Custom Archetype Engine: The Grand Conjurer

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LinktotheFuture
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Custom Archetype Engine: The Grand Conjurer

Post #1 by LinktotheFuture » Sat Jan 21, 2023 5:45 am

Alright, I've put a lot of time into this one. Once the gears started turning I just had to try to tie it all together. So, I've had this idea about an Archetype that summons monsters from the Extra Deck during your opponent's turn, stumbled upon a good lore idea and came up with these cards. I did my best to find art for the entire archetype, but some are not all that great. In my description for some of the cards I describe what I wanted the art to be.

Here is a link to all the cards at once: https://www.duelingbook.com/deck?id=12469437
Below is the descriptions for each card individually.

https://www.duelingbook.com/card?id=3724510
If it is not clear enough, this monster is based on Harry Houdini, who was famous for all kinds of illusions. Illusions equals Psychic type. You might think Spellcaster, but this card is based on a stage magician, not someone who actually casts spells. His birthday was March 24, which explains his stat line. He was president of the Society of American Magicians, which was founded on May 10, hence the Pendulum scale of 10. He died in in 1926, that's why he's level 6. Ehrich The Prince of Air is what he called himself at 9 years old, hence the name and Attribute. I especially wanted to make it so that the player could manipulate his type and level to open up the types of cards from the Extra Deck he could access.



All of the artwork for the following Traps would involve 'Ehric' performing each respective stunt, where the monster disappears and is replaced by a monster from the extra deck. This ties into his famous Metamorphose trick where he would swap places with his wife, Bess.

https://www.duelingbook.com/card?id=3724517
This is in reference to his Chinese water torture cell escape trick. Water=blue=Ritual Monster.

https://www.duelingbook.com/card?id=3724522
This is in reference to his escape from a milk can. Milk=white=Synchro Monster.

https://www.duelingbook.com/card?id=3724542
This is in reference to his multiple escapes from multiple prisons. Dark cell=Black=XYZ Monster.

https://www.duelingbook.com/card?id=3724529
This is in reference to his suspended in the air straitjacket escape. Swinging in the air=Pendulum Monster.

https://www.duelingbook.com/card?id=3724533
This is in reference to the ridiculous number of handcuffs he could escape from. He could look at pretty much any pair of handcuffs and know exactly what method was needed to unlock it. One of his stage names was Harry 'Handcuff' Houdini. Many ways to escape from handcuffs=many types of Special Summoning.

https://www.duelingbook.com/card?id=3724538
This card is based on the Hippodrome in New York City, where he famously made an elephant disappear onstage. The artwork would be a colorized take on the real life location's interior, with spotlights focused on Ehric on-stage with his arms spread wide. It is all about Ehric setting up his equipment on the stage to perform a stunt, or making his grand entrance right before he performs. Even if Ehric's stage would be destroyed he would still continue with his performance.

https://www.duelingbook.com/card?id=3734893
This card is based on the trunk that Houdini used to perform the Metamorphose trick, like I mentioned previously. I was inspired to give Ehric an essentially better version of "Mystic Box", as it seemed too appropriate that Ehric would never be outdone when it comes to escape tricks. He is essentially commandeering the old box and upgrading its capabilities. :D

https://www.duelingbook.com/card?id=3738117
This is based on Houdini's canvas sack he carried some of his props in. Once a prop is taken out of Ehric's bag, it can then be used to essentially 'catch' an attack to protect the player.

https://www.duelingbook.com/card?id=3744548
This card represents Ehric having a successful performance. The art would be of a crowd applauding towards the stage. Three different results can occur: 1. A monster is stunned speechless by his act. 2. The summoned card is blessed by a lucky attack boost. 3. The opponent gives up one of their own tricks to the turn player. The first effect represents Ehric's annoyance at someone booing by causing a mini explosion in their direction. :x

https://www.duelingbook.com/card?id=3749471
Obviously, this card represents the straitjacket Houdini wore in so many of his stunts. I wanted to give players even more options on what they can get from the Extra Deck. No matter what, the jacket will attach to someone. :twisted:

https://www.duelingbook.com/card?id=3760382
This is card is based on Theodore Hardeen, the younger brother of Harry Houdini. Theodore inherited all of Harry's magic after his death. Dash was Harry's nickname for him. (Both brothers changed their given name, Harry's was Erich Weisz and Theodore's was Ferenc Weisz). His birthday was March 24, 1876, which explains his stat line. He died in 1945, hence level 5. He keeps the same type, Attribute, and Pendulum scale as Ehric. I tried to make him have some advantages compared to Ehric. This would be as if he was improving on the techniques passed on to him, but he also couldn't fully master all that he inherited.

https://www.duelingbook.com/card?id=3761530
This card is based on the giant cabinet that the elephant was placed in when Houdini made it disappear onstage. This is why the Amphitheater needs to be set up. The card is taking a giant creature into itself and making it disappear for a time. The beast might then be found sometime later hidden away. I say might since not all cards can be summoned back. :twisted: Some monsters can only be Special Summoned in specific ways and Link monsters can't even be in Defense position. XYZ monsters would also lose their materials. The Graveyard effect is roughly both players 'paying' a card to see the show. The player is Ehric's guest, so he gets a discount. :D

https://www.duelingbook.com/card?id=3766368
This card is based on Houdini's vehement opposition to mediums, spiritualists, and the like. This wasn't about magicians trying to read people's minds or some such. He was firmly against those who claimed they could contact the deceased. He was appalled by scammers who would take advantage of other people's grief concerning their lost loved ones. He exposed over 1000 fraudulent mediums in his lifetime. He even tried to have a bill passed in Congress to make these kinds of professions illegal. Hence, you can see why this card hates the Graveyard so much. The art would be of Ehric exposing sinister frauds for all to see.

https://www.duelingbook.com/card?id=3780571
This is based on the time when the brothers were performing at Coney Island as "The Brothers Houdini", before Harry made it big. It was on Coney Island that he met his future wife, Bess. Ehric and Dash's only trick at this point in time is getting on the field easily, but they stand in the shadow of all your other monsters.

https://www.duelingbook.com/card?id=3780587
This is based on Houdini’s automatic flowering rosebush. I was surprised to learn that Houdini was quite the inventor, and this was one of his contraptions. Houdini placed a pot on an elaborate metal table. Next, he planted a small red flower in the pot, and covered everything with a gauzy cloth. The flower grew, slowly and visibly, eventually developing into a full-size rose bush. :shock: Houdini then removed the plant in its pot from the tabletop and presented it to the audience. For Ehric and Dash, they are giving an accessory to the monster summoned. :)

https://www.duelingbook.com/card?id=3780653
This is based on the top hat Houdini frequently wore. Interestingly, Houdini never wore a top hat on stage (or even used a wand). He only used one in regular life. The hat is an accessory for 1 of your monsters to wear. (tying in with the previous card 8-) ).

https://www.duelingbook.com/card?id=3783737
This is based on another of Houdini's inventions. This time it's a diving suit that could be taken off underwater. The real life suit was constructed in such a way that you could take off the top and bottom halves with ease. Ehric or Dash are essentially diving into the Deck and bringing up two cards, representing the two halves of the suit. The art would be of Ehric or Dash putting on the gear and diving into the water, which represents this deck dive.

https://www.duelingbook.com/card?id=3787540
This card is based on Houdini's jumps from high places while wearing a straitjacket. These were usually bridges above water, but he also jumped from low flying planes. This one is in reference to one of his jumps for a charity event, from 50 ft in the air. This card is about our star conjurer making his big entrance into the venue. It just takes a bit of time for him to reach the stage (50 ft jump=pay 500 LP).

https://www.duelingbook.com/card?id=3787569
This is based on Houdini's walking through a solid wall trick. The wall was even built onstage beforehand! For the archetype, the wall is blocking all your other monsters from attacks, except the ones who appeared through the other performances.

https://www.duelingbook.com/card?id=3790730
This is a trick that is unique to Theodore Hardeen. The trick involved him being locked and shackled into a cage in the shape of chair. He got out in 11 minutes! :shock: Dash is strapping in an opponent's monster and appearing onto the field. I just could not find any kind of art that properly illustrated what I wanted, so I just grabbed a photo of the real thing. Sorry about that. :(

https://www.duelingbook.com/card?id=3796624
This card is based on the London Hippodrome, where Houdini took on the Daily Mirror challenge. He had been challenged to many different types of handcuff escapes, but this was probably his hardest one ever. The “Mirror Handcuffs” apparently took five years to make, and it took 70 minutes for him to escape them. There is doubt whether the challenge was staged or not, but who knows? I just had to make another Field Spell since it was based on a second Theater named Hippodrome. This Theater locks out the 3 Summoning conditions that are not welcome (Tribute, Fusion, and Link) because this Theater is grander than the first, and is therefore more particular with its guests. 8-)

https://www.duelingbook.com/card?id=3804487
This card is based on Houdini's East Indian Needle Trick. He would appear to swallow needles and a piece of thread, and then pull them all out of his mouth with the needles now along the thread! :shock: That's painful to even think about! Ehric's needles are piercing through any Spells or Traps your opponent tries to activate, and then pulling out one of his own personal cards from the Deck. :lol:

https://www.duelingbook.com/card?id=3825046
These are based on the stagehands that moved the large cabinet used in the Vanishing Elephant trick. They also had no idea how Houdini did it! :D These guys are all about working in the background, i.e. player's hands, GY's, and banished zone.

https://www.duelingbook.com/card?id=3825095
This little guy is based on Houdini's fox terrier, Bobby. Houdini actually taught him how to do many tricks. These included card tricks, somersaults, and even escapes from ropes, handcuffs, and straitjackets! :shock: That's one smart dog! Houdini had him for eight years, explaining his stats.

https://www.duelingbook.com/card?id=3832214
This monster is based on Houdini's film career. It may not have been all that successful, but 'The Grim Game', his first full-length movie was considered very good. Houdini performed multiple tricks throughout the film. It even had two biplanes colliding in mid-air! :shock: The monster is masked because you do not know which 'Conjurer' is beneath the mask, Ehric or Dash. I was considering making him a Synchro, but the black background just fits the film persona so well.

https://www.duelingbook.com/card?id=3834727
This monster is based on Jennie, the elephant Houdini made disappear. Its abilities are directly tied into banishing cards and being banished. ;) I specifically wanted it to be a 2 tribute monster that required only 1 to tribute set. I couldn't make it level 5 or 6 because I didn't want Prelude to be able to summon it. It's also level 9 because I am not creating another easy Baronne combo (any 8 + Formula Syncrhon). :x Levels 10-12 did not seem appropriate at all for its assigned statline.

