Ta Daaaaaaah

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bricemck
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Ta Daaaaaaah

Post by bricemck » Thu Sep 03, 2009 9:48 am

Spoiler:
Dark Sorcery (DSY)

Card Name: Enlightened Dark Magician
Card Type: Monster/Effect
Attribute: Dark
Type: Spellcaster
Level: 7
ATK/DEF: 2500/2100
Card Text: This card's name is treated as "Dark Magician". When this card is Normal Summoned or Special Summoned, remove from play 1 card on the field. You can return the removed from play card to the field during the next Standby Phase.


Card Name: Royal Magic Librarian
Card Type: Monster/Effect
Attribute: Light
Type: Spellcaster
Level: 4
ATK/DEF: 1600/0
Card Text: Each time a spell card is activated, place 1 Spell Counter on this card. If you control a "Royal Magical Library", you can Special Summon this card from your hand or Graveyard. By removing 3 Spell Counters from this card or a "Royal Magical Library" you control, draw 1 card from your Deck. If you control a "Royal Magical Library", you can remove 1 Spell Counter instead.



Card Name: Galen, The Witch Doctor
Card Type: Monster/Effect/Tuner
Attribute: Dark
Type: Spellcaster
Level: 3
ATK/DEF: 1000/1000
Card Text: While this card is face-up on the field, your opponent cannot select another monster you control as an attack target. Once per turn, during either player's turn, when a Spell Counter(s) is placed on a card you control, put 1 Spell Counter on each face-up card on the field that you can put a Spell Counter on.



Card Name: Disappearing Act
Card Type: Spell/Quick-Play
Card Text: Remove from play 1 Spellcaster-Type monster you control and 1 Monster Card from your Graveyard. Add them to your hand during the next End Phase.



Card Name: Magic Trick
Card Type: Trap
Card Text: Remove 3 Spell Counters from your side of the field. Remove from play 1 card your opponent controls
Monsters: 20
1x Enlightened Dark Magician
2x Royal Magic Library
2x Royal Magic Librarian
2x Defender
2x Galen, the Witch Doctor
1x Nights End
3x Apprentice Magician
3x Magical Exemplar
2x Skilled Dark Magician
2x Chaos Sorcerer

Spells: 16
3x Magical Citadel
1x Terra Forming
1x Brain Control
1x Mind Control
1x MST
3x Spell Power Grasp
1x Instant Fusion
1x Burial From a D.D.
2x Foolish Burial
2x Allure
2x Disappearing Act

Traps: 4
3x Magic Trick
1x Call of the Haunted
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Akirus
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Re: Ta Daaaaaaah

Post by Akirus » Thu Sep 03, 2009 6:28 pm

viewtopic.php?f=45&t=10237

You will find many useful cards in this set, take a look.

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bricemck
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Re: Ta Daaaaaaah

Post by bricemck » Thu Sep 03, 2009 11:57 pm

I like your synchros for spellcasters lights end made me laugh
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Akirus
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Re: Ta Daaaaaaah

Post by Akirus » Fri Sep 04, 2009 1:49 am

bricemck wrote:I like your synchros for spellcasters lights end made me laugh
I recommend taking advantage of Light's End because he is awesome, I cannot stress this enough. Vanguard of the Citadel and Forceful Conjurer are also very useful assets in their own right. Wizard's Burial is also a staple that you should run in 3s.
Spoiler:
Card Name: Kinetic Magician
Card Type: Monster/Synchro/Effect
Attribute: Light
Type: Spellcaster
Level: 9
ATK/DEF: 2700/2200
Card Text: 1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters
When your opponent's monster attacks a monster you control, you can change the attack target to another monster on your side of the field or change it to a direct attack to your Life Points. When a card effect targets a card on the field, you can change that target to another correct target on your side of the field. When your opponent activates a card effect, you can move this card to your Spell and Trap Card Zone until the end of the turn.

- very powerful synchro, run at least 1 for options

Card Name: Vanguard of the Citadel
Card Type: Monster/Effect
Attribute: Light
Type: Spellcaster
Level: 4
ATK/DEF: 1900/1500
Card Text: You can send this card from your hand to the Graveyard to add 1 "Mahou Toshi Endymion" from your Deck to your hand. Each time a Spell Card is activated, place 2 Spell Counters on this card. If "Mahou Toshi Endymion" is not on the field, destroy this face-up card.

- better than Terraforming

Card Name: The Forceful Conjurer
Card Type: Monster/Effect
Attribute: DARK
Type: Spellcaster
Level: 4
ATK/DEF: 1000/1850
Card Text: When this card is Normal Summoned or Flip Summoned, it is changed to Defense Position. Each time a Spell Card is activated, place 2 Spell Counters on this card. Once per turn, you can remove 3 Spell Counters from this card to add 1 Level 4 or lower Spellcaster-Type monster from your deck to your hand or you can remove any number of Spell Counters from this card to add 1 Level 5 or higher Spellcaster-Type monster from your deck to your hand whose Level is equal to the number of Spell Counters you removed.

