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Weave


SecondSeraphim

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So I had this idea for an archetype of Spellcasters that work together to weave magic spells. Let me know what you think please.

 

 Monsters

 

Flame Weaver

FIRE/Spellcaster/Level 4                ATK 1800/DEF 900

Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up.

 

Wave Weaver

WATER/Spellcaster/Level 4          ATK 900/DEF 1800

Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up.

 

Breeze Weaver

WIND/Spellcaster/Level 4             ATK 1800/DEF 900

Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up.

 

Soil Weaver

EARTH/Spellcaster/Level 4           ATK 900/DEF 1800

Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up.

 

Master Weaver

LIGHT/Spellcaster/Link 3               Arrows: DL, D, DR            ATK 2500

Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up, ignoring its card text. Once per turn, if this card is in the Extra Monster Zone, you may move it to a Main Monster Zone it points to. “Weave” cards in Zones this card points to cannot be destroyed by card effects.

 

Beast Summoned from the Weave

DARK/Spellcaster/Link 3               Arrows: UL, U, UR            ATK 2200

You may also Link Summon this card using “Weave” Continuous Spell Cards you control as the Link Material. Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up. If a monster is Special Summoned to a Zone this card points to, you may select a “Weave" Continuous Spell Card in your GY and place it face-up, ignoring its card text. Monster’s in zones this card points to have their effects negated, and cannot attack.

 

Spell / Traps (Note: All of the S/T's are Continuous Spells)

 

Weave of Fire

This card can only be placed face-up on the field while you control a FIRE monster. During your End Phase; inflict damage to your opponent’s LP equal to 200 x the number of “Weave” Continuous Spell Cards you control, then, if you control 3 or more face-up “Weave” Continuous Spell Cards with different names, you can destroy 1 card your opponent controls.

 

Weave of Water

This card can only be placed face-up on the field while you control a WATER monster. Decrease the ATK and DEF of your opponent’s monsters by 200 x the number of “Weave” Continuous Spell Cards you control. Once per turn, while you control 3 or more face-up “Weave” Continuous Spell Cards with different names, if the opponent’s monster attacks, you may make the ATK of that monster become 0.

 

Weave of Wind

This card can only be placed face-up on the field while you control a WIND monster. During your End Phase; gain LP equal to 200 x the number of “Weave” Continuous Spell Cards you control, then, if you control 3 or more face-up “Weave” Continuous Spell Cards with different names, you can return 1 card on the field to the hand.

 

Weave of Earth

This card can only be placed face-up on the field while you control an EARTH monster. Increase the ATK and DEF of your monsters by 200 x the number of “Weave” Continuous Spell Cards you control. Once per turn, while you control 3 or more face-up “Weave” Continuous Spell Cards with different names, you may target a “Weave” monster in your GY; Special Summon it.

 

Spell Weave Base

If this card is placed face-up on the field, you may add a “Weave” Continuous Spell Card from your deck to your hand. Once per turn, you may shuffle a “Weave” Continuous Spell Card from your hand into the deck; draw 1 card. If you control 3 or more face-up “Weave” Continuous Spell Cards with different names; draw 2 instead.

 

Spell Weave Circle

If this card is placed face-up on the field, you may add a “Weave” monster from your deck to your hand. During the turn this card is placed face-up, you may Normal Summon a “Weave” monster as an additional Normal Summon. If you control 3 or more face-up “Weave” Continuous Spell Cards with different names; the Normal and Special Summon of "Weave" monsters cannot be negated, also your opponent cannot activate cards or effects if you Normal/Special Summon a "Weave" monster. 

 

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This card can only be placed face-up on the field while you control an WIND monster.  During your End Phase; gain LP equal to 200 x the number of “Weave” Continuous Spell Cards you control, then, if you control 3 or more face-up “Weave” Continuous Spell Cards with different names, you return 1 card on the field to the hand.

 

Would allow you to reuse a Weave Spell effect.

e.g You have 3 Weave Spells, Activate Weave of Wind, gain 800 LP, then return Spell Weave Circle to hand. (It does nothing in your opponent's turn anyways)

You now have Spell Weave Circle able to use next turn for a free +1

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Oh that's good TekFish. I'm gonna take that as the eff.

 

I worried this wouldn't be that good of an archetype as there were no monster effs other than the shared one, but then I dueled with it on Duel Portal and it turns out it's to powerful. To easy to get three spells out in a turn, even with their restrictions. I need to find a way to nerd them.

