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[Written] New Dark Magician Support Cards


Peter Rose

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[spoiler=SupportCards]
Here are a few Dark Magician support cards that I think would work well if they were ever added.

Name: Dark Magic Repulsion
Type: Spell Card/Continuous
DARK Spellcaster Effect monsters you control are treated as "Dark Magician" while in Attack Position. If a "Dark Magician" Monster(s) you control would be destroyed (by battle or card effect), you can discard 1 "Dark Magician" from your hand instead. You can only use this effect of "Dark Magic Repulsion" once per turn.

Name: Dark Magic Power
Type: Trap Card/ Normal
This card is treated as "Thousand Knives" while in the deck. During either players turn, you can pay 2000 LP to activate this card from your hand. Target Monsters your opponent controls based on the number of "Dark Magician" Monsters you control; Banish the Targeted monsters. You can only activate 1 "Dark Magic Power" per turn.

Name: Student Of The Dark Magician
Card: Monster
Type: Effect/Spellcaster
Attribute: Dark
ATK/DEF: 2200/1500
Level: 6*
This card can be used as the Other Original Material for any Fusion Monster that specifically list "Dark Magician" in its text. You can Special Summon this card (from your hand) by sending 1 "Dark Magician" from your Hand/Field to the GY, and if you do, draw 1 card. If "Dark Magician" is on the field, this card cannot be destroyed by your Opponents Monster effects.

Name: Servant of the Dark Magician
Card: Monster
Type: Effect/Spellcaster
Attribute: Dark
ATK/DEF: 1000/2300
Level: 4*
This card is also treated as a Level 7 Monster while on the field. You can Special Summon this card (from your hand) by sending 1 Spell/Trap Card from your Hand/Field that specifically list "Dark Magician" in its text to the GY; and if you do, you can Add 1 Spell/Trap Card that specifically list "Dark Magician" in its text from your Deck to your Hand. You can activate this effect of "Servant of the Dark Magician" once per turn: during your Opponents Battle Phase, you can Banish this card from your GY to Double the ATK of all Monsters you control who's Original Names are "Dark Magician" until the End of the Battle Phase.

Name: The Pharaohs Assistance
Card: Normal Spell Card

Your opponent cannot destroy "Dark Magician", "Blue-Eyes White Dragon" or "Red-Eyes Black Dragon" with card effects this turn. You can pay 1500 LP to activate one of the following effects based on the number of "Dark Magician", "Blue-Eyes White Dragon" or "Red-Eyes Black Dragon" you currently control:
1 Dark Magician: Destroy 1 Monster on the field other than "Dark Magician".
2 Dark Magician: Destroy all face up Spells and Traps.
1 Blue-Eyes White Dragon: Add one "Blue-Eyes" monster from your Deck to your hand.
2 Blue-Eyes White Dragon: Destroy all monsters your opponent controls.
1 Red-Eyes B. Dragon: Inflict 500 points of damage to your opponent for every "Red-Eyes" monster on the field.
2 Red-Eyes B. Dragon: All "Red-Eyes" monsters you control gain 1000 ATK until the End Phase.
You can only activate 1 "The Pharaohs Assistance" per turn.

Dark Magic Dice:
Card: Quick Play Spell Card
Roll a six-sided dice and activate the following effect based on the number received:

1) Special Summon 1 "Dark Magician" from your Hand, Deck, or GY to the field.
2) Special Summon 1 "Dark Magician" and/or "Magician Girl" Monster from your Hand and/or Deck to the field.
3) Lose 1000 LP.
4) Destroy your opponents Spells/Traps based on the number of "Dark Magician" and/or "Magician Girl" Monsters you controls.
5) Destroy your opponents Monsters based on the number of "Dark Magician" and/or "Magician Girl" Monsters you controls.
6) Gain 1000 LP based on the number of "Dark Magician" and/or "Magician Girl" Monsters in your Hand, Field and GY.

You can only activate 2 "Dark Magic Dice" per turn.

