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Magical Girls [Spell Synchro Support]


-Noel-

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First off, cards in this spoiler were the remade version of cards below just to use in this RP only[spoiler='So no need to click this if you're here from Deck Swap Tournament or normally entered RC']

well, since I'll only have 1 copy per each monster and Unity, so global OPT clauses (that also never existed in anime) were removed from all cards. Most monsters and Unity had their effects strengthened because of 1 copy, the other 2 S/T had been toned down from their TCG ver respectively.

[spoiler='Magical Girl of Time - Alice']

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If you would Synchro Summon a Spellcaster-Type Synchro Monster or "Arc Night Dragon" using this card as a Synchro Material Monster, you can treat each Spell Counter on your side of the field as a Level 1 non-Tuner Spellcaster-Type monster (It is removed if you using it as a Synchro Material Monster.) Once per turn, if you have 2 or more Spell Counters on your side of the field: You can activate this effect; during your next Main Phase 1, you can Special Summon 1 Level 4 or lower "Magical Girl" monster from your Graveyard.

[/spoiler]

[spoiler='Magical Girl of Charm - Katie']

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If you would Synchro Summon a Spellcaster-Type Synchro Monster or "Arc Night Dragon" using this card as a Synchro Material Monster, you can treat each Spell Counter on your side of the field as a Level 1 non-Tuner Spellcaster-Type monster (It is removed if you using it as a Synchro Material Monster.) Once per turn, if you have 4 or more Spell Counter on your side of the field: You can target 1 face-up monster your opponent controls with 2000 or less ATK, take control of that target until the End Phase.

[/spoiler]

[spoiler='Magical Girl of Speed - Robin']

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Up to twice per turn, when exactly 1 Level 4 or lower "Magical Girl" monster you control (and no other cards) is targeted for an attack or by a card effect: You can move that monster to an unoccupied Monster Zone and negate the attack or that card effect. If this card is Special Summoned while you control another face-up Level 4 or lower "Magical Girl" monster: You can add 1 "Magical" Spell Card from your Deck to your hand.

[/spoiler]

[spoiler='Magical Girl of Lightning - Elysia']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Synchro Summoned in face-up Attack Position: You can destroy all face-up monsters your opponent controls. Monsters you control other than "Magical Girl" monsters cannot attack for the rest of this turn. Once per turn, when a "Magical Girl" monster you control is attacked while you have 3 or more Spell Counters on your side of the field: You can target 1 card on the field; destroy that target.

[/spoiler]

[spoiler='Magical Girl of Electromagnetic - Mirai']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

Once per turn, when your opponent would Summon a monster while you have 3 or more Spell Counters on your side of the field: You can activate this effect; that monster cannot attack or activate its effects until your next End Phase, also it loses 300 ATK. Once per turn, when your opponent's monster attacked this card or declare a direct attack: You can negate the attack.

[/spoiler]

[spoiler='Magical Girl of Blizzard - Yukina']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monster

If this card is Synchro Summoned in face-up Attack Position while you have another face-up "Magical Girl" monsters, your opponent cannot activate Spell/Trap Cards for the rest of this turn, also negate the effect of all face-up Spell/Trap Cards your opponent controls. Once per turn, during either player's turn, while you have 3 or more Spell Counters on your side of the field: You can target 1 face-up Attack Position monster on the field; change it to face-up Defense Position. Its battle position cannot be changed and its effects are negated, also it cannot be destroyed by battle or card effects. These changes last until your next End Phase.

[/spoiler]

[spoiler='Magical Girl of Inferno - Ignesia']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Synchro Summoned: You can destroy cards on the field, up to the number of Spellcaster-Type monsters used as its Synchro Materials. Once per turn, if you have 4 or more Spell Counters on your side of the field: You can target 1 card your opponent controls or in their Graveyard; banish that target.

Important Ruling: Even Spell Counters were treated as monsters when using for a Synchro with Alice and Katie, but this card's first effect will only count an actual monster(s) (including Token, literally same ruling as Junk Destroyer.)

[/spoiler]

[spoiler='Arc Night Dragon']

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1 Tuner + 1 or more non-Tuner monster

Once per turn, when a Spell Card is activated: You can draw 1 card. If a card or effect that targeted this card (and no other cards) is activated: You can target another card on the field that would be an appropriate target (ignoring the side of the field); that card/effect now targets the new target.

