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Thomas★Zero

Witchcraft Support

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So the new support for Witchcraft helps with sorting out recycling your spells where Tessitura (Weaving) discards to shuffle an in theme spell into the deck to then search a in theme spell with a different name from the deck and add it to your hand. Next Apprentice Elda (cook) can special summon itself to act as tribute/link fodder and can generate you a lot of LP. Next we move onto the field spell workshop which not only adds ATK power to Spellcasters and like the continuous Spells allows you to use them for the effects of Witchcraft monsters and recycle them but also allows you to recycle other Witchcraft spells from your deck without waiting for the End phase and not limiting you to not being able to use them during the turn they returned to the hand. Next we have Circle which can summon a Witchcraft monster if one battles and opponents monster and also can banish itself to add a Witchcraft spell form your deck or grave to the hand.

Witchcraft Tessitura
lv 6 WIND
Spellcaster/Effect
During your Main Phase: you can discard 1 Spell card from your hand; shuffle 1 "Witchcraft" Normal Spell from your GY into your deck, then, add 1 "Witchcraft" Normal Spell with a different name your deck to your hand. You can only activate this effect of "Witchcraft Tessitura" once per turn.
ATK/2200 DEF/2200

Witchcraft Apprentice Elda
lv 1 DARK
Spellcaster/Effect
If you control no monsters or only control "Witchcraft" monsters, you can Special Summon this card from your hand. You can only Special Summon "Witchcraft Apprentice Elda" this way once per turn. During your Main Phase: you can discard 1 Spell card from your hand; increase your LP equal to the number of "Witchcraft" Spell cards in your GY with different names x 800. You can only activate this effect of "Witchcraft Apprentice Elda" once per turn.
ATK/0 DEF/1800

Witchcraft Workshop
Field Spell Card
Increase the ATK and DEF of all Spellcaster monsters by 500. You can only activate 1 of the following effects of "Witchcraft Workshop" per turn and only once that turn.
* During your Main Phase: you can add 1 "Witchcraft" Spell card from your GY to your hand. 
* If a "Witchcraft" monster would discard a card(s) to activate an effect, you can send this card to the GY instead.
* During your End Phase, if you control a "Witchcraft" monster and this card is in your GY: you can place this card face-up in your Field Spell Zone.

Witchcraft Circle
Trap Card
Activate this card when "Witchcraft" monster you control battles an opponents monster. Special Summon 1 "Witchcraft" monster from your deck in Defence Position. During your Main Phase: you can banish this card from your GY; add 1 "Witchcraft" Spell card from your Deck or GY to your hand. You can only activate 1 "Witchcraft Circle" effect per turn and only once that turn.  

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Alright so....weirdly enough, it's more than I thought at first glance, but less than it needs to significantly improve as a Deck. 

Tessitura adds another good Witchcraft to evacuate with the Lev4 and lowers, and helps you gain more Spells for the other Witchcrafts to use-which is why I think it could make a good ally alongside Haine and Verre. But the ATK/DEF is still an issue with...well, all the Witchcrafts that Verre doesn't power up. It does grant you some advantage that would have normally come if the Witchcraft cards recycled during either turn. You'd likely run one of these instead of Edel to help fuel the Witchcraft Spell train, but you're essentially breaking even with this, so unless its to grab out the Sabotage, it may not go as far as you want it to.

Apprentice Elda? Yeah, you run three, for nothing else because of the field presence. Maximum LP gain you get from this, including your field Spell, is 5600 LP.  Hefty for 1 discard, but a bit...deletrious in terms of what could be offered to the Witchcraft. Perhaps an ability to Special Summon something from the hand could work? After all, some of the issues in Witchcraft involve pulling the Level 5 or highers from the hand without Pittore's help (especially considering that avenue can be closed off if Pot of Extravagance is run. 

Workshop , after giving your Spellcaster monsters 500 ATK/DEF to play with, can sub for a Witchcraft Spell dispose and return to the Field Zone if wrecked, but under SUPER HOPT CONDITIONS

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But even though this is Terraforming-worthy search material, the name of the game is gonna be 'is this better than Secret Villiage" and the answer is gonna be a fifteen-minute long stream of laughter. However, the point is that this is searchable fodder for a Witchcraft Special Summon, akin to ABC-Dragon Buster. It likely will not stay on the field long before you slap up the Village. So I can see 1 being run to help free up Spells in the hand for Verre/Haide/Tessitura. 

Finally comes the Circle. Bring out a Witchcraft when you battle, and a Witchcraft Spell from anywhere on a seperate turn. This may not be as used as one might think, though a Foolish Burial Goods never hurt anyone. 

I'm curious to see what is done to help with either keeping a Witchcraft player's hand either A) hefty or B) able to utilize stuff in the hand without fuss. This gets there, but I think it's a bit shy of the emerald city of Oz, right now.

 

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