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Magmazers Archetype(monsters) [10/10]


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Pending Deck Lore/Archetype lore:
With the Advent of recent wars and uprisings of ancient rulers the very Planet became endangered. In response from the very depths of its molten core arose its ancient Guardians, the Magmazers, Fiery Golems composed of molten Rock. They have one mission and one mission only... Purge the surface world of all possible threats. Under your command these creatures-though powerless alone,united under a common command are very powerful. Set the world ablaze and your foes with it![endlore]

The Magmazers are a Rock-Type FIRE Attribute Archetype with High DEF and 0 ATK. The thing is their most powerful effects require them to be in Attack Position. They rely on Special summoning themselves or one another to group together to dominate the opponent. Although support cards would also help to ensure their survival.


[img]http://i.imgur.com/zji2D.jpg[/img]

[u]Lore[/u]: This monster cannot be Special Summoned except by Banishing 2 monsters you control who's original ATK is 0. During the End Phase of your turn, deal damage to your opponent equal to the combined level of all FIRE monsters you control x100. While this card is in face-up Attack Position your Attack Position monsters cannot be destroyed by battle.


[img]http://i.imgur.com/qY5cA.jpg[/img] [img]http://i.imgur.com/GLMcq.jpg[/img]
[img]http://i.imgur.com/OHliU.jpg[/img] [img]http://i.imgur.com/3gXnW.jpg[/img]

[u]Lore[/u]:If you Normal Summon or Flip Summon a monster with 0 ATK, Special Summon this card from your hand. While this card is in face-up Attack Position, once per turn during the Battle Phase you can Send the Top 2 card of your deck to the graveyard to destroy 1 face-up Level 5 or lower monster.

[img]http://i.imgur.com/Urg4d.jpg[/img] [img]http://i.imgur.com/lopQf.jpg[/img]

[u]Lore[/u]:While this card is in face-up Attack position, your opponent must declare an attack with 1 or more monsters during their Battle Phase, and must enter the Battle Phase each turn that they control a face-up Attack-Position monster. If this card is destroyed by Battle, Special Summon 2 Rock-Type monsters from your graveyard with 1000 ATK or less.

[img]http://i.imgur.com/NxI2h.jpg[/img] [img]http://i.imgur.com/Hzop1.jpg[/img]

[u]Lore[/u]:If your opponent Sets a card, you can Banish 2 FIRE monsters in your graveyard to Special Summon this card from your hand. While this card is in face-up Attack position once per turn, when a monster is Summoned from the Extra deck, you can destroy it. The controller of that card can pay 1000 Life Points to negate this effect.


[img]http://i.imgur.com/L2GwJ.jpg[/img]

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WAO! I love the Deck Lore that's very cool, authentic and original. I don't really see anything wrong with the card effects either. However I feel like it wouldn't hurt to have Gahno give x300 instead of x200. I don't know it might be just me.

I also think that if you tried to make a deck out of just THESE cards you probably wouldn't do so well. What I mean by this is that there isn't enough support for this archetype. But I'm sure you already knew this.

All in all I like how perfectly balanced these cards are and that it would seem to be a challenge to run them. Good work.

10/10

P.S. Thanks for the review.

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[quote name='SSxCAMOUFLAGE' timestamp='1343169002' post='5987976']
WAO! I love the Deck Lore that's very cool, authentic and original. I don't really see anything wrong with the card effects either. However I feel like it wouldn't hurt to have Gahno give x300 instead of x200. I don't know it might be just me.

I also think that if you tried to make a deck out of just THESE cards you probably wouldn't do so well. What I mean by this is that there isn't enough support for this archetype. But I'm sure you already knew this.

All in all I like how perfectly balanced these cards are and that it would seem to be a challenge to run them. Good work.

10/10

P.S. Thanks for the review.
[/quote]

Thanks so much for the rate/comment. I will make supports Traps/Spells(not sure about more monsters). And I plan on making a deck around it. HOWEVER I want more comments on it you know so I don't make one that gets no comments.

P.S. DO you know how to make spoilers?I never learnedd XD

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[spoiler='Spoiler'] [] /spoiler(put this inside the empty set of brackets.)

Like that.