[/spoiler]

[spoiler='Magical Unity']

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Each time a "Magical Girl" monster(s) is Summoned or a Spell Card is activated, place 1 Spell Counter on this card. If this card would be destroyed, you can remove 1 Spell Counter from this card instead. Once per turn: You can remove a number of Spell Counters from your side of the field; activate 1 of these effects, based on the number of Spell Counters removed.

● 2: Change any number of face-up Attack Position "Magical Girl" monsters you control into face-up Defense Position. This effect can be activated during either player's turn.
● 4: Special Summon 1 Level 4 or lower "Magical Girl" monster from your hand or Graveyard.
● 6: Draw 2 cards.
● 8: Special Summon as many Level 4 or lower "Magical Girl" monsters from your hand or Graveyard as possible, and if you do, send this face-up card to the Graveyard.

[/spoiler]

[spoiler='Magical Wind']

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If you control a face-up "Magical Girl" monster: Destroy 1 Spell/Trap card on the field, then you can place 1 Spell Counter on a face-up card you control that can place a Spell Counter on.

[/spoiler]

[spoiler='Magical Barrier']

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If you have 4 or more Spell Counters on yous side of the field: Remove 2 Spell Counters from your side of the field to target 1 face-up card on the field; once during this turn, if that target would be destroyed, it is not destroyed. When this effect is applied, draw 1 card.

[/spoiler]

[spoiler='Cursed Magical Tuning']

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Synchro Summon 1 Spellcaster-Type Synchro Monster or "Arc Night Dragon" from your Extra Deck. You can also banishing a Spellcaster-Type Tuner monster from your Graveyard to use it as a Synchro Material Monster. During the End Phase of this turn: Target 1 card you control; destroy that target, and if you do, its controller takes 500 damage.

[/spoiler]

[spoiler='Magical Flash']

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If you control a face-up Spellcaster-Type monster: Special Summon 1 Level 4 or lower "Magical Girl" monster from your Deck in face-up Defense Position, and if you do, face-up Spellcaster-Type monsters you currently control cannot be destroyed by battle or by card effects for the rest of this turn.

[/spoiler]

[/spoiler]

 

[spoiler='Magical Girl of Time - Alice']

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If you would Synchro Summon a Spellcaster-Type Synchro Monster using this card as a Synchro Material Monster, you can treat each Spell Counter on your side of the field as a Level 1 non-Tuner Spellcaster-Type monster (It is removed if you using it as a Synchro Material Monster.) During your Main Phase, if you have 2 or more Spell Counters on your side of the field: You can target 1 Level 4 or lower monster in your Graveyard; banish that target. During the Main Phase 1 of your next turn, you can Special Summon that banished monster (even if this card is no longer face-up on the field.) You can only use the effect of "Magical Girl of Time - Alice" once per turn.

[/spoiler]

[spoiler='Magical Girl of Charm - Katie']

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If you would Synchro Summon a Spellcaster-Type Synchro Monster using this card as a Synchro Material Monster, you can treat each Spell Counter on your side of the field as a Level 1 non-Tuner Spellcaster-Type monster (It is removed if you using it as a Synchro Material Monster.) During your Main Phase, if you have a Spell Counter on your side of the field: You can target 1 face-up monster your opponent controls whose ATK is equal to or less than the number of Spell Counters on your side of the field x 500; during your opponent's next End Phase, take control of that target (even if this card is no longer face-up on the field.) You can only use the effect of "Magical Girl of Charm - Katie" once per turn.

[/spoiler]

[spoiler='Magical Girl of Speed - Robin']

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Once per turn, when exactly 1 Level 4 or lower "Magical Girl" monster you control (and no other cards) is targeted for an attack or by a card effect: You can move that monster to an adjacent unoccupied Monster Zone and negate the attack or that card effect. If this card is Special Summoned while you control another face-up Level 4 or lower Spellcaster-Type monster: You can add 1 "Magical" Spell Card from your Deck to your hand. You can only use this effect of "Magical Girl of Speed - Robin" once per turn.

[/spoiler]

[spoiler='Magical Girl of Lightning - Elysia']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Synchro Summoned in face-up Attack Position: You can destroy all face-up monsters your opponent controls. Other monsters you control cannot attack for the rest of this turn. When a "Magical Girl" monster you control is attacked while you have 3 or more Spell Counters on your side of the field: You can target 1 card on the field; destroy that target. You can only use this effect of "Magical Girl of Lightning - Elysia" once per turn.

