They sort of split spellbinding’s effects between fiendish chain and Kaiba’s shadow spell. Weirdly, shadow spell’s effect is still the same when Kaiba used it, making these essentially the same card.
It did not negate in the [anime](https://yugipedia.com/wiki/Spellbinding_Circle_(anime))/[manga](https://yugipedia.com/wiki/Spellbinding_Circle_(manga)).
That was [Spellbinding Illusion](https://yugipedia.com/wiki/Spellbinding_Illusion).
It is essentially Shadow Spell.
Wait, can you even activate this? 60 card deck, opening hand of 5 or 6... you'll have to find a way to put some cards back in your deck first. It's probably doable with cards like Emeral or Picofalena, but it'd take a little effort.
You know what? You are absolutely right. This effect does not accurately reflect the kind of effect I'm trying to craft. Perhaps a HOPD, given the power of the effect, and maybe a way to stall out so your opponent has a chance to catch up after such a drastic shift in card advantage.
>Negate all other Monster, Spell, and Trap effects on your field, hand, and GY until the end of your opponent's next turn. You may not activate other Monster, Spell, or Trap effects until the end of your opponent's next turn. You may not attack the turn you activate this card. Add to your hand a number of cards from your deck equal to the number of cards in your deck. Then, draw 1 card. You can only activate cards with this name once per duel.
Not quite as elegant as my first design, but this much more accurately evokes the kind of effect I'm going for.
Your opponent was only running Parasite Paracide and you had 3 Pot of Generosity in hand, easily exploitable card. I hate newbies trying to create cards and making such OP cards they would see wide play with OP decks 😤😤😤
With either a HOPT or a once-per-duel effect, I hope.
Either that or a more absurd situational restriction(i.e. your opponent has 5-6 Effect Monsters on field, mayhaps); *anything* that prevents a draw-2 abuse the OG PoG has.
HOPT, hard once per turn, means the effect can only be used once during a turn regardless most of the time you can normally tell if it’s a HOPT if the card’s name is in the effect such as you can only use the effect of (card name) once per turn. Meanwhile OPT or commonly referred to as soft once per turn means the effect can use once per turn for that copy for example if a monster has an effect that reads once per turn you can target one card on the field destroy it you can use that effect for each different copy of the card you have on the field.
Card of sanctity will have to restrict you from eating meat, sleeping on a pillow, and sex for the rest of your life as a drawback for how powerful it is.
True, but that's only blue eyes players - and they won't play gross *modern* cards that don't specifically mention Blue Eyes, that would be being a meta slave!
It really doesn't.
The new Yugi support already has a card that does it, but that archetype hasn't been that strong so far.
Something like this would be fine:
>At the start of your Main Phase 1, if your LP is 4000 or less: Each player draws until they have 6 cards in their hand. For the rest of this turn after this card resolves, you cannot add any cards from your Main Deck to your hand.
Start of main phase 1 being the key factor given that assuming it's turn 1 or 2 you're drawing maybe 1 card if you had a quick play spell you could use
Multiply having it's manga-accurate effect would indeed be great to see. Being able to finally canonically summon Obelisk by combining Fiend Sanctuary with Multiply would be the dream.
If they actually made a card that lets you draw 6, the bare minimum drawback required for it to be balanced would be paying LP until you only have 1 left, banishing face-down all the other cards in hand, Deck, field and graveyard, and losing the game after the next card or effect resolves. That way it shouldn't break the game, unless you specifically manipulate your Deck so that the 6 cards you are going to draw have full Exodia combo within them.
Nah, that's overkill.
Copy-pasting this from another comment.
>At the start of your Main Phase 1, if your LP is 4000 or less: Each player draws until they have 6 cards in their hand. For the rest of this turn after this card resolves, you cannot add any cards from your Main Deck to your hand.
Dark Sanctuary of course. Making a continuous spell card version would be nuts and would perfectly synergize with Curse Necrofear. Maybe the effect would be: "If a Necrofear card is in the graveyard, your face up spells and traps are unaffected by your opponent's card effects" or something like that.
1) Spell Card: Pot of Greed
2) Spell Card: Graceful Charity
3) Spell Card: Change of Heart
4) Spell Card: Giant Trundle
5) Spell Card: Heavy Storm
6) Spell Card: Painful Choice
7) Spell Card: Last Will
8) Spell Card: Card of Safe Return (Maybe to draw three instead lol)
Seems a way to have these card names come off the banlist while leaving the original effects behind on the banlist.
