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Ebon Arsenal Magician (Well-Written Weaponized Witchcraft)


Black D'Sceptyr

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[spoiler=Ebon Arsenal Magician: Errata]

DARK/Spellcaster-Type Tuner Effect Monster/Level 1/0 ATK/1900 DEF
 
Lore: Each time a Spell/Trap effect resolves, place 1 Spell Counter on this card (max. 4).  This card gains 2 Levels for each Spell Counter on it, also this Attack Position card cannot be destroyed by battle a number of times per turn equal to the number of Spell Counters on it. Once per turn, during either player's turn: You can remove 1 Spell Counter from this card; during the End Phase, if this card is in your Graveyard because it was sent there this turn, you can add it and 1 "Magician" Spell/Trap Card from your Graveyard to the hand.

 

 

 

This is the newest addition to the Week of Ebon, and it's a Tuner as well. Wanted it to take the evolution of the Dark Magician line in a different direction-maybe actually tie in the Magical monsters as well, since they've been well-but-inconsistently supported.

 

Anyways, the last parts of the set-in yet another departure from my normal schedule-I will release the last of the Week of Ebon/Ivor/Dark Magic on the weekend, as a treat to you all. I will resume my Tues.-Thurs. schedule next week. 

 

BDS signing off.

 

UPDATE: Made up Arsenal Magician to better gel with the DM Strategy-and live a bit longer. Your LP, though...

 

UPDATE II: This time, Ebon Arsenal has a Graveyard effect I think the Magiican's tool cards can easily work with.

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To be fair, the "Magical" monsters are pretty much an unorganized series at this point; well, some of those cards may not actually be in it due to the translation differences [and a word of warning that Konami/Upper Deck translations wildly vary when translating the same text]. But that aside...

 

Not really sure how well Dark Magicians can actually use this card (least in terms of generating enough Spell Counter support). Ideally, you run something like Pitch Black Power Stone or something to generate faster counters but I just don't see them using that card (least for this). Getting another searcher for the Dark Magician support cards is nice though; well, Circle anyway. I don't know; feel this would work a lot better in those other Decks that CAN utilize Spell Counters more efficiently. I suppose this would let Dark Magicians access some Synchro options, which is kinda nice so they're not totally reliant on Rank 7 summoning off Ebon High/Void Magician or whatever, but again, not really seeing a practical application in the Deck itself; outside of Level 8 Synchro stuff, I guess...

 

I haven't taken a look at the other stuff you've made; least not in great detail.

 

Like I mentioned above, think this would work better in generic Spell Counter decks that really need to search stuff like Breaker and a lot of the other stuff; in that regard, it's nice.

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The restriction that it must be normal summoned is a bit of a turn off, especially since you think you'd want this out first turn to recieve all the spell counters, but then you can't Normal Summon Rod, and it's going to be hard to get a DM out first turn for said Synchro play. As DM don't have many monsters, the idea of giving them a Synchro line-up relies on giving them good tuners, that are tied to the archetype. As a tuner it really should have more diverse means to use those Spell Counters. Maybe it can prevent its destruction by using 1 Spell Counter, so it can stay on the field longer, maybe put and OPT on it though. Or maybe it can use 2 Spell Counters to Special Summon a Magician's monster from the Deck (Rod only gets its ability on Normal Summon, so it wouldn't be broken). Second, I'd make the effect such that you place Spell Counters on it after an effect resolves, so it gets Spell Counters from the main play makers of the deck, Dark Magical Circle, and Eternal Soul. Finally, I'd make it so those Spell Counters can be used to reduce the Level of Dark Magician or Magician's monsters you control, myabe make it so that if you remove 3 you can reduce the level of said monsters to 1, and it reduces their level by 1 for each spell counter you use if you go regularly. I noticed you made you Level 8, such that it required 2 non-tuner monsters, so if you reduced a DM to level 1 with 3 spell counters, and another DM to level 6, 1+1+6=8. Now maybe you have some other stuff in mind that makes this card more useful, but it's good to keep in mind that DM has low monster count decks, so making the tuners better, or making search cards is a must. Finally, that "Dark" Spell card has way too many applications, it could be used to add a Dark Fusion, or Dark Contract, so I'd change it to match Rod.

