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Enchanted Arcane (Written)


TwinMaelstrom

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[spoiler=Monsters]

[spoiler=Illusion of the Enchanted Ones]

Level 4-Dark-Spellcaster-1600/1200

If this card is Summoned: Place 1 Spell Counter on this card for every Spell Counter on the field +1. You can remove 10 Spell Counter from this card and target up to 4 “Arcane Seal” Spell Cards in your Graveyard; Add those cards to your hand. Those cards cannot be activated this turn. You can only use this effect of “Illusion of the Enchanted Ones” once per turn. If this card is sent to the Graveyard: Special Summon 1 "Enchanted Ones" monster from your Deck, except "Illusion of the Enchanted Ones". While this card has Spell Counters on it: this card cannot be targeted or destroyed by card effects.

 

 

[spoiler=Mystery of the Enchanted Ones]

Level 4-Dark-Spellcaster-1600/1200

If this card is Summoned: You can target 1 “Enchanted Ones” monster in your Graveyard; Special Summon that target. Its effects are negated, then place Spell Counters on this card equal to that monster’s level. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. You can send any number of facedown “Arcane Seal” Spell Cards from your hand to the Graveyard (min 2), then draw 1 card and place 1 Spell Card on this card for every 2 cards sent to the Graveyard by this effect. This card gains 100 ATK for each Spell Counter on it. While this card has Spell Counters on it: this card cannot be targeted or destroyed by card effects.

 

 

[spoiler=Shadow of the Enchanted Ones]

Level 4-Dark-Spellcaster-1600/1200

If this card is Summoned: You can target up to 1 banished “Arcane Seal” Spell Card and 1 “Arcane Seal” in your Graveyard; add those targets to your hand, then place 2 Spell Counters on this card. This card cannot attack the turn you activate this effect is activated. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. Once per turn during either player’s turn: You can remove 3 Spell Counters from your side of the field; place 1 card your opponent controls on the top of their Deck. While this card has Spell Counters on it: this card cannot be targeted or destroyed by card effects.

 

 

[spoiler=Dogma of the Enchanted Ones]

Level 4-Dark-Spellcaster-1600/1200

If this card is Summoned: You can send 3 “Arcane Seal” Spell Cards from your Deck to the Graveyard, if you do place 3 Spell Counters on this card. You can only use this effect of “Dogma of the Enchanted Ones.” This card cannot attack the turn you activate this effect. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. If this card is sent to the Graveyard: You can banish 1 “Arcane Seal” Spell Card from your hand or Graveyard; Special Summon 1 Level 4 or lower “Enchanted Ones” from your Graveyard, except “Dogma of the Enchanted Ones”. While this card has Spell Counters on it: this card cannot be targeted or destroyed by card effects.

 

 

[spoiler=Rogue of the Enchanted Ones]

Level 4-Dark-Spellcaster-1600/1200

You can shuffle 2 “Arcane Seal” Spell Cards from your Graveyard or hand into your Deck: Special Summon this card (from your hand), if you do place 1 Spell Counter on this card for every “Arcane Seal” Spell Card in your Graveyard + 2. You can target 1 banished “Arcane Seal” Spell Card: Add that target to your hand, then place 1 Spell Counter on each face-up card on the field that you can place a Spell Counter on. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 100 ATK for each Spell Counter on it. While this card has Spell Counters on it: this card cannot be targeted or destroyed by card effects. You can use each effect of "Rogue of the Enchanted Ones" once per turn.

[spoiler=Deity of the Enchanted Ones]

Level 8-Dark-Spellcaster-2800/1200

You can removed 6 Spell counters from your side of the field: Special Summon this card (from your hand). If this card is Summoned: You can add 1 “Arcane Seal” Spell Card and 1 “Enchanted Ones” monster, except “Deity of the Enchanted Ones” from your Deck or Graveyard to your hand. You can remove 4 Spell Counters from your side of the field; Shuffle 1 card on the field into the owner’s Deck. If this card is sent to the Graveyard: You can banished 1 “Arcane Seal” Spell Card from your hand or Graveyard; Special Summon this card. While their are Spell Counters on your side of the field: this card cannot be targeted or destroyed by card effects. You can only control 1 face-up “Deity of the Enchanted Ones”.

 

 

[spoiler=Grace, the Enchanted One]

Rank 4-Light-Spellcaster-Xyz-2000/1800

3 Level 4 Spellcaster-Type Monsters

 

When this card is Xyz Summoned: Place Spell Counters on this card equal to the number of Spell Counters on the Xyz Materials used for this card’s Xyz Summon. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 200 ATK for each Spell Counter on it. You can detach 1 Xyz Material from and remove 3 Spell Counters from this card; Special Summon 1 “Enchanted Ones” monster from your Deck. You can send 1 Spellcaster-Type monster from your Deck to the Graveyard; this card gains that monster’s effect until the of this turn While this card has Spell Counters on it: this card cannot be targeted or destroyed by card effects. You can use effect each “Grace, the Enchanted One” once per turn. You can only control 1 Grace, the Enchanted One.”

 

 

 

 

 

[spoiler=Spells]

[spoiler=Arcane Seal of Justice]

Quick-Play Spell

Discard 1 Spell Card; Special Summon 1 “Enchanted Ones” monster from your Deck or Graveyard, then place 2 Spell Counter on each face-up card on the field that you can place a Spell Counter on. You can only activate this effect of “Arcane Seal of Justice” once per turn. If this card is in your Graveyard, except during a turn “Arcane Seal of Justice” was activated: You can banish 1 “Arcane Seal” Spell Card in your Graveyard; add this card to your hand.

