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Windwitch Support


Ultimagamer

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This was a series of support cards I thought of based around supporting the windwitch archetype. I've seen them used a lot as an engine, say for example in invoked. It would be neat to see an entire archetype fully based around the windwitch burn and synchro / fusion playstyle. The 3 new main deck monsters are designed as retrains of the original 3, but with more recovery options for the deck. The other support is designed around making the deck more consistent and giving it a stronger win condition than crystal wing. 

 

[spoiler=Original Windwitches]

Windwitch - Ice Bell

Level 3 / Wind / Spellcaster / Effect

1000 attack / 1000 defense

 

If you control no monsters: You can Special Summon this card from your hand, then you can Special Summon 1 “Windwitch” monster from your deck, but it cannot be Tributed. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Level 5 or higher WIND monsters. If this card is Normal or Special Summoned: You can inflict 500 damage to your opponent. You can only use each effect of “Windwitch - Ice Bell” once per turn.

 

Windwitch - Glass Bell

Level 4 / Wind / Spellcaster / Effect

1500 attack / 1500 defense

 

If this card is Normal or Special Summoned: You can add 1 “Windwitch” monster from your Deck to your hand, except “Windwitch - Glass Bell”, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of “Windwitch - Glass Bell” once per turn.

 

Windwitch - Snow Bell

Level 1 / Wind / Spellcaster / Effect

100 attack / 100 defense

 

If you control 2 or more WIND monsters, and no non-WIND monsters: You can Special Summon this card from your hand. A WIND Synchro monster that was Summoned using this card as Synchro Material cannot be destroyed by your opponent’s card effects.

 

Windwitch - Winter Bell

Level 7 / Wind / Spellcaster / Synchro / Effect

2400 attack / 2000 defense

 

1 Tuner + 1+ non-Tuner Wind Monsters

 

You can target 1 “Windwitch” monster in your GY; inflict damage to your opponent equal to that target’s Level x 200. During the Battle Phase (Quick Effect): You can target 1 “Windwitch” monster you control; Special Summon 1 monster from your hand with a Level less than or equal to that monster, but it cannot attack this turn. You can only use each effect of “Windwitch - Winter Bell” once per turn.

 

Windwitch - Crystal Bell

Level 8 / Wind / Spellcaster / Fusion / Effect

2800 attack / 2400 defense

 

“Windwitch - Winter Bell” + 1 “Windwitch” Monster

 

You can target 1 monster in either player’s Graveyard: until the End Phase, this card’s name becomes that target’s original name, and replace this effect with that target’s original effects. If this card in your possession is destroyed by your opponent’s card (by battle or card effect) and sent to your Graveyard: You can target 1 “Windwitch - Winter Bell” and 1 Level 4 or lower “Windwitch” monster in your Graveyard; Special Summon them. You can only use each effect of “Windwitch - Crystal Bell” once per turn.

 

Crystal Wing Synchro Dragon

Level 8 / Wind / Dragon / Synchro / Effect

3000 attack / 2500 defense

 

1 Tuner + 1+ non-Tuner Synchro Monsters

 

Once per turn, when another monster’s effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster’s original ATK until the end of this turn. If this card battles an opponent’s Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent’s monster it is battling during that damage calculation only.

 

( it’s not a Windwitch monster, but let’s be real. It might as well be, given how Windwitches work so well with it )

 

Windwitch Frost Bell

Level 3 / Wind / Spellcaster / Effect

100 attack / 1000 defense

 

If you control no monsters: you can special summon this card from your hand, then you can special summon 1 “Windwitch” monster from your hand or graveyard, but it cannot be tributed. You cannot special summon monsters from the extra deck during the turn you use this effect, except for level 5 or higher wind monsters. You can only use this effect of “Windwitch Frost Bell” once per turn. If this card is summoned: You can inflict 200 damage to your opponent for each “Windwitch” monster you control.