https://www.duelingbook.com/card?id=3874480
This is based on Houdini's coffin escape. You are digging through either your Deck or your opponent's field.

https://www.duelingbook.com/card?id=3838008
This is simply Ehric saying "silence please" while he is perfoming. He won't be disturbed by others Spells! :)

https://www.duelingbook.com/card?id=3876045
This is based on the stunt doubles he had to use for his movies. Unfortunately, not all of the escapes performed in his films were all him; even he needed help for some stunts. :( Here, Ehric is calling another monster to fill his place. :) I did do a database check, there are some monsters that qualify, particularly Metalfoes and even the annoying garnet, PSY-Frame Driver.

https://www.duelingbook.com/card?id=3918245
This is based on Houdini's magic fish bowl trick. He appears to make a fish bowl appear on a table out of nowhere. A quick Youtube search will show how this trick works. Ehric, meanwhile, is making a sea creature appear out of nowhere. You might be thinking "where's the Aqua type", but that answer is blatantly obvious. There is no way I'm going to help Tear or Toad after this last format. :evil: I'd say most of the community is sick of them all by this point, me included.

https://www.duelingbook.com/card?id=3933410
This is a listing showcasing Ehric's 4 big escapes, allowing the player to setup whichever one they want. :)

https://www.duelingbook.com/card?id=3933416
It's a bit late, but here we finally have the card based on Houdini's wife, Bess. Her birthday was January 23, which explains her stat line. She is meant to always be at the ready to help one of the Conjurer's. Famulus is another word for assistant. Sounded more interesting. :D

So? What do you all think? Did I accidentally break something? Are there too many restrictions? I wanted to tie in as much as I could about Harry Houdini's life, which builds some nice lore. I tried to make more of an engine to help facilitate four different types of Special Summoning. Fusion and Link summoning don't care about a monster's level, so that's why they were left out. We even get what is essentially a Trap Card that facilitates a Pendulum Summon! If something is missing from the engine, let me know. I'm sure I can find another way to tie in some lore. ;)
Last edited by LinktotheFuture on Mon May 01, 2023 6:23 am, edited 39 times in total.

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Post #2 by LinktotheFuture » Thu Jan 26, 2023 4:29 am

I got inspired to add another card when I suddenly remembered an old anime Spell Card that I could integrate into the Archetype. Ehric came across the outdated "Mystic Box", and claimed it for himself! :D
Last edited by LinktotheFuture on Tue Jan 31, 2023 12:10 am, edited 1 time in total.

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Post #3 by LinktotheFuture » Fri Jan 27, 2023 10:13 pm

Felt the archetype needed a way to get the Spells/Traps from the deck, so I added a searcher. I'm gonna come back to this topic with some regularity if I come up with any more good ideas. I've been enjoying building onto this concept. :)

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Post #4 by LinktotheFuture » Tue Jan 31, 2023 12:10 am

Wanted to create a card representing Ehric performing a successful escape. I had a little trouble trying to make the wording correct. The card is meant to allow all 3 effects to occur in one turn, but no repeats. If anyone has better way to state this, or even any of the cards I've posted, let me know. I've been doing my best with the punctuation, but sometimes I get confused if I should be using a colon, a semicolon, or a comma.

Edit: Whoooooa, I caught a big problem. :shock: Had to edit the Key and Amphitheater cards to be able to access the Graveyard for a copy of Ehric. Otherwise, XYZ strategies would be far worse since their copies would be otherwise inaccessible after 3 summons, when the whole engine is meant to be recursive for all 4 strategies.

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Post #5 by LinktotheFuture » Tue Jan 31, 2023 11:08 pm

Found another issue. In order for Accolade to be used more than once in a turn, I need to allow the Abscond's 1st effect to be used more than once a turn. This is fine for Ritual, XYZ, and Pendulum, since most of these monsters don't build off each other, besides getting more bodies on the field. However for Synchros, it is super easy to abuse this using the first Synchro to make better Synchros, especially Baronne. Therefore, I will remove the once per turn clauses on all but Sealed in a Can. If anyone feels it is safe to remove that restriction, let me know. Same if releasing the restrictions on the rest breaks one of those summoning mechanics, and I'm just forgetting something.

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Post #6 by LinktotheFuture » Thu Feb 02, 2023 8:29 am

Thought of another one. This one's a bit more generic. I tried to help Pendulum players just as well as the other 3 types, since restricting attacks is a key component of this particular card.

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Post #7 by LinktotheFuture » Tue Feb 07, 2023 9:10 pm

Thought of a couple more. They have synergy with each other, with the new monster getting the Field Spell needed for the Trap. Let me know if I made the Trap card too restrictive. I was trying to prevent it being easily abusable.

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Post #8 by UberTrainerMinusInfinity » Wed Feb 08, 2023 9:33 pm

So many magic tricks....but I wonder what Christen57 will think of this?

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Post #9 by LinktotheFuture » Fri Feb 10, 2023 6:13 am

UberTrainerMinusInfinity wrote:So many magic tricks....

And I'll keep making more as I get more ideas. I still have plenty more to pull from Houdini's career if I think of good card effects. :D

This time I created a card based on Houdini's later years and his personal campaign when he was exposing frauds all over the place.

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Post #10 by Christen57 » Sat Feb 11, 2023 7:41 am

Recommend putting all the cards into a single decklist than linking to each of them separately. Doing the latter makes them harder to examine as I have to manually click on each one to examine them instead of simply viewing all of them at once.

Ehric, the Grand Illusionist's pendulum effect should be shortened from:
Once per turn, you can Set 1 ‘Abscond’ Trap Card from your Graveyard or that is banished into your Spell/Trap Zone. If a face-up ‘Abscond’ Trap Card would be negated or destroyed; you can destroy this card instead, then Set that ‘Abscond’ Trap Card face-down
to:
Your "Abscond" Trap Card activations cannot be negated. Once per turn: You can Set 1 of your "Abscond" Traps that is banished or in your GY. If an "Abscond" Trap(s) you control would be destroyed, you can destroy this card instead.

its monster effect can be shortened from:
This card can only be Special Summoned during your opponent’s turn. If an "Abscond" Trap Card is activated; once per turn you can reveal this card, then (Quick Effect) Special Summon this monster or place it in your Pendulum Zone. If this card is Special Summoned, apply the following effects in sequence:
1. Target one monster card on the field; this card’s type becomes that monster’s type.
2. Target either player. This card’s level becomes equal to the number of cards on that player’s side of the field. This effect cannot be negated.

to:
Cannot be Special Summoned during your turn. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand. If this card is Special Summoned: Activate 1 or both of these effects (simultaneously).
● Target 1 monster on the field; this card becomes that monster's Type.
● Declare a Level from 1 to 12; this card becomes that Level.


  • This pendulum effect needs a colon after Once per turn, not a comma.
  • When referring to archetype names or card names, you need to use quotation marks which are these " not apostrophes which are these '
  • We don't say Graveyard anymore. We say GY.
  • You don't need to specify that the trap gets set to your Spell & Trap Zone, since traps will always go there by default unless some effect says otherwise.
  • There's no such thing as negating trap cards. You negate either a trap card's activation or any of its effects, but you don't negate traps themselves.
  • I currently don't know what this needs to re-set traps that are already on the field for.
  • For the monster effect, you have the semi-colon and Quick Effect label in the wrong places. I assume this is a trigger effect, so there's no need for any Quick Effect label, and that semi-colon after the word activated (which is the ; symbol) should instead be a colon which is this :
  • You use bullet points when listing effects to apply in sequence, not 1. and 2.
  • Changing levels to match the number of cards on a player's field is too gimmicky. It should just let you pick a level from a certain range of levels.
  • When referring to monster types, Type is capitalized.

Abscond Submerging's effect can be shortened from:
Can only be activated during your opponent’s turn. This card can be used to Ritual Summon any Ritual Monster. This card's 2nd effect can only be used once per turn:
1. Ritual Summon a Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed the level of that Ritual Monster. "Ehric, the Grand Illusionist" must be used as one of the Tributes.
2. During either player’s End Phase, you can banish this card from the Graveyard; add one Ritual Monster from your Graveyard to your hand.

to:
During your opponent's turn: Ritual Summon 1 monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level, including "Ehric, the Grand Illusionist". During the End Phase: You can banish this card from your GY; add 1 Ritual Monster from your GY to your hand. You can only use this effect of "Abscond Submerging" once per turn.

Abscond Sealed in a Can's effect can be shortened from:
Can only be activated during your opponent’s turn. This card's 1st and 2nd effects can only be used once per turn:
1. Synchro Summon a Synchro monster using a "Ehric, the Grand Illusionist" you control as a tuner.
2. During either player’s End Phase, you can banish this card from the Graveyard; return one Synchro Monster from your Graveyard to your Extra Deck.

to:
During your opponent's turn: Immediately after this effect resolves, Synchro Summon using monsters you control including "Ehric, the Grand Illusionist". During the End Phase: You can banish this card from your GY; return 1 Synchro Monster from your GY to the Extra Deck. You can only use this effect of "Abscond Sealed in a Can" once per turn.

Abscond Locked Room's effect can be shortened from:
Can only be activated on your opponent’s turn. This card's 2nd effect can only be used once per turn:
1. XYZ Summon using a "Ehric, the Grand Illusionist" you control as one of the XYZ materials.
2. During either player’s End Phase, you can banish this card from the Graveyard; return one XYZ Monster from your Graveyard to your Extra Deck.

to:
During your opponent's turn: Immediately after this effect resolves, Xyz Summon 1 monster using monsters you control including "Ehric, the Grand Illusionist". During the End Phase: You can banish this card from your GY; return 1 Xyz Monster from your GY to the Extra Deck. You can only use this effect of "Abscond Sealed in a Can" once per turn.

XYZ is not in all caps when referring to Xyz Monsters.

Abscond Suspension's effect can be shortened from:
Can only be set in either Pendulum Zone. Can only be activated on your opponent’s turn. This card's 2nd effect can only be used once per turn:
1. If there is a ‘Ehric, the Grand Illusionist’ in your other Pendulum Zone; Special Summon one face-up Pendulum Monster from your Extra Deck whose level is 9 or less, then destroy "Ehric, the Grand Illusionist" in your other Pendulum Zone.
2. During either player’s End Phase, you can banish this card from the Graveyard; add one face-up Pendulum Monster from your Extra Deck to your hand.

to:
During your opponent's turn, if "Ehric, the Grand Illusionist" is in your Pendulum Zone: Special Summon 1 face-up Level 9 or lower Pendulum Monster from your Extra Deck, then destroy 1 card in your Pendulum Zone. During the End Phase: You can banish this card from your GY; add 1 face-up Pendulum Monster from your Extra Deck to your hand. You can only use this effect of "Abscond Suspension" once per turn.