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I'm assuming return to the Deck means shuffle into the Deck. Should probably specify that :P

 

Not a fan of the Weaver monsters all being identical, save for varying Attributes and slightly less varying ATK/DEF. It really doesn't speak well for creativity, which sucks, as they all have such interesting names for said Attributes. Perhaps give them GY effects that reflect the general playing style of their Attribute? (EARTH is defensive, FIRE is very offensive, WIND likes to bounce and shuffle, and WATER likes to banish and swarm). Both your Link monsters are missing their requirements, despite Beast giving you an alternative means to Summon it, but in any case, be very careful. Said Link completely destroys your opponent, and Master has no Links to give your opponent, so give them harsh requirements. Even so, I would suggest Beast point to one of your zones, so you don't completely limit yourself if it get's Fiendish Chained.

 

At least your continuous Spells tie into your face-up monsters' Attributes, but unfortunately, they highlight several really damning issues in the Deck. The first is consistency: Base is certainly a key card in the archetype, providing a lot of draws and a search, but unfortunately nothing else here really holds a candle to it. The monsters need another Weave Spell in order to bring out the one that probably ties into them, but since you can't activate any Weave Spells save for Base and Circle unless they match up, you've got to be lucky in order to do stuff. And Circle itself, despite being a little weaker than Base, is also a needed card...but the rest aren't. They need to be more supportive to be functional.

 

This ties into their second problem: Speed. The best I can do on an opening turn with these cards given to me is bringing out two monsters, by opening a monster and a Spell card that happens to be compatible. Swap said Spell out with the monster for Circle, get an extra Normal Summon I could probably Foolish, true, but again, that relies on consistency, and so there's no point getting out another swarming card. My GY is empty; I can't bring out another Weaver. This leaves me with 3 monsters, and however many Spells I can activate in my hand. And even after that, at least two of said Spells only grant you effects during the EP, meaning there's no real point swapping them out.

 

To fix this, I would suggest doing two things: Adding more consistency through supportive effects on the Spells, and giving said elemental spells more bang for your buck, i.e. better effects, or even better, faster effects. Allow you to activate a card, then swap it out, but still having benefitted from activating the card in in the first place. Allow yourself to grab out monsters, BUT NOT TOO MANY. Don't buff these too much now; just think about how your first turn would go against a deck like Pendulum Magicians, or any actual meta Deck. Create responses for your Decks. Try and have scenarios for most hands, so that you don't end up bricking. And in the end, this elemental archetype might actually work.

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Here are my updated cards. Changed the names around some, reworked the effs so they'd be easier to get out, gave the monsters some GY effs, and added some S/T support other than Continuous Spells. I'll keep the original post up for comparison. I also tried to weaken Base cause I felt it was to strong with the other revisions.

 

Monsters

 

Weaver of the Flame

FIRE/Spellcaster/Level 4                ATK 2000/DEF 800

 

If this card is Normal or Special Summon; you may take 1 “Weave of Fire” from your Deck, and add it to your hand. Once per turn, during either player’s turn, you may select and activate one of the following effects:

·         Target a “Weave of Fire” you control; return it to the Deck and if you do, activate 1 “Weave” Continuous Spell Card from your Deck, other than “Weave of Fire”, then shuffle your Deck.

·         Target a “Weave” Continuous Spell Card you control, other than “Weave of Fire”; return it to the Deck, and if you do, activate 1 “Weave of Fire” from your Deck.

You can banish this card from your GY; select and activate one of the following effects:

·         Until the End Phase, all Battle and Effect damage dealt to the opponent by “Weave” cards and effects is doubled (damage cannot be doubled more than once).

·         Add 1 “Weave of Fire” from your GY to your hand.

 

Weaver of the Waves

WATER/Spellcaster/Level 4          ATK 1200/DEF 1600

If this card is Normal or Special Summon; you may take 1 “Weave of Water” from your Deck, and add it to your hand. Once per turn, during either player’s turn, you may select and activate one of the following effects:

·         Target a “Weave of Water” you control; return it to the Deck, and if you do, activate 1 “Weave” Continuous Spell Card from your Deck, other than “Weave of Water”, then shuffle your Deck.

·         Target a “Weave” Continuous Spell Card you control, other than “Weave of Water”; return it to the Deck, and if you do, activate 1 “Weave of Water” from your Deck, then shuffle your Deck.

You can banish this card from your GY; select and activate one of the following effects:

·         Target 1 “Weave” monster you control. If it destroys a monster by battle this turn; banish that monster. If it is destroyed by battle this turn, banish it and the monster that destroyed it.

·         Add 1 “Weave of Water” from your GY to your hand.

