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[Archtype] Multi-Spell~ (Generic Spell/Trap cards also)


lecc_XD

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Basically, i got the idea of the Traptrix Archtype, but a lot more versatile, capable to stop most of the moves your opponent would do, also, i took the name of the archtype based on my old generic Spell "Multi-Spell Tactics".
i hope you like it!

[spoiler=Monsters]
[spoiler=Main Deck]
[spoiler=Habel, Multi-Spell Musketeer]
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This card is unnafected by "Multi-Spell" Spell/Trap cards. When this card is Summoned: Target up to 3 "Multi-Spell" cards from your Graveyard; Shuffle them into the deck, then draw 1 card. You can only activate the effect of "Habel, Multi-Spell Musketeer" once per turn.

[/spoiler]
[spoiler=Narin, Multi-Spell Keeper]
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This card is unnafected by "Multi-Spell" Spell/Trap cards. When this card is Summoned: You can target 1 Set card on your opponent' side of the field; Reveal it, then add 1 "Multi-Spell" card with the same type (Monster / Spell / Trap) from your Graveyard to your Hand, also Set the targeted card. Your opponent cannot activate the targeted card in response to this effect. You can only activate the effect of "Narin, Multi-Spell Keeper" once per turn.

[/spoiler]
[spoiler=Ornella, Multi-Spell Magician]
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This card is unnafected by "Multi-Spell" Spell/Trap cards. During the End Phase: You can discard 1 card; Add 1 "Multi-Spell" card from your deck to your Hand. You can only activate the effect of "Ornella, Multi-Spell Magician" once per turn.

[/spoiler]
[spoiler=Rachel, Multi-Spell Armory]
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This card is unnafected by "Multi-Spell" Spell/Trap cards. During you Main Phase: You can make your opponent draw 1 card and reveal it; Add 1 "Multi-Spell" card of the same type (Monster / Spell / Trap) from your Deck to your hand. You can only activate the effect of "Rachel, Multi-Spell Armory" once per turn.

[/spoiler]
[/spoiler]
[spoiler=Extra Deck]
[spoiler=Celesty, Multi-Spell Queen]
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2 level 4 "Multi-Spell" monsters
This card is unaffected by "Multi-Spell" Spell/Trap cards. Once per turn, during you Main Phase 1: You can detach 1 Xyz Material from this card, then activate 1 of this effects, you can only activate "Celesty, Multi-Spell Queen" effect once per turn:
- Banish up to 2 "Multi-Spell" card from your Graveyard; Gain 500 LP for each card banished by this effect.
- Target 1 "Multi-Spell" monster from your Graveyard or Hand; Special Summon it in face-up attack position and skip you Battle Phase.

[/spoiler]
[spoiler=Breezy, Multi-Spell Frontline]
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2 level 4 Psychic-type monsters
This card is unaffected by "Multi-Spell" Spell/Trap cards. When a monster effect is activated on the field, OR when a Normal Spell/Trap Card is activated: You can detach 1 Xyz Material from this card; the activated effect becomes "Both players draw a card". If this card would be destroyed, you can banish 1 "Multi-Spell" Spell/Trap in your Graveyard instead. You can only activate each effect of "Breezy, Multi-Spell Frontline" once per turn.


[/spoiler]
[/spoiler]
[/spoiler]

[spoiler=Spells / Generics]
[spoiler=Multi-Spell Tactic]
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When your opponent activates a Spell card: You can pay 700 LP; Negates it effects, and if you do, shuffle it into the Deck. You can only activate 1 "Multi-Spell Tactic" per turn.

[/spoiler]
[spoiler=Multi-Spell Library]
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Activate this card when your opponent Add card(s) to his/her hand by an effect: Shuffle the Added card(s) into the deck, then both players draw 1 card. You can only activate 1 "Multi-Spell Library" per turn.

[/spoiler]
[spoiler=Multi-Spell Speed]
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When your opponent activates a Monster's Effect: Target that Monster; Negate its effects while its face-up, then your opponent choose and activate 1 of the following effects. You can only activate 1 "Multi-Spell Speed" per turn.
- Take damage equal to the half of the targeted monster.
- The targeted monster gain 500 ATK and DEF.

[/spoiler]
[/spoiler]

[spoiler=Traps / Generics]
[spoiler=Multi-Spell Blessing]
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Activate this card when your opponent activates a Trap Card; Negate its effects, then banish it. You cannot activate this card if you have another "Multi-Spell Blessing" in Graveyard . You can only activate 1 "Multi-Spell Blessing" per turn.

[/spoiler]
[spoiler=Multi-Spell Formation]
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Activate this card when your opponent declare an attack: Negate the attack, then shuffle the attacking monster into it owner's deck. You can only activate 1 "Multi-Spell Formation" per turn.