 

Windwitch Snowflake Bell

Level 4 / Wind / Spellcaster / Tuner / Effect

1200 attack / 1000 defense

 

When this card is summoned: You can add 1 “Windwitch” monster from your graveyard or from your banished cards to your hand. You can also reveal a “Windwitch” monster in your hand to special summon that monster instead. You can only use this effect of “Windwitch Snowflake Bell” once per turn. You cannot special summon monsters from the extra deck during the turn you use this effect, except for level 5 or higher wind monsters.

 

Windwitch Faberge Bell

Level 1 / Wind / Spellcaster / Tuner / Effect

100 attack / 100 defense

 

If you control 2 or more wind monsters, and no non-wind monsters: You can special summon this card from your graveyard. A wind Synchro monster that was summoned using this card as a Synchro material cannot be targeted by your opponent’s card effects.

 

Windwitch Blizzard Bell

Level 8 / Wind / Spellcaster / Synchro / Effect

1 “Windwitch” Tuner + 1 non-Tuner Synchro monster

3000 attack / 2500 defense

 

Must first be synchro summoned. During each of your standby phases, inflict damage to your opponent equal to the amount of “Windwitch” monsters with different names in your graveyard x 300. Once per turn, during either players turn, when your opponent activates a spell card or effect: you can negate that effect, and if you do, destroy that card.

 

Windwitch Headmistress

Level 9 / Wind / Spellcaster / Synchro / Effect

1 “Windwitch” tuner + 1 non-tuner “Windwitch” synchro monster

3500 attack / 3200 defense

 

Must first be synchro summoned. Once per turn, you can target 1 other Wind type monster you control or in your graveyard: inflict damage to your opponent equal to it’s original attack. You can only use this effect of “Windwitch Headmistress” once per turn. Once per turn, during either players turn, when your opponent activates a card or effect: you can negate that effect, and if you do, destroy that card. When this card battles an opponent’s monster: this card gains 1000 attack until the end of the damage step.

 

Windwitch Deity

Level 11 / Wind / Spellcaster / Fusion / Effect

4000 attack / 4000 defense

 

1 Wind Synchro Monster + “Windwitch - Crystal Bell” + 1 “Windwitch” Monster

 

Must first be fusion summoned. Each time your opponent activates a card or effect, inflict 400 damage to your opponent immediately after it resolves. Once per turn (quick effect ): you can target 1 effect monster on the field or in either players graveyard, except “Windwitch Deity”; add that card’s effects and name to this card’s effects and name. If an activated effect copied by this effect is not a quick effect, it can be applied as a quick effect. You can only use this effect of “Windwitch Deity” once per turn.

 

Windwitch Fusion

Spell - Normal

 

Fusion summon 1 “Windwitch” fusion monster by sending the required materials from your hand or face up from your field to the graveyard. You can also banish the required materials from your graveyard. During your main phase, except the turn this card was sent to the graveyard: You can banish this card; add 1 level 4 or lower “Windwitch” monster from your graveyard or from your banished cards to your hand. You can only use each effect of “Windwitch Fusion” once per turn.

 

Castle of the Windwitch Prodigies

Spell - Field

 

When this card is activated: you can add 1 “Windwitch” monster from your deck to your hand. Each time a “Windwitch” monster is normal or special summoned, inflict 200 damage to your opponent. If this card is destroyed by an opponent’s card effect and sent to your graveyard: you can target 1 “Windwitch” card in your graveyard, except “Castle of the Windwitch Prodigies”; add that target to your hand. You can only activate 1 “Castle of the Windwitch Prodigy” per turn.

 

Windwitch Finances

Spell - Normal

 

Send 1 “Windwitch” monster from your hand or face-up from your field to your GY: draw 2 cards. You can only activate 1 “Windwitch Finances” per turn.

 

Windwitch Excavation

Spell - Normal

 

Pay 1000 lifepoints: Send 1 “Windwitch” card from your deck to your graveyard. You cannot conduct your battle phase during the turn you use this effect. You can only activate 1 “Windwitch Excavation” per turn.

