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Fairy Tale Archetype {Not to be confused with the Fairy Tail cards}


The Frost King

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A group of LIGHT Level 4, Spellcaster-Type monsters that are based on famous fairy tale characters. They rely on Magic Counters to activate one of their effects. They all share the same ability to gain Magic Counters by either having allies summoned or by having Fairy Tale spells and traps activated. Each Fairy Tale monster has Fusion versions which, when summoned, gain special Counters that allow them to activate their powerful effects. 

 

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Fairy Tale – Alice

Type: Spellcaster/Effect

Level: 4

Attribute: LIGHT/ ATK: 1800 DEF: 1200

Effect: When this card is Normal or Special Summoned: You can add 1 “Fairy Tale” monster from your Deck to your hand, except “Fairy Tale – Alice”. When a “Fairy Tale” monster is Summoned(except “Fairy Tale – Alice”,) or when a “Fairy Tale” Spell or Trap is activated: Place 1 Magic Counter on this card. Once per turn: You can remove 2 Magic Counters from anywhere on the field, then target 1 monster on the field; destroy it. You can only activate this effect of “Fairy Tale – Alice” once per turn.

 

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Fairy Tale – Red Riding Hood

Type: Spellcaster/Effect

Level: 4

Attribute: LIGHT/ ATK: 1600 DEF: 1500

Effect: If you control a “Fairy Tale” monster other than “Fairy Tale – Red Riding Hood”: You can Special Summon this card from your hand.  When a “Fairy Tale” monster is Summoned(except “Fairy Tale – Red Riding Hood”,) or when a “Fairy Tale” Spell or Trap is activated: Place 1 Magic Counter on this card. Once per turn: You can remove 2 Magic Counters from anywhere on the field, and if you do; draw 1 card. You can only activate this effect of “Fairy Tale – Red Riding Hood” once per turn.

 

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Fairy Tale – Snow White

Type: Spellcaster/Effect

Level: 4

Attribute: LIGHT/ ATK: 2000 DEF: 0

Effect: If you control a “Fairy Tale” monster with 2 or more Magic Counters: You can remove two of those Magic Counters, and if you do; Special Summon this card from your hand. When a “Fairy Tale” monster is Summoned(except “Fairy Tale –Snow White”,) or when a “Fairy Tale” Spell or Trap is activated: Place 1 Magic Counter on this card. During either player’s turn, when an opponent’s card or effect is activated that would destroy a card you control: You can remove 3 Magic Counters from anywhere on the field, and if you do; negate that effect and destroy that card.  You can only activate this effect of “Fairy Tale – Snow White” once per turn.

 

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Fairy Tale – Sleeping Beauty

Type: Spellcaster/Effect

Level: 4

Attribute: LIGHT/ ATK: 1200 DEF: 1800

Effect: Once per turn: This card cannot be destroyed by battle. When a “Fairy Tale” monster is Summoned(except “Fairy Tale –Sleeping Beauty”,) or when a “Fairy Tale” Spell or Trap is activated: Place 1 Magic Counter on this card. Once per turn: You can remove 2 Magic Counters from anywhere on the field, then target 1 "Fairy Tale" monster in your Graveyard; add it to your hand. During your End Phase: You can inflict damage to your opponent equal to the number of Magic Counters on the field x100. You can only activate this effect of “Fairy Tale – Sleeping Beauty” once per turn.

 

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Fairy Tale – Cinderella

Type: Spellcaster/Effect

Level: 4

Attribute: LIGHT/ ATK: 1800 DEF: 1500

Effect: When this card declares an attack: It gains 200 ATK until the end of the Battle Phase. When a “Fairy Tale” monster is Summoned(except “Fairy Tale – Cinderella”,) or when a “Fairy Tale” Spell or Trap is activated: Place 1 Magic Counter on this card. Once per turn: You can remove 2 Magic Counters from anywhere on the field, then target 1 Spell/Trap card on the field; destroy it. You can only activate this effect of “Fairy Tale – Cinderella” once per turn.

