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Spell Cards


Casmy

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Quite good. I have a few suggestions:

 

Clock Stop

i) You might want to change the name to "Clocks Stop" or the slightly cliched "Stop The Clocks(!)"

ii) OCG:

Activate only when a Spellcaster-Type monster on your side of the field is destroyed by a Spell or Trap Card effect. Remove from play all cards in your hand to inflict an amount of damage to your opponent's Life Points equal to the number of cards removed from play by this card's effect x 200.

 

Pitch Black Finale

OCG:

Activate only when a DARK monster on your side of the field is destroyed and your Life Points are lower than your opponent's. Remove from play all cards in your Graveyard to inflict an amount of damage to your opponent's Life Points equal to the number of cards removed from play by this card's effect x 500. (< Rather overpowered in my view)

 

Symphony Staff

OCG:

Equip only to a Level 6 or higher Spellcaster-Type monster. The equipped monster gains 500 ATK and DEF. You can negate the effect of Spell and Trap Cards that designate the equipped monster.

 

8/10 (The second one's overpowered)

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Twist of Fate

OCG: Pay 500 (I would increase that) Life Points to activate this card. As long as this card remains face-up on the field, every time a Spellcaster-Type Monster on your side of the field is destroyed, inflict an amount of Direct Damage to your opponent's Life Points equal to the destroyed monster's Level Stars x 300.

 

Definatly increase the activation cost or add a down-side to this card, such as "If you activate this effect, the destroyed monster cannot be Special Summoned from the Graveyard..." or something similar. It's too powerful at the moment.

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