 

Windwitches Standing United

Spell - Normal

 

Target up to 2 “Windwitch” monsters in your GY with different names: add those targets to your hand, You can only use this effect of “Windwitches Standing United” once per turn. While this card is in your graveyard, if a synchro monster you control would be be destroyed by battle or card effect, you can banish this card from your graveyard instead.

 

Windwitch Crystallization Magic

Spell - Quickplay

 

Apply one of the following effects until the end of the turn

  • The effects of “Windwitch” monsters cannot be negated

  • Synchro monsters you control cannot be destroyed by battle or card effects

You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Level 5 or higher WIND monsters. You can only activate 1 “Windwitch Crystallization Magic” per turn.

 

Windwitch Gathering

Trap - Normal

 

Reveal 3 “Windwitch” monsters with different names from your deck, and have your opponent select one of them at random. You can then special summon that monster to your field, or add that card to your hand, then add 1 other of the revealed “Windwitch” monsters to your hand. Shuffle the remaining monster into the deck. You can banish this card from your graveyard, and target 1 Wind type level 5 or higher Synchro monster in your graveyard: special summon that target ignoring it’s summoning conditions. You can only use each effect of “Windwitch Gathering” once per turn.

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Would've been nice if the writers actually developed Rin as a character and we'd get more than 5 cards. But let's see what you did for Rin's deck (if it can function on its own, or you still tech it as an engine for nearly every conceivable Deck).

 


 

Frost Bell: I'm not really keen on this being a technical copy of Ice in terms of its summoning/burn effects, though it was only natural that we'd get the Deck/GY equivalent later. Then again, the burn is likely going to be higher off this anyway if you summon this after doing your plays. 

 

Snowflake: Again, I think you could've been a bit more creative here, but other than that, recovering dead WWs is always nice too, as they don't have that luxury right now.

 

Faberge: (It's not a Tuner, so...) Unlike Snow Bell, targeting protection for the Synchro is a lot better, given common forms of removal. Would be cool if you could somehow use both Ice/Snow for summoning, and then your boss can't be hit by your opponent. Least it also revives itself for further laddering or other things later.

 

Blizzard Bell: Obligatory note about this being Rin's equivalent of Crystal Wing (thematically). That being said though, this does restrict any WIND Synchros you can summon with this to be either Level 7 (with Ice) or 4 off Glass/Snowflake, but....the latter shouldn't be an issue if you summoned Winter Bell first, then proceed to ladder.

 

Spell negation is fine for the most part.

 

Headmistress: Well, you technically have to ladder from Snow Bell + Winter, as you don't have a Level 2 WW Tuner that can go with Winter Bell directly after, so...you don't have much choice here. Rest of it is alright; not WIND-Type for the burn effect; you just say WIND monster because this isn't a Type and it's already in caps so no need to distinguish it, negation is fine (I mean, you are technically double laddering [and not like certain Decks don't already have easier to access bosses with the same effect...]) and ATK boost least lets it run over stuff more efficiently [though 3.5K is usually enough to kill most things on its own anyway].

 

Deity: Now you're going into the impractical section, especially given MR4. You already have to make Headmistress, which itself requires you to double ladder at the moment to make it. Then, you have to actually summon Crystal Bell without taking up the EMZ. Yes, you can still use Frost to revive a dead Winter Bell (or Crystal), but again, you still need a linked zone open to do it. On top of it, you literally have to run Snow Bell. 

 

If this were Master Rule 3, then sure, you could pull this off without problems. But we're in MR4 with Links, and hopefully you took into account that you're pretty much forced to use Greatfly in order to open stuff and if you didn't use Ice Bell's effect (Glass just restricts you to WIND monsters). So...how are you summoning this consistently in Link format without going through all that?

 

Yeah, at least it's immune to getting Strike'd and all [not Kaiju'd though] and copies Flare Dragon's effect somewhat. But another issue is that if you manage to keep this on the field long enough and copying stuff, it's going to be a literally broken boss. 