Name: Black Kitten Of The Dark Magician
Card: Monster
Type: Effect/Spellcaster/Link
Attribute: DARK
ATK: 200
Arrows: Bottom Left and Bottom Right
Requirements: 2 "Dark Magician" Monsters

If this card was Summoned from the Extra Deck, you can add 1 "Dark Magician" from your GY or Deck to your hand. This card gains the following effects based on the number of "Dark Magician" Monsters this cards arrows point to:
1) This cards original ATK becomes 2500 ATK.
2) This card as well as the Dark Magician(s) this cards arrows point to are unaffected by your opponents card effects.

 

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Hello, fine person!

 

Some interesting support cards you have here.  The wording on them is a bit off, but they're still understandable.  I'll go over each card and leave some text fixes in spoilers.

 

DM Repulsion: Well, this definitely fixes the problem of not having Dark Magician on the field, huh?  Two of some of the biggest problems with the DM deck is the lack of an easy Normal Summon, and getting DM on the field in the first place.  This card solves both issues by enabling you to run more low level monsters while also letting you get out a DM to enable your other cards.  It's second effect is alright, if a bit conditional.  Overall, the card doesn't do much on its own, but it could inspire the deck to be built in a different direction.

 

[spoiler=Repulsion]

DARK Spellcaster Effect monsters you control are treated as "Dark Magician" while in Attack Position. If a "Dark Magician" Monster(s) you control would be destroyed (by battle or card effect), you can discard 1 "Dark Magician" from your hand instead. You can only use this effect of "Dark Magic Repulsion" once per turn.

 

 

 

DM Power: This one I'm a bit iffy on.  It is treated as Thousand Knives in the Deck which isn't really something I like.  I mean, I get it, Thousand Knives is weak and people aren't playing it anyway, but there's no reason to completely oust its place in the Deck.  On the other side of its effect, I'm thinking this is too strong.  If the deck gets going properly, you could easily use this to clear a board.  At the very least, I would suggest making it target the monsters first.

 

Finally, would you consider making it a Normal Trap card instead of a Quick-Play Spell OR removing the 2000 LP effect?  As a Quick-Play, the 2000 to activate from hand makes little sense since you could just set it and activate it during the opponent's turn anyway.  The card is safer in your hand, but people don't really hit Set backrow anyway, so it is fairly safe while Set as well.

 

[spoiler=DM Power]

This card's name becomes "Thousand Knives" while in the Deck. During either players turn, you can pay 2000 LP to activate this card from your hand. Banish monsters your opponent controls equal to the number of "Dark Magician" monsters you control. You can only activate 1 "Dark Magic Power" per turn.

 

 

 

Student: I see that this and Servant are monsters that are supposed to help each of the DM playstyles.  This one revolves around the Fusion aspect.  I'll admit, the first part of the effect was a bit confusing.  I assumed it was meant to be some kind of fusion substitute deal, allowing itself to be treated as Dark Magician.  Or did you intend for it to be able to be used as the other material (i.e. It could be treated as Buster Blader when Summoning Dark Paladin)?  If it is the latter, this card could be very, very interesting.  Anyways, fairly straightforward card.  Its summon condition is pretty specific, and I wish it were Level 6 so it could help summon Magi Magi Magician Gal, but overall the card is solid as-is.

 

[spoiler=Student]

When you Fusion Summon, you can treat this card's name as "Dark Magician" when used as Fusion Material. You can Special Summon this card (from your hand) by sending 1 "Dark Magician" from your hand or side of the field to the GY, and if you do, draw 1 card. You can only Special Summon 1 "Student Of The Dark Magician" this way per turn.  If "Dark Magician" is on the field, this card cannot be destroyed by your opponent's monsters (by battle or card effect).

 

 

 

Servant: Between this and Student, this card is much stronger.  It is Level 4, so you can get it out on the field without issue.  Its summon condition is a lot easier, and you get much more out of it than drawing a random card.  Its summon isn't once per turn either.  On the downside, its banish effect is kinda mediocre, but for the most part, this is the kind of play-extending monster the deck could really use.  I like it!