 

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Fairy Tale – Hansel & Gretel

Type:Spellcaster/Effect

Level: 4

Attribute: LIGHT/ ATK: 1700 DEF: 1300

Effect: If this card is Normal Summoned: You can add 1 “Fairy Tale” Spell/Trap card from your Deck to your hand. When a “Fairy Tale” monster is Summoned(except “Fairy Tale –Hansel & Gretel”,) or when a “Fairy Tale” Spell or Trap is activated: Place 1 Magic Counter on this card. Once per turn: You can remove 2 Magic Counters from anywhere on the field, then target 1 “Fairy Tale” Spell/Trap card in your Graveyard; add it to your hand. You can only activate this effect of “Fairy Tale – Hansel & Gretel” once per turn.

 

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Fairy Tale – Little Mermaid

Type: Spellcaster/Effect

Level: 4

Attribute: LIGHT/ ATK: 800 DEF: 2000

Effect: When this card is Normal Summoned: You can Special Summon 1 “Fairy Tale” monster from your hand. When a “Fairy Tale” monster is Summoned(except “Fairy Tale – Little Mermaid”,) or when a “Fairy Tale” Spell or Trap is activated: Place 1 Magic Counter on this card. During your turn: You can remove 3 Magic Counters from anywhere on the field, then target 1 Level 4 “Fairy Tale” monster in your Graveyard; Special Summon it. You can only activate this effect of “Fairy Tale – Little Mermaid” once per turn.



[spoiler=Spell/Trap]Fairy Tale – Wonderland

Type: Field Spell

Effect: When this card is activated: You can add 1 “Fairy Tale” card from your Deck to your hand, except “Fairy Tale – Wonderland.” You can only activate this effect of "Fairy Tale - Wonderland" once per turn. Once per turn: You can Fusion Summon 1 “Fairy Tale” Fusion Monster from your Extra Deck, using monsters from your hand or side of the field as Fusion Materials. If this card would be destroyed by card effect: You can remove 2 Magic Counters from anywhere on the field instead. You can only activate this effect of “Fairy Tale – Wonderland” once per turn.

 

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Fairy Tale – Alice’s Trip Through Wonderland

Type: Continuous Spell

Effect: When this card is activated: Place Magic Counters on this card equal to the number of “Fairy Tale” cards you control. During your Standby Phase: You can gain LP equal to the number of Magic Counters on this card x100. When this card has no more Magic Counters on it: destroy it. You can only control 1 “Fairy Tale – Alice’s Trip Through Wonderland.”

 

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Fairy Tale – Party 'til Midnight

Type: Continuous Spell

Effect: “Fairy Tale” monsters you control gain 100 ATK for each Magic Counter on them. During your Main Phase: You can draw 1 card, then discard 1 card. You can only control 1 “Fairy Tale – Party 'til Midnight.” During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, and if you do; Place 1 Magic Counter on 1 “Fairy Tale” monster you control.

 

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Fairy Tale – A Mermaid’s Melody

Type: Quick-Play Spell

Effect: Special Summon 1 “Fairy Tale” monster from your Graveyard and place 1 Magic Counter on it. You can only activate this effect of “Fairy Tale – A Mermaid’s Melody” once per turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, and if you do; Place 1 Magic Counter on 1 “Fairy Tale” monster you control.

 

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Fairy Tale – Thorns of Beauty

Type: Trap

Effect: When a card or effect is activated that would destroy a “Fairy Tale” card that has a Magic Counter on it: Negate that activation and destroy that card. You can only activate 1 “Fairy Tale – Thorns of Beauty” per turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, and if you do; Place 1 Magic Counter on 1 “Fairy Tale” monster you control.



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Cinderella – Party Crasher

Type: Spellcaster/Fusion/Effect

Level: 8

Attribute: Light/ ATK: 2500 DEF: 1900

SC: “Fairy Tale – Cinderella” + 1 “Fairy Tale” monster

Effect: (This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned: Place 3 Slash Counters on it. This card can attack twice during each Battle Phase.  When this card battles a monster with higher ATK: You can remove 1 Slash Counter from this card, and if you do; this card gains 500 ATK until the end of the Battle Phase. This card cannot attack directly on the turn you activated this effect twice or more. You can only control 1 “Cinderella – Party Crasher.”