 

tl;dr, boss is a pain in the neck to get out, but when you do, potential to become a pain to DEAL with on the receiving end. (They should already be good with Headmistress.)

 

WW Fusion: At least you can actually summon Crystal Bell without doing that Parasite Fusioner thing. Going back to that overkill boss, yeah, I guess it also helps for actually dumping Crystal so you don't have to worry about it. 

 

This is where lines are going to start being drawn, considering that nearly everyone nowadays is running at least 1 Link and most you're likely doing is dumping Crystal so you don't have to summon it off Winter. Then it amounts to just summoning Winter Bell and getting Snow out, which is already easy as-is right now and generally makes the overkill boss moreso. 

 

Banish/SS effect is fine, but a Kaleidomirror type effect for milling ED monsters for Fusion Material is pushing it a bit. (Do recall that FuFu got banned for sending from Main Deck to GY, even with the 2 turn wait). 

 

Castle: Search generally conflicts with Glass Bell a bit though, but you actually need to GET to Glass, etc before you can trigger anything. Small burn should be okay, but will need to address the other supports beforehand. Retrieval from GY effect is also fine, considering they really do lack any form of recursion after being used. (Well, backrow does; monsters have Snowflake for recovery so...)

 

Finances: Ohai Trade-In for Windwitches. Not much more that needs to be said.

 

Excavation: This is literally a Foolish Burial for them, which also happens to mill the ED members if your opponent also uses the Extra Deck or the Special Summon only card types. Again, you probably just made that Level 11 much easier to summon and do things, as well as dumping it so Headmistress (assuming you summon it too) burns half your opponent's starting LP away. Then again, you can also dump Faberge to trigger its own effect.

 

This really should do something else besides being a much better Foolish for them (and it's still Limited).

 

Standing United: This one's fine; least you can go recycle the original members and stuff, coupled with protecting Winter Bell or the other ones you made in here. 

 

Crystallization Magic: You're probably using this during the opponent's turn anyway, so...loss of Battle Phase is not that significant there. Protecting your Synchros is fine; making sure you don't get negated...that's iffy at this time. Saying that mostly for the Extra Deck monsters, but yeah.

 

Gathering: I mean, now you have at least 6 valid targets to choose from and for the most part, you're still going to get Winter Bell or something the next turn (assuming you survive and stuff). Revival effect should be alright; only monster that the ignoring conditions thing works for is Cosmic Blazar (but how are you summoning it in WWs anyway on a consistent basis?)

 


 

Overall, now WW can be their own Deck instead of a side engine, but cards like the Fusion Spell and Excavation are problematic (latter is a strictly better archetypal version of a Limited card on both ends, and does land up making the former busted). I would probably say it's moreso on Deity being how it is; Crystal Bell shouldn't be an issue with the Fusion Spell. 

 

Main Decks are generally okay, though skeptical of being partial c/p of the existing members but handling the other stuff. New Synchros are fine. Most of the backrow is alright for the most part, though the two cards I noted above need to be toned down or not result in being better versions of generics. 

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Would've been nice if the writers actually developed Rin as a character and we'd get more than 5 cards. But let's see what you did for Rin's deck (if it can function on its own, or you still tech it as an engine for nearly every conceivable Deck).

 


 

Frost Bell: I'm not really keen on this being a technical copy of Ice in terms of its summoning/burn effects, though it was only natural that we'd get the Deck/GY equivalent later. Then again, the burn is likely going to be higher off this anyway if you summon this after doing your plays. 

 

Snowflake: Again, I think you could've been a bit more creative here, but other than that, recovering dead WWs is always nice too, as they don't have that luxury right now.

 

Faberge: (It's not a Tuner, so...) Unlike Snow Bell, targeting protection for the Synchro is a lot better, given common forms of removal. Would be cool if you could somehow use both Ice/Snow for summoning, and then your boss can't be hit by your opponent. Least it also revives itself for further laddering or other things later.

