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Grandmaster Meisei - Retrain School #3


Atypical-Abbie

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In case you missed how this works, check the first card I made: https://forum.yugioh...train-school-1/

 

So I recently started playing Duel Links and was reminded of this card, as it has a neat idea for a Deck, but is simply too weak to really use properly, so here's a retrain that boosts its strength, its consistency and gives them something new to play around with as well, by negating monster effects as well.

 

Original Card:

FWklFWO.png

 

 

One of the few people who has a good command of Talismans. His history is a mystery.

 

New Card:

Grandmaster Meisei
Spellcaster/DARK
Level 6
You can Special Summon this card (from your hand) by Tributing 1 DARK Spellcaster monster. This card's name becomes "Sealmaster Meisei" while on the field. Once per turn: You can discard 1 Spell/Trap; activate 1 "Talisman of Trap Sealing" or "Talisman of Spell Sealing" directly from your Deck. If you control both "Talisman of Trap Sealing" and "Talisman of Spell Sealing", other monster effects on the field are negated, also other monsters' effects on the field cannot be activated.
2200/1800

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IDK, IMO for today's metagame standards you can afford to make it stronger, as I don't see it going too far with the Tribute and discard requirements.

Also, it would be neat if it activated the Talismans directly from the Deck, Dinomight style. It would make the Spell Talisman 1 turn faster. Heck, I'm actually thinking if you could consider the possibility of making it a Quick Effect, to activate the Talsman during the oppponent's turn and disrupt a play.

Grabbing the Talismans from from Deck and GY would be wonderful too, so you don't have to run too many copies of the Talismans that increase the chances of dead draws.

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IDK, IMO for today's metagame standards you can afford to make it stronger, as I don't see it going too far with the Tribute and discard requirements.

Also, it would be neat if it activated the Talismans directly from the Deck, Dinomight style. It would make the Spell Talisman 1 turn faster. Heck, I'm actually thinking if you could consider the possibility of making it a Quick Effect, to activate the Talsman during the oppponent's turn and disrupt a play.

Grabbing the Talismans from from Deck and GY would be wonderful too, so you don't have to run too many copies of the Talismans that increase the chances of dead draws.

I was considering make it a bit stronger, I wasn't too sure how people felt about this card, since it can become a dangerous card quick. Maybe I'll do that, we'll see. As for the GY, cards like Jar of Avarice can help that part.

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I was considering make it a bit stronger, I wasn't too sure how people felt about this card, since it can become a dangerous card quick. Maybe I'll do that, we'll see. As for the GY, cards like Jar of Avarice can help that part.

 

I loooove retrains, especially of cards that are long forgotten. Also, good touch on doubling everything about Meisei, from level to stats.

Like Darj mentioned, it would be more practical to activate the Spells/Traps to the hand. And I would argue that it would be more practical to have him be summoned from the Graveyard (rather than just the hand) through his effect.

 

I say this because you would be discarding Spells/Traps which aren't as easy to recover as monsters; the effect isn't a quick effect either.

The way it is now, although interesting, would have a very hard time surviving/keeping up.

 

 

As an afterthought, I have a ruling question: Wouldn't his spell/talisman spells negate one of the other if they're both active on the field? So the lock would only be Spells/Monsters or Trap/Monsters, depending on which one was on the field first? Not sure if that matters to you, but I thought I'd point it out since it seemed as though the end goal of this card was a total seal on effects.

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I loooove retrains, especially of cards that are long forgotten. Also, good touch on doubling everything about Meisei, from level to stats.

Like Darj mentioned, it would be more practical to activate the Spells/Traps to the hand. And I would argue that it would be more practical to have him be summoned from the Graveyard (rather than just the hand) through his effect.

 

I say this because you would be discarding Spells/Traps which aren't as easy to recover as monsters; the effect isn't a quick effect either.

The way it is now, although interesting, would have a very hard time surviving/keeping up.

 

 

As an afterthought, I have a ruling question: Wouldn't his spell/talisman spells negate one of the other if they're both active on the field? So the lock would only be Spells/Monsters or Trap/Monsters, depending on which one was on the field first? Not sure if that matters to you, but I thought I'd point it out since it seemed as though the end goal of this card was a total seal on effects.

Glad you noticed the doubling of the stats, that was intentional.

 

I am not going to make it Summon from the GY, that is a bit too much, grab a CotH instead. I changed it so it activates the cards from the Deck instead, still discarding Spell/Trap for the cost though.

 

Yes, they would cancel themselves out, I was aware of that, which is why I am fine with it being able to stop effects altogether, if it was a complete lockdown, I would think it did too much. At first, I was actually thinking of giving it an effect that made your Spells/Traps unaffected by other Spells/Traps you controlled, so that you could have both up at the same time, though that seemed excessive with what it already can do.

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