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 Yep and the only two pics that look gender confused with out me looking are in your sig........ You have to guess. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 the 3 mages and the ivy dude :PÂ the other one you cant see her face :P lol. Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 Yep, oh yea I forgot to rate the rest of the set...........  Yep no one is gender confused. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 well feel free to rate the whole set when you want xDÂ Thats a releif, i dont want any of my cards going weird xD Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 I already rated the first halve near the top. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 ah but you said the whole set ;) Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 I found an OCG error deal=inflict gain=increase Also the last card you misspelled the. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 :shock:Â yes but i rpetended they were unreadable and corrected them in the text effects below *thumbs up*Â so perfecet OCG if you dont read the cards. :PÂ BTW, youll be happy to kno i have added a new card, (16th) i think i will move onto Spells and Traps, as im going to have more that 1 of these monsters in the Deck anyway :D Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 Yea that is what all noobs do, they rate the cards, without reading the effects. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 meh, well, i made the cards to have good effects, i cba to re edit it when i just correct the missing hting or spelling error below it, so im not going to make or redo the cards xD Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 Well I holo the card, rip the pic and load it as a pic for the card maker, but the effects are good. ^_^ Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 oh, i didnt think of that technique, its actually quicker thatn the way i do it TBH, ill use that technique now :PÂ thanks! :D Link to comment Share on other sites More sharing options...
.Requiem Posted February 11, 2009 Report Share Posted February 11, 2009 Your welcome, I know yours is faster, but I like to be able to access my holo'd cards in the maker. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 i want red contact lenses[/topic]Â and yep, im going onto making my spells now :D Link to comment Share on other sites More sharing options...
Skyson Posted February 11, 2009 Report Share Posted February 11, 2009 Review Wave 2. Archmage Blinding Storm, might want to add when those Spell Counters (no quotations around Spell) are added to him. Also, why bother putting a maximum on him when he only needs 3 for his effect? The Spell Counters don't actually do anything for him, they just mark whether or not you had 2 other Spellcasters face-up when you summoned him (I assume that's when he gains the Spell Counters) and if you get the effect. The last effect is nice, but I think the Spell Counters could've been utilized a little more. Spell Counters really never have been just used as "placemarkers" for a condition. They usually impact the card's ability or act as fuel for an effect (i.e. Breaker, Blast Magician, etc). This isn't awful, though. 6/10. Archmage Dematerializer is fine. "oh no 2000 ATK" is compensated just fine with the 500 Life Point payment. Dark Elf isn't used for its 1000 Life Point payment, 500 is a reasonable amount to not make a monster useless. Spell has no quotations on it, again. The effect is pretty slow, but a 2000 4* doesn't need a big upside, so it's good enough. 8/10. Archmage Buzz Enchanter is alright. Remove the word "back" from its last effect. It's a pretty abusable effect, I think you might be able to up the required amount of Spell Counters to remove up to 4 or 5. Reusing a Spell (which essentially adds another Spell Counter to him) is powerful. Almost too powerful. The Normal Summon restriction is cool, but you can still Special Summon him through all the associated Spellcaster Special Summon methods. I'm something of a fan, but it's abuseable. 7/10. Archmage Matter Manipulator has potential to be strong, and its effects pretty much balance it out. Spell Counters don't have a majorly massive trick to suddenly getting a bunch of themselves on field monsters for abuse, or we'd see Spell Counter decks running Mega Ton Magical Cannon. This isn't bad, it can be potentially strong, but it has to rely on a few other cards to support it. Then it can drain away all the Spell Counters you have to blow up 2 Spells/Traps. I think you could stand to make it 1 monster and 1 Spell/Trap Card. You have quite a lot of Spell/Trap exclusive destruction here. 7/10. Archmage Shroud Summoner has a few effects that aren't relevant to one another, and I don't really like him. He doesn't seem to do much for this Archmage archetype, other than being able to destroy a Set Spell/Trap. The rest of the effects... really not that interesting. You can discard a couple cards to pump up his ATK and swing directly while you have another Archmage. He doesn't lose the ATK at the end of the turn, and then his once-immunity to battle kicks in. He could become useful, but I'm not into it. 6/10. "Archamge" Sprocket Inventor is okay, I'm not a huge fan of big DEF monsters with good effects that have to sit face-up in Defense to be useful. And the burn damage is mediocre. Not much to say, it's not great. 5/10. Archmage Storm Cloud Entity is really really slow. Like, unbearably slow. He hardly becomes a good offensive option until 5 or 6 Standby Phases. If you can't Tribute him, he's just sitting and waiting to get strong. He can be wasted with a card effect in the meantime. No power to open just leaves him open for punishment. Not very useful. 4/10. Archmage Mist Warlord is okay. It does some interesting support things for the theme, but the last effect is oddly out of place. He comboes with Dark Crusader, I guess. That boost is apparently compensation for only gaining 100 ATK per Archmage in Graveyard. I think the boost could be bigger, since you're losing at least 4 Spell Counters off the field to put him down, and he does little but use your smaller monsters as pawns for his Spell/Trap destruction effect. Deserves a little more protection for what you're giving up to get him out, in my opinion. But it does good things. 7/10. Archmage Dark Flame Sorcerer (an archmage and a sorcerer at the same time? crazy) is unnecessarily bad. You have to Tribute an Archmage to put him down, then he's a 5* with 2400 ATK. That's respectable. Why does he have to LOSE ATK points for others you control? That detracts from the potency of his Spell Counter gaining, which is also slow. If you manage to kill 5 monsters by battle with this, you get to destroy 1 Spell/Trap. Just because you can remove it from play doesn't make it any better. There are a bunch of other Archmage cards here that destroy a Spell/Trap card without such a slow requirement. He's got two disadvantages and nothing great to compensate for them. 4/10. Link to comment Share on other sites More sharing options...
