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Great Sorcerer and Magical Beast Archetype


Ultimagamer

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This was an achetype concept I came up with a while ago, I've always though it was kinda neat, but not sure if it was a good idea. Please tell me your thoughts on it

 

some minor edits were made, makes them not as strong but still pretty good

 

The Great Sorcerer Maladin

Level 4

Spellcaster

Light

1800 Attack / 1000 Defense

At the start of the standby phase and the main phase 2 of either players turn, you can pay 500 lifepoints: special summon 1 “Magical Beast” monster from your deck or GY. While you control 2 or more monsters summoned by the effect of a "Great Sorcerer" monster(s) you control, this card is unaffected by your opponent’s card effects. You can only control 1 “The Great Sorcerer Maladin”.

 

The Great Sorcerer Makbar

Level 4

Spellcaster

Light

1800 Attack / 1000 Defense

At the start of the standby phase and main phase 2 of either players turn, you can pay 500 lifepoints: shuffle 1 “Magical Beast” monster on the field into the deck, and if you do, special summon 1 “Magical Beast” monster from your deck or GY. While you control 2 or more monsters summoned by the effect of a "Great Sorcerer" monster(s) you control, your opponent cannot activate cards or effects in response to your cards or effects. You can only control 1 “The Great Sorcerer Makbar”.

 

The Great Sorcerer Minbad

Level 4

Spellcaster

Light

1800 Attack / 1000 Defense

At the start of the standby phase and main phase 2 of either players turn, you can pay 500 lifepoints: special summon 1 “Magical Beast” monster from your deck or GY with a different name then a “Magical Beast” monster on either players field. While you control 2 or more monsters summoned by the effect of a "Great Sorcerer" monster(s) you control, your opponent cannot target level 4 monsters you control with card effects or for attacks. You can only control 1 “The Great Sorcerer Minbad”.

 

Magical Beast: Flying Wolf

Level 7

Beast

Earth

1500 Attack / 1500 Defense

Cannot be normal summoned or set. Must first be special summoned by the effect of a “Great Sorcerer” monster and cannot be special summoned by other ways. If this card is special summoned, it gains this effect

  • This card’s original attack and defense are doubled, also you take no battle damage while this card is face up on the field, and your opponent cannot declare a direct attack.

 

Magical Beast: Flying Mule

Level 8

Beast

Earth

1000 Attack / 1600 Defense

Cannot be normal summoned or set. Must first be special summoned by the effect of a “Great Sorcerer” monster and cannot be special summoned by other ways. It this card is special summoned, it gains this effect

  • This card’s original attack and defense are doubled, also also your opponent cannot select another monster as an attack target while this card is face up on the field.

 

Magical Beast: Flying Serpent

Level 9

Beast

Earth

700 Attack / 1400 Defense

Cannot be normal summoned or set. Must first be special summoned by the effect of a “Great Sorcerer” and cannot be special summoned by other ways. If this card is special summoned, it gains this effect

  • Other monsters you control cannot be destroyed by battle or card effects. If this card is targeted for an attack, you can banish that monster at the end of the battle phase ( even if this card leaves the field ).

 

The Great Arabian Palace

Spell - Field

When this card is activated, send 1 “Magical Beast” monster from your deck to your GY, and if you do, special summon 1 light type “Great Sorcerer” monster from your deck. While you control this card and a light type “Great Sorcerer” monster, any effect damage you would take makes you gain that much lifepoints instead. The first time a monster on your field would be destroyed by battle or card effect, you can activate this effect.

  • Shuffle 1 “Magical Beast” monster from your GY into your deck instead

 

The Great Arabian City

Spell - FIeld

When this card is activated, if you have at least 1 light type “Great Sorcerer” and “Magical Beast” monster on your field or in your GY; shuffle all spells and trap from your GY into your deck. While you control this card and a light type “Great Sorcerer” monster, monsters you take no battle damage. The first time each turn a monster on your field would be banished by a card or effect, you can activate this effect.

  • Shuffle 1 light type “Great Sorcerer” from your GY into your deck instead”

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This is not an archetype, just a series. If there were 2 great sorcerers or 2 magical beasts, then it'd be an archetype. Great concept though.

