OmgAWhiteGuy Posted July 30, 2014 Report Share Posted July 30, 2014 So I have created a new Archetype called Magicmight. The Magicmight cards are mainly Spellcaster monsters that revolve around being banished or banishing cards. Any feedback would be really helpful! Thanks! The art was made using a chibi maker game then cropped a bit, so a quick apology for the art not being fantastic and the pictures may be a bit off-center. Sorry for the size of this thread too, I'm still attempting to figure out the "hide" buttons! Lore: Magicmight Afea Level 2 / EARTH / Spellcaster / Effect ATK 900 / DEF 400 Effect: While this card is face-up on the field; your opponent must set their spells before activating them and cannot activate them until their next turn. When this card is banished add a "Magicmight" spell from your deck to your hand. Lore Magicmight Blujhar Level 2 / EARTH / Spellcaster / Effect ATK 1100 / DEFL 0 Effect: You can pay 500 Life Points; Special Summon 1 "Magicmight - Wadel" from your hand or Deck. When this card is sent to the graveyard you can banish it and one other "Magicmight" card. Lore: Magimight Encharua Level 2 / EARTH / Spellcaster / Effect ATK 600 / DEF 500 Effect:If this is used for the synchro summon of a "Magicmight" Synchro; add this card to your hand. When this card is banished; Special Summon 1 "Magicmight" monster from your extra deck, it's effects are negated and it's destroyed at end phase. Lore: Magicmight hyperkron Level 2 / Spellcaster / EARTH / Effect ATK 700 / DEF 900 Effect: Once per turn during either player's turn; you can discard 1 card to send 1 monster from the field to the owner's hand. When this card is banished; add 1 banished monster to the owner's hand. Lore: Magicmight Jibdore Level 2 / EARTH / Spellcaster / Effect ATK 600 / DEF 750 Effect: Once per turn; you can banish 1 "Magicmight" monster from your hand, field or graveyard to draw 1 card. When this card is banished; Draw 2 cards. Lore: Magicmight Phalkey Level 2 / EARTH / Spellcaster / Effect ATK 800 / DEF 600 Effect: If you control a face-up "Magicmight" monster you can Special summon this card from your hand. You can tribute this card then Special Summon 1 banished "Magicmight" monster. During your Standby Phase if this card is banished you can Special Summon it. Lore: Magicmight Wadel Level 1 / EARTH / Spellcaster ATK 200 / DEF 200 Flavour: A brave young wizard in training. He hopes to one day save the world and join in the elite clan of wizards otherwise known as the Magicmight guild. Lore: Magicmight Iuro Level 5 / EARTH / Spellcaster / Effect ATK 2300 / DEF 1100 Effect:When this card is sent to the graveyard; you can banish all "Magicmight" cards (min 1) to Special Summon this card. Once per turn during your 1st Main Phase; you can Special Summon 1 banished "Magicmight" monster. This card gains 100 ATK for each banished "Magicmight" card. Lore: Magicmight Queen Bujes Level 3 / EARTH / Spellcaster Synchro / Effect ATK 2200 / DEF 1000 Effect: 1 "Magicmight" tuner + 1 or more non-tuner monsters Once per turn, during either player's turn; when a card is banished from the graveyard you can draw 1 card. When this card is sent to the graveyard; destroy 1 monster. Lore: Magicmight King Ymirs Level 4 / EARTH / Spellcaster Synchro / Effect ATK 2400 / DEF 400 Effect: 1 "Magicmight" tuner + 1 or more non-tuner monsters Once per turn; you can banish 1 card on the field or in either player's graveyard. This card cannot declare an attack the urn you use this effect. WHen this card is sent to the graveyard: destroy 1 card. Lore: Magicmight Jester Primis Rank 1 / Spellcaster XYZ / EARTH / Effect ATK 1600 / DEF 1000 Effect: 2 Level 1 "Magimight" monsters Up to twice per turn; you can detach 1 material from this card to banish 1 card on the field. this card gain 100 ATK each time a card is banished. Lore: Magicmight Fable Spell Effect: Add 1 "Magicmight" monster from your deck to your hand. When this card is banished add 1 banished "Magicmgiht" card to your hand except "Magicmight Fable". Lore: Magicmight Recruiting Session Spell Effect: Banish 1 "Magicmight" monster from your hand; draw 2 cards. You cannot Special Summon the turn you activate this card. If this card is banished; Your opponent can only Special Summon once on their next turn. Lore: Magicmight Wizards Guild Spell / Field Effect: Once per turn, during your 2nd Main Phase; you can add 1 banished "Magicmight" monster to the bottom of your deck and draw 1 card. Then banish 1 "Magicmight" card from your graveyard. All "Magicmight" monsters gain 300 ATK. More coming soon. Link to comment Share on other sites More sharing options...
OmgAWhiteGuy Posted July 31, 2014 Author Report Share Posted July 31, 2014 Extra Deck coming out next shortly follwed by Spells! Link to comment Share on other sites More sharing options...
OmgAWhiteGuy Posted July 31, 2014 Author Report Share Posted July 31, 2014 Bump Link to comment Share on other sites More sharing options...
OmgAWhiteGuy Posted August 1, 2014 Author Report Share Posted August 1, 2014 Part of the extra deck is up! Link to comment Share on other sites More sharing options...
OmgAWhiteGuy Posted August 1, 2014 Author Report Share Posted August 1, 2014 Bump Link to comment Share on other sites More sharing options...
OmgAWhiteGuy Posted August 2, 2014 Author Report Share Posted August 2, 2014 The deck is 90% done! Just two more extra deck cards and 1 - 2 traps! Link to comment Share on other sites More sharing options...
OmgAWhiteGuy Posted August 5, 2014 Author Report Share Posted August 5, 2014 Bump Link to comment Share on other sites More sharing options...
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Valkyrus Posted August 8, 2014 Report Share Posted August 8, 2014 Very exploitable effects. Jibdore is the most obviously broken card. It turns a Gold Sarco into a Pot of Greed (from which you'll plus even more when Jibdore is added to your hand). Also using Recruiting Session with Jibdore is insane. That's a +2 with close to no downsides. I don't see why you need such crazy draw power anyway. Apart from the overpowered draw engines this set has, it doesn't seem all that absurd. Though....Jester Primis is also another broken card. You can make this far too easily with Blujhar by just normal summoning it. And you get 2 monsters + 2 banishes for the price of the normal summon of a single card . Does it seem fair to you? Rank 1's are usually defensive monsters anyway and this is like a Giant Grinder that banishes ANY cards and even has more ATK as a Rank 1...and Giant Grinder is Rank 8. You seem to not be taking into account a lot of existing cards. I haven't looked at all your cards but I've noticed you need OCG fixing too. Many (if not most) of your cards need "once per turn" clauses and the broken cards I mentioned need to be redone. I suggest you play the game more, it will give you more ideas and more knowledge for future card making Link to comment Share on other sites More sharing options...
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