[/spoiler]

[spoiler='Magical Girl of Electromagnetic - Mirai']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

While you have a Spell Counter on your side of the field, monsters your opponent controls cannot activate their effects during the turn they were Summoned. When your opponent's monster declare an attack while you have 3 or more Spell Counters on your side of the field: You can negate the attack, and if you do, the attacking monster loses 300 ATK and its effects are negated until your next End Phase. You can only use this effect of "Magical Girl of Electromagentic - Mirai" once per turn.

[/spoiler]

[spoiler='Magical Girl of Blizzard - Yukina']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monster

When this card is Synchro Summoned in face-up Attack Position while you have another face-up "Magical Girl" monster: This turn, negate the effects of all Spell/Trap Cards your opponent controls. During either player's turn, while you have 3 or more Spell Counters on your side of the field: You can target 1 face-up Attack Position monster on the field; change it to face-up Defense Position. Its battle position cannot be changed and its effects are negated, also it cannot be destroyed by battle or card effects. These changes last until your next End Phase. You can only use the effect of "Magical Girl of Blizzard" once per turn.

[/spoiler]

[spoiler='Magical Girl of Inferno - Ignesia']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Synchro Summoned: You can destroy cards on the field, up to the number of Spellcaster-Type monsters used as its Synchro Materials. If this card is sent to the Graveyard by a card effect: You can target 1 card on the field; destroy and banish that target. You can only use this effect of "Magical Girl of Inferno - Ignesia" once per turn.

Important Ruling: Even Spell Counters were treated as monsters when using for a Synchro with Alice and Katie, but this card's first effect will only count an actual monster(s) (including Token, literally same ruling as Junk Destroyer.)

[/spoiler]

[spoiler='Arc Night Dragon']

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1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

While in the Extra Deck, Graveyard or banished, this card is also treated as Spellcaster-Type. While you have a Spell Counter on your side of the field, this card cannot be targeted by your opponent's card effect. When a Spell Card is activated: You can draw 1 card. During either player's turn: You can send 1 Spell Card from your hand to the Graveyard; destroy 1 card on the field. You can only use 1 "Arc Night Dragon" effect per turn, and only once that turn.

[/spoiler]

[spoiler='Magical Unity']

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Each time a "Magical Girl" monster(s) is Summoned or a Spell Card is activated, place 1 Spell Counter on this card. If this card would be destroyed, you can remove 1 Spell Counter from this card instead. Once per turn: You can remove a number of Spell Counter from your side of the field; activate 1 of these effects, based on the number of Spell Counters removed. You can only control 1 "Magical Unity".

● 2: Change any number of face-up Attack Position "Magical Girl" monsters you control into face-up Defense Position. This effect can be activated during either player's turn.
● 4: Special Summon 1 Level 4 or lower "Magical Girl" monster from your hand or Graveyard.
● 6: Draw 2 cards and reveal them. If you did not draw a "Magical Girl" monster or a Spell Card by this effect: Discard 1 card.
● 10: Special Summon as many Level 4 or lower Spellcaster-Type monsters from your hand or Graveyard as possible. They are destroyed during the End Phase.

[/spoiler]

[spoiler='Magical Wind']

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If you control a face-up "Magical Girl" monster: Destroy 1 Spell/Trap card on the field, then you can place 1 Spell Counter on a face-up card you control that can place a Spell Counter on. During you Main Phase, if you control a face-up "Magical Girl" Synchro Monster: You can banish this card from your Graveyard; add 1 "Magical Wind" from your Deck to your hand. You can only use each effect of "Magical Wind" once per turn.

[/spoiler]

[spoiler='Magical Barrier']

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Target 1 face-up Level 4 or lower monster you control; this turn, it cannot be destroyed by battle or by card effect. During this turn End Phase, if that monster is face-up on the field; send it to the Graveyard and draw 1 card. You can only activate 1 "Magical Barrier" per turn.

[/spoiler]

[spoiler='Cursed Magical Tuning']

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Synchro Summon 1 Spellcaster-Type Synchro Monster from your Extra Deck. You can also banishing a Spellcaster-Type Tuner monster from your Graveyard to use it as a Synchro Material Monster. During the End Phase of this turn: Target 1 monster you control; destroy that target, and if you do, its owner takes 1000 damage.

