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- Something to note for each of your monsters. It'd be better to say "You can only use each effect" instead of "You can only activate each effect" as that's usually how it is worded for monsters. I know having it say "activate" technically makes it better, but you shouldn't just do that without reason.
- Also, I feel you should concentrate the theming of them a bit more. You slammed on summon effects, float effects, continuous effects, and battle oriented effects. It might be a good idea to concentrate them more. What's one thing you want them all to have in common? A battle oriented effect, a float effect, or an on summon effect. Once you decide, figure out how to differentiate them properly so they achieve what you want, then give them a supplemental effect based on that. You really should be giving 2 effects at most to each of your Main Deck monsters.
- Finally, some of my comments were brief, if you want more in depth thoughts, talk to me and I'll give them.
- Axe: The easy Special Summon condition combined with the effect to make your opponent lose hand advantage makes me a bit iffy on this card. White Magical Hat has 1000 ATK, can only cause discard if it inflicts battle damage, and seems to be the max allowable ATK for this kind of effect. That said, even as is, this card isn't ridiculous, but maybe consider lowering its ATK to 800 to make it fit in with conventions.
- Guard: Flip effect is appropriately powerful. I'm also a sucker for the fact that you made it indestructible by battle, I love those combinations. I'm a bit wary about the second effect not having a HOPT, as you could potentially summon three of these when a monster you control is destroyed by battle, so maybe consider adding that.
- Lancer: Not really a big fan of that first effect netting you a free draw on Normal Summon, but the restriction does balance it enough. The second effect is a no-no though. This card is a Level 2 Warrior, meaning you only need to mill 2 equips off Isolde in order to summon this card. Then use it and Isolde for a Link 2 or 3 Warrior to pitch a card from your opponent's hand. Gouki's are already being abused with Isolde because of their advantage, and I'd rather not have this card ripping cards from your opponent's hand for basically free. If you want to keep it, maybe consider making it so your opponent places 1 card of their choice on the top or bottom of their Deck.
- Longshot: I'm going to have to say no to this card, it generates too much advantage. The first effect already makes you go +1, even if it's virtual advantage since you can't use the card immediately, meanwhile the second effect allows you to resummon this from the grave, which Link climbs pretty quick. Already mentioned it, but this would be stupid with Isolde, especially since it gets that Set from any type of Summon.
- PSCT: You only need to say "If this card is sent to the GY for the Link Summon of a Warrior monster:"
- Snipe: Feel like this overlaps with Guard a bit, but it's fine
- PSCT: Don't capitalize the "m" in "material".
- Hammer: This card feels overly bloated imo. As I mentioned at the beginning, concentrate your design more, and you should be able to figure what effect to cut.
- PSCT: "Graveyard" -> "GY".
- Change it to: "When this card declares an attack: You can activate this effect;".
- Change it to: "During your Main Phase 2, if this card declared an attack: You can Special Summon 2 "Saint's Buster Tokens" (Warrior/LIGHT/Level 2/ATK 400/DEF 100)."
- Trainer: It's fine. Not super keen in the revival effect, but it doesn't break anything so far as I can tell. That said I'd restrict it to Normal Summon only.
- PSCT: It should be: "but its ATK becomes 0 and its effects are negated" I believe.
- "points to this card"
- Stealth: This is askin for loops on the first effect, I'd consider putting a HOPT on it. Second effect is fine, but kind of wish it did something different since this can already help you spam, also HOPT so you can't use it infinite times if you control Imperial Iron Wall.
- Aegis: Effect is fine and so is material. Helps you link climb. Not much to say honestly. I do think the first effect is unnecessary though.
- Lancelot: I don't like the idea of this being able to shuffle your opponents monster into deck so the PSCT change I'm going to make will address that. As is it seems fine, but again, HOPT, as this seems abusable for loops.
- PSCT: "During your Main Phase: You can shuffle 1 Warrior monster you control this card points to into the Deck, and if you do, add 1 "Saint's Buster" card from your Deck to your hand. you can only use this effect of "Saint's Buster - Lancelot" once per turn."
- Longinus: Again, HOPT the on-summon effect. The spamming of link monsters is too real. Also, this can put equips back into your deck to mill with Isolde, so might want to make it more archetypal in what you can recycle.
- PSCT: "If this card is Link Summoned: You can shuffle 1 card you control into the Deck, and if you do, Set 1 "Saint's Buster" Spell/Trap from your Deck in your Spell/Trap Zones."