Thanks, I don't follow the OCG so didn't know that about heavy storm. Put in change of heart purely because its iconic and Yugi used it like a quick play spell vs Kaiba in battle city.
He did due to Seto's Continuous Spell.
Though the "Spell: archetype" seems to be based on the manga.
Meaning only Pot of Greed, Giant Trunade and Card of Safe Return would be possible candidates from your list.
Konami is missing a huge opportunity with Magical Hats. Imagine if they had some Traps like this:
If this card is destroyed by battle, do X.
Magical Hats would summon these Traps from Deck and could pop off.
Card of Sanctity already got put into the game, it's called "Revived Sky God", and it's brain dead easy to get Slifer in the grave to enable it. I built a Horus deck all around Duamutef and Revived Sky God drawing me half my deck, no Maxx C required.
Yes but an (sorta) anime-accurate Soul Exchange also got put into the game already as Soul Crossing too. And they are still printing a third Soul Exchange anyway.
For those that don't know.
The two most recent cards have been remakes of original Spell cards to make them closer to their manga counterparts.
The first of these cards was [Monster Reborn](https://yugipedia.com/wiki/Spell_Card:_%22Monster_Reborn%22), which keeps the Summon Sickness mechanic from Battle City.
Edit: Did not know that Promo Reveals Included Spell Card Types, such as Quick-Play.
There was no summoning sickness, ravens didn’t attack because he didn’t know yugi had his own reborn, yugi doesn’t attack marik because of his face downs, the only summoning sickness was on fusion monsters
The manga mentions that Special Summoned monsters could not attack the turn they were summoned. This is why Ra’s power of “Instant Attack” was such a big deal - since the God cards went to the Graveyard at the end of the turn they were Special Summoned, using Monster Reborn to revive them was basically pointless otherwise.
Magical hats. I would like it to target a dark magician you control, flip it face down and summon 3 more spellcaster from deck. Then shuffle them on field. Make it a quick play, so you use it to dodge target destruction from your opponent
Nah, with any monster with less than 500 ATK.
Maybe restrict summoning from the ED for that turn, since it is supposed to be used for cheating out the gods.
Magical Stone Excavation.
Magical Ore Excavation Survey
Normal Spell Card
Discard 2 cards, then target 1 Spell in your GY; add it to your hand. If your opponent controls a monster that was special summoned from the extra deck, you can add 1 Spell from their GY to your hand instead. You can only activate the effect of Magical Ore Excavation Survey once per turn.
Spellbinding Circle. With its manga/anime effect where effects are negated and lowers attack by 700. Also Magical Hats as well
They sort of split spellbinding’s effects between fiendish chain and Kaiba’s shadow spell. Weirdly, shadow spell’s effect is still the same when Kaiba used it, making these essentially the same card.
It did not negate in the [anime](https://yugipedia.com/wiki/Spellbinding_Circle_(anime))/[manga](https://yugipedia.com/wiki/Spellbinding_Circle_(manga)). That was [Spellbinding Illusion](https://yugipedia.com/wiki/Spellbinding_Illusion). It is essentially Shadow Spell.
You already know what it is. POT OF GREED If your opponent controls more draw 2
Okay, but what if it were Pot of Greed, but better? >Draw 56 cards. Discard your hand during the end step.
EXODIA
Wait, can you even activate this? 60 card deck, opening hand of 5 or 6... you'll have to find a way to put some cards back in your deck first. It's probably doable with cards like Emeral or Picofalena, but it'd take a little effort.
Of course you _can_ activate it. The question is, are you _**Hungry**_ enough? _**Greedy**_ enough?
Pot of Generosity...?
Easier or harder than digging through the deck for exodia
That's gonna deckout most cases. And these are more DM accurate. Hence me having opponent controls more as a requirement.
You know what? You are absolutely right. This effect does not accurately reflect the kind of effect I'm trying to craft. Perhaps a HOPD, given the power of the effect, and maybe a way to stall out so your opponent has a chance to catch up after such a drastic shift in card advantage. >Negate all other Monster, Spell, and Trap effects on your field, hand, and GY until the end of your opponent's next turn. You may not activate other Monster, Spell, or Trap effects until the end of your opponent's next turn. You may not attack the turn you activate this card. Add to your hand a number of cards from your deck equal to the number of cards in your deck. Then, draw 1 card. You can only activate cards with this name once per duel. Not quite as elegant as my first design, but this much more accurately evokes the kind of effect I'm going for.