Trap cards can never be set into pendulum zones. They can be normally set in either of the same zones you use as your pendulum zone, but they still remain treated as being in a Spell & Trap Zone, not a pendulum zone, so that restriction saying it needs to be set specifically to a pendulum zone and activate only in a pendulum zone needs to be removed. Also, Level is always capitalized, and that goes for Rank and Link Rating.

Key to the Cuffs's effect can be shortened from:
Choose one of the following effects:
1. Add 1 "Ehric, the Grand Illusionist" from your Graveyard, Deck, or face-up in your Extra Deck to your hand.
2. Send 1 "Abscond" Trap Card from your hand or deck to the Graveyard.
You can only activate 1 "Key to the Cuffs" per turn.

to:
Activate 1 of these effects.
● Add 1 "Ehric, the Grand Illusionist" from your Deck, GY, or face-up Extra Deck to your hand.
● Send 1 "Abscond" Trap from your hand or Deck to the GY.


You usually list the deck first, then graveyard, when listing them both together. Also, the hard once per turn on this isn't necessary in my opinion.

Amphitheater of the Grand Illusionist's effect can be buffed from:
Once per turn, if you control no Set Spells or Traps; you can Set one "Abscond" Trap Card from your deck to your field. If a face-up "Abscond" Trap Card would be negated or destroyed; you can destroy this card instead. During your opponent's Main Phase, if there is a "Ehric, the Grand Illusionist" in your Graveyard, face-up in your Extra Deck, or face-up in your Pendulum Zone; you can (Quick Effect) Special Summon that monster. You can only activate this effect once per turn.
to:
Your "Abscond" Trap Card activations cannot be negated. If an "Abscond" Trap(s) you control would be destroyed, you can destroy this card instead. Once per turn, if you control no Set Spells/Traps: You can Set 1 "Abscond" Trap from your Deck. Once per Chain, during your opponent's Main Phase, if they Summon, Set, or activate a card or effect: You can Special Summon 1 "Ehric, the Grand Illusionist" from your Pendulum Zone or face-up Extra Deck, and if you do, you can shuffle any number of your cards that are in your GY, banished, and/or face-up Extra Deck into the Deck.

Spells and Traps can't have quick effects. Quick effects are supposed to be reserved for monsters. This field spell's last effect should instead be a trigger effect, and I don't think making it hard once per turn is needed since it's already limited to the opponent's main phase, so I think a once per chain restriction would be enough for now.

The Grand Illusionist's Mystic Trunk's effect can be shortened from:
When your opponent would Special Summon a monster(s) from the Extra Deck your opponent Special Summons a monster from the Extra Deck while you have a banished "Abscond" Trap Card; negate that Special Summon, then Set 1 of your banished "Abscond" Trap Cards to one of your Spell/Trap Zones. You can banish this card from the Graveyard; activate 1 "Mystic Box" from your hand or deck. If the previous effect resolves; you can take control of one of your opponent's monsters until the End Phase, but its effects are negated, also it cannot declare an attack. You can only use each effect of "The Grand Illusionist's Mystic Trunk" once per turn.
to:
When a monster(s) would be Special Summoned from the Extra Deck, or when a card or effect is activated that includes a Special Summoning effect: Negate the Summon or activation, and if you do destroy it, then Set 1 of your banished "Abscond" Traps. You can banish this card from your GY, then target 1 monster your opponent controls and 1 WIND monster you control; destroy the first target, and if you do, give control of the second target to your opponent. You can only use each effect of "The Grand Illusionist's Mystic Trunk" once per turn.

I think it would be better for this card's banishing effect to simply do exactly what Mystic Box does instead of requiring that card. Also, I believe the effect actually needs to do something to the monster(s) whose summon(s) it negates, such as destroying, banishing, returning to the deck, etc.

Illusionist's Bag of Tricks's effect can be shortened from:
If you control no Set Spell/Trap cards; add one "Abscond" or "Grand Illusionist" Spell/Trap card from your deck to your hand. If your opponent declares an attack: you can banish this card from the Graveyard; negate that attack. You can only use each of this card's effects once per turn.
to:
If you control no Set Spells/Traps: Add 1 "Abscond" or "Grand Illusionist" Spell/Trap from your Deck to your hand. If your WIND monster would be destroyed by battle, you can banish this card from your GY instead. You can only use each effect of "Illusionist's Bag of Tricks" once per turn.

You can say Spell/Trap or Spells/Traps without including card in these texts. Also I think it would be better for its second effect to give minor battle protection instead of outright negating an attack.

Abscond Accolade's effect can be buffed from:
If a monster is Special Summoned by the effect of an “Abscond” Trap Card, you can apply one of the following effects:
1. Target one monster on the field; negate it's effects.
2. The Special Summoned monster gains 700 ATK.
3. Flip up one of your opponent's face-down Spell/Trap cards, then Set it face-down.
Each of the above effects can only be activated once per turn.
If this card leaves the field during your opponent's turn, you can destroy one of your opponent's Spell/Trap cards.

to:
If this card leaves the field: You can destroy 1 Spell/Trap your opponent controls. You can only use the following effect of "Abscond Accolade" once per Chain. If a monster is Special Summoned by your "Abscond" card's effect: You can apply 1 of these effects, but you cannot apply that same effect of "Abscond Accolade" again this turn.
● Negate the effects of 1 monster on the field.
● The Special Summoned monster gains 1000 ATK.
● Return 1 Spell/Trap your opponent controls to the hand.


You don't target a card as part of an effect that you're applying. You target a target as part of an effect you're activating. Also, 1000 ATK is easier to calculate and add to a monster than 700.

The Grand Illusionist's Famed Jacket's effect can be shortened from:
Can only be activated on your opponent's turn. This card's activation cannot be negated. Choose one of the following effects:
1. If you control a WIND Attribute monster, equip this card to a monster on the field, then declare a level and type; the equipped monster becomes that level and type, also it cannot attack.
2. If you have a WIND Attribute monster in one of your Pendulum Zones, this turn “Abscond Suspension” can Special Summon Pendulum Monsters of any level from the Extra Deck, and the first attack you opponent would make this turn is negated.
You can only activate "The Grand Illusionist's Famed Jacket" once per turn.

to:
If a WIND Monster Card is in your Monster Zone or Pendulum Zone: Activate 1 of these effects.
● Declare 1 Type and a Level from 1 to 12; equip this card to a monster. It becomes that Type and Level, also it cannot attack.
● When a monster declares an attack: Negate the attack.


I don't think a hard once per turn is thinking for this. Also, you need to specify a lowest and highest level when having an effect allow levels to be declared. Also, that effect revolving around Abscond Suspension is too gimmicky and should be removed.

Dash, the Illusionist's Successor's pendulum effect can be shortened from:
If you control no face-down Spell/Trap cards, once per turn you can take 1 “Amphitheater of the Grand Illusionist” from your Deck; activate it or add it to your hand. Once per turn, you can set 1 “Abscond” Trap card from your Graveyard into your Spell/Trap Zone.
to:
Once per turn, if you control no Set Spells/Traps: You can add to your hand or activate 1 "Theater" Field Spell from your Deck. Once per turn: You can Set 1 "Abscond" Trap from your GY.

its monster effect can be shortened from:
This card's name is also treated as “Ehric, the Grand Illusionist”. This card can only be Special Summoned on your opponent's turn. If an “Abscond” Trap Card is activated; once per turn you can reveal this card, then (Quick Effect) Special Summon this monster or place it in your Pendulum Zone. When this card is Special Summoned: choose either player, this card's level becomes equal to the number of cards on that player's side of the field. Your opponent cannot activate cards or effects in response to the activation of your “Abscond” Trap cards
to:
Cannot be Special Summoned during your turn. This card's name becomes "Ehric, the Grand Illusionist" in the Extra Deck or GY. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand. If this card is Special Summoned: Declare a Level from 1 to 12; this card becomes that Level.

It needs to specify in what location(s) it treats itself as Ehric, the Grand Illusionist.

Abscond Armoire's effect can be shortened from:
The activation of this card cannot be negated. If there is an “Amphitheater of the Grand Illusionist” in your Field Zone, activate 1 of the following effects:
1. If your opponent Normal Summons or Special Summons a monster with 3000 or more ATK or DEF; banish that monster.
2. If your opponent declares an attack with a monster that has 3000 or more ATK or DEF; banish that monster.
During the End Phase of the turn this card is activated: Special Summon the monster banished by this card's effect to your opponent's field in face-down Defense Position, if possible. During either player’s End Phase, you can banish this card from the Graveyard; discard 1 Trap Card, then banish one random card from your opponent's hand.

to:
If "Amphitheater of the Grand Illusionist" is in your Field Zone: Banish 1 monster on the field with 3000 or more ATK or DEF. During the End Phase, if this card is in the GY because it was sent there from the field this turn: Special Summon 1 banished monster, with 3000 or more ATK or DEF, to either field in Attack Position or face-down Defense Position. During your opponent's End Phase: You can banish this card from your GY and discard 1 Trap; look at your opponent's hand and banish 1 card from their hand. You can only use each effect of "Abscond Armoire" once per turn.

The last effect needs to not be able to activate during your own first turn to rip a card out of the opponent's hand super early on in the game.

The Grand Illusionist's Anathema's effect can be shortened from:
If there is an “Ehric, the Grand Illusionist” on your field, in your Graveyard, or face-up in your Extra Deck, and your opponent Special Summons a monster(s) from the Graveyard, or an opponent's monster activates its effect in the Graveyard; inflict 1000 damage to your opponent, then destroy all Special Summoned monsters on both players' fields. This effect cannot be negated. If monsters sent to the Graveyard by this card's effect would activate their effects in the Graveyard this turn, those effects are negated. You cannot activate any Normal Trap Cards for the rest of the turn.
to:
When a monster would be Special Summoned from, or a monster effect is activated in, the GY: Inflict 1000 damage to your opponent, and if you do negate the Summon or activation, and if you do that, destroy it. For the rest of this turn after this card resolves, your opponent cannot activate anything in the GY.

This effect's already situational enough without requiring "Ehric, the Grand Illusionist".

LinktotheFuture
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Post #11 by LinktotheFuture » Sat Feb 11, 2023 7:34 pm

Whoa, thanks for all the feedback! :) The number of cards in this archetype has risen significantly enough, so I've added a full list link. I'm adjusting most of my cards by your suggestions. But there are some things I need to comment on.