 

[spoiler=Servant]
This card is also treated as a Level 7 Monster while on the field. You can Special Summon this card (from your hand) by sending 1 Spell/Trap from your hand or side of the field that specifically lists the card "Dark Magician" in its text to the GY, and if you do, you can add 1 Spell/Trap that specifically lists the card "Dark Magician" in its text from your Deck to your Hand. During your opponent's Battle Phase, you can banish this card from your GY; double the ATK of all monsters you control whose original names are "Dark Magician" until the End Phase. You can only use this effect of "Servant of the Dark Magician" once per turn.

 

 

Pharaoh's Assistance: This one is very weird.  I'm not sure I really like it.  I mean, it's very flavorful, but the effect is so convoluted...  Anyways, the protection effect is helpful, but the effects based on the monsters you have are either more conditional or reworked versions of the "attack cards" (Dark Magic Attack, Burst Stream of Destruction, etc.) which are already pretty clumsy to work with.  This card doesn't have the same benefit as those cards (it isn't as easily searchable), and the positive of it being used in a combined deck is lost because a) it doesn't have enough power, and b) you can only use ONE of its bonus effects.  The bonus effects don't even let you vary things: If you have 3 Dark Magicians, you can't use any bonus effects.

 

If I were to recommend possible fixes: Allow you to use ALL the appropriate effects instead of just 1 (i.e. If you have a Blue Eyes and Dark Magician, you can pop a card AND search).  Change the 1 and 2s to 1+ and 2+, so you can get more variety in the effects.  Make the Red-Eyes effects less archetype-restricted; if this card is supposed to be used in a combined deck, the Red-Eyes effects won't benefit the other deck types at all.  Even with all these fixes, the card would probably remain unused just because of its inconsistency, but at least it would have enough power to warrant its use in a casual setting.

 

[spoiler=Pharaoh's Assistance]

Your opponent cannot destroy "Dark Magician", "Blue-Eyes White Dragon" or "Red-Eyes Black Dragon" with card effects this turn. You can pay 1500 LP to activate one of the following effects based on the number of "Dark Magician", "Blue-Eyes White Dragon" or "Red-Eyes Black Dragon" you currently control:
1 Dark Magician: Destroy 1 Monster on the field other than "Dark Magician".
2 Dark Magician: Destroy all face up Spells and Traps.
1 Blue-Eyes White Dragon: Add one "Blue-Eyes" monster from your Deck to your hand.
2 Blue-Eyes White Dragon: Destroy all monsters your opponent controls.
1 Red-Eyes B. Dragon: Inflict 500 points of damage to your opponent for every "Red-Eyes" monster on the field.
2 Red-Eyes B. Dragon: All "Red-Eyes" monsters you control gain 1000 ATK until the End Phase.
You can only activate 1 "The Pharaohs Assistance" per turn.

 

 

 

 

On the whole, I like the idea of most of the cards, but the execution needed a little work.  Thanks for sharing!

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Hello, fine person!

 

Some interesting support cards you have here.  The wording on them is a bit off, but they're still understandable.  I'll go over each card and leave some text fixes in spoilers.

 

DM Repulsion: Well, this definitely fixes the problem of not having Dark Magician on the field, huh?  Two of some of the biggest problems with the DM deck is the lack of an easy Normal Summon, and getting DM on the field in the first place.  This card solves both issues by enabling you to run more low level monsters while also letting you get out a DM to enable your other cards.  It's second effect is alright, if a bit conditional.  Overall, the card doesn't do much on its own, but it could inspire the deck to be built in a different direction.

 

[spoiler=Repulsion]

DARK Spellcaster Effect monsters you control are treated as "Dark Magician" while in Attack Position. If a "Dark Magician" Monster(s) you control would be destroyed (by battle or card effect), you can discard 1 "Dark Magician" from your hand instead. You can only use this effect of "Dark Magic Repulsion" once per turn.

 

 

 

DM Power: This one I'm a bit iffy on.  It is treated as Thousand Knives in the Deck which isn't really something I like.  I mean, I get it, Thousand Knives is weak and people aren't playing it anyway, but there's no reason to completely oust its place in the Deck.  On the other side of its effect, I'm thinking this is too strong.  If the deck gets going properly, you could easily use this to clear a board.  At the very least, I would suggest making it target the monsters first.

