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Burn spells: A work in progress


Just Crouton

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More of my ever-growing backlog of stuff to add to DP.

 

[spoiler=Monsters (only 1)]

 

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Ifrit, Lord of Raging Inferno

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 4 "Pyromancy" Spell Cards from your Graveyard.
① The activation and effects of your "Pyromancy" Spell Cards cannot be negated. ③ When this card destroys a monster and sends it to the Graveyard, destroy all monsters your opponent controls and inflict 500 damage to your opponent for each monster destroyed by this effect. ④ You can only control 1 face-up "Ifrit, Lord of Raging Inferno".

 

 

 

 

[spoiler=Spell monsters]

 

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Pyromancy: Crimson Pyromage

① Shuffle all "Pyromancy" cards in your Graveyard into the deck (minimum. 1); Inflict 300 damage to your opponent for each card shuffled into the deck by this effect, and if you do, Special Summon this card as an Effect Monster Card (Pyro-Type/FIRE/Level 8/ATK 2400/DEF 1800). (This card is also still a Spell Card.). ② "Pyromancy" cards you control that are currently treated as Effect Monsters gain 300 ATK, except "Pyromancy: Crimson Pyromage."

 

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Pyromancy: Searing Sorceress

① After activation, inflict 500 damage to your opponent, and if you do, Special Summon this card as an Effect Monster Card (Pyro-Type/FIRE/Level 4/ATK 2100/DEF 1200). (This card is also still a Spell Card.) ② This card cannot be destroyed by card effects. ③ Once per turn, if 2 or more "Pyromancy" Spell Cards were activated this turn: You can add 1 "Ifrit, Lord of Raging Inferno" from your Deck to your hand. ④ This card is Set in its Spell & Trap Card Zone during the End Phase this card was activated.

 

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Pyromancy: Infernal Warrior

① After activation, inflict 500 damage to your opponent, and if you do, Special Summon this card as an Effect Monster Card (Pyro-Type/FIRE/Level 4/ATK 2100/DEF 1200). (This card is also still a Spell Card.) ② This card cannot be destroyed by card effects. ③ If this card destroys a monster by battle, and sends it to the Graveyard: You can set 1 "Pyromancy" Spell Card from your Deck in your Spell & Trap Card Zone. ④ This card is Set in its Spell & Trap Card Zone during the End Phase this card was activated.

 

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Pyromancy: Flaming Sprite

① After activation, inflict 500 damage to your opponent, and if you do, Special Summon this card as an Effect Monster Card (Pyro-Type/FIRE/Level 4/ATK 2100/DEF 1200). (This card is also still a Spell Card.) ② This card cannot be destroyed by card effects. ③ This card is Set in its Spell & Trap Card Zone during the End Phase this card was activated.

 

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Pyromancy: Flameshifter

① Activate only during your opponent's Battle Phase. After activation, inflict 800 damage to your opponent, and if you do, Special Summon this card as an Effect Monster Card (Pyro-Type/FIRE/Level 4/ATK ?/DEF ?). (This card is also still a Spell Card.) ② This card cannot be destroyed by card effects. ③ If this card is targetted for an attack, the ATK and DEF of this card become the ATK and DEF of the attacking monster +100. ④ This card is Set in its Spell & Trap Card Zone during your opponent's End Phase.

 

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Pyromancy: Red Reaper

① After activation, target 1 Special Summoned monster on the field; send it to the Graveyard, and if you do, Special Summon this card as an Effect Monster Card (Pyro-Type/FIRE/Level 10/ATK ?/DEF ?), and this card's ATK/DEF are equal to the original ATK/DEF of that Special Summoned monster in the Graveyard (This card is also still a Spell Card.) ② This card cannot be destroyed by card effects. ③ This card is Set in its Spell & Trap Card Zone during the End Phase this card was activated.

 

 

 

 

[spoiler=Spells]

 

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Pyromancy: Lunatic Flames

① Shuffle all "Pyromancy" cards in your Graveyard into the deck; Inflict 300 damage to your opponent for each card shuffled into the deck by this effect, and if you do, draw 1 card for each card shuffled into the deck by this effect.

 

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Pyromancy: Rise of Savage Flames

① If you Special Summoned "Ifrit, Lord of Raging Inferno" at least once during this Duel: You can target 1 face-up monster your opponent controls; destroy that target, then you can Special Summon 1 "Ifrit, Lord of Raging Inferno" from your hand, Deck, Graveyard, or banished, ignoring the summoning requirements.

 

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Pyromancy: Lava Barrier

When an opponent's monster declares an attack: Target the attacking monster; negate the attack, inflict damage to your opponent equal to half the ATK of that target, then end the Battle Phase.

 

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Pyromancy: Doom Meteor

① When your opponent activates a Spell/Trap Card or monster effect that would destroy/negate the activation and/or effect(s) of a Spell(s) on the field: Pay 1500 LP; negate the activation, and if you do, destroy it, then, if the destroyed card was a Monster Card, inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.

 

 

 

 

 

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  • 1 month later...

The problem with spell monsters, unlike trap monsters, is that you can activate them without waiting, and just spam the field as soon as you get them in your hand (think of monsters that can be SSéd from your hand with no hard opt clauses or conditions at any time during your turn and from your backrow during your opponent's). The burn part of those spells would actually be the least used if used in real life. These will be used for R4NK mostly. They are able to be SS'ed at any time during your turn (even the BP) as a 2100 ATK level 4 that cannot be destroyed by card effects and with no restrictions (vulnerable to spell destruction-yes, but restricted-no). There isn't a level 4 in the game that is as versatile in R4NK spam builds as these would be. Also, they are splashable as heck. I can already see the Volcanic builds too (probably the archetype that can use these to their full potential, not saying it's the best idea though).

 

Now for the cons that are actually not cons- ASF slows them down (a bit), but even then, you can just activate them on your opponent's turn since they are quickplay, and you'll just have to use them as trap monsters (which isn't bad). I also thought it was good that they could die by simple spell removal and that was balancing them out, but no, you actually can't since they can't be destroyed by card effects (even while face down). There really aren't any cons to these, or an easy way to stop them.

 

The bigger problem here is that Spell monsters are very hard to balance, and I don't think you've managed to do it here.





 

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