Christen57 wrote:Ehric, the Grand Illusionist's pendulum effect should be shortened from:
Once per turn, you can Set 1 ‘Abscond’ Trap Card from your Graveyard or that is banished into your Spell/Trap Zone. If a face-up ‘Abscond’ Trap Card would be negated or destroyed; you can destroy this card instead, then Set that ‘Abscond’ Trap Card face-down
to:
Your "Abscond" Trap Card activations cannot be negated. Once per turn: You can Set 1 of your "Abscond" Traps that is banished or in your GY. If an "Abscond" Trap(s) you control would be destroyed, you can destroy this card instead.

its monster effect can be shortened from:
This card can only be Special Summoned during your opponent’s turn. If an "Abscond" Trap Card is activated; once per turn you can reveal this card, then (Quick Effect) Special Summon this monster or place it in your Pendulum Zone. If this card is Special Summoned, apply the following effects in sequence:
1. Target one monster card on the field; this card’s type becomes that monster’s type.
2. Target either player. This card’s level becomes equal to the number of cards on that player’s side of the field. This effect cannot be negated.

to:
Cannot be Special Summoned during your turn. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand. If this card is Special Summoned: Activate 1 or both of these effects (simultaneously).
● Target 1 monster on the field; this card becomes that monster's Type.
● Declare a Level from 1 to 12; this card becomes that Level.


  • This pendulum effect needs a colon after Once per turn, not a comma.
  • When referring to archetype names or card names, you need to use quotation marks which are these " not apostrophes which are these '
  • We don't say Graveyard anymore. We say GY.
  • You don't need to specify that the trap gets set to your Spell & Trap Zone, since traps will always go there by default unless some effect says otherwise.
  • There's no such thing as negating trap cards. You negate either a trap card's activation or any of its effects, but you don't negate traps themselves.
  • I currently don't know what this needs to re-set traps that are already on the field for.
  • For the monster effect, you have the semi-colon and Quick Effect label in the wrong places. I assume this is a trigger effect, so there's no need for any Quick Effect label, and that semi-colon after the word activated (which is the ; symbol) should instead be a colon which is this :
  • You use bullet points when listing effects to apply in sequence, not 1. and 2.
  • Changing levels to match the number of cards on a player's field is too gimmicky. It should just let you pick a level from a certain range of levels.
  • When referring to monster types, Type is capitalized.


For Ehric's pendulum effect: you know what, the card doesn't even need the destruction protection effect. It could only protect "Abscond Accolade". The "Your "Abscond" Trap Card activations cannot be negated" works much better.

For Ehric's monster effect: The level effect restriction was meant to not break things. Being able to set Ehric's level however you want would mean the Ritual, Synchro, and XYZ Abscond summoning become too easy. Each player has 12 zones, so I wanted to create a scenario where cards actually had to be on the field, then an Abscond Trap gets flipped exactly during an opponent's combo when the right number of cards on either field make Ehric the exact level they wanted. Some work should need to be put in if the player wants Ehric to have a high level. If you can think of a better way to set this up, I'm all ears. I also specifically did not want this level effect to be negated. He is not meant to be a guaranteed level 6. The only reason he has a level at all is for Pendulum Summoning purposes.

Christen57 wrote:Abscond Sealed in a Can's effect can be shortened from:
Can only be activated during your opponent’s turn. This card's 1st and 2nd effects can only be used once per turn:
1. Synchro Summon a Synchro monster using a "Ehric, the Grand Illusionist" you control as a tuner.
2. During either player’s End Phase, you can banish this card from the Graveyard; return one Synchro Monster from your Graveyard to your Extra Deck.

to:
During your opponent's turn: Immediately after this effect resolves, Synchro Summon using monsters you control including "Ehric, the Grand Illusionist". During the End Phase: You can banish this card from your GY; return 1 Synchro Monster from your GY to the Extra Deck. You can only use this effect of "Abscond Sealed in a Can" once per turn.


My only question here is if the 1st effect should be a once per turn or not. I wasn't sure if it was too strong being able to activate two of this card in a turn. Baronne is too common as is. :roll:

Christen57 wrote:Abscond Suspension's effect can be shortened from:
Can only be set in either Pendulum Zone. Can only be activated on your opponent’s turn. This card's 2nd effect can only be used once per turn:
1. If there is a ‘Ehric, the Grand Illusionist’ in your other Pendulum Zone; Special Summon one face-up Pendulum Monster from your Extra Deck whose level is 9 or less, then destroy "Ehric, the Grand Illusionist" in your other Pendulum Zone.
2. During either player’s End Phase, you can banish this card from the Graveyard; add one face-up Pendulum Monster from your Extra Deck to your hand.

to:
During your opponent's turn, if "Ehric, the Grand Illusionist" is in your Pendulum Zone: Special Summon 1 face-up Level 9 or lower Pendulum Monster from your Extra Deck, then destroy 1 card in your Pendulum Zone. During the End Phase: You can banish this card from your GY; add 1 face-up Pendulum Monster from your Extra Deck to your hand. You can only use this effect of "Abscond Suspension" once per turn.

Trap cards can never be set into pendulum zones. They can be normally set in either of the same zones you use as your pendulum zone, but they still remain treated as being in a Spell & Trap Zone, not a pendulum zone, so that restriction saying it needs to be set specifically to a pendulum zone and activate only in a pendulum zone needs to be removed. Also, Level is always capitalized, and that goes for Rank and Link Rating.


Hmm, yeah the Trap card thing does make sense. But Ehric needs to be the specific monster destroyed. All the Abscond summons are meant to have Ehric leave the field.

Christen57 wrote:Amphitheater of the Grand Illusionist's effect can be buffed from:
Once per turn, if you control no Set Spells or Traps; you can Set one "Abscond" Trap Card from your deck to your field. If a face-up "Abscond" Trap Card would be negated or destroyed; you can destroy this card instead. During your opponent's Main Phase, if there is a "Ehric, the Grand Illusionist" in your Graveyard, face-up in your Extra Deck, or face-up in your Pendulum Zone; you can (Quick Effect) Special Summon that monster. You can only activate this effect once per turn.
to:
Your "Abscond" Trap Card activations cannot be negated. If an "Abscond" Trap(s) you control would be destroyed, you can destroy this card instead. Once per turn, if you control no Set Spells/Traps: You can Set 1 "Abscond" Trap from your Deck. Once per Chain, during your opponent's Main Phase, if they Summon, Set, or activate a card or effect: You can Special Summon 1 "Ehric, the Grand Illusionist" from your Pendulum Zone or face-up Extra Deck, and if you do, you can shuffle any number of your cards that are in your GY, banished, and/or face-up Extra Deck into the Deck.

Spells and Traps can't have quick effects. Quick effects are supposed to be reserved for monsters. This field spell's last effect should instead be a trigger effect, and I don't think making it hard once per turn is needed since it's already limited to the opponent's main phase, so I think a once per chain restriction would be enough for now.


Ah, you're absolutely right about the Quick Effect thing. :shock: That's real stupid on my part. However, this card needs to be able to summon Ehric from the Graveyard, since that's where Xyz materials go, and I'm trying real hard to make this Ehric engine be equally good for all four summoning types. As for the last effect you added, are you sure it's not too strong? We just banned/limited an Archetype all about shuffling cards into the deck, and this seems even more broken.

Christen57 wrote:The Grand Illusionist's Mystic Trunk's effect can be shortened from:
When your opponent would Special Summon a monster(s) from the Extra Deck your opponent Special Summons a monster from the Extra Deck while you have a banished "Abscond" Trap Card; negate that Special Summon, then Set 1 of your banished "Abscond" Trap Cards to one of your Spell/Trap Zones. You can banish this card from the Graveyard; activate 1 "Mystic Box" from your hand or deck. If the previous effect resolves; you can take control of one of your opponent's monsters until the End Phase, but its effects are negated, also it cannot declare an attack. You can only use each effect of "The Grand Illusionist's Mystic Trunk" once per turn.
to:
When a monster(s) would be Special Summoned from the Extra Deck, or when a card or effect is activated that includes a Special Summoning effect: Negate the Summon or activation, and if you do destroy it, then Set 1 of your banished "Abscond" Traps. You can banish this card from your GY, then target 1 monster your opponent controls and 1 WIND monster you control; destroy the first target, and if you do, give control of the second target to your opponent. You can only use each effect of "The Grand Illusionist's Mystic Trunk" once per turn.

I think it would be better for this card's banishing effect to simply do exactly what Mystic Box does instead of requiring that card. Also, I believe the effect actually needs to do something to the monster(s) whose summon(s) it negates, such as destroying, banishing, returning to the deck, etc.


Requiring Mystic Box was intended. Ehric is confiscating the old card and upgrading it. This card offsets the "give control of the second target" by stealing a monster. Ehric himself was never intended to be the only monster you could give to your opponent. If you feel the "until the End Phase, but its effects are negated, also it cannot declare an attack" doesn't need to be so restrictive I'm totally fine with removing it.

Christen57 wrote:Illusionist's Bag of Tricks's effect can be shortened from:
If you control no Set Spell/Trap cards; add one "Abscond" or "Grand Illusionist" Spell/Trap card from your deck to your hand. If your opponent declares an attack: you can banish this card from the Graveyard; negate that attack. You can only use each of this card's effects once per turn.
to:
If you control no Set Spells/Traps: Add 1 "Abscond" or "Grand Illusionist" Spell/Trap from your Deck to your hand. If your WIND monster would be destroyed by battle, you can banish this card from your GY instead. You can only use each effect of "Illusionist's Bag of Tricks" once per turn.

You can say Spell/Trap or Spells/Traps without including card in these texts. Also I think it would be better for its second effect to give minor battle protection instead of outright negating an attack.


Would this card be too strong if the banish effect negates an attack?

Christen57 wrote:The Grand Illusionist's Famed Jacket's effect can be shortened from:
Can only be activated on your opponent's turn. This card's activation cannot be negated. Choose one of the following effects:
1. If you control a WIND Attribute monster, equip this card to a monster on the field, then declare a level and type; the equipped monster becomes that level and type, also it cannot attack.
2. If you have a WIND Attribute monster in one of your Pendulum Zones, this turn “Abscond Suspension” can Special Summon Pendulum Monsters of any level from the Extra Deck, and the first attack you opponent would make this turn is negated.
You can only activate "The Grand Illusionist's Famed Jacket" once per turn.

to:
If a WIND Monster Card is in your Monster Zone or Pendulum Zone: Activate 1 of these effects.
● Declare 1 Type and a Level from 1 to 12; equip this card to a monster. It becomes that Type and Level, also it cannot attack.
● When a monster declares an attack: Negate the attack.


I don't think a hard once per turn is thinking for this. Also, you need to specify a lowest and highest level when having an effect allow levels to be declared. Also, that effect revolving around Abscond Suspension is too gimmicky and should be removed.