 

Finally, would you consider making it a Normal Trap card instead of a Quick-Play Spell OR removing the 2000 LP effect?  As a Quick-Play, the 2000 to activate from hand makes little sense since you could just set it and activate it during the opponent's turn anyway.  The card is safer in your hand, but people don't really hit Set backrow anyway, so it is fairly safe while Set as well.

 

[spoiler=DM Power]

This card's name becomes "Thousand Knives" while in the Deck. During either players turn, you can pay 2000 LP to activate this card from your hand. Banish monsters your opponent controls equal to the number of "Dark Magician" monsters you control. You can only activate 1 "Dark Magic Power" per turn.

 

 

 

Student: I see that this and Servant are monsters that are supposed to help each of the DM playstyles.  This one revolves around the Fusion aspect.  I'll admit, the first part of the effect was a bit confusing.  I assumed it was meant to be some kind of fusion substitute deal, allowing itself to be treated as Dark Magician.  Or did you intend for it to be able to be used as the other material (i.e. It could be treated as Buster Blader when Summoning Dark Paladin)?  If it is the latter, this card could be very, very interesting.  Anyways, fairly straightforward card.  Its summon condition is pretty specific, and I wish it were Level 6 so it could help summon Magi Magi Magician Gal, but overall the card is solid as-is.

 

[spoiler=Student]

When you Fusion Summon, you can treat this card's name as "Dark Magician" when used as Fusion Material. You can Special Summon this card (from your hand) by sending 1 "Dark Magician" from your hand or side of the field to the GY, and if you do, draw 1 card. You can only Special Summon 1 "Student Of The Dark Magician" this way per turn.  If "Dark Magician" is on the field, this card cannot be destroyed by your opponent's monsters (by battle or card effect).

 

 

 

Servant: Between this and Student, this card is much stronger.  It is Level 4, so you can get it out on the field without issue.  Its summon condition is a lot easier, and you get much more out of it than drawing a random card.  Its summon isn't once per turn either.  On the downside, its banish effect is kinda mediocre, but for the most part, this is the kind of play-extending monster the deck could really use.  I like it!

 

[spoiler=Servant]

This card is also treated as a Level 7 Monster while on the field. You can Special Summon this card (from your hand) by sending 1 Spell/Trap from your hand or side of the field that specifically lists the card "Dark Magician" in its text to the GY, and if you do, you can add 1 Spell/Trap that specifically lists the card "Dark Magician" in its text from your Deck to your Hand. During your opponent's Battle Phase, you can banish this card from your GY; double the ATK of all monsters you control whose original names are "Dark Magician" until the End Phase. You can only use this effect of "Servant of the Dark Magician" once per turn.

 

 

 

Pharaoh's Assistance: This one is very weird.  I'm not sure I really like it.  I mean, it's very flavorful, but the effect is so convoluted...  Anyways, the protection effect is helpful, but the effects based on the monsters you have are either more conditional or reworked versions of the "attack cards" (Dark Magic Attack, Burst Stream of Destruction, etc.) which are already pretty clumsy to work with.  This card doesn't have the same benefit as those cards (it isn't as easily searchable), and the positive of it being used in a combined deck is lost because a) it doesn't have enough power, and b) you can only use ONE of its bonus effects.  The bonus effects don't even let you vary things: If you have 3 Dark Magicians, you can't use any bonus effects.

 

If I were to recommend possible fixes: Allow you to use ALL the appropriate effects instead of just 1 (i.e. If you have a Blue Eyes and Dark Magician, you can pop a card AND search).  Change the 1 and 2s to 1+ and 2+, so you can get more variety in the effects.  Make the Red-Eyes effects less archetype-restricted; if this card is supposed to be used in a combined deck, the Red-Eyes effects won't benefit the other deck types at all.  Even with all these fixes, the card would probably remain unused just because of its inconsistency, but at least it would have enough power to warrant its use in a casual setting.

