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New Spellcaster Archetype "Magicmight"! (Please Give Feedback)


OmgAWhiteGuy

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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-centerSorry for the size of this thread too, I'm still attempting to figure out the "hide" buttons!
 

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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.
 
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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.
 
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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.
 
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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.
 
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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.
 
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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.
 
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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.

 

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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.

 

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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.
 
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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.
 
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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.
 
 
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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".
 
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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.
 
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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.

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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


 

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