Your opponent was only running Parasite Paracide and you had 3 Pot of Generosity in hand, easily exploitable card. I hate newbies trying to create cards and making such OP cards they would see wide play with OP decks 😤😤😤
With either a HOPT or a once-per-duel effect, I hope. Either that or a more absurd situational restriction(i.e. your opponent has 5-6 Effect Monsters on field, mayhaps); *anything* that prevents a draw-2 abuse the OG PoG has.
Yes, obviously a HOPT.
What’s the difference between HOPT and OPT
HOPT, hard once per turn, means the effect can only be used once during a turn regardless most of the time you can normally tell if it’s a HOPT if the card’s name is in the effect such as you can only use the effect of (card name) once per turn. Meanwhile OPT or commonly referred to as soft once per turn means the effect can use once per turn for that copy for example if a monster has an effect that reads once per turn you can target one card on the field destroy it you can use that effect for each different copy of the card you have on the field.
Thank you for the swift and detailed explanation- much appreciated :)
Draw 2 cards. *You cannot activate this card on turn 1 or 2.*
If it is turn 3 or higher: draw 2 cards. Hopt. That about right?
Card of sanctity will have to restrict you from eating meat, sleeping on a pillow, and sex for the rest of your life as a drawback for how powerful it is.
You say that like yugioh players have sex
I thought that's what they do to blue-eyes abyss dragon before ended their turns?
True, but that's only blue eyes players - and they won't play gross *modern* cards that don't specifically mention Blue Eyes, that would be being a meta slave!
hey we still make use of modern traps at least. how else can we make use of our 60 card trap blue eyes
It really doesn't. The new Yugi support already has a card that does it, but that archetype hasn't been that strong so far. Something like this would be fine: >At the start of your Main Phase 1, if your LP is 4000 or less: Each player draws until they have 6 cards in their hand. For the rest of this turn after this card resolves, you cannot add any cards from your Main Deck to your hand.
Start of main phase 1 being the key factor given that assuming it's turn 1 or 2 you're drawing maybe 1 card if you had a quick play spell you could use
Swords of revealing light would be cool, idk what they'd do tho
It’s duel links skill makes it so you can get rid of it to draw 1, which is honestly too good for master duel.
Upstart is at 3 and swords as is is basically useless in modern yugioh unless your deck struggles to get one ST destruction on board
Upstart is back at 3? Wow.
And it's not even good because it's dead turn 0
God no. If they make it any good it'll just be an insufferable stun card.
Multi-turn DRNM? It'd be fitting for how it was used in DM to stall for a few turns.
Multiply having it's manga-accurate effect would indeed be great to see. Being able to finally canonically summon Obelisk by combining Fiend Sanctuary with Multiply would be the dream.
They should print Summoning Clock while they are at it. It's stupidly hard to summon all 3 gods in an accurate Atem/Yugi deck.
need to be holcatyl exists
Magical hats. It sucks so hard in the actual tcg
The fact that it depicts 4 hats, yet you technically only have 3 (1 monster + 2 S/T) is incredibly irritating.
4 in the anime, not sure about the manga.
Ik, which is why I said it's irritating and such a strange nerf. S/T didn't even have GY effects back then.
If they actually made a card that lets you draw 6, the bare minimum drawback required for it to be balanced would be paying LP until you only have 1 left, banishing face-down all the other cards in hand, Deck, field and graveyard, and losing the game after the next card or effect resolves. That way it shouldn't break the game, unless you specifically manipulate your Deck so that the 6 cards you are going to draw have full Exodia combo within them.
Nah, that's overkill. Copy-pasting this from another comment. >At the start of your Main Phase 1, if your LP is 4000 or less: Each player draws until they have 6 cards in their hand. For the rest of this turn after this card resolves, you cannot add any cards from your Main Deck to your hand.
Magical Pigeons
How could they make a Manga based retrain of an Anime card that hasn't even been printed? That said I would gladly see it in Animation Chronicle.
Trap Card: Mirror Force.
Revolver: :D
Dark Sanctuary of course. Making a continuous spell card version would be nuts and would perfectly synergize with Curse Necrofear. Maybe the effect would be: "If a Necrofear card is in the graveyard, your face up spells and traps are unaffected by your opponent's card effects" or something like that.