 

 

[spoiler=Arcane Seal of Fear]

Quick-Play Spell

Remove 8 Spell Counters on your side of the field; your opponent cannot declare an attack this turn, then you can remove 2 Spell Counters on your side of the field, draw 1 card. If this card is banished; Special Summon 1 “Enchanted Ones” from your Deck. You can only use this effect of “Arcane Seal of Fear” once per turn.

 

 

[spoiler=Arcane Seal of Frost]

Quick-Play Spell

Remove 6 Spell Counters on your side of the field; your opponent cannot activate Spell/Trap Cards until the end of their turn. If this card is sent to the Graveyard by a card effect or if this card is sent to the Graveyard to activate a card’s effect; You can add 1 “Enchanted Ones” monster from your Deck or Graveyard to your hand.

 

 

[spoiler=Arcane Seal of Guidance]

Normal Spell

Discard 1 card; add 1 “Enchanted Ones” monster from your Deck to your hand, then you can send 1 “Arcane Seal” Spell Card from your Deck to the Graveyard. If this card is in your Graveyard: You can banish this card and 1 other “Arcane Seal” Spell Card in your Graveyard; Special Summon 1 “Enchanted Ones” monster from your Deck.

 

 

[spoiler=Arcane Seal of Unity]

Quick-Play Spell

Send 1 “Arcane Seal” Spell Card from your hand or side of field to the Graveyard; Add 1 “Enchanted Ones” monster from your Deck to your hand. If this card is in your Graveyard and you control 2 or more face-up Spellcaster-Type: You can shuffle this card 1 other “Arcane Seal” Spell Card or “Enchanted Ones” monster in your Graveyard into your Deck, if you do Spellcaster-Type monsters you control cannot be destroyed by battle this turn.

 

 

[spoiler=Arcane Seal of Enchantment]

Normal Spell

Send 1 “Arcane Seal” Spell Card from your hand or side of field to the Graveyard; send 1 “Arcane Seal” Spell Card from your Deck to the Graveyard, then add 1 “Enchanted Ones” monster from your Deck to your hand. You can banish this card from your Graveyard and send 1 “Enchanted Ones” monster from your Deck to the Graveyard; add 2 “Arcane Seal” Spell Card from your Graveyard to your hand.

 

 

[spoiler=Arcane Seal of the Moon]

Normal Spell

Banish 1 “Arcane Seal” Spell Card in your Graveyard and send 1 “Arcane Seal” Spell Card from your Deck to your Graveyard: Draw 1 card, then remove 4 Spell Counters from anywhere on your field, if you do draw 1 card. During either player’s turn while this card is in your Graveyard: You can banish 1 “Arcane Seal” Spell Card and target 1 “Enchanted One” you control; hat target can’t be destroyed in battle until the end of this turn. You can target 1 “Enchanted Ones You can use each effect of “Arcane Seal of the Moon” once per turn.

 

 

 

 

 

(Help with pictures would be Appreciated)

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As an opening note, unless you intend to make continuous Seals, the effects that say you can send them from your side of the field are useless unless you chain Unity to a Seal, since you can send the Seal that hasn't resolved yet to grave as cost. Basically, the only thing you'll ever do is discard Seals form hand for those effects. (Also, you really need to proofread these cards.)

 

Illusion: In reference to the opening note, it would be better if it added the 4 targets to your hand, especially since it seems like this guy is coming out mid to late game anyway. This would also help set up Mystery, but more on that later.

 

Mystery: I can't see a scenario where the draw effect would ever be useful compared to just spamming counters onto it. I mean, it might come in handy once in forever if you want to draw a couple cards and then Illusion all of the discarded Seals back, but that's about it. The first effect is a great setup for Illusion though.

 

Shadow: Great resource recovery and pseudo-removal.

 

Dogma: Very awkward number of cards to dump, since you could go with Justice, Fear, and then some other random Seal. More psuedo-removal that's even better if you use it on Extra Deck monsters.

 

Grace: Spell Counters converting to ATK is really useful, since the deck otherwise has to rely on the two removal monsters to do anything other than stall. The SS effect also helps rebuild after you Xyz summon her.

 

Justice: Hard to use, but it pays off really well depending on your board state. The restriction on the second effect also helps balance the potential looping.

 

Fear: Absolutely necessary, since the monsters in this deck can hardly run over anything. The draw effect is also nice. The banish effect won't happen much though.

 

Frost: The choice between stunning and searching in an interesting one on this card, since both situations come up rather often. 

 

Guidance: Searching is always welcome, although I don't like the forced dumping of a Seal. It would be fine if you made that  "you may" effect. Banish enabler is also needed, since only a couple Seals banish themselves/others.

 

Unity: Another searcher that helps protect your monsters. This is really useful for the same reason Fear is, but this one recurs itself along with other resources, which is even better.

 

Enchantment: This seems alright. You dump two seals to search for a monster, which is okay, but I don't think that banishing this and losing a monster is worth adding two Seals to hand, not when there's better recursion.

 

Overall: The slight protection that they gain from having counters is great, but doesn't really mean anything when they get run over. There's some interesting combos in here because of the amazingly long-winded synergy, like Enchantment ditching Judgement and Fear to search Dogma, then summon Dogma to dump Frost, Guidance, and Unity, followed by banishing Fear to add Judgement to hand, which lets you SS Shadow to add Fear and one other Seal from grave to hand, you can then use Judgement to summon Illusion, which lets you pick any 4 of the 6 Seals in your graveyard to set, so if you set Fear, Frost, Guidance, and Unity, you have exactly enough counters to stun your opponent from attacks and playing Spells/Traps for one turn, while you can ditch whatever you draw next turn to Guidance and Unity so you can set up this entire combo all over again. And this all started with only two of the Seals in hand. I really want to see what could happen is you add other support or bosses. The only issue is that you're dead if they play Anti-Spell Fragrance or stop the combo at the beginning, which I guess is standard for any combo deck.

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