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The restriction that it must be normal summoned is a bit of a turn off, especially since you think you'd want this out first turn to recieve all the spell counters-

 

Doesn't only need to be Normal Summoned, it just becomes a Warrior-Type monster when it's Normal Summoned. Helps with the Ivor Synchros when it can.

 

 

The restriction that it must be normal summoned is a bit of a turn off, especially since you think you'd want this out first turn to recieve all the spell counters, but then you can't Normal Summon Rod, and it's going to be hard to get a DM out first turn for said Synchro play. As DM don't have many monsters, the idea of giving them a Synchro line-up relies on giving them good tuners, that are tied to the archetype. As a tuner it really should have more diverse means to use those Spell Counters. Maybe it can prevent its destruction by using 1 Spell Counter, so it can stay on the field longer, maybe put and OPT on it though. Or maybe it can use 2 Spell Counters to Special Summon a Magician's monster from the Deck (Rod only gets its ability on Normal Summon, so it wouldn't be broken). Second, I'd make the effect such that you place Spell Counters on it after an effect resolves, so it gets Spell Counters from the main play makers of the deck, Dark Magical Circle, and Eternal Soul. Finally, I'd make it so those Spell Counters can be used to reduce the Level of Dark Magician or Magician's monsters you control, myabe make it so that if you remove 3 you can reduce the level of said monsters to 1, and it reduces their level by 1 for each spell counter you use if you go regularly. I noticed you made you Level 8, such that it required 2 non-tuner monsters, so if you reduced a DM to level 1 with 3 spell counters, and another DM to level 6, 1+1+6=8. Now maybe you have some other stuff in mind that makes this card more useful, but it's good to keep in mind that DM has low monster count decks, so making the tuners better, or making search cards is a must. Finally, that "Dark" Spell card has way too many applications, it could be used to add a Dark Fusion, or Dark Contract, so I'd change it to match Rod.

 

I understand this part-restricting it to Dark Magic was my original play as well. Will let you know when I've properly fixed the card.

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The changes you made are good, battoe protection means your opponent will have to waste a destruction effect to get rid of this, and the low attack justifies it being battle protection, but honestly I'd make it only allowed to have 3 Spell Counters on it at a time, and let it gain effects from spells/traps effects resolving, similar to Red-Eyes Flare Metal Dragon. Makes the Counters more spammable, but not keeping it completely immune to battle destruction if you get 5 Spell Counters on it. With one Spell Counter this thing reaches level 3, and could be used in conjunction with Rod to summon your Dark Flare Knight retrain. Maybe make this summonable from the Graveyard when you Normal Summon a Spellcaster-Type monster, as Magician's Rod is easily recyclable. However, I think you ahould give it the ability to remove 1 Spell Counter at a time to increase or decrease the level of a Spellcaster or Warrior-Type monster by 1 (other than itself), that'd be extremely beneficial, and I'll get into why on my thoughts for your Mirage Knight Retrain.

 

Edit: One final note, I really think you should keep the ability to add a "Magician's" card to your hand, it's very beneficial, again due to the lower monster count in DM. Magician's Navigate can't be relied upon to be the only card to get these things out.

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So a Tuner monster for Spellcasters? You can Summon it via One for One (for what it's worth), and fetch it with Dark Eruption.

 

So if you have low Level Magician monsters, you could activate a Spell Card or two to build up this card's Level for a better Synchro Summon (even an Xyz Summon like Ebon Illusion Magician). Plus, as a special bonus, not only does it recycle your Spell/Trap cards, but itself, too; making way for more Extra Deck Summons.

 

It's an alright card for what it does. Granted, you'd need another monster on the field to accomplish anything with this card, but it's not to say it's impossible.

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