[/spoiler]

[spoiler='Magical Flash']

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If you control 2 or more face-up Spellcaster-Type monsters, with at least 1 "Magical Girl" monster: Special Summon 1 Level 4 or lower "Magical Girl" monsters from your Deck in face-up Defense Position, and if you do, face-up Defense Position Spellcaster-Type monsters you currently control cannot be destroyed by battle and are unaffected by your opponent's card effects for the rest of this turn. You can only activate 1 "Magical Flash" per turn.

[/spoiler]

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  • 2 weeks later...

So here we got some nice Mahou Shoujos.

I'm a bit confused about the duplicity of the cards, but I will review both versions of each card.

 

The idea of synchroing with spellcounters is marvelous. Alice makes the most out of this effect, thought I'm definitely scared of Synchroigh for Arcanite through her effect, making his effect a +2. Also, if the summoning effect happens at no cost whatsoever it is inherently broken. I would make it so you have to use one counter per level of the monster summoned, a la Magical Exemplar.

 

The same could go for Katie. Attach the Mind Control-esque effect a cost in counters, negate effects of the monster stolen and make an attack restriction.

 

Elysia is too powerful, having into account that it can be summoned though Alice/Katie and lose no advantage. I would add a discard cost to its first effect, and completely forget about the last effect. If you want to keep it, add a counter cost.

 

Mirai is a lovely addition, and its first effect slows effectively the opponent's plays. I rather the second effect of the first Mirai, of negating an attack once per turn. Also, forget about the attack debuff. Doesn't really add something to the card.

 

The second Yukina is lovely, as it protects your monsters during a critical push. The Book of Moon-esque effect needs a cost however. Spellcounters seem the way to go.

 

This:

 

1 Tuner + 1 or more non-Tuner monster

Once per turn, when a Spell Card is activated: You can draw 1 card. If a card or effect that targeted this card (and no other cards) is activated: You can target another card on the field that would be an appropriate target (ignoring the side of the field); that card/effect now targets the new target.

 

Arc Night Dragon i far more balnaced that the other one. You may want to make its materials especific to Magical Girls, or at least spellcasters.

 

This:

Each time a "Magical Girl" monster(s) is Summoned or a Spell Card is activated, place 1 Spell Counter on this card. If this card would be destroyed, you can remove 1 Spell Counter from this card instead. Once per turn: You can remove a number of Spell Counter from your side of the field; activate 1 of these effects, based on the number of Spell Counters removed. You can only control 1 "Magical Unity".

2: Change any number of face-up Attack Position "Magical Girl" monsters you control into face-up Defense Position. This effect can be activated during either player's turn.
● 4: Special Summon 1 Level 4 or lower "Magical Girl" monster from your hand or Graveyard.
● 6: Draw 2 cards and reveal them. If you did not draw a "Magical Girl" monster or a Spell Card by this effect: Discard 1 card.
● 10: Special Summon as many Level 4 or lower Spellcaster-Type monsters from your hand or Graveyard as possible. They are destroyed during the End Phase.

 

Magical Unity is perfect, though I would make it a field Spell status to avoid stacking it with Endymion.

 

If you control a face-up "Magical Girl" monster: Destroy 1 Spell/Trap card on the field, then you can place 1 Spell Counter on a face-up card you control that can place a Spell Counter on. During you Main Phase, if you control a face-up "Magical Girl" Synchro Monster: You can banish this card from your Graveyard; add 1 "Magical Wind" from your Deck to your hand. You can only use each effect of "Magical Wind" once per turn.

 

 This Magical wind is an actually usable Power Grasp! Good design , IMO.

 

And lastly Magical Flash

If you control 2 or more face-up Spellcaster-Type monsters, with at least 1 "Magical Girl" monster: Special Summon 1 Level 4 or lower "Magical Girl" monsters from your Deck in face-up Defense Position, and if you do, face-up Defense Position Spellcaster-Type monsters you currently control cannot be destroyed by battle and are unaffected by your opponent's card effects for the rest of this turn. You can only activate 1 "Magical Flash" per turn.

This is the card I would stick with. Its useful yet not OP.

 

Further testing will tell whether more changes need to be made.