 

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Red Riding Hood – Harp of the Howl

Type: Spellcaster/Fusion/Effect

Level: 8

Attribute: LIGHT/ ATK: 2300 DEF: 2200

SC: “Fairy Tale – Red Riding Hood” + 1 “Fairy Tale” monster

Effect: (This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned: Place 3 String Counters on it. Once per turn: You can remove 1 String Counter from this card, and if you do; all monsters your opponent controls lose 800 ATK. When an opponent’s monster declares an attack: You can remove 1 String Counter from this card; negate that attack and that monster loses 1000 ATK. You can only control 1 “Red Riding Hood – Harp of the Howl.”

 

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Little Mermaid – Bubble Blaster

Type: Spellcaster/Fusion/Effect

Level: 8

Attribute: Light/ ATK: 1000 DEF: 2800

SC: “Fairy Tale –Little Mermaid” + 1 “Fairy Tale” monster

Effect: (This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned: Place 3 Bubble Counters on it. When a “Fairy Tale” monster you control would be destroyed by battle or card effect: You can remove 1 Bubble Counter from this card, and if you do; that monster is not destroyed. During each of your Standby Phases: Gain LP equal to the number of Magic Counters on the field x100. You can only control 1 “Little Mermaid – Bubble Blaster.”

 

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Sleeping Beauty – Thorns and Roses

Type: Spellcaster/Fusion/Effect

Level: 8

Attribute: LIGHT/ ATK: 1800 DEF: 2500

SC: “Fairy Tale – Sleeping Beauty” + 1 “Fairy Tale” monster

Effect: (This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned: Place 3 Thorn Counters on it. During either player’s turn: You can remove 1 Thorn Counter from this card, then target 1 monster your opponent controls; that monster cannot declare an attack, change battle position, and has its effect’s negated until your next Standby Phase. During each of your Standby Phases: Inflict damage to your opponent equal to the number of cards they control x100. You can only control 1 “Sleeping Beauty – Thorns and Roses.”

 

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Hansel & Gretel – Witch Hunters

Type: Spellcaster/Fusion/Effect

Level: 8

Attribute: LIGHT/ ATK: 2700 DEF: 1700

Sc: “Fairy Tale – Hansel & Gretel” + 1 “Fairy Tale” monster.

Effect: (This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned: Place 3 Arrow Counters on it. Once per turn: You can remove 1 Arrow Counter from this card, then target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to half the destroyed monster’s ATK. This card cannot declare an attack during the turn you activate this effect. You can only control 1 “Hansel & Gretel – Witch Hunters.” If this card is destroyed by battle: Halve the ATK of the monster that destroyed it until the end of your next turn.

 

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Alice – Protector of Wonderland

Type: Spellcaster/Fusion/Effect

Level: 8

Attribute: LIGHT/ ATK: 2600 DEF: 2000

SC: “Fairy Tale – Alice” + 1 “Fairy Tale” monster

Effect: (This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned: Place 3 Wonder Counters on it. If this card attacks a Defense Position monster: Inflict piercing battle damage. During either player’s Battle Phase: You can remove 1 Wonder Counter from this card, and if you do; negate the effects of all face-up cards on the field(,except for “Fairy Tale” cards,) until the end of the Battle Phase. If this card is destroyed by battle or card effects while it has a Wonder Counter: You can add 1 “Fairy Tale” card from your Deck or Graveyard to your hand.

 

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Snow White – Blood Rose

Type: Spellcaster/Fusion/Effect

Level: 8

Attribute: LIGHT/ ATK: 3000 DEF: 0

SC: "Fairy Tale - Snow White" + 1 "Fairy Tale" monster

Effect: (This card is always treated as a “Fairy Tale” monster.) When this card is Fusion Summoned: Place 3 Mirror Counters on it.  When a card or effect would target this card: You can remove 1 Mirror Counter from this card, and if you do; negate that activation and destroy that card. If this card is destroyed by battle: Destroy the monster that destroyed it. You can only control 1 “Snow White – Blood Rose.”