 

[spoiler=Pharaoh's Assistance]

Your opponent cannot destroy "Dark Magician", "Blue-Eyes White Dragon" or "Red-Eyes Black Dragon" with card effects this turn. You can pay 1500 LP to activate one of the following effects based on the number of "Dark Magician", "Blue-Eyes White Dragon" or "Red-Eyes Black Dragon" you currently control:
1 Dark Magician: Destroy 1 Monster on the field other than "Dark Magician".
2 Dark Magician: Destroy all face up Spells and Traps.
1 Blue-Eyes White Dragon: Add one "Blue-Eyes" monster from your Deck to your hand.
2 Blue-Eyes White Dragon: Destroy all monsters your opponent controls.
1 Red-Eyes B. Dragon: Inflict 500 points of damage to your opponent for every "Red-Eyes" monster on the field.
2 Red-Eyes B. Dragon: All "Red-Eyes" monsters you control gain 1000 ATK until the End Phase.
You can only activate 1 "The Pharaohs Assistance" per turn.

 

 

 

 

On the whole, I like the idea of most of the cards, but the execution needed a little work.  Thanks for sharing!

I REALLY love your take on the cards I made.  Now, lets get the most complicated one out of the way and that's 'The Pharaohs Assistance'. I had it be the way it is because of the fact BEWD, REBD, and DM were virtually invincible once you play this card. As for the other effects as to why I had it basically say 'must have 1, 2" is because I felt those effects were too strong if used properly. As for Student. Its used as ORIGINAL substitute for ANY Dark Magician fusion monster. As in its treated as 'Buster Blader' if summoning 'Dark Paladin' or A 'Dragon Type Monster' if summoning 'Amulet Dragon'. And I took into consideration what you said about it should be a Level 6 monster which I recently added. Servant I REALLY had to think about because had I added anything more, it would be too strong. And I'll also start Making 'Dark Magic Power' a Trap Card instead. Also the weird reason why I made it Treated as 'Thousand Knives' while in the deck is because I wanted to make it searchable with cards like 'eternal soul' and 'Dark Magical Circle'. 'Dark Magic Repulsion' acts as a sort of 'Shield' while you get your resources build.I also decided to balance adjust 'Dark Magic Power' based on your observation. Also I recently added new cards such as 'Dark Magic Dice' and 'Black Kitten of the Dark Magician' to the original post. You should check them out.

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  • 4 weeks later...

Just saw Dice and Kitten.  They are definitely interesting additions to the lineup.

 

Dark Magic Dice: I really like this one personally just because of the idea of it.  It offers a unique picture of dark magician performing "wild magic" and the card itself is just so anime.  Gotta love it.  It's also a rare gambling card with almost no downside, however, because the condition for most of the effects are that you need a Dark Magician monster, it does have the potential of only really being 1/3 usable.  All that being said, the card looks fine.  A personal addition might be turning it into a Quick-play, but that's completely unnecessary.  Also, you might wanna change "Dark Magician Girl" monster to just "Magician Girl" monster ("Magician Girl" is an already established archetype and it covers Dark Magician Girl).

 

Black Kitten: So... a few things.  Are you familiar with Links?  There's a few, uh, "structural" issues with the card.  For one thing, Links don't have DEF, just a Link Rating.  The card's Link Rating is based on the number of its arrows (so I'm assuming this is a Link-2 monster).  Further, the summon condition needs to be able to match the card's Link Rating.  I'm not really the best at explaining how the Link monster's summon condition matches the Link Rating.  But as it is, this card is unable to be summoned.

That said, if this could be summoned, it seems really solid.  It adds/recycles DM in preparation for more use with Circle, the card itself is a DARK Spellcaster for that utility and it can easily become a 2500 beater to push for large amounts of damage.  The 2 DM effect feels a bit redundant since Eternal Soul covers that, but it is still a powerful effect, so I can't really say much against it.  Really, a large portion of this card's usefulness is dependent on how it is structured as a Link.

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My bad on the Black Kitten part. I do use link monsters in my DM deck but am not used to using them. I fixed Black kitten a little bit to match more of what I wanted it to do. As for Dark Magic Dice, I decided to make it a quick effect to add a little more usability and flavor to it. Making it more threatening and replace the "Dark Magician Girl" With "Magician Girl" as you stated. There you go. Two more usable DM support cards that I think would make great additions.

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