Umm, as for the archetype. Mixed feelings on it. For the most part, they are fine. There are a couple i think are OP, which i'll put here:

Gurgann: It cannot have the resurection effect. That is making it into tribute fodder, for no cost, or requirement. On top of that, negating normal traps in a card with this resurection... You need to put either A) a condition under its resurection, e.g. if this card is destroyed by your opponent (battle or effect). B) a bigish cost to it. or c) make it once per duel.

Gargantos:... its kind of two easy to summon, particulalry since milling would help a lot of decks. This thing just a wall in the middle of the oppnents turn.

Gidahnn: having to special summon two is... silly. Becuase you have to summon, 2 or none. It should be up to two, and banish monsters equal to the number you summoned through the effect. And have the final part of the effect only resolve if it is face up during the end phase. Otherwise, even if you XYZ, you have to banish that monster striaght away.

Gihnto: Same as on Gurgann. You shouldn't be able to summon it so easily in your opponents turn.

Otherwise its fine... aside from, you have to many high level monsters. even with the special summon effects... Still look forwards to the additions of support cards.

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I might take this into affect but you have to recall that they MUST be in Attack for their on field affects.

Gurgann will be edited because, admittedly its ress. is a bit OP'ed.

Garga:.. I made his DEF lower for a reason. Easiest wall to remove of each of the higher lvls.

Gihnto doesn't have that many other redeeming features so I can change his Special Summon conditions.

Gidahn will be edited accordingly.

EDITED*

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I like the set and pictures are great having walls be in attack mode and trying to go on the offensive is something I would see in MTG but its done here rather nicely.

My only concern is the Encouraged...The more I think about it. Its Pot of Greed because you can just open with it while you have no monsters and boom there you go pot of greed. Which in turn means it will be used in other decks not named Magmazers (Exodia) simply because those decks do not require monsters.

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[Archtype Rating System]

[b][u]Similarity[/u]: .4/.5 -[/b] The cards images and names match perfectly together! Lava-rocks make perfect sense for the whole archtype, and they never stray to far from volcanic design. You never made their ATK above 0, even with the "1000 or lower" effects, fantastic! The only problem I do see is that some of the images are deformed by stretching too far. Otherwise, everything's great!

[b][u]Concept[/u]: 1.6/2.0 -[/b] I like the idea. FIRE monsters with a lower amount of attack as an alternative to the usual 200 DEF. You could actually use these guys with Rock Bombarding Area to set up Ginhto's effect, and protect the (attackless) Attack Position monsters. Their main force is obviously the Special Summoning of one another, but the more powerful effect monsters aren't given such leniency. Release from Stone and Spirit Barrier are perfect support cards for this deck (if not the latter being actually necessary). An issue is that, yes, they do hold great effects which are perfectly balanced, but, they aren't well protected by themselves. These cards [b]need[/b] Spell/Trap support just to stay alive, especially the level 3's. Of course you could aim for Xyz's along the way, so it's not to difficult; but then I feel their should be some kind of Magmazers Xyz cards.

[b][u]Support[/u]: 2.3/2.5 -[/b] You associated them with each other amazingly. Each card has it's own role without being completely left out by another. The fact that these cards can't be replaced, or replace some other card entirely is the sign of a good set.

[b][u]Balance[/u]: 3.6/4.0 -[/b] To put it simply, these card are extremely well-balanced, but also kind of odd. Gidahnn, and Giel worry me the most; their effects could be pretty bad outside of their archtype. Giel is kind of like pot of greed; change it's effect a bit so that you can't Summon any monsters after using it would be a good way for balance (you can still set). Also make it so you can only use that effect once per turn. Now for Gidahnn, it could probably be abused in some way (easy synchro, xyz, etc.); of course the after effect does even it out, thankfully.

[b][u]Grammar[/u]: 0.8/1.0 -[/b] Minor capitalization errors; some missing, some unnecessary, etc. The OCG seems good otherwise.

[i]Overall Pros - Good FIRE attribute additions, fair summoning conditions, great defense.[/i]
[i]Overall Cons - No attack = bad Normal Summon protection, kinda slow, needs extra support.[/i]
[b][u]Final Score[/u]: 8.7/10.0[/b]

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