-very, very useful in a number of ways

Card Name: The Magician Cavalry
Card Type: Monster/Effect
Attribute: Dark
Type: Spellcaster
Level: 3
ATK/DEF: 800/600
Card Text: This card gains 100 ATK for every Spell Counter on your side of the field. If this card attacks or is attacked, you can remove 1 Spell Counter on your side of the field to return "The Magician Cavalry" to your deck before Damage Calculation. When "The Magician Cavalry" is returned from the field to your deck, Special Summon 1 Level 4 or lower Spellcaster-Type monster from your deck.

- tech one or two of these if you can fit it, pretty useful

Card Name: Light's End Sorcerer
Card Type: Monster/Synchro/Effect
Attribute: Light
Type: Spellcaster
Level: 3
ATK/DEF: 400/1300
Card Text: This card can only be Special Summoned from the Extra Deck by Tributing 1 "Night's End Sorcerer" on your side of the field. This card is also treated as a Tuner. When this card is Special Summoned, you can remove from play 1 Spell Card in your Graveyard Special Summon 1 removed from play Level 4 or lower Spellcaster-Type monster to your side of the field in face-up Defense Position. During the End Phase of the turn you Summoned this card, return it to your Extra Deck. When this card is removed from the field, return it to your Extra Deck.

-run 1, definitely. And try up Night's End by 1 if you can.

Card Name: A Wizard's Burial
Card Type: Spell/Quick-Play
Card Text: You can discard 1 Spellcaster-Type monster to draw 2 cards, or when a Spellcaster-Type monster is sent to the Graveyard, discard 1 Spell Card to draw 2 cards. If you do not reveal a Spell Card or a Spellcaster-Type monster in your hand, send all cards in your hand to the Graveyard.

-staple

Card Name: Art Of The Arcane
Card Type: Spell/Quick-Play
Card Text: This card can only be activated while you control a face-up Spellcaster-Type monster or "Magical City Endymion". When this card is activated, select 1 of the following effects:
•Remove 3 Spell Counters from your side of the field. Destroy 1 face-up monster your opponent controls.
•Negate the effect of 1 face-up Spellcaster-Type monster on the field until the end of the turn to put 3 Spell Counters on a face-up card that you can put a Spell Counter on.
•Cards with 3 or more Spell Counters cannot be destroyed until the end of the Phase this card was activated.
You could implement stuff to abuse EDM more as well, like Magical Dimension/Dark Magic Curtain etc.
Last edited by Akirus on Fri Sep 04, 2009 4:57 am, edited 1 time in total.

Aleva
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Re: Ta Daaaaaaah

Post by Aleva » Fri Sep 04, 2009 4:41 am

Think you need Breaker the Magical Warrior.

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bricemck
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Re: Ta Daaaaaaah

Post by bricemck » Fri Sep 04, 2009 10:00 am

what should I take out for this stuff?
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Akirus
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Re: Ta Daaaaaaah

Post by Akirus » Fri Sep 04, 2009 10:32 am

bricemck wrote:what should I take out for this stuff?
You will find, with the significantly greater number of effective cards in the PCG, card selection is not so straightforward for Spellcasters anymore. You'll need to play around with it, but something like:

2-3 Forceful Conjurer
1-2 Vanguard of the Citadel
3 Wizard's Burial

And obviously, squeeze in a few copies of the Extra Deck stuff.

Light's End is great because it doesn't impact the flow of the deck at all but can open great flexibility (it effectively turns Night's End Sorcerer into a Level 2/3 monster) as well as card advantage possibilities (free RFP special summon, combos amazingly with Allure and Chaos Sorcerer if played correctly). Kinetic is just a complete nuisance to deal with since it's biggest weakness is field clearance like JD. It can literally give you control of your field.

There are obvious things to take out: Apprentice is not as necessary as before, it only searches Night's End anyway. 1-2 copies should suffice, if even. Terraforming is inferior to monster searchers, as has always been the case. Spell Power Grasp is now obsolete, Wizard's Burial is much more efficient (better draw power, no chance of multiple-copies that result in dead draws, throws monsters in the Grave for fuel, etc etc).

But yeah, there's no set formula for this. You need to play around and see what works for you. If you can find time, look through other completed sets too. You may just find some gems.

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bricemck
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Re: Ta Daaaaaaah

Post by bricemck » Fri Sep 04, 2009 10:34 am

K like I said in the other topic I'm going to fix up my old computer and get YVD on that then I will play around with the cards and see how they work.

Definately Lights End
Definately Wizards Burial
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