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Spell Card: Random Shield. What do you think?


DMZ

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Random Shield:

This is a custom effect, so OCG will not be perfect in any way.

397582vk.jpg[spoiler=Effect]When the monster that this card is equipped on is attacked, number all cards on the field(including the equipped monster, excluding the Field Card Zone).Roll 1-4 dice(depending on the highest number). Destroy the card that matches the dice number instead of the monster equipped with this card. If the targeted card is not a monster card, it is destroyed and it's owner loses Life Points equal to the ATK of the attacking monster.

 

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Dont post DIVINE Attributes in Realistic Cards, it is against the rules and if you ignore it then you will be banned. I will only comment on the first card as it is the only one that isn't agaisnt the rules. Pic is bad. Too many OCG errors to count. I do not understand the effect because of the amount of OCG errors.

1/10

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The effect is supposed to be this:

Every time the monster to whom "Random Shield" is equipped, you must count all cards on the field, and give them a number(1,2,3,4 etc.) This includes Spell and Trap cards currently on the field, but excludes the Field Card Zone. Depending on what the highest number you counted is roll 1 to 4 dice( if the highest number is 6, roll 1 dice, if the highest number is 20, roll 4 dice and everything in between). The card that matches the number on the dice is destroyed instead of the monster equipped with "Random Shield". If the selected card is not a monster card( Spell or Trap..) that card is destroyed and the owner of the card loses Life Points equal to the attacking monster's ATK.

Example:

 

|D|T|S| | | |

|G|MA|MB|MC| | |

|

|R|M| | | |G|

| |S|S|T| | D|

|

D= Deck

G= Graveyard

M= Monster

S=Spell Card

T= Trap card

R= Monster equipped with "Random Shield"

 

In this case, say Monster A(MA) attacks R. You must the count all cards on the field( in this case 9) and number them:

|D|T(1)|S(2)| | | |

|G|MA(3)|MB(4)|MC(5)| | |

|

|R(5)|M(6)| | | |G|

| |S(7)|S(8 )|T(9)| | D|

The highest number is 9, so we roll 2 dice( max count = 12). Say the number on the dice is higher than 9( happens). Roll again. Number is 2. The card which was given the number 2 before is destroyed and the owner of the card takes damage equal to the ATK of the attacking monster( in this case his/her own Monster A). Say the dice rolled 6, then the Battle Damage is calculated normally

 

Is that clear?

 

Now that will NEVER fit on 1 card. Any idea's how to write this as short and clear as possible?

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Okay, so I completely get what you're thinking with this card. I'm not going to post an OCG fix, because I think there are some changes you might could consider. First, I'm not sure why you would want to exclude the Field Card Zone - at the very most, you would have 21 cards to number, and four dice would cover up to 24, so it's not issue of numbers. To reduce the number of OCG exceptions and qualifications you have to make, I would just say "excluding the equipped card" - after all, it's a shield, so it should protect the equipped monster from battle. Second, to further reduce the OCG acrobatics, I suggest just having the players number all the spaces and roll four dice to cover everything. This would also give you a great opportunity to add more drawbacks or power to the card - "if the space corresponding to the result is unoccupied and the result is even..." etc. It's actually a pretty cool idea, you just need to polish it a little bit. A nicer picture wouldn't hurt; the one you have now is so-so.

 

On a separate note, your god-cards have great pictures, but nothing to define their ATK or DEF. I don't know if you're going for that sort of anime "the effect isn't written on the card" thing or not, but I recommend either writing INF. for their ATK and DEF, or writing out some sort of effect that defines them. Oh, and just so you can avoid the policing, you really should try to post those in a different section.

 

Good luck with everything.

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