 

Blizzard Bell: Obligatory note about this being Rin's equivalent of Crystal Wing (thematically). That being said though, this does restrict any WIND Synchros you can summon with this to be either Level 7 (with Ice) or 4 off Glass/Snowflake, but....the latter shouldn't be an issue if you summoned Winter Bell first, then proceed to ladder.

 

Spell negation is fine for the most part.

 

Headmistress: Well, you technically have to ladder from Snow Bell + Winter, as you don't have a Level 2 WW Tuner that can go with Winter Bell directly after, so...you don't have much choice here. Rest of it is alright; not WIND-Type for the burn effect; you just say WIND monster because this isn't a Type and it's already in caps so no need to distinguish it, negation is fine (I mean, you are technically double laddering [and not like certain Decks don't already have easier to access bosses with the same effect...]) and ATK boost least lets it run over stuff more efficiently [though 3.5K is usually enough to kill most things on its own anyway].

 

Deity: Now you're going into the impractical section, especially given MR4. You already have to make Headmistress, which itself requires you to double ladder at the moment to make it. Then, you have to actually summon Crystal Bell without taking up the EMZ. Yes, you can still use Frost to revive a dead Winter Bell (or Crystal), but again, you still need a linked zone open to do it. On top of it, you literally have to run Snow Bell. 

 

If this were Master Rule 3, then sure, you could pull this off without problems. But we're in MR4 with Links, and hopefully you took into account that you're pretty much forced to use Greatfly in order to open stuff and if you didn't use Ice Bell's effect (Glass just restricts you to WIND monsters). So...how are you summoning this consistently in Link format without going through all that?

 

Yeah, at least it's immune to getting Strike'd and all [not Kaiju'd though] and copies Flare Dragon's effect somewhat. But another issue is that if you manage to keep this on the field long enough and copying stuff, it's going to be a literally broken boss. 

 

tl;dr, boss is a pain in the neck to get out, but when you do, potential to become a pain to DEAL with on the receiving end. (They should already be good with Headmistress.)

 

WW Fusion: At least you can actually summon Crystal Bell without doing that Parasite Fusioner thing. Going back to that overkill boss, yeah, I guess it also helps for actually dumping Crystal so you don't have to worry about it. 

 

This is where lines are going to start being drawn, considering that nearly everyone nowadays is running at least 1 Link and most you're likely doing is dumping Crystal so you don't have to summon it off Winter. Then it amounts to just summoning Winter Bell and getting Snow out, which is already easy as-is right now and generally makes the overkill boss moreso. 

 

Banish/SS effect is fine, but a Kaleidomirror type effect for milling ED monsters for Fusion Material is pushing it a bit. (Do recall that FuFu got banned for sending from Main Deck to GY, even with the 2 turn wait). 

 

Castle: Search generally conflicts with Glass Bell a bit though, but you actually need to GET to Glass, etc before you can trigger anything. Small burn should be okay, but will need to address the other supports beforehand. Retrieval from GY effect is also fine, considering they really do lack any form of recursion after being used. (Well, backrow does; monsters have Snowflake for recovery so...)

 

Finances: Ohai Trade-In for Windwitches. Not much more that needs to be said.

 

Excavation: This is literally a Foolish Burial for them, which also happens to mill the ED members if your opponent also uses the Extra Deck or the Special Summon only card types. Again, you probably just made that Level 11 much easier to summon and do things, as well as dumping it so Headmistress (assuming you summon it too) burns half your opponent's starting LP away. Then again, you can also dump Faberge to trigger its own effect.

 

This really should do something else besides being a much better Foolish for them (and it's still Limited).

 

Standing United: This one's fine; least you can go recycle the original members and stuff, coupled with protecting Winter Bell or the other ones you made in here. 

 

Crystallization Magic: You're probably using this during the opponent's turn anyway, so...loss of Battle Phase is not that significant there. Protecting your Synchros is fine; making sure you don't get negated...that's iffy at this time. Saying that mostly for the Extra Deck monsters, but yeah.