LiAM Posted February 11, 2009 Author Report Share Posted February 11, 2009 okay to reply to u ^.^ and answer your stuff... Archmage Blinding Storm: he has a max of 3 because oft the otehr archmages effects, like the abiity to add up all counters on the field, if he has 15, then it will OP anotehr Archamge, so its a max to stop breaking its effect. Archmage Buzz Enchanter: only abusable in an archmage deck, and its restricted to 1... :P well now anyway. Archmage Matter Manipulator : this whole deck is based on S+T destruction, thats the whole theme, its like a snchro deck using no tuners. Archmage Shroud Summoner: well his whole effect is to keep a defence while using hte same name, discarding cards and paying LP to direct attack is a drawback, especially when no ARchmage cards allow things from the graveyard. Archamge" Sprocket : i needed an extra defencive mosnter, most of these are offensive. and its drawback is to balance it with effects of other Archmages. Archmage Storm Cloud Entity: there are other cards to help with Spell coutners, so he can power up quite quickly, he sits there as a defencive monster. Archmage Mist Warlord: doesnt need protection beciase of his efefect and how it can relate to others, not including crusader. Archmage Dark Flame Sorcerer: archmages are the clan/ army of which they belong, the sorcerer is his ability. removing a spell card is better than destroying it, buit its quite an offencive mosnter at 2400, also, the drawback is to stop having more than 1 mosnter out to back it up.[align=center]okay listen here peeps, I have added the first 2 ever Spell Cards, there effects are similiar being as pics are too. (its the flame Archamges fault, wait he doesnt exist :cry: ) lol, anyway, on the eighteenth card! hopefully, tomorrow i can move onto the next few.[/align] Link to comment Share on other sites More sharing options...
Killey Posted February 12, 2009 Report Share Posted February 12, 2009 Not a bad spellcaster set but I think the majority of these effects are rather underpowered and in general the synergies between the monsters are lacking making it hard to build a deck around this theme. Some of them are quite good and useable in specific builds but overall the options are limited.  Archmages of the Hightower:Keep in mind that using the term "Releasing" is only used for the OCG and not the TCG. The TCG still uses "Tributing" so you'll need to correct that.  It's a Nomi-monster Harpies Feather Duster and maybe several formats ago that would have been good but in today's format and metagame this card just doesn't cut it. Spellcasters can't really field swarm especially with the loss of Dark Magician of Chaos so trying to gather 3 tributes for this card will be difficult making this card a dead draw most of the time. Granted, you could lock down the opponent with royal oppression and secret village but at that point you really wouldn't need this card for it's effect. 2800 ATK is nice but with synchro summoning I can swarm with 2800 ATK monsters faster than you can get this guy out. I have the option of field swarming with Goyo's and crashing 1 into this guy or synchro for colossal fighter and with it's original stats I can crash it into this card and then bring it back with it's own effect but chances are I'll have enough warriors in the grave to just atk over this. It's a one trick pony that isn't particularly great with the options that the metagame currently provides. I'd suggest providing it with a secondary effect or make this card easier to summon and get rid of it's Nomi status. Right now it's only good as trade-in fodder. Keep in mind Archmage Double Mind cannot be used for 2 of the Tributes for this card as it states that it's only counted as 2 Tributes for a Tribute Summon or Set. The Summon of this card is treated as a Special Summon and thus can't be short cutted with Double Mind. Blowing up your opponent's spells and traps is a good effect but nowadays most traps that are being used are chainable so you'll most likely find yourself eating a solemn judgment, compulsory evacuation device, bottomless trap hole, phoenix wing wind blast, or royal oppression before you reap the benefits of the card. Basically, why bother with this card when I have Heavy Storm or other mass back row removal cards. I wouldn't use this in a spellcaster deck at all because there are better options and the loss of field presence is not worth the gamble.  Archmage Dark Crusader:A 2 Tribute monster that can only take out a S/T when your opponent has 3 or more S/T's on the field is not really beneficial at all. Maybe it's good against an anti-meta deck as they rely on setting a lot of traps but most of them are continuous traps or chainable so you'll probably lose out on its effect. 