Not sure why you took off the "only be activated on your opponent's turn" or "cannot be negated" effects. The first one is only there for balancing purposes, which I don't mind removing, but the negation is necessary. This is meant to be a card that will bind a monster, no matter what. The Suspension effect is only there because this card wouldn't really benefit Pendulum strategies otherwise. If you can think of another benefit I could give that mechanic, I'm all ears.

Christen57 wrote:Dash, the Illusionist's Successor's pendulum effect can be shortened from:
If you control no face-down Spell/Trap cards, once per turn you can take 1 “Amphitheater of the Grand Illusionist” from your Deck; activate it or add it to your hand. Once per turn, you can set 1 “Abscond” Trap card from your Graveyard into your Spell/Trap Zone.
to:
Once per turn, if you control no Set Spells/Traps: You can add to your hand or activate 1 "Theater" Field Spell from your Deck. Once per turn: You can Set 1 "Abscond" Trap from your GY.

its monster effect can be shortened from:
This card's name is also treated as “Ehric, the Grand Illusionist”. This card can only be Special Summoned on your opponent's turn. If an “Abscond” Trap Card is activated; once per turn you can reveal this card, then (Quick Effect) Special Summon this monster or place it in your Pendulum Zone. When this card is Special Summoned: choose either player, this card's level becomes equal to the number of cards on that player's side of the field. Your opponent cannot activate cards or effects in response to the activation of your “Abscond” Trap cards
to:
Cannot be Special Summoned during your turn. This card's name becomes "Ehric, the Grand Illusionist" in the Extra Deck or GY. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand. If this card is Special Summoned: Declare a Level from 1 to 12; this card becomes that Level.

It needs to specify in what location(s) it treats itself as Ehric, the Grand Illusionist.


For Dash's pendulum effect: the Amphitheater needs to be the only target. Don't want other theaters, like "Despia, Theater of the Branded" to be accessible.

For Dash's monster effect: Dash must always be treated as Ehric, in all locations. It needs to be able to work with all the other cards. I was trying to avoid an Umi/Legendary Ocean situation. Dash is inheriting all of Ehric's tricks, so he should have full access to the Spells/Traps.
The level scenario is the same as Ehric. It must not be easy to make a 12 star Dash. Also, why did you remove the last effect? Dash has improved the tricks to the point that he cannot be interrupted for any reason.

Christen57 wrote:Abscond Armoire's effect can be shortened from:
The activation of this card cannot be negated. If there is an “Amphitheater of the Grand Illusionist” in your Field Zone, activate 1 of the following effects:
1. If your opponent Normal Summons or Special Summons a monster with 3000 or more ATK or DEF; banish that monster.
2. If your opponent declares an attack with a monster that has 3000 or more ATK or DEF; banish that monster.
During the End Phase of the turn this card is activated: Special Summon the monster banished by this card's effect to your opponent's field in face-down Defense Position, if possible. During either player’s End Phase, you can banish this card from the Graveyard; discard 1 Trap Card, then banish one random card from your opponent's hand.

to:
If "Amphitheater of the Grand Illusionist" is in your Field Zone: Banish 1 monster on the field with 3000 or more ATK or DEF. During the End Phase, if this card is in the GY because it was sent there from the field this turn: Special Summon 1 banished monster, with 3000 or more ATK or DEF, to either field in Attack Position or face-down Defense Position. During your opponent's End Phase: You can banish this card from your GY and discard 1 Trap; look at your opponent's hand and banish 1 card from their hand. You can only use each effect of "Abscond Armoire" once per turn.

The last effect needs to not be able to activate during your own first turn to rip a card out of the opponent's hand super early on in the game.


Ah, you're right about the banish effect. Same with the attack declaration. However, this card is only supposed to bring back the banished monster. It's a disappearing and (potentially :twisted: ) reappearing act. The activation negation is the same. Just like the jacket, the trick cannot be stopped. 8-) For the last effect, isn't looking at the opponent's hand too strong? All of those types of cards seem to wind up on the banlist (even Appointer of the Red Lotus wound up there).

Christen57 wrote:The Grand Illusionist's Anathema's effect can be shortened from:
If there is an “Ehric, the Grand Illusionist” on your field, in your Graveyard, or face-up in your Extra Deck, and your opponent Special Summons a monster(s) from the Graveyard, or an opponent's monster activates its effect in the Graveyard; inflict 1000 damage to your opponent, then destroy all Special Summoned monsters on both players' fields. This effect cannot be negated. If monsters sent to the Graveyard by this card's effect would activate their effects in the Graveyard this turn, those effects are negated. You cannot activate any Normal Trap Cards for the rest of the turn.
to:
When a monster would be Special Summoned from, or a monster effect is activated in, the GY: Inflict 1000 damage to your opponent, and if you do negate the Summon or activation, and if you do that, destroy it. For the rest of this turn after this card resolves, your opponent cannot activate anything in the GY.

This effect's already situational enough without requiring "Ehric, the Grand Illusionist".


Destroying all Special Summoned monsters then negating their Graveyard effects is the point. Graveyard stuff happening is meant to symbolize Ehric going wild and punishing everyone in response. The only reason the other restrictions (Ehric being somewhere, no more Normal Trap activations) are there is to counterbalance the card. I don't mind lifting the restrictions if you feel they're unneeded.

Phew, that was a lot. This really helps clean up my Archetype. The grammar of Yu-gi-oh is a school unto itself. :? I really appreciate you taking your time to help me out. :)
Last edited by LinktotheFuture on Sun Feb 12, 2023 4:08 am, edited 1 time in total.

Christen57
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Post #12 by Christen57 » Sun Feb 12, 2023 2:32 am

LinktotheFuture wrote:Whoa, thanks for all the feedback! :) Yeah, going forward I'll move to decklist format. The number of cards in this archetype has risen significantly enough. I'm adjusting most of my cards by your suggestions. But there are some things I need to comment on.

Christen57 wrote:Ehric, the Grand Illusionist's pendulum effect should be shortened from:
Once per turn, you can Set 1 ‘Abscond’ Trap Card from your Graveyard or that is banished into your Spell/Trap Zone. If a face-up ‘Abscond’ Trap Card would be negated or destroyed; you can destroy this card instead, then Set that ‘Abscond’ Trap Card face-down
to:
Your "Abscond" Trap Card activations cannot be negated. Once per turn: You can Set 1 of your "Abscond" Traps that is banished or in your GY. If an "Abscond" Trap(s) you control would be destroyed, you can destroy this card instead.

its monster effect can be shortened from:
This card can only be Special Summoned during your opponent’s turn. If an "Abscond" Trap Card is activated; once per turn you can reveal this card, then (Quick Effect) Special Summon this monster or place it in your Pendulum Zone. If this card is Special Summoned, apply the following effects in sequence:
1. Target one monster card on the field; this card’s type becomes that monster’s type.
2. Target either player. This card’s level becomes equal to the number of cards on that player’s side of the field. This effect cannot be negated.

to:
Cannot be Special Summoned during your turn. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand. If this card is Special Summoned: Activate 1 or both of these effects (simultaneously).
● Target 1 monster on the field; this card becomes that monster's Type.
● Declare a Level from 1 to 12; this card becomes that Level.


  • This pendulum effect needs a colon after Once per turn, not a comma.
  • When referring to archetype names or card names, you need to use quotation marks which are these " not apostrophes which are these '
  • We don't say Graveyard anymore. We say GY.
  • You don't need to specify that the trap gets set to your Spell & Trap Zone, since traps will always go there by default unless some effect says otherwise.
  • There's no such thing as negating trap cards. You negate either a trap card's activation or any of its effects, but you don't negate traps themselves.
  • I currently don't know what this needs to re-set traps that are already on the field for.
  • For the monster effect, you have the semi-colon and Quick Effect label in the wrong places. I assume this is a trigger effect, so there's no need for any Quick Effect label, and that semi-colon after the word activated (which is the ; symbol) should instead be a colon which is this :
  • You use bullet points when listing effects to apply in sequence, not 1. and 2.
  • Changing levels to match the number of cards on a player's field is too gimmicky. It should just let you pick a level from a certain range of levels.
  • When referring to monster types, Type is capitalized.


For Ehric's pendulum effect: you know what the card doesn't even need the destruction protection effect. It could only protect "Abscond Accolade". The "Your "Abscond" Trap Card activations cannot be negated" works much better.

For Ehric's monster effect: The level effect restriction was meant to not break things. Being able to set Ehric's level however you want would mean the Ritual, Synchro, and XYZ Abscond summoning become too easy. Each player has 12 zones, so I wanted to create a scenario where cards actually had to be on the field, then an Abscond Trap gets flipped exactly during an opponent's combo when the right number of cards on either field make Ehric the exact level they wanted. Some work should need to be put in if the player wants Ehric to have a high level. If you can think of a better way to set this up, I'm all ears. I also specifically did not want this level effect to be negated. He is not meant to be a guaranteed level 6. The only reason he has a level at all is for Pendulum Summoning purposes.


Then how about either:
● Increase this card's Level by up to the number of cards currently on the field.
or:
● Reduce this card's Level by up to the number of cards currently on the field.

That way, it'll still be easier for you to adjust your monster's level while still requiring an appropriate number of cards on the field.

Christen57 wrote:Abscond Sealed in a Can's effect can be shortened from:
Can only be activated during your opponent’s turn. This card's 1st and 2nd effects can only be used once per turn:
1. Synchro Summon a Synchro monster using a "Ehric, the Grand Illusionist" you control as a tuner.
2. During either player’s End Phase, you can banish this card from the Graveyard; return one Synchro Monster from your Graveyard to your Extra Deck.

to:
During your opponent's turn: Immediately after this effect resolves, Synchro Summon using monsters you control including "Ehric, the Grand Illusionist". During the End Phase: You can banish this card from your GY; return 1 Synchro Monster from your GY to the Extra Deck. You can only use this effect of "Abscond Sealed in a Can" once per turn.


My only question here is if the 1st effect should be a once per turn or not. I wasn't sure if it was too strong being able to activate two of this card in a turn. Baronne is too common as is. :roll:


If you want both effects to be once per turn, then just replace:
You can only use this effect of "Abscond Sealed in a Can" once per turn.
with:
You can only use each effect of "Abscond Sealed in a Can" once per turn.