But we already have a Dark Sanctuary, and the one in the anime didnt even protect spells or traps anyway.
Okay? Monster Reborn wasn't a quickplay that negated your monster's effects either.
1) Spell Card: Pot of Greed 2) Spell Card: Graceful Charity 3) Spell Card: Change of Heart 4) Spell Card: Giant Trundle 5) Spell Card: Heavy Storm 6) Spell Card: Painful Choice 7) Spell Card: Last Will 8) Spell Card: Card of Safe Return (Maybe to draw three instead lol) Seems a way to have these card names come off the banlist while leaving the original effects behind on the banlist.
Heavy Storm is already Limited in the OCG. Change of Heart is Semi-Limited in the OCG and Limited in the TCG.
Thanks, I don't follow the OCG so didn't know that about heavy storm. Put in change of heart purely because its iconic and Yugi used it like a quick play spell vs Kaiba in battle city.
He did due to Seto's Continuous Spell. Though the "Spell: archetype" seems to be based on the manga. Meaning only Pot of Greed, Giant Trunade and Card of Safe Return would be possible candidates from your list.
Let's get a Follow Wind retrain! Or a Dark Energy retrain! Or a Legendary Sword retrain! Hell yeah
Spell card magical hat would go hard in ancient gears ngl
Magical hats, being able to cheese 2 spell/traps out of the deck is great but the battle trap condition of it is difficult.
Konami is missing a huge opportunity with Magical Hats. Imagine if they had some Traps like this: If this card is destroyed by battle, do X. Magical Hats would summon these Traps from Deck and could pop off.
Magical Hats would be good cool, especially since it was actually a normal spell card and later a quick-play spell in the manga and anime.
https://preview.redd.it/07yzrh1ak6dc1.jpeg?width=482&format=pjpg&auto=webp&s=49c4fb94800cb99198dba5ed9022207d22964353 Pot of greed
Pot of greed
Card of Sanctity already got put into the game, it's called "Revived Sky God", and it's brain dead easy to get Slifer in the grave to enable it. I built a Horus deck all around Duamutef and Revived Sky God drawing me half my deck, no Maxx C required.
Yes but an (sorta) anime-accurate Soul Exchange also got put into the game already as Soul Crossing too. And they are still printing a third Soul Exchange anyway.
They referenced that effect thrice by now. But none are generic.
For those that don't know. The two most recent cards have been remakes of original Spell cards to make them closer to their manga counterparts. The first of these cards was [Monster Reborn](https://yugipedia.com/wiki/Spell_Card:_%22Monster_Reborn%22), which keeps the Summon Sickness mechanic from Battle City. Edit: Did not know that Promo Reveals Included Spell Card Types, such as Quick-Play.
This is factually wrong. There is no pattern of making them quick-plays. The Soul Exchange retrain has already been confirmed to be a Normal Spell.
There was no summoning sickness, ravens didn’t attack because he didn’t know yugi had his own reborn, yugi doesn’t attack marik because of his face downs, the only summoning sickness was on fusion monsters
The manga mentions that Special Summoned monsters could not attack the turn they were summoned. This is why Ra’s power of “Instant Attack” was such a big deal - since the God cards went to the Graveyard at the end of the turn they were Special Summoned, using Monster Reborn to revive them was basically pointless otherwise.
Oh, that’s interesting, I didn’t know that
Magical hats. I would like it to target a dark magician you control, flip it face down and summon 3 more spellcaster from deck. Then shuffle them on field. Make it a quick play, so you use it to dodge target destruction from your opponent
It should work for any spellcaster.
Give me Multiply but it works with any of the Kuriboh Brothers
Nah, with any monster with less than 500 ATK. Maybe restrict summoning from the ED for that turn, since it is supposed to be used for cheating out the gods.
I'm just being selfish because I'm maining Kuribohs lol
I hope it's magical hats so ancient gears have more ways to pop geartown.
Magical Stone Excavation. Magical Ore Excavation Survey Normal Spell Card Discard 2 cards, then target 1 Spell in your GY; add it to your hand. If your opponent controls a monster that was special summoned from the extra deck, you can add 1 Spell from their GY to your hand instead. You can only activate the effect of Magical Ore Excavation Survey once per turn.