 

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I thought up a very powerful 1 card combo that starts with the Field Spell, Fairy Tale - Wonderland.

  1. Activate Wonderland and use its effect to search Hansel & Gretel.
  2. Normal Summon H&G and use its effect to search another Wonderland Field Spell.
  3. Send the first Wonderland to the GY to activate the Wonderland you just searched and use its effect to search Red Riding Hood.
  4. H&G's effect triggers to place 1 Magic Counter.
  5. Special Summon Red Riding Hood because you control a Fairy Tale monster.
  6. H&G's effect places a second Magic Counter.
  7. Remove 2 Magic Counters for H&G's effect to return the Wonderland in your GY to your hand.
  8. Activate Wonderland for a 3rd time and search whatever. You can search Red Riding Hood for a 3-mat summon, or you could search Mermaid's Melody as insurance.
  9. Both H&G and Riding Hood's effects activate to place 1 Magic Counter each on them.
  10. Remove both Magic Counters to draw a card with Riding Hood's effect.

You started with 1 searchable card and you now have 5 cards. My main solution to this is to add a clause saying that You can only activate "Fairy Tale - Wonderland" once per turn. Red Riding Hood is also very strong, instantly turning an Alice or a Hansel & Gretel into a Rank 4. Also Party Till Midnight's name is spelled wrong. 'Til is short for until while "Till" is something used by people behind the counter in shops to keep track of money. Party Till Midnight also needs a once per turn on the draw effect, since as it's worded right now, you could just keep activating its effect till you have drawn and discarded every card in your deck.

 

EDIT: Looking forward to seeing what extra deck monsters you make for this theme, especially the Fusions that are hinted at by the Field Spell's effect!!!

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I thought up a very powerful 1 card combo that starts with the Field Spell, Fairy Tale - Wonderland.

  1. Activate Wonderland and use its effect to search Hansel & Gretel.
  2. Normal Summon H&G and use its effect to search another Wonderland Field Spell.
  3. Send the first Wonderland to the GY to activate the Wonderland you just searched and use its effect to search Red Riding Hood.
  4. H&G's effect triggers to place 1 Magic Counter.
  5. Special Summon Red Riding Hood because you control a Fairy Tale monster.
  6. H&G's effect places a second Magic Counter.
  7. Remove 2 Magic Counters for H&G's effect to return the Wonderland in your GY to your hand.
  8. Activate Wonderland for a 3rd time and search whatever. You can search Red Riding Hood for a 3-mat summon, or you could search Mermaid's Melody as insurance.
  9. Both H&G and Riding Hood's effects activate to place 1 Magic Counter each on them.
  10. Remove both Magic Counters to draw a card with Riding Hood's effect.

You started with 1 searchable card and you now have 5 cards. My main solution to this is to add a clause saying that You can only activate "Fairy Tale - Wonderland" once per turn. Red Riding Hood is also very strong, instantly turning an Alice or a Hansel & Gretel into a Rank 4. Also Party Till Midnight's name is spelled wrong. 'Til is short for until while "Till" is something used by people behind the counter in shops to keep track of money. Party Till Midnight also needs a once per turn on the draw effect, since as it's worded right now, you could just keep activating its effect till you have drawn and discarded every card in your deck.

 

EDIT: Looking forward to seeing what extra deck monsters you make for this theme, especially the Fusions that are hinted at by the Field Spell's effect!!!

 

Oh dang, thanks for showing that. I didn't notice. I've edited Wonderland's and Party 'till Midnight's effects now so that you can only do it once per turn. 

 

I've added the Extra Deck monsters, so now the deck is pretty much complete.I may add a spell, trap, or monster if I feel like it.

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  • 2 weeks later...

FINE. You keep bumping so you obviously want more feedback. I don't usually review Casual Card Design but it seems you made the artwork (correct me if I'm wrong) and keep naming yourself after these cards. I'm guessing this is a project you've been working on for a long time, so I guess I'll obligate myself to help you improve the archetype to the best of my abilities.