Christen57 wrote:Abscond Suspension's effect can be shortened from:
Can only be set in either Pendulum Zone. Can only be activated on your opponent’s turn. This card's 2nd effect can only be used once per turn:
1. If there is a ‘Ehric, the Grand Illusionist’ in your other Pendulum Zone; Special Summon one face-up Pendulum Monster from your Extra Deck whose level is 9 or less, then destroy "Ehric, the Grand Illusionist" in your other Pendulum Zone.
2. During either player’s End Phase, you can banish this card from the Graveyard; add one face-up Pendulum Monster from your Extra Deck to your hand.

to:
During your opponent's turn, if "Ehric, the Grand Illusionist" is in your Pendulum Zone: Special Summon 1 face-up Level 9 or lower Pendulum Monster from your Extra Deck, then destroy 1 card in your Pendulum Zone. During the End Phase: You can banish this card from your GY; add 1 face-up Pendulum Monster from your Extra Deck to your hand. You can only use this effect of "Abscond Suspension" once per turn.

Trap cards can never be set into pendulum zones. They can be normally set in either of the same zones you use as your pendulum zone, but they still remain treated as being in a Spell & Trap Zone, not a pendulum zone, so that restriction saying it needs to be set specifically to a pendulum zone and activate only in a pendulum zone needs to be removed. Also, Level is always capitalized, and that goes for Rank and Link Rating.


Hmm, yeah the Trap card thing does make sense. But Ehric needs to be the specific monster destroyed. All the Abscond summons are meant to have Ehric leave the field.


If that's what you want, replace:
destroy 1 card in your Pendulum Zone.
with either:
destroy 1 "Ehric, the Grand Illusionist" in your Pendulum Zone.
or:
destroy 1 "Ehric, the Grand Illusionist" you control.

Christen57 wrote:Amphitheater of the Grand Illusionist's effect can be buffed from:
Once per turn, if you control no Set Spells or Traps; you can Set one "Abscond" Trap Card from your deck to your field. If a face-up "Abscond" Trap Card would be negated or destroyed; you can destroy this card instead. During your opponent's Main Phase, if there is a "Ehric, the Grand Illusionist" in your Graveyard, face-up in your Extra Deck, or face-up in your Pendulum Zone; you can (Quick Effect) Special Summon that monster. You can only activate this effect once per turn.
to:
Your "Abscond" Trap Card activations cannot be negated. If an "Abscond" Trap(s) you control would be destroyed, you can destroy this card instead. Once per turn, if you control no Set Spells/Traps: You can Set 1 "Abscond" Trap from your Deck. Once per Chain, during your opponent's Main Phase, if they Summon, Set, or activate a card or effect: You can Special Summon 1 "Ehric, the Grand Illusionist" from your Pendulum Zone or face-up Extra Deck, and if you do, you can shuffle any number of your cards that are in your GY, banished, and/or face-up Extra Deck into the Deck.

Spells and Traps can't have quick effects. Quick effects are supposed to be reserved for monsters. This field spell's last effect should instead be a trigger effect, and I don't think making it hard once per turn is needed since it's already limited to the opponent's main phase, so I think a once per chain restriction would be enough for now.


Ah, you're absolutely right about the Quick Effect thing. :shock: That's real stupid on my part. However, this card needs to be able to summon Ehric from the Graveyard, since that's where Xyz materials go, and I'm trying real hard to make this Ehric engine be equally good for all four summoning types.


In that case, you can replace:
from your Pendulum Zone or face-up Extra Deck
with:
from your GY, Pendulum Zone, or face-up Extra Deck

As for the last effect you added, are you sure it's not too strong? We just banned/limited an Archetype all about shuffling cards into the deck, and this seems even more broken.


It should be fine. Also, Tearlaments and Ishizu were hit because of their ability to rapidly mill tons of cards and trigger a bunch of graveyard effects, not because of their ability to shuffle back cards.

Christen57 wrote:The Grand Illusionist's Mystic Trunk's effect can be shortened from:
When your opponent would Special Summon a monster(s) from the Extra Deck your opponent Special Summons a monster from the Extra Deck while you have a banished "Abscond" Trap Card; negate that Special Summon, then Set 1 of your banished "Abscond" Trap Cards to one of your Spell/Trap Zones. You can banish this card from the Graveyard; activate 1 "Mystic Box" from your hand or deck. If the previous effect resolves; you can take control of one of your opponent's monsters until the End Phase, but its effects are negated, also it cannot declare an attack. You can only use each effect of "The Grand Illusionist's Mystic Trunk" once per turn.
to:
When a monster(s) would be Special Summoned from the Extra Deck, or when a card or effect is activated that includes a Special Summoning effect: Negate the Summon or activation, and if you do destroy it, then Set 1 of your banished "Abscond" Traps. You can banish this card from your GY, then target 1 monster your opponent controls and 1 WIND monster you control; destroy the first target, and if you do, give control of the second target to your opponent. You can only use each effect of "The Grand Illusionist's Mystic Trunk" once per turn.

I think it would be better for this card's banishing effect to simply do exactly what Mystic Box does instead of requiring that card. Also, I believe the effect actually needs to do something to the monster(s) whose summon(s) it negates, such as destroying, banishing, returning to the deck, etc.


Requiring Mystic Box was intended. Ehric is confiscating the old card and upgrading it. This card offsets the "give control of the second target" by stealing a monster. Ehric himself was never intended to be the only monster you could give to your opponent. If you feel the "until the End Phase, but its effects are negated, also it cannot declare an attack" doesn't need to be so restrictive I'm totally fine with removing it.


If you need it to copy specifically Mystic Box, you can replace:
You can banish this card from your GY, then target 1 monster your opponent controls and 1 WIND monster you control; destroy the first target, and if you do, give control of the second target to your opponent.
with:
You can banish this card from your GY and send 1 "Box" Normal Spell from your hand or Deck to the GY; this effect becomes that Spell's effect when that card is activated.

Christen57 wrote:The Grand Illusionist's Famed Jacket's effect can be shortened from:
Can only be activated on your opponent's turn. This card's activation cannot be negated. Choose one of the following effects:
1. If you control a WIND Attribute monster, equip this card to a monster on the field, then declare a level and type; the equipped monster becomes that level and type, also it cannot attack.
2. If you have a WIND Attribute monster in one of your Pendulum Zones, this turn “Abscond Suspension” can Special Summon Pendulum Monsters of any level from the Extra Deck, and the first attack you opponent would make this turn is negated.
You can only activate "The Grand Illusionist's Famed Jacket" once per turn.

to:
If a WIND Monster Card is in your Monster Zone or Pendulum Zone: Activate 1 of these effects.
● Declare 1 Type and a Level from 1 to 12; equip this card to a monster. It becomes that Type and Level, also it cannot attack.
● When a monster declares an attack: Negate the attack.


I don't think a hard once per turn is thinking for this. Also, you need to specify a lowest and highest level when having an effect allow levels to be declared. Also, that effect revolving around Abscond Suspension is too gimmicky and should be removed.


Not sure why you took off the "only be activated on your opponent's turn" or "cannot be negated" effects. The first one is only there for balancing purposes, which I don't mind removing, but the negation is necessary. This is meant to be a card that will bind a monster, no matter what. The Suspension effect is only there because this card wouldn't really benefit Pendulum strategies otherwise. If you can think of another benefit I could give that mechanic, I'm all ears.


The fact that this is a trap card that requires you to wait a turn after setting it before you can activate it means you're not really gonna be activating it on your own turn regardless. Sure you could technically set it and wait until your next turn to activate it, but that means you're waiting 2 whole turns just to use this trap.

If you wanna keep the "activation cannot be negated" thing, that's fine, but just requiring it to be set for a full turn first, and for you to have another specific card on the field, are already restrictive enough in my opinion, so I really think making it unusable during your own turn is unnecessary.

I also think that since Suspension can already special summon levels 1 through 9, having this randomly allow that card to also summon levels 10 and above is unnecessary... unless you actually intend to use that card to special summon levels that high?

Christen57 wrote:Dash, the Illusionist's Successor's pendulum effect can be shortened from:
If you control no face-down Spell/Trap cards, once per turn you can take 1 “Amphitheater of the Grand Illusionist” from your Deck; activate it or add it to your hand. Once per turn, you can set 1 “Abscond” Trap card from your Graveyard into your Spell/Trap Zone.
to:
Once per turn, if you control no Set Spells/Traps: You can add to your hand or activate 1 "Theater" Field Spell from your Deck. Once per turn: You can Set 1 "Abscond" Trap from your GY.

its monster effect can be shortened from:
This card's name is also treated as “Ehric, the Grand Illusionist”. This card can only be Special Summoned on your opponent's turn. If an “Abscond” Trap Card is activated; once per turn you can reveal this card, then (Quick Effect) Special Summon this monster or place it in your Pendulum Zone. When this card is Special Summoned: choose either player, this card's level becomes equal to the number of cards on that player's side of the field. Your opponent cannot activate cards or effects in response to the activation of your “Abscond” Trap cards
to:
Cannot be Special Summoned during your turn. This card's name becomes "Ehric, the Grand Illusionist" in the Extra Deck or GY. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand. If this card is Special Summoned: Declare a Level from 1 to 12; this card becomes that Level.

It needs to specify in what location(s) it treats itself as Ehric, the Grand Illusionist.


For Dash's pendulum effect: the Amphitheater needs to be the only target. Don't want other theaters, like "Despia, Theater of the Branded" to be accessible.


I'm well aware it would be able to search other theaters like Despia, Theater of the Branded, Abyss Playhouse - Fantastic Theater, and Performapal Dramatic Theater. The question is, would those theaters be worth searching? Last I checked, not even players of those archetypes themselves (Despia, Abyss Actor, and Performapal) run any of those field spells in their decks.

I'd agree it would be a problem if it could search powerful or broken field spells like Necrovalley or Mystic Mine, but those 3 Theater field spells are all bad, so even if your custom does search any of them, it's not gonna be that big of a deal.

Then again, I don't know yet what kind of fusion monsters your archetype uses, so if it uses level 8 and above fusion monsters, which is the level range that "Despia, Theater of the Branded" fusion summons, it might be a problem if your card could search that field spell to allow easier access to those fusion monsters...

For Dash's monster effect: Dash must always be treated as Ehric, in all locations. It needs to be able to work with all the other cards. I was trying to avoid an Umi situation.


Yeah, about that...

I should've told you this earlier, but, the Maximum of 3 Rule currently doesn't work properly with customs on duelingbook. If you make Dash treat itself as Ehric in all locations, the rule would be that the total number of Dash and Ehric you have in your deck can't exceed 3, but duelingbook doesn't stop players from running multiple customs with clauses that always treat themselves as other specific cards, meaning there would be nothing stopping players from running 3 Dash and 3 Ehric even when normally not allowed to.

That's why I suggested that if Dash treats itself as Ehric, it does so only outside of the deck, such as in the hand, on the field, or in the graveyard.

The level scenario is the same as Ehric. It must not be easy to make a 12 star Dash. Also, why did you remove the last effect? Dash has improved the tricks to the point that he cannot be interrupted for any reason.