Keep up the good work ;)

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Wow didn't see that review til now, probably because I always click mark all at read recently XD

Rep given, also 4 cards added :)

So here we got some nice Mahou Shoujos.
I'm a bit confused about the duplicity of the cards, but I will review both versions of each card. Well the first one is for specific use and I think I mentioned it, but thx for their reviews anyway :lol:
 
The idea of synchroing with spellcounters is marvelous. Alice makes the most out of this effect, thought I'm definitely scared of Synchroigh for Arcanite through her effect, making his effect a +2. Also, if the summoning effect happens at no cost whatsoever it is inherently broken. I would make it so you have to use one counter per level of the monster summoned, a la Magical Exemplar. It already did, Their effects clearly stated that each Counter only treated as a Level 1 monster.
 
The same could go for Katie. Attach the Mind Control-esque effect a cost in counters, negate effects of the monster stolen and make an attack restriction. I think steal monster at your opponent's EP is hard to achieve, mainly because they can just Tribute/Sync/Xyz with it before their EP, so I don't want to kill this card with too much restrictions.

 
Elysia is too powerful, having into account that it can be summoned though Alice/Katie and lose no advantage. I would add a discard cost to its first effect, and completely forget about the last effect. If you want to keep it, add a counter cost. Believe me, destroy only face-up monsters still leave opponent either a face-down monster or + them in every competitive decks I know (obv for Shadds, Hands for HAT, Tellarknight's and Yang Xing's ace, etc.)
 
Mirai is a lovely addition, and its first effect slows effectively the opponent's plays. I rather the second effect of the first Mirai, of negating an attack once per turn. Also, forget about the attack debuff. Doesn't really add something to the card.
 
The second Yukina is lovely, as it protects your monsters during a critical push. The Book of Moon-esque effect needs a cost however. Spellcounters seem the way to go.
 
This:
 
1 Tuner + 1 or more non-Tuner monster
Once per turn, when a Spell Card is activated: You can draw 1 card. If a card or effect that targeted this card (and no other cards) is activated: You can target another card on the field that would be an appropriate target (ignoring the side of the field); that card/effect now targets the new target. 
 
Arc Night Dragon i far more balnaced that the other one. You may want to make its materials especific to Magical Girls, or at least spellcasters. Because that's an RP (Anime) ver, and since it serves the roll of a Signer Dragon (with only 1 copy), it have to be a generic monster. Its IRL ver already had a Type restriction and its drawing cannot be stacked.
 
This:
Each time a "Magical Girl" monster(s) is Summoned or a Spell Card is activated, place 1 Spell Counter on this card. If this card would be destroyed, you can remove 1 Spell Counter from this card instead. Once per turn: You can remove a number of Spell Counter from your side of the field; activate 1 of these effects, based on the number of Spell Counters removed. You can only control 1 "Magical Unity".
● 2: Change any number of face-up Attack Position "Magical Girl" monsters you control into face-up Defense Position. This effect can be activated during either player's turn.
● 4: Special Summon 1 Level 4 or lower "Magical Girl" monster from your hand or Graveyard.
● 6: Draw 2 cards and reveal them. If you did not draw a "Magical Girl" monster or a Spell Card by this effect: Discard 1 card.
● 10: Special Summon as many Level 4 or lower Spellcaster-Type monsters from your hand or Graveyard as possible. They are destroyed during the End Phase.
 
Magical Unity is perfect, though I would make it a field Spell status to avoid stacking it with Endymion. Because I want to use both of them XD
 
If you control a face-up "Magical Girl" monster: Destroy 1 Spell/Trap card on the field, then you can place 1 Spell Counter on a face-up card you control that can place a Spell Counter on. During you Main Phase, if you control a face-up "Magical Girl" Synchro Monster: You can banish this card from your Graveyard; add 1 "Magical Wind" from your Deck to your hand. You can only use each effect of "Magical Wind" once per turn.
 
 This Magical wind is an actually usable Power Grasp! Good design , IMO.
 
And lastly Magical Flash
If you control 2 or more face-up Spellcaster-Type monsters, with at least 1 "Magical Girl" monster: Special Summon 1 Level 4 or lower "Magical Girl" monsters from your Deck in face-up Defense Position, and if you do, face-up Defense Position Spellcaster-Type monsters you currently control cannot be destroyed by battle and are unaffected by your opponent's card effects for the rest of this turn. You can only activate 1 "Magical Flash" per turn.
This is the card I would stick with. Its useful yet not OP.
 
Further testing will tell whether more changes need to be made.
Keep up the good work  ;) Ty very much :)

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