Ok so here's a quick review.
Card A is an Ancient Gear card, meaning it has to work with the Archetype. Spell recovery is something they need, indeed. Also it has the Ancient Gear clause. The drawing effect looks... a bit overpowered? I mean, considering Ancient Gears usually do piercing damage, Summon big monsters, and prevent the opponent from activating card; consider also this guy has 2600 ATK. Maybe an OPT on the last effect? Or if you don't want this change, you can just say "if another Ancient Gear" and that'll fix it.
Card 2 instead is a generic Psychic boss monster with a high ATK and with a 900+ burn effect. Psychic don't usually swarm the GY, but I guess you could make a Deck around it, or just use this as Psychic Gagaga Cowboy to end the duel. Also 90% of the times you'll be using your own monsters, but I guess having the option of using the opponent's ones in case you're dueling against Psychic is fine (but again, really situational). Also, the Quick Effect lasts until the... end step? It doesn't activate during a battle, so I guess you meant End Phase. If that's the case, this is just broken. Why? Just Summon it, (attack), banish it, draw - this way the EMZ is now free for further plays - wait until the next turn, repeat. A constant drawing effect. You'll never use the last effect because
1) you can just chain/banish/draw if it's about to die
2) it could miss timing
3) why would you even do it, it doesn't have a reward (like drawing) for shuffling them back.
This card has some OCG problems too, the most evident being "Polymerisation"; but since I'm bad at it too, I can't complain much.
I'll vote for the Trebuchet, card A. Even though Card B is more creative for the Summoning condition and versatility of effects, Card A is more balanced.
Still, this is my opinion.
- Dova likes this