For the level thing, you can apply the same solution I provided for Ehric — just make it increase its level by, or reduce its level by, up to the number of cards on the field. Maybe you can make one of those monsters increase its level by up to that amount, while the other reduces its level by up to that amount.

If you want to keep the interruption-proofing (I thought it would make the card broken so that's why I originally thought it should be removed), shorten it from:
Your opponent cannot activate cards or effects in response to the activation of your “Abscond” Trap cards
to:
Your opponent cannot activate cards or effects in response your "Abscond" Trap Card activations.

Christen57 wrote:Abscond Armoire's effect can be shortened from:
The activation of this card cannot be negated. If there is an “Amphitheater of the Grand Illusionist” in your Field Zone, activate 1 of the following effects:
1. If your opponent Normal Summons or Special Summons a monster with 3000 or more ATK or DEF; banish that monster.
2. If your opponent declares an attack with a monster that has 3000 or more ATK or DEF; banish that monster.
During the End Phase of the turn this card is activated: Special Summon the monster banished by this card's effect to your opponent's field in face-down Defense Position, if possible. During either player’s End Phase, you can banish this card from the Graveyard; discard 1 Trap Card, then banish one random card from your opponent's hand.

to:
If "Amphitheater of the Grand Illusionist" is in your Field Zone: Banish 1 monster on the field with 3000 or more ATK or DEF. During the End Phase, if this card is in the GY because it was sent there from the field this turn: Special Summon 1 banished monster, with 3000 or more ATK or DEF, to either field in Attack Position or face-down Defense Position. During your opponent's End Phase: You can banish this card from your GY and discard 1 Trap; look at your opponent's hand and banish 1 card from their hand. You can only use each effect of "Abscond Armoire" once per turn.

The last effect needs to not be able to activate during your own first turn to rip a card out of the opponent's hand super early on in the game.


Ah, you're right about the banish effect. Same with the attack declaration. However, this card is only supposed to bring back the banished monster. It's a disappearing and (potentially :twisted: ) reappearing act. The activation negation is the same. Just like the jacket, the trick cannot be stopped.


Oh, okay. In that case, you can replace:
If "Amphitheater of the Grand Illusionist" is in your Field Zone: Banish 1 monster on the field with 3000 or more ATK or DEF. During the End Phase, if this card is in the GY because it was sent there from the field this turn: Special Summon 1 banished monster, with 3000 or more ATK or DEF, to either field in Attack Position or face-down Defense Position.
with:
If "Amphitheater of the Grand Illusionist" is in your Field Zone: Banish 1 monster on the field, with 3000 or more ATK or DEF, but return it to the field during the End Phase in face-down Defense Position.

8-) For the last effect, isn't looking at the opponent's hand too strong? All of those types of cards seem to wind up on the banlist (even Appointer of the Red Lotus wound up there).


The issue with Appointer of the Red Lotus was that you could activate it at the beginning of your opponent's turn before they've had a chance to play any of their cards. With this card, since it requires you to wait until the end phase, it gives your opponents a chance to play their cards first, making it more fair.

Christen57 wrote:The Grand Illusionist's Anathema's effect can be shortened from:
If there is an “Ehric, the Grand Illusionist” on your field, in your Graveyard, or face-up in your Extra Deck, and your opponent Special Summons a monster(s) from the Graveyard, or an opponent's monster activates its effect in the Graveyard; inflict 1000 damage to your opponent, then destroy all Special Summoned monsters on both players' fields. This effect cannot be negated. If monsters sent to the Graveyard by this card's effect would activate their effects in the Graveyard this turn, those effects are negated. You cannot activate any Normal Trap Cards for the rest of the turn.
to:
When a monster would be Special Summoned from, or a monster effect is activated in, the GY: Inflict 1000 damage to your opponent, and if you do negate the Summon or activation, and if you do that, destroy it. For the rest of this turn after this card resolves, your opponent cannot activate anything in the GY.

This effect's already situational enough without requiring "Ehric, the Grand Illusionist".


Destroying all Special Summoned monsters then negating their Graveyard effects is the point. Graveyard stuff happening is meant to symbolize Ehric going wild and punishing everyone in response. The only reason the other restrictions (Ehric being somewhere, no more Normal Trap activations) are there is to counterbalance the card. I don't mind lifting the restrictions if you feel they're unneeded.


The fact that this counter trap is limited to graveyard summons and graveyard effects is already restrictive enough in my opinion. Requiring a very specific pendulum monster to be present, and locking you out of normal traps for a turn, in additional to all that, makes the card way too situational at that point.

LinktotheFuture
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Post #13 by LinktotheFuture » Sun Feb 12, 2023 3:52 am

Alright, I've done more editing in the custom card creator. A lot less to go over this time.

Christen57 wrote:Then how about either:
● Increase this card's Level by up to the number of cards currently on the field.
or:
● Reduce this card's Level by up to the number of cards currently on the field.

That way, it'll still be easier for you to adjust your monster's level while still requiring an appropriate number of cards on the field.


Oooh, I had an idea. I'll have both Ehric and Dash able to increase or decrease their level by the number of cards on the field, but Ehric will only work with the player's field while Dash will use the entire field to keep the inheritance theme. ;)

I also wanted to ask if I have set up Ehric and the Abscond Traps properly. The player should be able to activate any of the Abscond Traps even if Ehric is not on the field, because Ehric is supposed to appear at that exact moment and then a Special Summon occurs. Or am I simply stuck and have to put "On activation, you can summon 1 "Ehric, the Grand Illusionist" from your hand" on all the Abscond Traps? Because that would be a lot of redundant text. :(

Christen57 wrote:If you need it to copy specifically Mystic Box, you can replace:
You can banish this card from your GY, then target 1 monster your opponent controls and 1 WIND monster you control; destroy the first target, and if you do, give control of the second target to your opponent.
with:
You can banish this card from your GY and send 1 "Box" Normal Spell from your hand or Deck to the GY; this effect becomes that Spell's effect when that card is activated.


Okay, this one was the toughest to try to fix. I must specify "Mystic Box" instead of just "Box". There are two other official "Box" Normal Spells that could be searched, "Junk Box" & "Battlin' Boxing Spirits", and that's not even counting all of the custom Normal Spells. I've added one line to the end of your suggestion. It now says: "You can banish this card from your GY and send 1 "Mystic Box" from your hand or Deck to the GY; this effect becomes that Spell's effect when that card is activated, but you do not have to give control of the second target to your opponent." Getting rid of the downside of Mystic Box is essential.

Christen57 wrote:The fact that this is a trap card that requires you to wait a turn after setting it before you can activate it means you're not really gonna be activating it on your own turn regardless. Sure you could technically set it and wait until your next turn to activate it, but that means you're waiting 2 whole turns just to use this trap.

If you wanna keep the "activation cannot be negated" thing, that's fine, but just requiring it to be set for a full turn first, and for you to have another specific card on the field, are already restrictive enough in my opinion, so I really think making it unusable during your own turn is unnecessary.

I also think that since Suspension can already special summon levels 1 through 9, having this randomly allow that card to also summon levels 10 and above is unnecessary... unless you actually intend to use that card to special summon levels that high?


Alright, the opponent's turn requirement is gone. As for the "activation cannot be negated", how is it a restriction on the player? :?: The text should be conveying that the card will work without fear of negation. :?:

As for the Suspension effect, I guess it's unecessary. Pendulums still get a benefit by messing with the opponent's monsters.

Christen57 wrote:I'm well aware it would be able to search other theaters like Despia, Theater of the Branded, Abyss Playhouse - Fantastic Theater, and Performapal Dramatic Theater. The question is, would those theaters be worth searching? Last I checked, not even players of those archetypes themselves (Despia, Abyss Actor, and Performapal) run any of those field spells in their decks.

I'd agree it would be a problem if it could search powerful or broken field spells like Necrovalley or Mystic Mine, but those 3 Theater field spells are all bad, so even if your custom does search any of them, it's not gonna be that big of a deal.

Then again, I don't know yet what kind of fusion monsters your archetype uses, so if it uses level 8 and above fusion monsters, which is the level range that "Despia, Theater of the Branded" fusion summons, it might be a problem if your card could search that field spell to allow easier access to those fusion monsters...

For Dash's monster effect: Dash must always be treated as Ehric, in all locations. It needs to be able to work with all the other cards. I was trying to avoid an Umi situation.


Yeah, about that...

I should've told you this earlier, but, the Maximum of 3 Rule currently doesn't work properly with customs on duelingbook. If you make Dash treat itself as Ehric in all locations, the rule would be that the total number of Dash and Ehric you have in your deck can't exceed 3, but duelingbook doesn't stop players from running multiple customs with clauses that always treat themselves as other specific cards, meaning there would be nothing stopping players from running 3 Dash and 3 Ehric even when normally not allowed to.

That's why I suggested that if Dash treats itself as Ehric, it does so only outside of the deck, such as in the hand, on the field, or in the graveyard.


Yeah, those Field Spells really aren't important. I'll change it to "Theater". And no need to worry about Fusions. This engine excludes Fusion and Link monsters. 8-) Those two types aren't concerned with levels, so they were intentionally left out.

As for Dash's name, I've decided to go with "This card's name becomes "Ehric, the Grand Illusionist" on the field, in a Pendulum Zone, in the Extra Deck, or in the GY.." That just excludes the Deck, which really only stops "Key to the Cuffs" from working with it. Dash's weaker handcuff skills can simply be passed off as a skill he was unable to master. :)

Christen57 wrote:
Ah, you're right about the banish effect. Same with the attack declaration. However, this card is only supposed to bring back the banished monster. It's a disappearing and (potentially :twisted: ) reappearing act. The activation negation is the same. Just like the jacket, the trick cannot be stopped.


Oh, okay. In that case, you can replace:
If "Amphitheater of the Grand Illusionist" is in your Field Zone: Banish 1 monster on the field with 3000 or more ATK or DEF. During the End Phase, if this card is in the GY because it was sent there from the field this turn: Special Summon 1 banished monster, with 3000 or more ATK or DEF, to either field in Attack Position or face-down Defense Position.
with:
If "Amphitheater of the Grand Illusionist" is in your Field Zone: Banish 1 monster on the field, with 3000 or more ATK or DEF, but return it to the field during the End Phase in face-down Defense Position.

8-) For the last effect, isn't looking at the opponent's hand too strong? All of those types of cards seem to wind up on the banlist (even Appointer of the Red Lotus wound up there).


The issue with Appointer of the Red Lotus was that you could activate it at the beginning of your opponent's turn before they've had a chance to play any of their cards. With this card, since it requires you to wait until the end phase, it gives your opponents a chance to play their cards first, making it more fair.