 

Gathering: I mean, now you have at least 6 valid targets to choose from and for the most part, you're still going to get Winter Bell or something the next turn (assuming you survive and stuff). Revival effect should be alright; only monster that the ignoring conditions thing works for is Cosmic Blazar (but how are you summoning it in WWs anyway on a consistent basis?)

 


 

Overall, now WW can be their own Deck instead of a side engine, but cards like the Fusion Spell and Excavation are problematic (latter is a strictly better archetypal version of a Limited card on both ends, and does land up making the former busted). I would probably say it's moreso on Deity being how it is; Crystal Bell shouldn't be an issue with the Fusion Spell. 

 

Main Decks are generally okay, though skeptical of being partial c/p of the existing members but handling the other stuff. New Synchros are fine. Most of the backrow is alright for the most part, though the two cards I noted above need to be toned down or not result in being better versions of generics. 

 

Thanks for the feedback! 

 

I think you will like the changes I've made, I made sure to change all the cards you suggested, making them less strong, and focusing the main deck monsters more around swarming first from the hand, then from other places. Adding hard once per turns, and nerfing the protection effect of Deity. It should definitely be more balanced.

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Remember Attributes are capitalized :P Wind becomes WIND. During either player's turn becomes (Quick Effect) moved to just before the colon. e.g. Once per turn, when your opponent activates a card or effect (Quick Effect): . Graveyard become GY (which should make life a little easier :P) and attack, when referring to the stat, becomes ATK (vice versa for DEF)

 

Your 3 Main Deck monsters are rather boring carbon-copies that fit the niches the other cards failed to fill. I mean, they work, but surely you could do something else with them? Speedroid had the Terrortop/Taketombo combo, but so many other cards and combos do deal with late-game and/or if you had a field. There's theming, but considering the small amount of monsters Windwitches have already, you really have a lot of freedom as to how to expand them, especially with the aforementioned Speedroids to take hints off. You can be a little more interesting than that ;3 Maybe leave Faberge, but at least a slight change might be nice.

 

Blizzard Bell is a little more in that area, though. It grabs the burn in a fair way, and provides an alternative to go into instead of Crystal Wing. Spell negation is so much better than Trap negation in today's meta, and monster effects were already taken by Crystal, so glad you made that decision. Headmistress is even further incentive to not go into Crystal, as it requires a Windwitch Synchro. If it hadn't been for that generic Dragon, I would've suggest not making Headmistress' materials so restrictive, but it works perfectly well in this scenario. Good recreation of it by the way; decent boss, with protection granted by the Level 1 Bell of your choice. 

 

You didn't fix the Deity problem that Sakura mentioned; without a Link Monster, you can't bring it out without using outside cards to bring back your Synchro/Fusion monster from the GY. To be honest, I really would suggest making a Link monster, but if you choose not to, edit the Fusion Spell to be something akin to Lunalight Wolf's Fusion effect.

 

Prodigy is pretty simple but thematic. Didn't really think they need a draw card in the form of Finances; perhaps it's a bit too supportive. Excavation is okay with your support, but there's nothing really special about it. The copy-paste draw in Finances, Standing United's search, Excavation just milling, even Gathering's Pot of Duality effect; they're all the basic stuff people throw into archetype if they don't really know what they need, and while they are helpful, they're just consistency cards. Nothing more, not much less. Crystallization is still generic, but a little more thematic. I'll rely on my main Deck monsters for protection, so I'll barely use the first effect, but the effect negation...hm. Should probably rely on you controlling a monster, as for the moment, you can just play it at the start of your Main Phase, and your opponent can't do anything about your plays for that turn, save for Quick removal. The requirement for a WIND monster would make it a little bit more about strategy rather than just blindly playing it beforehand.

 

Pretty functional save for deity, but it alternates between really seemingly like it would fit and seeming completely generic other than in name. A well balanced set, but not very interesting.

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