- "This co-Linked card can make 2 attacks during each Battle Phase."
- "Once per turn: You can target 1 "Saint's Buster" monster this card points to; send 1 monster with the same name from your Deck or Extra Deck to your GY, and if you do, until the end of your opponent's next turn, that monster cannot be destroyed by battle or card effects."
- Arthur: This feels a bit too easy to stack, so maybe put a "You can only control 1 "Saint's Buster - Arthur" clause at the end.
- PSCT: "Once per turn when this card attacks an opponent's monster:"
- "If this card is co-linked, double the ATK of all Warrior Link Monsters you control."
- Susanoo: This seems fine honestly, a bit underwhelming despite the massive damage it can do honestly. Not much to say except maybe make the Link arrows like Tri-Gate Wizard as I think that's be more fitting.
- PSCT: "This card can attack your a number of times during each Battle Phase, up to the number of monsters it is co-Linked to +1."
- "If this card declares an attack: You can activate this effect; for..."
- "You can target 1 Link monster co-linked to this card; destroy that target, then Special Summon 1 "Saint's Buster" Link Monster from your GY with a lower Link Rating than that target."
- "You can only use each effect of "Ultimate Saint's Buster - Susanoo" once per turn."
- Musashi: Seems appropriately strong, though a Link 4 is a little late to be popping Spells/Traps. Also, that (Quick Effect) allows you to continually cycle between this card and another copy of itself, so please, no.
- "If this card is co-linked it is unaffected by your opponent's card effects."
- "Once per turn: You can banish 1 "Saint's Buster" card from your GY; destroy up to 2 Spells/Traps on the field."
- Typhoon Susanoo: Until a Link 5 or higher monster exists I'm reserving judgment on this.
- Valhalla: Seems fine, I'd put a "You can only activate 1 "Saint's Buster Domain" per turn. So you can't use it for deck thinning
- Ascension: Fine enough enough. Not a big fan of the fact that it can search Edea, in fact maybe consider making it so it adds from Grave to hand for the first effect, but it's not the biggest problem in the world. I'd put a HOPT on activation though.
- PSCT:
- Activate 1 of these effects.
- *Add 1 Level 3 or lower LIGHT Warrior monster from your Deck to your hand.
- *if you control a Warrior Link Monster: You can add 2 "Saint's Buster" monsters with the same name from your Deck to your hand.
- You can only activate 1 "Saint's Buster - Ascension" per turn.
- Shine Sword: This is really awkwardly worded, I'd need to talk to you more about what you want this card to do exactly before I comment on it.
- Swift Motion: It's alright, not much else to say.
- PSCT: "Once per turn: You can target 1 "Saint Buster" Link monster you control; move..."
- Hidden Gateway: Pretty strong and makes me think you of Gateway to the Six, which isn't great. Honestly, it makes me think you should limit it to gain counters only from the Link Summon of "Saint's Buster" Link Monster, and limit said monsters to each being able to only be summoned once per turn given the ridiculous level of advantage this can generate. Admittedly the you can only control 1 clause helps a lot, but being able to gain upwards of 3000 ATK onto your monsters is a bit ridiculous
- Holy Guard: This seems pitifully weak in comparison but a lot more fair.
- PSCT: "You can send this card with 5 or more counters to the GY; Special Summon..."
- Kusanagi-no-Tsurugi: Fine, not much else to say. Like an archetypal United we Stand, though more potential output.
- Illusion Shadow: Seems a bit weak in terms of payoff honestly. Also, you don't need to say Quick Effect since its a Trap card, their effects are inherently Quick unless stated otherwise.
- Reincarnation: Much better type of card that helps you keep advantage. Not much else to say.
- PSCT: "If a Link monster(s) you control would be destroyed by battle or by your opponent's card effect, you can send this face-up card to the GY instead."
- Sacrifice: This seems to contradict your Link monsters which protect themselves from destruction by battle and card effects. I'd consider a HOPT on both effects in all honesty.
- PSCT: "Then, if any of the drawn cards were "Saint's Buster" monsters, you can Special Summon them." Don't need to specify you're special summoning from hand since the location of where they are is known already.
- "You can banish this card from your GY; Special Summon 1 "Saint's Buster" monster from your hand. You cannot Special Summon the turn you activate this card, except "Saint's Buster" monsters."
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