Jump to content

Trope Overdosed


Lord Smeagle

Recommended Posts

  • Replies 77
  • Created
  • Last Reply

Red Shirt - Fitting to the logic of the original concept, but somewhat gimmicky. I wonder how this card can be used well (with cards whose effect activates when destroyed, maybe?) 6/10

 

That One Sidequest - A card which gets counters while being removed from play? Curious. A bit slow, but with cards which stop the opponent from attacking, it can be usable. 7/10, 8/10 if used in a Deck which stalls the opponent.

 

Infinity Plus One Sword - Well, I have to answer this card with another trope - Awesome But Impractical. I mean, the effect is great, but considering the other effect of That One Sidequest... 6/10

 

Secret Character - Daeve - Wow! I like it! The concept of Summoning from Side Deck is brilliant, and it has great effects and stats! The Summoning Conditions, and the fact that it goes back to the Side Deck when leaves the field makes it balanced, too! And she is beautiful... aww. ^^ 9/10

 

Walking Cliche - The Gunslinger - It's something like a more powerful version of Breaker. It has more possibilities to destroy Spell and Trap Cards (granted, only Set ones, but in many cases, these are the ones which can cause the majority of problems), and it can be returned to your hand when the counters are out. Not to mention it's easily searchable. I feel it a bit overpowered. I understand the concept behind 6 counters, but ... and I don't even know how to correct this one...

 

Walking Cliche - Mega Neko - The first effect is great, the second is impractical (massive card disadvantage for a temporary boost is not a good deal in most cases). I can see the usability of this card, though. 7.5/10

 

Villain Cliche - Evil Sorcerer - Heh, a luck-based card. These are usually hard to use well, but give an interesting duel, that's sure! 8/10

 

Walking Cliche - Magic Knight - Equip supports are fun. The burn effect can be deadly with swarming and United We Stand or with lots of Spell / Trap Cards and Mage Power, that gives good possibilites. The last effect is a good addition, too! 9/10

 

Field of Blades - Yay for more Equip support, and it can be used to take out a nasty monster, too (with the cost, it's also balanced). 8.5/10

 

Hero Cliche - The Cape - A beatstick with a protective effect. Fitting in concept, somewhat weaker, but still good in usability (you need quite a number of synchro fodder, after all). 7/10

Link to comment
Share on other sites

Villain Cliche - The Horde - An interesting variation of the "Goblin Attack Force"-like monsters. I recommend lowering the Level of the "Horde Token" to 1 or 2 (I'm not sure which one would be better), as it gives a great Synchro fodder. I like the concept, and it makes the penalty less painful. 8.5/10

Link to comment
Share on other sites

Art Shift - A card which would make an anyway not so useful archetype (Toon monsters) actually more usable. Not a bad thought, and definitely fitting, even though I never really liked the concept of Toon monsters, but it doesn't lower your achievements. 7.5/10

 

Walking Cliche - Fake Ultimate Hero - The ATK / DEF halving happens after the Damage Calculation or before that? It's not really clear for me. The idea is quite clever, yet you should lower its stats a bit more (maybe 2200 or 2300 ATK and DEF?) 7/10

 

Face Heel Turn / Heel Face Turn - An even more powerful version of the forbidden Change of Heart? (Which switched control for only one turn) Even with the Life Point cost (if people are gladly pay half of their Life Points for cards like Solemn Judgment, I am sure they would definitely pay the cost for this card, too) and with the limitation of cannot attack this turn, I feel it very overpowered. And I admit that I cannot imagine how to make it balanced...

 

The Power of Love - Now that's more like it! Beatdown decks would surely love this card! With two 1900 ATK monsters, you can easily reach 2850 ATK (and that's not too hard to reach in a beatdown deck) Maybe the card would be Limited or Semi-Limited, but I find it a great idea. 8.5/10

Link to comment
Share on other sites

Memetic Mutation - Flavourwise, extremely fitting. Usability? Granted, there are ways to make the progression faster, but in most cases, hard to make its last effect to use. 6/10, 7/10 if used in a stall-heavy deck.

 

Walking Cliche - Memetic Badass - Spellcaster/Tuner? I expected Warrior, not to mention making it a Tuner is pointless. And 4000 ATK / DEF is a bit overkill, Chuck Norris or not, especially with the effect. Make it somethnig like 3200 ATK / DEF. And as mentioned with Memetic Mutation, very hard to use. 5/10

 

Villain Cliche - Fallen Angel - I wonder why it turned out to be a luck-based card. Granted, it's pretty interesting, and it can deal quite heavy blows if you are lucky, but I would add "The original ATK and DEF of this card cannot be changed, except by its own effect." to avoid insane combinations with cards like Megamorph or Unstable Evolution. 7/10, 8/10 if this change is made.

Link to comment
Share on other sites

Superpowered Mooks - I have the feeling that there is some nasty combo involving this card. Maybe that's just my imagination, but looks like a curious idea with interesting potentials. Judging its balance is a bit difficult, though. 7/10

 

Villain Cliche - Elite Mook - This effect looks like a massive overkill, especially if you control a Giant Mook (which is a bit of overkill on its own, too). Make the bonus ATK the halve of the combined ATK of the others, otherwise it's very overpowered. 4/10

 

Villain Cliche - Giant Mook - Another overkill card, with very minor penalties (unless the opponent controls some wall/stall card, the second effect is not that much of a penalty, and the last effect is a very situational penalty). Lower its stats, like to 2200/2200, or something. Or alternatively, make it "If you control this monster, this is the only monster that can attack you control." 5/10

 

Villain Cliche - Kung Fu Proof Mook - I like it better than the previous two. It has an interesting protection effect, the ATK bonus effect is somewhat more limited (no boost to hell with United We Stand / Mage Power / etc.), which makes it more balanced. 7.5/10

 

Villain Cliche - Mecha Mook - A bit more stats, but no protection (but it can be equipped). Eh, I'm not sure what to say about it. 6/10

 

Villain Cliche - King Mook - Seems like a balanced idea, but make the last effect draw 1 card instead of 2, otherwise seems okay. 8/10

 

Night of the Living Mooks - Somewhat hard to keep on the field, but it gives a pretty much an endless wave of "Mook" monsters to you. Very hard to judge it, balance-wise. The damage halving makes it less overpowered. Hmm.... 6/10

 

Villain Cliche - Mook - A good counter against classic destroyer Trap Cards, which makes it more useful than it looks at first. 7.5/10

 

My problem with these cards that with some swarming cards, they can be insanely powerful, which is kind of surprising , considering they are mooks...

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...