2600 ATK for 2 Tributes is pretty weak and can be run over and taken through Goyo Guardian. Archmage of Ivy Woods:As mentioned before getting the effect to work is especially difficult because the burn only occurs during your standby phase meaning the ivy token has to survive your opponents turn, which is difficult unless your spell and trap lineup can stall your opponent. Again this can be run over and taken by Goyo which is easier to get out than this card. If you make the burn during your opponent's standby phase it would make this card better but again I'd be hard pressed to running this card in any build. Archmage Doublemind:This is one of the better cards in your set and you made the right decision in preventing it's normal summon unless you have a spellcaster on the field. Since it's a 1800 ATK dark monster than can blow up a backrow card when destroyed by battle it would have been very splashable in a lot of Dark based decks. It would have been a good to have in an opening hand in case a teleDAD deck couldn't get a turn 1 stratos or grepher/synchro since you could normal it and since it's 1800 ATK it has staying presence and if your opponent just attacked over it you can get rid of one of their spells. However, by placing that limitation on it you prevent all of that abuse. Archmage Bubble Tactician:The wording for this card confuses me a bit. This card can be interpreted that it needs to be in face-up defense position to have the effect go off or it can be interpreted that if it was in face-up defense position when you negated a spell then it's switch into attack position. You will need to change the wording of this card to make the rulings on it more clear. It's an okay card with a well-balanced effect but I can achieve better results with Secret Village. It requires a lot of protection to make it last more than 1 turn and I'm not sure if it's worth the deck commitment. It would be a good starting move against teleDAD as it would stop Reinforcement of the Army->Stratos->Malicious->D-Draw setups. Archmage Spark Suffer:It sounds like you can activate its effect during either player's turn but it would require that line of text in it. If not then the effect needs to be reworded a bit because as is right now it's not worded correctly. If the effect can activate during either player's turn it would be pretty useful with a beat stick that can clear out back row threats like solemn judgment. In today's format when drawing through your deck is pretty easy it wouldn't be hard to get this guy to its max ATK. However, you're more likely to see your opponent with a field full of monsters that trump this card's ATK.  Archmage Royal Priest:One of the stronger cards for the theme right now and a good opening gambit. It comes out of the gate at 1800 ATK and has built-in protection. I find it hard to have this card maintain anything higher than 1800 ATK as most of the theme doesn't provide a lot of field presence and spellcasters have issues field swarming. Archmage Blinding Storm:It has a situational effect that's pretty good but I think you should tack on an additional effect with the Spell Counters. Right now there isn't a reason to give a max limit of 5 Spell Counters when it only needs 3 to trigger it's continuous effect. It may be good for other Spellcasters that require removing counters from other cards but otherwise this card could really use an additional effect to make it worthwhile.  Archmage Dematerializer:I think this card is borderline at the moment. The 500 LP cost is nothing for a 4 star 2000 ATK beat stick that has the ability to destroy backrow cards. Although earning the spell counters through it's own effect is going to take time if it survives long enough but there are plenty of shortcuts like Tempest Magician, Pitch Black Power Stone, and the 2 new spells in the Lord of Magician's Structure Deck that make managing Spell Counters faster and easier.  Archmage Buzz Enchanter:Personally, I think this card is broken despite the limiting conditions it has. It would make splashing in multiple spellcaster more feasible and there are several that are worth using that can be splashed in a teleDAD deck. Definitely a good idea to limit the summoning conditions to having spellcasters on the field, however, this could be bypassed with DNA Surgery. Be very careful with it's effect because it opens up for a lot of abuse and right now I think this card could find it's way to the forbidden list. In the fast format we have now it's not hard to activate 3+ spell cards a turn and since most of them are used for drawing purposes being able to recycle those draw cards or special summoning spells like Emergency Teleport this card would be banned pretty fast. Archmage Matter Manipulation:This card is underpowered because I honestly don't think you could maintain enough card presence to accumulate 6 counters without using Pitch Black Power Stone but committing room in your deck for that card is a bad idea. Also, all of that effort of removing counters to destroy 2 S/T's that are potentially chainable is really not worth the trouble. I would honestly change the effect to destroy any 2 cards. I don't have all day to comment on every card but I've skimmed through the rest and the other effects are underpowered as well and there are other cards in the current meta that do similar things but better. My issues with the theme is that they lack synergy between each other meaning they don't work off of each others strengths and weaknesses to create a win scenario for you. There effects all focus on clearing the back row but that hardly matters when most traps can be chained to those effects making you waste their effects and not gaining much field advantage from it. The theme doesn't have any outs to strong monsters and swarming with Synchros is common in today's metagame. You'll be staring down 2800+ ATK monsters before you can get one of your boss monsters on the field. The deck only provides an out to S/T's but you'll have better luck with Secret Village builds. I think you should rethink the synergies between the cards because as it stands right now these cards wouldn't be competitive in today's metagame. Link to comment Share on other sites More sharing options...
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