[/spoiler]
[spoiler=Multi-Spell Paradox]
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When your opponent Summons a Ritual, Synchro, XYZ or Fusion monster: Pay 2000 LP; Negate it effects and detach its Xyz Materials (if any), then you can shuffle the target into the deck, and if you do, your opponent Special Summons 1 of the materials for the Summon of that monster from his/her Graveyard or Banished. You can only activate 1 "Multi-Spell Paradox" per turn.

[/spoiler]
[spoiler=Royal Multi-Spell]
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When a monster(s) would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 1000 LP; Negate it effects, then Shuffle it into its owner Deck, also, your opponent draw 1 card. You can only activate 1 "Royal Multi-Spell" per turn.

[/spoiler]
[/spoiler]

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I'm not really a fan of all of the monsters of the archetype plussing and/or searching. You have three different ways to search the S/Ts, when Traptrix (Toyo is going to kill me for not saying Mesmerizing Maneaters) don't really have that much searching power. Plus, all they really do is search (except Musketeer, who is just Emeral). Instead of having eleventy-four searchers, give them roles different from one another.

 

 

Tactic is really situational, but what it does it does well... maybe slightly too well? Anyways, it rewards you with a draw when your opponent tries to stop it, so even if your opponent tries to outplay it with MST or whatever you still get something out of it. IMO, the floating needs to go. Not sure on what to do about the main effect, if it needs to be nerfed or not.

 

 

Library is sorta-kinda a better Mind Crush in that you don't need a hand at all to play it and you can never call wrong, but this doesn't hit stuff already in your opponent's hand, can't disrupt Ritual Spells, and can only hit one card. But this also shuts off drawing or searching for the rest of the turn. So, not only is it Mind Crush, but it's also a short-term Mistake as well. It shouldn't be both. Oh, and like Tactic, the floating needs to go. You get rewarded for your opponent getting around a powerful card. Oh, and from the Skype chat, it outclasses Droll & Lock Bird.

 

Speed technically negates the monster's effect for as long as it is on the field, which makes it a slightly better Forbidden Chalice, except it lets the monster also attack you directly for some damage. But wait, it floats too! Everything floats! Whyyyyyyy?

 

Blessing is a better version of Wiretap because it gets rid of the negated Trap forever, and then it also floats too for some reason. Like with the others, get rid of the float. No root beer float. And make this not better than Wiretap.

 

EDIT: Forgot Formation. If you want to have it really searchable, it's fine (but like the others, the floating really shouldn't be here). If you're planning on dropping the floating, you could try to make it a worse D-Prison.

 

Paradox is basically a worse Warning because it works on less kinds of cards, and being a Normal Trap means the monster is on the field and stuff, and also it can be chained to more easily. Then, it gives your opponent back one of the materials used for the Summon. Depending on how hard the archetype gets nerfed, this is either ok or underpowered. Still, I'd like none of the backrow to have any means of floating, they're already really searchable and most are waaay good.

 

Where Paradox is a worse Warning, Royal is a better one. It doesn't destroy (relevant against Scrap Dragon) and costs half the Life Points, and the only way it's worse than Warning is that it doesn't stop Normal Summons. And then it shuffles itself into the Deck if your opponent kills it.

 

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Something you need to factor in the power of your cards is how searchable they are. Right now, some of them are as good as other pre-existing cards, but they are searchable in three different ways. This means you can rely on them more. The new Trap Holes aren't as good as Bottomless, and yet being searchable by Myrmeleo means some of them still get ran in Decks that use Myrmeleo. Floating is also something else that should subtract from how good a card should be, because the floating is something in itself. Also, as I mentioned, the floating means you're either rewarded for your opponent playing around your cards (which all are geared towards stopping the opponent from doing things) or they go back in the Deck so you may draw/search them again.

 

Since they're all pretty much geared to be "No, you can't do that" cards, I feel like that I would really not want to go against this Deck. It shuts things down, or gains a bunch of extra advantage if they can't do that off of floating.

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Update

- All floating effects on the Spells/Traps were removed

- Since the nerf, Breezy eff changed

- MS Tactic now have a payment cost

- MS Library no longers works on draw, also changed the no Add/Draw clause for "both players draw 1 card"

- MS Speed gets more Buff and Take Damage instead of make the target attack directly

- MS Blessing stay the same, but got a clause ("You cannot activate this card if you have another "Multi-Spell Blessing" in Graveyard")

- MS Formation changed to "Activate this card when your opponent declare an attack: Negate the attack, then shuffle the attacking monster into it owner's deck."

- Royal MS effect now works on Normal Summon, but have to pay 1000 LP and also your opponent draw a card when resolved

 

i hope this is enough xD

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