 

Weaver of the Breeze

WIND/Spellcaster/Level 4             ATK 1600/DEF 1200

If this card is Normal or Special Summon; you may take 1 “Weave of Wind” from your Deck, and add it to your hand. Once per turn, during either player’s turn, you may select and activate one of the following effects:

·         Target a “Weave of Wind” you control; return it to the Deck, and if you do, activate 1 “Weave” Continuous Spell Card from your Deck, other than “Weave of Wind”, then shuffle your Deck.

·         Target a “Weave” Continuous Spell Card you control, other than “Weave of Wind”; return it to the Deck, and if you do, activate 1 “Weave of Wind” from your Deck, then shuffle your Deck.

You can banish this card from your GY; select and activate one of the following effects:

·         Target 1 “Weave” monster you control. It can make a second attack during each Battle Phase this turn.

·         Add 1 “Weave of Wind” from your GY to your hand.

 

Weaver of the Soil

EARTH/Spellcaster/Level 4           ATK 800/DEF 2000

If this card is Normal or Special Summon; you may take 1 “Weave of Earth” from your Deck, and add it to your hand. Once per turn, during either player’s turn, you may select and activate one of the following effects:

·         Target a “Weave of Earth” you control; return it to the Deck, and if you do, activate 1 “Weave” Continuous Spell Card from your Deck, other than “Weave of Earth”, then shuffle your Deck.

·         Target a “Weave” Continuous Spell Card you control, other than “Weave of Earth”; return it to the Deck, and if you do, activate 1 “Weave of Earth” from your Deck, then shuffle your Deck.

You can banish this card from your GY; select and activate one of the following effects:

·         Target 1 monster on the field; negate its effects until the End Phase.

·         Add 1 “Weave of Earth” from your GY to your hand.

 

Extra Deck Monsters

 

Master Weaver

LIGHT/Spellcaster/Link 3               Arrows: DL, U, DR            ATK 2500

3 effect monsters

Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up, ignoring its card text. Once per turn, if this card is in the Extra Monster Zone, you may move it to a Main Monster Zone it points to. “Weave” cards in Zones this card points to are unaffected by card effects, other than of “Weave” cards and effects.

 

The Thing Summoned from the Weave

DARK/Spellcaster/Link 3               Arrows: UL, D, UR            ATK 2200

3 Spellcaster-type monsters

You may also Link Summon this card using “Weave” Continuous Spell Cards you control as the Link Material. Once per turn, during either player’s turn; you may return a “Weave” Continuous Spell Card you control to the deck and if you do place a “Weave” Continuous Spell Card with a different name from your deck onto your field face-up. If a monster is Special Summoned to a Zone this card points to, you may select a “Weave" Continuous Spell Card in your GY and place it face-up, ignoring its card text. Monster’s in zones this card points to have their effects negated, and cannot attack.

 

Continuous Spells

 

Weave of Fire
If this card is activated, you may discard a “Weave” Continuous Spell Card to target 1 monster on the field; destroy it. You may only activate “Weave of Fire” once per turn. During the turn this card was activated, if you do not control a FIRE monster, negate the following effect: This card gains the following effects, depending on the number of face-up “Weave” Continuous Spell Cards with different names you control:

·         1+: Once per turn, during either player’s turn, you may inflict damage to your opponent’s LP equal to the number of “Weave” Continuous Spell Cards you control x 200.

·         3+: Once per turn, you may target 1 card on the field; destroy it.

·         5: Cards and effects cannot be activated in response to the activation of “Weave” cards or their effects.

 

Weave of Water
If this card is activated, you may discard a “Weave” Continuous Spell Card to target 1 Spell/Trap on the field; destroy it. You may only activate “Weave of Water” once per turn. During the turn this card was activated, if you do not control a WATER monster, negate the following effect: This card gains the following effects, depending on the number of face-up “Weave” Continuous Spell Cards with different names you control:

·         1+: Decrease the ATK and DEF of your opponent’s monsters by an amount equal to the number of “Weave” Continuous Spell Cards you control x 200.

·         3+: Once per turn, if the opponent’s monster attacks, you may make the ATK of that attacking monster become 0.

·         5: You take no battle damage.

 

Weave of Wind
If this card is activated, you may discard a “Weave” Continuous Spell Card to target 1 “Weave” card in the GY or that is banished; return it to its owner’s hand. You may only activate “Weave of Wind” once per turn. During the turn this card was activated, if you do not control a WIND monster, negate the following effect: This card gains the following effects, depending on the number of face-up “Weave” Continuous Spell Cards with different names you control:

·         1+: Once per turn, you may gain LP equal to the number of “Weave” Continuous Spell Cards you control x 200.