 

It's not crazy broken, but it's really not bad for a 3 card combo, and I could see this being put into a few decks, for various reasons. I feel like 2000/2000 stats is too good for a level 4 with no restrictions. What if you nerfed his stats just a little bit, maybe 2000/1600 or something? I could also see this being used to get a good amount of rank 7 plays. Maladin is vulnerable to being attacked over though, despite it's effect restriction, it's pointless if it gets attacked over, but that's fine, every card has it's weak points. A lot of effects that deal with effect damage and direct attacks and such... Why, exactly? Well, it's not a bad thing to have.

 

Overall a great concept, 3 cards with perfect synergy, without being the slightest bit broken. It isn't an archetype, and I feel like it shouldn't be either. Getting more support for this series might just tip the balance a little bit too far. That's why I think it's better if the cards directly referred to the cards themselves rather than "magical beast" or "great sorcerer" cards. The latter one especially so, because of great sorcerer of the necroz, which would technically also be a great sorcerer card.

 

It's actually one of the better ones I've seen recently.

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the 2000/2000 stat might be a bit strong, it could definitely be changed a little

 

I completely forgot about the nekroz card lol. I even searched up "Magical Beast" just to make sure other cards didn't have the same name. 

 

I was thinking on making more, but I wasn't sure if the original concept was good or not. I do have more in the works though

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So in a way its like Invoked thematic-wise using Spyral/Bujin framework of fielding 1 key monster as possible

 

Maladin. while being (possibly sole) key monster i think this card is OP. 2000 ATK is big on normal summonable Level 4 moreso you can still buff it. With a measly 500 LP or in this current game: basically free, you can get a Monster and this card gain absolute immunity only from your opponent effect. Which again you still allow to buff this card further. While i get that the summon effect supposed to be balance by activating on non-prodictive turn its still a "free" summon straigth from your deck as a quick effect that can be activated twice each turn. If the monster line up is good this card will create a out of control advantages which really dumb

 

Wolf: essentially a 3000 body Spirit Barrier. The anti direct attack seems random since no decks that i know off that play a consistent direct attack effects. Unless maybe you want to prevent the usage of Spirit Barrier classic combo with Astral Barrier to make a battle immune board

 

Palace: "Freely" summon and protect the Maladin. Thank god the latter only apply once per turn. Summon effect happens to enabled Maladin instantly. Making it a 1 card combo starting from a cheapest plays of search field spell. Since both this card protection effect and maladin summon effect is GY also GY based. You can simply seal the play with super deck thinning like Grass, Reasoning. Heal from burn its a bit gimmicky but its repay maladin effect, making it a even more cheaper

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Bump for re-edits of original cards and for the new additions

 

Notable edits

- changed the defense values on all "Great Sorcerer" cards from 2000 to 1000

- added "light type "Great Sorcerer" where needed to prevent Nekroz synergy

 

new cards 

 

+The Great Sorcerer Makbar

+The Great Sorcerer Mindad

+Magical Beast: Flying Mule

+Magical Beast: Flying Serpent

+The Great Arabian City

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I will say the archetype(s) is very cool and would be fun, but the Lv4's can't have 2000 ATK. That absolutely needs to be balanced. Maybe 1800/1600 would be okay. And also the effect of unaffects. You can use each of their effects to Summon MBs twice per turn (actually, technically more, as long as you pay all at once), so I would make those once per turns or something. Also, I think making them need 2 MB's on field to gain effects would work. Just, "If you control 2 or more "Magical Beast" monsters, this effect...". Because you can only summon them with Sorcerers, it cant be abused with other cards. and its not like the MBs can't be destroyed. That's just my input

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I can see what you mean, so I made a few edits 

 

*bump for edits

 

Major Changes

- Changed 2000 attack to 1800 attack ( attack to defense ratio of 1800/1000 )

- changed the effect of all "Great Sorcerer" monsters from

While you control a monster summoned by this effect

to 

While you control 2 or more monsters summoned by the effect of a "Great Sorcerer" monster(s) you control

 

makes it harder to obtain, without making it too slow

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