Alright, I'll put the look in opponent's hand text back in. Didn't realize waiting to the End Phase nerfed that advantage so bad. I do still need to keep the activation negation, just like with the jacket. Still not sure why that text is problematic.

Christen57 wrote:The fact that this counter trap is limited to graveyard summons and graveyard effects is already restrictive enough in my opinion. Requiring a very specific pendulum monster to be present, and locking you out of normal traps for a turn, in additional to all that, makes the card way too situational at that point.


Okay, I've removed all the restrictions. I still kept it as "and if you do destroy all Special Summoned monsters on both players' fields." Destroying just one monster will not contain Ehric's fury. ;)

Thank you again for all the help. These cards read so much smoother now. :)


EDIT: Just realized 3 of the suggestions (Ehric, Dash, and Anathema) used "When", the herald of missing the timing. :shock: I hate this with a passion and am always trying to avoid creating cards that do so. I've changed all 3 to use "If".
Last edited by LinktotheFuture on Mon Feb 13, 2023 8:51 am, edited 1 time in total.

Christen57
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Post #14 by Christen57 » Sun Feb 12, 2023 5:51 am

LinktotheFuture wrote:Alright, I've done more editing in the custom card creator. A lot less to go over this time.

Christen57 wrote:Then how about either:
● Increase this card's Level by up to the number of cards currently on the field.
or:
● Reduce this card's Level by up to the number of cards currently on the field.

That way, it'll still be easier for you to adjust your monster's level while still requiring an appropriate number of cards on the field.


Oooh, I had an idea. I'll have both Ehric and Dash able to increase or decrease their level by the number of cards on the field, but Ehric will only work with the player's field while Dash will use the entire field to keep the inheritance theme. ;)

I also wanted to ask if I have set up Ehric and the Abscond Traps properly. The player should be able to activate any of the Abscond Traps even if Ehric is not on the field, because Ehric is supposed to appear at that exact moment and then a Special Summon occurs. Or am I simply stuck and have to put "On activation, you can summon 1 "Ehric, the Grand Illusionist" from your hand" on all the Abscond Traps? Because that would be a lot of redundant text. :(


In that case, what you could try is, change this effect from:
Cannot be Special Summoned during your turn. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand.
to:
During your opponent's turn (Quick Effect): You can reveal 1 of your Set "Abscond" Traps; place in your Pendulum Zone or Special Summon this card from your hand, then if that card is still currently Set, you must activate that card this phase or else send that card to the GY.

That way, you can, as a quick effect, put the monster onto the field provided you have an appropriate trap to immediately activate during that phase.

Christen57 wrote:If you need it to copy specifically Mystic Box, you can replace:
You can banish this card from your GY, then target 1 monster your opponent controls and 1 WIND monster you control; destroy the first target, and if you do, give control of the second target to your opponent.
with:
You can banish this card from your GY and send 1 "Box" Normal Spell from your hand or Deck to the GY; this effect becomes that Spell's effect when that card is activated.


Okay, this one was the toughest to try to fix. I must specify "Mystic Box" instead of just "Box". There are two other official "Box" Normal Spells that could be searched, "Junk Box" & "Battlin' Boxing Spirits", and that's not even counting all of the custom Normal Spells. I've added one line to the end of your suggestion. It now says: "You can banish this card from your GY and send 1 "Mystic Box" from your hand or Deck to the GY; this effect becomes that Spell's effect when that card is activated, but you do not have to give control of the second target to your opponent." Getting rid of the downside of Mystic Box is essential.


This is getting silly. If you want it to copy Mystic Box, it might as well copy Mystic Box's entire effect including whatever downside Mystic Box has. If you don't want it to copy exactly Mystic Box, then the effect might as well be worded so it just destroys an opponent's monster or something and be done with it without involving any Mystic Box spell card. It causes confusion and ruling issues when you start making cards copy only bits and pieces of another effect instead of that entire effect.

Christen57 wrote:The fact that this is a trap card that requires you to wait a turn after setting it before you can activate it means you're not really gonna be activating it on your own turn regardless. Sure you could technically set it and wait until your next turn to activate it, but that means you're waiting 2 whole turns just to use this trap.

If you wanna keep the "activation cannot be negated" thing, that's fine, but just requiring it to be set for a full turn first, and for you to have another specific card on the field, are already restrictive enough in my opinion, so I really think making it unusable during your own turn is unnecessary.

I also think that since Suspension can already special summon levels 1 through 9, having this randomly allow that card to also summon levels 10 and above is unnecessary... unless you actually intend to use that card to special summon levels that high?


Alright, the opponent's turn requirement is gone. As for the "activation cannot be negated", how is it a restriction on the player? :?: The text should be conveying that the card will work without fear of negation. :?:


I said the "activate only during the opponent's turn" thing was restrictive for this trap, not the negation-proofing.

LinktotheFuture
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Post #15 by LinktotheFuture » Sun Feb 12, 2023 7:49 am

Nearly finished! Hopefully, this will be enough.

Christen57 wrote:In that case, what you could try is, change this effect from:
Cannot be Special Summoned during your turn. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand.
to:
During your opponent's turn (Quick Effect): You can reveal 1 of your Set "Abscond" Traps; place in your Pendulum Zone or Special Summon this card from your hand, then if that card is still currently Set, you must activate that card this phase or else send that card to the GY.

That way, you can, as a quick effect, put the monster onto the field provided you have an appropriate trap to immediately activate during that phase.


Hey, that Quick Effect works great!. Revealing a Set "Abscond" Trap accomplishes all that I need; however the send to GY seems unnecessary. Any problems leaving that part off? The text box is full enough as is. :shock:

Christen57 wrote:This is getting silly. If you want it to copy Mystic Box, it might as well copy Mystic Box's entire effect including whatever downside Mystic Box has. If you don't want it to copy exactly Mystic Box, then the effect might as well be worded so it just destroys an opponent's monster or something and be done with it without involving any Mystic Box spell card. It causes confusion and ruling issues when you start making cards copy only bits and pieces of another effect instead of that entire effect.


https://www.duelingbook.com/card?id=3734893
Okay, this time I simply made the "send 1 "Mystic Box" from your hand or Deck to the GY" the cost along with the banish, then gave the card the effect I wanted to occur. Better to just not try to activate Mystic Box. Sorry for all the confusion.

Well, what do you think? Is the engine well balanced? Did I favor any of the 4 mechanics too heavily or not enough? I'm very grateful for everything. :)

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Post #16 by Christen57 » Sun Feb 12, 2023 3:48 pm

LinktotheFuture wrote:Nearly finished! Hopefully, this will be enough.

Christen57 wrote:In that case, what you could try is, change this effect from:
Cannot be Special Summoned during your turn. If an "Abscond" Trap Card is activated: You can place in your Pendulum Zone or Special Summon this card from your hand.
to:
During your opponent's turn (Quick Effect): You can reveal 1 of your Set "Abscond" Traps; place in your Pendulum Zone or Special Summon this card from your hand, then if that card is still currently Set, you must activate that card this phase or else send that card to the GY.

That way, you can, as a quick effect, put the monster onto the field provided you have an appropriate trap to immediately activate during that phase.


Hey, that Quick Effect works great!. Revealing a Set "Abscond" Trap accomplishes all that I need; however the send to GY seems unnecessary. Any problems leaving that part off? The text box is full enough as is. :shock:

Christen57 wrote:This is getting silly. If you want it to copy Mystic Box, it might as well copy Mystic Box's entire effect including whatever downside Mystic Box has. If you don't want it to copy exactly Mystic Box, then the effect might as well be worded so it just destroys an opponent's monster or something and be done with it without involving any Mystic Box spell card. It causes confusion and ruling issues when you start making cards copy only bits and pieces of another effect instead of that entire effect.


https://www.duelingbook.com/card?id=3734893
Okay, this time I simply made the "send 1 "Mystic Box" from your hand or Deck to the GY" the cost along with the banish, then gave the card the effect I wanted to occur. Better to just not try to activate Mystic Box. Sorry for all the confusion.

Well, what do you think? Is the engine well balanced? Did I favor any of the 4 mechanics too heavily or not enough? I'm very grateful for everything. :)


I thought you wanted to be able to Quick Effect put Ehric onto the field so you could immediately follow it up with any of your traps. If that's not what you intend, and you instead want Ehric to be able to put itself onto the field and have the option of delaying using a trap, then you can remove that part that forces you activate said trap.

I'm gonna need you to give those customs some artworks if I'm gonna try them out. I don't play using customs whose artworks are all just black squares.

Image

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Post #17 by LinktotheFuture » Sun Feb 12, 2023 9:51 pm

Alright then, I think the text is set. All 14 cards have been covered.

Christen57 wrote:I'm gonna need you to give those customs some artworks if I'm gonna try them out. I don't play using customs whose artworks are all just black squares.


Okay, I did my best to find art for the entire archetype. They don't all look great, but hopefully it's good enough. Feel free to try it out if you're interested. I'd appreciate any feedback on potential improvements for the engine. Thank you again. :)

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Post #18 by LinktotheFuture » Fri Feb 17, 2023 3:19 am

Thought of a few more. These are a bit more generic to help your other monsters. Wanted to branch out a bit. ;)

EDIT: Added one more. Wanted to add a Deck search to help the two Main Deck types, Ritual and Pendulum. Still trying to think of a counterpart for XYZ and Synchro. When you think Synchros, a Tuner should be obvious, but Ehric and Dash are already Tuners. Maybe I'll try to think of some restricted type of token, but token generation is so easy to break. A Trap monster might also work.

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Post #19 by LinktotheFuture » Mon Feb 20, 2023 8:26 pm

Added a couple more. That's two more of Houdini's tricks added to Ehric and Dash's repertoire.

EDIT: Just realized "The Grand Illusionist's Rose" is a worse version of "Armory Call". I've buffed it to now allow up to 2 Equip Spells to be equipped to an "Abscond" summoned monster.

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Post #20 by LinktotheFuture » Wed Feb 22, 2023 6:15 am

Added a new one. Wanted a hand trap for the archetype. Was trying to go for something similar to PSY-Framegear Gamma, where you needed a certain monster in the deck to be able to activate the card. I'm not sure if the card is restrictive enough, though. I couldn't state "control no Spells or Traps". I had to consider the player may have placed the Amphitheater, face-down Abscond Traps, and Pendulum Scales. I also couldn't state "control no monsters". They could already have monsters summoned by the Traps. That really just left Continuous Spells/Traps. Anyone know if it needs more restrictions? What kinds of restrictions?

Also, is the "Can only be activated on your opponent's turn" redundant? Dash already can't be Special Summoned on your turn, but I don't know if there is some wonky scenario where a different card in your hand could take his name.


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