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Prysm


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Prysm:Magician Girls::Windows 7:Windows Vista

 

That is, the same basic function, but better in every conceivable way.

 

Prysm is a low-Level archetype of Spellcasters with theme naming around the six major colors of the rainbow (sorry, indigo), each with a different type of protection (one can't be destroyed by battle, one is immune to targeting, another's effects are immune to negation, etc). Then, each one can tag out to another member UA-style if it's attacked, halving the attacker's ATK and increasing the new girl's stats by both the lost ATK of the poor bastard you got to attack you, and half the ATK of the girl who brought her out, until the end of the Battle Phase. Unfortunately, each girl can only jump away once per turn, so if your opponent is smart about their attacks (or, y'know, runs UtL) they can still get some hits in.

 

However, the "better" comes in full force when you consider their really solid support lineup- a Continuous Spell that forces your opponent to attack with every monster they control, a Field Spell that lets the girls use their effects if they attack, and basically the best search card in the game.

 

That said, their stats are on the low side, with Red (their biggest, strongest member) being kinda weak by Level 6 standards, and as mentioned earlier Armades effects kill their entire playstyle, and don't give a rat's ass about their ATK being halved. Still . . . magical girls that tag out to each other to overcome powerful threats has to be one of the most fun archetype ideas ever.

As of now, they don't really have any removal effects, so they depend heavily on the Battle Phase and their support Spell Cards to hurt your opponent. Thus, cards like Number S39: Utopia the Lightning would have no problem with them. However, if the face-up Spell Cards are destroyed, they help the monsters; recovery, ATK increase to not be destroyed as easily. Prysm Sign could be activated during the Battle Phase, tricking your opponent to trying to remove it or attack, and then activate to add a monster like Prysm Blue or Prysm Red for most ATK. Only support off the top of my head that these have is Magician's Circle. Which may help if you have Prysm Headquarters face-up on the field. And kind of like some of the UA, some of them have DEF higher than their ATK.

 

 

 

 

 

[spoiler=Show Monster Cards]

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LIGHT

Level 1

Spellcaster/Effect

ATK:100

DEF:100

Cannot be destroyed by battle. If this card is attacked: You can return this card you control to the hand; Special Summon 1 "Prysm" monster from your hand, and if you do, halve the opposing monster's ATK, then also the Summoned monster gains ATK equal to that lost ATK and half the ATK this card had on the field until the end of the Battle Phase. The Summoned monster becomes the new attack target. You can only activate this effect of "Prysm Orange" once per turn

 

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DARK

Level 2

Spellcaster/Effect

ATK:600

DEF:1300

This card is unaffected by your opponent's Trap effects. If this card is attacked: You can return this card you control to the hand; Special Summon 1 "Prysm" monster from your hand, and if you do, halve the opposing monster's ATK, then also the Summoned monster gains ATK equal to that lost ATK and half the ATK this card had on the field until the end of the Battle Phase. The Summoned monster becomes the new attack target. You can only activate this effect of "Prysm Violet" once per turn

 

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EARTH

Level 3

Spellcaster/Effect

ATK:1000

DEF:2000

This card's effect(s) cannot be negated. If this card is attacked: You can return this card you control to the hand; Special Summon 1 "Prysm" monster from your hand, and if you do, halve the opposing monster's ATK, then also the Summoned monster gains ATK equal to that lost ATK and half the ATK this card had on the field until the end of the Battle Phase. The Summoned monster becomes the new attack target. You can only activate this effect of "Prysm Yellow" once per turn

 

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WIND

Level 4

Spellcaster/Effect

ATK:1500

DEF:900

This card is unaffected by your opponent's monster effects. If this card is attacked: You can return this card you control to the hand; Special Summon 1 "Prysm" monster from your hand, and if you do, halve the opposing monster's ATK, then also the Summoned monster gains ATK equal to that lost ATK and half the ATK this card had on the field until the end of the Battle Phase. The Summoned monster becomes the new attack target. You can only activate this effect of "Prysm Green" once per turn

 

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WATER

Level 5

Spellcaster/Effect

ATK:1900

DEF:2400

Cannot be targeted by your opponent's card effects. You can Special Summon this card (from your hand) by returning 1 "Prysm" monster you control to the hand, except "Prysm Blue". You can only Special Summon "Prysm Blue" once per turn this way. If this card is attacked: You can return this card you control to the hand; Special Summon 1 "Prysm" monster from your hand, and if you do, halve the opposing monster's ATK, then also the Summoned monster gains ATK equal to that lost ATK and half the ATK this card had on the field until the end of the Battle Phase. The Summoned monster becomes the new attack target. You can only activate this effect of "Prysm Blue" once per turn

 

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FIRE

Level 6

Spellcaster/Effect

ATK:2200

DEF:200

Cannot be destroyed by card effects. You can Special Summon this card (from your hand) by returning 1 "Prysm" monster you control to the hand, except "Prysm Red". You can only Special Summon "Prysm Red" once per turn this way. If this card is attacked: You can return this card you control to the hand; Special Summon 1 "Prysm" monster from your hand, and if you do, halve the opposing monster's ATK, then also the Summoned monster gains ATK equal to that lost ATK and half the ATK this card had on the field until the end of the Battle Phase. The Summoned monster becomes the new attack target. You can only activate this effect of "Prysm Red" once per turn

 

[spoiler=Show Spell Cards]

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Continuous Spell Card

All monsters your opponent controls must attack if able. If a "Prysm" monster you control is destroyed: You can draw 1 card. You can only activate this effect of "Prysm" Counterattack" once per turn. If this card is destroyed: You can target 1 "Prysm" monster you control; it gains ATK equal to half its original ATK.

 

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Continuous Spell Card

If " Prysm Orange" is Normal or Special Summoned: You can Special Summon 1 "Prysm" monster with a different name from your hand. If a monster you control destroys an opponent's monster by battle while you control "Prysm Blue": You can target 1 card on the field; banish it. You can only activate 1 of these effects of "Prysm Link" once per turn.

 

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Field Spell Card

All "Prysm" monsters gain 300 ATK and DEF. "Prysm" monsters can activate their effects if they attack. If this card is destroyed: You can target 1 "Prysm" monster in your Graveyard; Special Summon it to your side of the field in face-up Attack Position.

 

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Quick-Play Spell Card

Add 1 "Prysm" monster from your Deck to your hand.

 

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Quick-Play Spell Card

Target 1 "Prysm" monster you control. Until the End Phase, it is unaffected by your opponent's card effects. If a "Prysm" monster you control attacks: You can banish this card from your Graveyard; increase its ATK by 1000 until the end of the Battle Phase.

 

 

 

 

[spoiler=Show Trap Card]

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Continuous Trap Card

Target 1 "Prysm" monster you control. While this card is face-up on the field, it cannot be destroyed by battle or card effects. If this card leaves the field: You can return 1 "Prysm" monster you control to your hand; Special Summon 1 "Prysm" monster with a different name from your hand.

 

 

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