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My First Archetype - The Ritualists/High Mages: Please Give Me Some Constructive Criticism

- - - - - Spellcaster Mage Ritual Fusion Element Archetype Synchro

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#1
magemeek22

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After a great amount of diligent work and consideration, I was finally able to publish my first original Archetype of cards. In hopes of bringing actual Summoning power to Spellcasters and a revival to traditional Ritual-based decks, my cards combine two things that seem to go so well together in order to make Ritual Spellcasters. Divided into three categories, Ritualists, Ritual Tokens, and High Mages, this set of cards transforms the normally slow-paced gameplay of traditional Spellcasters to a new and improved field-swarming lockdown-maintaining type.


"Ritualist" Spellcaster-type Monsters



"Lesser High Mage" Ritual Spellcaster-type Monsters



"Novice High Mage" Ritual Spellcaster-type Monsters



"Supreme High Mage" Fusion Spellcaster-type Monsters



Support/Tuner Spellcaster-type Monsters



Synchro Spellcaster-type Monsters



XYZ Spellcaster-type Monsters



Support Spell Cards



Support Trap Cards



So, in essence, the main purpose of these cards is to get "Ritualists" to swarm up "Ritual Tokens," which can then be used to Ritual Summon strong, high-caliber monsters. Cards like Elemental Mastery can help get the correct cards into your hand, and the Ritual Spell, Field Spell, and "Summoning Gatekeeper" are all essential to actually getting the monsters out there on to the field. There is a difficulty in getting the stronger monsters to the field, but the benefits are very rewarding.

I hope you guys can comment on this! Tell me what to fix, what's good and what's bad, and overall what you think!

#2
magemeek22

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BUMP. Please comment guys :)

#3
magemeek22

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BUMP... PLEASE :/

#4
Zacktheflash96

Zacktheflash96

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People only seem to comment on the horrific cards on this site apparently xD or if they are a bit of a dick and like to just slate peoples cards ive only got a few replies too mine which fails....
Annyyyway back to yours theres is a LOT there so ill check it out gradually and give you feedback :D

Drakos Archetype (feel free to rate and review): http://forum.yugiohc...edback-welcome/

 

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#5
BailasGale

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Okay I'll play along and say something

Ritualist: They're a set of pretty redundant spellcasters with the only useful one being the 2000 dark beater. They all do the same thing which is generate multi-cloned tokens which I guess is nice. Funny though the fact that all of them can be SSed if another one is on the field leads to some good xyzing especially with the weaker ones because they're searchable.

Lesser Mages: Well these are nice effects a pity that are hindered by the fact that they are rituals which means they are horribly slow. Oceana is a little overpowered though you can't just go into the deck and grab monster reborn or something. Then again I could be wrong. Also Ritual monsters have to say what ritual can be used to get them out in the text.

Novice Mages: Oh...I see its progression well then copy and paste what I said above to here, interesting how the whole statement still applies though this time I know Oceana has issues because she has no limit on how many times she can search. Also should probably re-read her a ritual monster that can only be summoned by fusion summon is an odd creature.

Supreme Mages: Lets tackle them one at a time

Solaria: I let it go the first two times but seriously her effect basically says your opponent has to play with their hand revealed which sounds a lot more simple to me. The lifepoint burn is frivolous in this format where lifepoints don't matter.

Abyssum: Too easy to get out and he grants you blanket negation of your opponents spell and traps. His maintenance cost is cheap (and apparently there is some option to where I don't have to pay it) and his stats are to high to get over. Yep far beyond broken.

Oceana: She's better as a novice

Pyro: Drop his attack to 2900 maybe and I think he would be pretty nice.

Zeph: she's 3150 why does she need to stall? but that is the general progression of the set I understand. I personally rather they bounce things like wind tends to do but that is just my personal opinion.

Tuners: Well they're worded weird that is for sure I don't know if the first one is broken or not if he gets the tokens at the end phase when he does the discard thing then he is balanced but if he discards and get the attribute token clones then yeah he's overpowered. The second..meh she's gimmicky and promotes the use of the rituals which is sad seeing that the only one you truly want to use broken Novice Oceana.

Synchro: The first one does nothing different than the gatekeeper..so why not just use the gatekeeper its faster. The second one is just worded wrong. The tuning material from the hand would be an effect reserved for the tuner not the synchro monster. As for the other part I assume you are just going for token spammage which you should probably just say summon two tokens....w/e that effect is. Mainly because you can't treat a monster as if it was tributed if you never tributed to begin with.

XYZ: First tokens cannot be used as xyz material for they are not tangible cards that can be stacked under another card, therefore neither of these cards exist (also go to yugico.com if you want an xyz template). As for the effects the first one is pretty broken seeing as tokens are spammable so she can easily become a walking 2800 beastick that can't be removed from the field other than battle. The second just does more token spamming...why is this immune too?

Spells: I'll talk about the noteworthy ones

Incomplete incantation: You would NOTHING OTHER THAN the 2 counter one. Draw 2 especially with the litany of way these things can hit the graveyard! Remember I don't have to use their effects to send them to grave I can play hand destruction and get two counters. This clearly needs a once per turn clause and I personally think that second one should be changed. Though to be honest this promotes such a slow play style it could be okay at just a once per turn clause.

Offerings: Wait...Wait...I "have" to offer tokens for these high mages? I can't use another copy of one in my hand if I had the option? That sucks! That sucks hard..now they are worse than regular rituals. How else am I going to to maximize my broken Oceana Novice if I can't play preparation of rites and get another one just to sac it off and proceed to deck thin till my hearts content. Yeah abolish that token clause.

Ritual gone Wrong: Should re-read this. It basically says your opponent can't summon. Which is pretty broken for a quickplay but still. At no point did this card special summon anything to destroy.

Traps: Once again only talk about the noteworthy ones....Okay so there weren't any that's good it saves me time.

The set as a whole is flawed....and its flawed in the basic sense that if I have the option of going for the supreme mages why would I go for ANYTHING else (except Oceana because she is better as a novice)? Literally the lesser mages are out classed by novice and novice are outclassed by supreme and since you don't need one to get to the other you can just save yourself the trouble and deck space and just focus on the supremes. Thus making all novices and lessers pointless. Second you clearly can't make a 40 card deck with these things because you wouldn't have any room for decent/good cards, meaning you have to pick one or two attributes and just go with them. I personally would go with a Dark Water approach since Dark is a 2k beater that can generate 2k beater tokens and those tokens become the most broken game winning fusion ever. And while I sit back and watch my opponent struggle to not rage quit against supreme dark I allocate the appropriate resources to make novice oceana and just insanely boost hand advantage.

I hope this helped the set is oddly unusable and broken at the same time...though it can be fixed just would take a lot of reworking.

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