 

 

Since the name and theme are way too similar to Fairy Tail, I would name them more geared toward the fact that they look more battle ready and a tad darker. Maybe something along the lines of Grim Fiction or Fairy Fable.

 

 

(Prepare for blunt statement please don't kill me) The archetype doesn't seem to be doing anything in particular. It seems more you made a checklist of things an archetype should have almost as if it's Tellarknights and then added Spell Counters, but you thought that would be too good so you turned them into Magic Counters.

 

 

Now it's not like there haven't been archetypes like that before, but usually that happens when Konami is trying to adapt something into the game, or still experimenting with synergy in archetypes (5Ds and prior). You do have counters, but that's not something for archetypes to "do" it's something that assists in doing something. Cloudians have Counters but their gimmick is that they have a lot of self-protection without concerning your health. Mythical Beasts (the new ones) have Spell Counters but they focus on self-destruction and Pendulums as Continuous Spells rather than vehicles for Pendulum Summoning. 

 

 

^^ (Referring to mechanics) I would go back to what Fairy Tales do (the term, not your archetype). They inspire others and show them a world more spectacular than their own, and all the while teaching them something to bring with them the rest of their lives. You could try to adapt inspiration into mechanics. This could be done by having monsters attack with over a certain amount of ATK (like 2000 or more per say), in which your other monsters would do a thing. You could probably exploit that with effects that aren't OPT (just don't have many of those effects give you high levels of advantage like drawing or searching cards)

 

 

The card art is great (Especially sleepy beauty with the nightmare becoming her armor. That deserves an archetype on its own.) I do think they need at least a bit of a colored background just so they look a bit more official, and maybe crop so of the images to make them more dynamic, but if that would take too much work I wouldn't blame you,

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FINE. You keep bumping so you obviously want more feedback. I don't usually review Casual Card Design but it seems you made the artwork (correct me if I'm wrong) and keep naming yourself after these cards. I'm guessing this is a project you've been working on for a long time, so I guess I'll obligate myself to help you improve the archetype to the best of my abilities.

 

 

Since the name and theme are way too similar to Fairy Tail, I would name them more geared toward the fact that they look more battle ready and a tad darker. Maybe something along the lines of Grim Fiction or Fairy Fable.

 

 

(Prepare for blunt statement please don't kill me) The archetype doesn't seem to be doing anything in particular. It seems more you made a checklist of things an archetype should have almost as if it's Tellarknights and then added Spell Counters, but you thought that would be too good so you turned them into Magic Counters.

 

 

Now it's not like there haven't been archetypes like that before, but usually that happens when Konami is trying to adapt something into the game, or still experimenting with synergy in archetypes (5Ds and prior). You do have counters, but that's not something for archetypes to "do" it's something that assists in doing something. Cloudians have Counters but their gimmick is that they have a lot of self-protection without concerning your health. Mythical Beasts (the new ones) have Spell Counters but they focus on self-destruction and Pendulums as Continuous Spells rather than vehicles for Pendulum Summoning. 

 

 

^^ (Referring to mechanics) I would go back to what Fairy Tales do (the term, not your archetype). They inspire others and show them a world more spectacular than their own, and all the while teaching them something to bring with them the rest of their lives. You could try to adapt inspiration into mechanics. This could be done by having monsters attack with over a certain amount of ATK (like 2000 or more per say), in which your other monsters would do a thing. You could probably exploit that with effects that aren't OPT (just don't have many of those effects give you high levels of advantage like drawing or searching cards)

 

 

The card art is great (Especially sleepy beauty with the nightmare becoming her armor. That deserves an archetype on its own.) I do think they need at least a bit of a colored background just so they look a bit more official, and maybe crop so of the images to make them more dynamic, but if that would take too much work I wouldn't blame you,

 

To point out, I did not make the card art. Although I wish I could draw that good. I actually got the images from a game known as Sinoalice(https://sinoalice.wiki/Main_Page

 

I actually haven't really been making yugioh cards in a while, plus I haven't been playing the game much, so my card making skills are a bit sloppy. But thanks for your review, I really appreciate it.

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