·         3+: Once per turn, you may target 1 card on the field; return it to its owner’s hand.

·         5: If a card would be added to a player’s hand by a card effect, you may shuffle that card into the deck instead, and if you do that you may have that player draw 1 card.

 

Weave of Earth

If this card is activated, you may discard a “Weave” Continuous Spell Card to target 1 card on the field; negate it’s effects, until the End Phase. You may only activate “Weave of Earth" once per turn. During the turn this card was activated, if you do not control an EARTH monster, negate the following effect: This card gains the following effects, depending on the number of face-up “Weave” Continuous Spell Cards with different names you control:

·         1+: Increase the ATK and DEF of your monsters by 200 x the number of “Weave” Continuous Spell Cards you control. Once per turn.

·         3+: Once per turn, you may target a “Weave” monster in the GY or that is banished; Special Summon it.

·         5: You take no effect damage.

 

Base of the Weave

If this card is activated, you may add a “Weave” Continuous Spell Card from your Deck to your hand. If you do, the following effect is negated during this turn: Once per turn, you may shuffle a “Weave” Continuous Spell Card from your hand into the deck; draw 1 card. If you control 3 or more face-up “Weave” Continuous Spell Cards with different names; draw 2 instead.

 

Weave Circle

If this card is activated, you may select and activate one of the following effects:

·         Add a “Weave” monster from your Deck to your hand.

·         During this turn, you may Normal Summon a “Weave” monster as an additional Normal Summon.

If you control 3 or more face-up “Weave” Continuous Spell Cards with different names; the Normal and Special Summon of "Weave" monsters cannot be negated, also your opponent cannot activate cards or effects if you Normal/Special Summon a "Weave" monster. 

 

Normal Spells

 

Lost Threads of the Weave

Add 2 “Weave” Continuous Spell Cards with different names from your GY to your hand. During your Draw Phase, if draw a “Weave” Continuous Spell Card for your normal draw, you may reveal it; place this card from your GY on the bottom of your Deck, then draw 1 card. You may only activate this effect of “Lost Threads of the Weave” once per turn.

 

Counter Traps

 

Cutting the Weave

Shuffle a “Weave” Continuous Spell card you control into the Deck to negate the activation and effect of a Spell/Trap card, or the activation of a monster effect, or the Normal or Special Summon of a monster, and shuffle it into its owner’s Deck. You may not activate cards or effects with the same name as the shuffled “Weave” Continuous Spell card for the rest of the turn.

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Hey! Good idea to edit your original post with the new cards, even if you leave the old cards under a spoiler, so that newcomers can see your current set without having to scroll down. Nice summary of edits, by the by.

 

I like the new tie in for the monsters into the Spells/Traps; rather than limiting the latter for the former, you've given the monsters consistency and the ability to activate said card. However, I would say that by providing two options for the both the GY effect AND the return to Deck effect, and considering the fact that you have added a search effect to all of the monsters, that you give their last effect HOPT. I am also a little concerned about the complexity and large amount of text on said cards, but that's just personal.

 

Master Weaver is a fine card; generic requirements, but not generic effect. Allows splashing into a Weave deck with basically any monster, but prevents it being abused in other contexts. I'm glad you changed Beast to point down, as now, although monsters you Summon there are negated, you do still have a Linked Zone to Summon to, and you can trigger its Weave Spell placement effect when you want to. Just as a warning, you might want to give that effect simple OPT, as their might be some potential to spam now you have a Linked Zone. Also doesn't hit your opponent so badly.

 

As for the Weave monsters, you've completely reworked them. In a good way. I like how you haven't completely killed them if you have a bricked hand, but you have limited their possibilities if you do end up. No complaints there, although in their complexity, I may have missed a potential killer combo here or there. Hopefully someone else will give their opinion on it. I also love the Normal Spell, completely focused on recycling other cards and itself. The placing on the bottom might be a problem, but as 90% of the cards end up shuffling the Deck anyway, it's nothing to worry about. The Counter Trap is great.

 

You went above and beyond my suggestions, and I really think this is a major improvement of your original cards. I would suggest you now read up on Card Grammar, from the thread in Advanced Singles, to even further refine your skills!

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I was worried that I was giving the monsters to many effects, but I wanted some degree of individuality between them, and since I have discard effects added to the spells I needed some way to get ammo back. I might remove the 'add back' banish eff since I have Lost Threads now though. Or I might just make it once per turn like you suggested.

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