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destron

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When this card or a monster with an Enrage Counter on it destroys an opponent's monster by battle, Special Summon that monster in face-up Defense Position. It cannot change battle positions except by this card's effect or be Tributed for a Tribute Summon, Ritual Summon, or be used as a Synchro Material Monster. Once per turn, this card's controller must remove from play 1 of your opponent's monsters you control. If they cannot, this card is removed from play, and all of your opponent's monsters on your side of the field are added to your opponent's hand. You can Tribute this card to place 1 Enrage Counter on your opponent's monsters you control. You can remove 1 Enrage Counter from 1 monster you control to Special Summon this card. You can remove 2 Enrage Counters from 1 monster to change that monster to face-up Attack Position. This card cannot attack unless you remove 1 Enrage Counter from it. If an opponent's monster you control is in face-up Attack Position and has no Enrage Counters on it, it is switched to face-up Defense Position. If a monster you control has 4 Enrage Counters on it, it is Special Summoned to your opponent's side of the field.[/align]

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"When this card or a monster with an Enrage Counter on it destroys an opponent's monster by battle, Special Summon that monster in face-up Defense Position. It cannot change battle positions except by this card's effect or be Tributed for a Tribute Summon, Ritual Summon, or be used as a Synchro Material Monster. Once per turn, this card's controller must remove from play 1 of your opponent's monsters you control. If they cannot, this card is removed from play, and all of your opponent's monsters on your side of the field are added to your opponent's hand. You can Tribute this card to place 1 Enrage Counter on your opponent's monsters you control. You can remove 1 Enrage Counter from 1 monster you control to Special Summon this card. You can remove 2 Enrage Counters from 1 monster to change that monster to face-up Attack Position. This card cannot attack unless you remove 1 Enrage Counter from it. If an opponent's monster you control is in face-up Attack Position and has no Enrage Counters on it, it is switched to face-up Defense Position. If a monster you control has 4 Enrage Counters on it, it is Special Summoned to your opponent's side of the field."

 

I've placed in bold all of the necessary OCG corrections. "As a result of battle" is no longer used in current OCG and is now referred to as "by battle". All battle positions have to be declared as either face-up or face-down and have to be declared as battle positions not just position. You don't Tribute monsters when you do a Synchro Summon so you can't say that they can't be used as Tributes for a Synchro Summon. If added in "this card's controller" as your opponent can take control of this monster. It's also used in cards like Mind Protector. When designating one monster you have to use numeric 1. Monsters that are on your side of the field are declared as a monster "you control". So when referring to effects as removing a counter "from a monster on your side of the field" you can shorten it to "a monster you control". The only time you should use a specific side of the field if it's in reference to removing a counter from anywhere or special summoning a monster to your opponent's field.

 

 

As for the card effect itself. I think you should just call them counters instead of enrage counters. No point in making up counters names when they won't be used in other cards unless you have a set in mind for this. If a counter is not part of a existing counter system like Spell Counters then it's best to just call it a counter for simplicity. Making long effects doesn't constitute a good card. 1 Card should not try to do so much by itself or it runs the risk of looking sloppy and broken. You try to add in too many effects to make it complicated and to help with it's balance but it looks incredibly sloppy. If a card requires that many checks and balances to it then there is something wrong with it in the first place. It seems you are concerned with balancing the ability to steal your opponent's monsters that you try to add in balances through your counter system when a card like Goyo Guardian gets away with being an easy to summon level 6 2800 beat stick that steals monsters and has no restrictions to it.

 

This card is abusable but not because it steals other monsters because that part of the effect is high maintenance and I could just sync for Goyo Guardian and do the same thing for less cost and better ability to field swarm by reusing his monsters for synchro summons, tributes, and rituals. Though it doesn't hurt he's a level 4 1900 ATK Warrior (searchable through Reinforcement of the Army) who can steal monsters.

 

What makes this card abusable is its ability to create a loop. You can Tribute this card to place counters then remove 1 to Special Summon itself and then repeat the process before back firing and hitting 4 counters. This allows for good synchro field swarming as you can repeat this process to bring this guy back from the Graveyard and using him and a tuner to sync for anything from level 5+.

 

Rating: 3/10

-Too many OCG errors (you're using too many old OCG terms)

-Long effect when it's really not necessary making the card look overly complicated and extremely sloppy

-Card effects can be abused to create loops and synchro field swarm

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Rating: 3/10

-Too many OCG errors (you're using too many old OCG terms)

-Long effect when it's really not necessary making the card look overly complicated and extremely sloppy

-Card effects can be abused to create loops and synchro field swarm

 

Seriously? 3/10? Unless your system goes in the negatives' date=' that is way too low even with the reasons provided.

Old OCG is still OCG, consider it an old card if you will.

What do you have against long effects? Just because it has limitations and as you said checks and balances, does not mean its sloppy. Maybe complicated, but still. Balance is achieved by limits. Limits must be stated clearly, as I have done.

As for your third reason, I only have a one word reply. Exactly.

You continue to mention Goyo. True he is easier to use, but he's what, limited? And he's a Synchro meaning he can be troublesome to get on the field. This is a quick and easy way to take your opponent's monsters. It may only take this guy 2 or 3 turns to get 2 or 3 monsters on your side of the field.

That's my counter argument. :)

Oh, and thanks for the OCG correction.

 

 

OCG errors

Pic is ok

Effect is pretty confuse

7/10

 

Fix'd I think.

Opinion but thanks.

True.

Thank you.

 

 

Killey corrected the OCG already

 

took me a while to read the effect and get it

 

it does look a little long though' date=' maybe break this up into two cards instead

 

8.5/10

[/quote']

 

Meh, that might be tough.

 

Thanks for the rate.

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Seriously? 3/10? Unless your system goes in the negatives' date=' that is way too low even with the reasons provided.

Old OCG is still OCG, consider it an old card if you will.

What do you have against long effects? Just because it has limitations and as you said checks and balances, does not mean its sloppy. Maybe complicated, but still. Balance is achieved by limits. Limits must be stated clearly, as I have done.

As for your third reason, I only have a one word reply. Exactly.

You continue to mention Goyo. True he is easier to use, but he's what, limited? And he's a Synchro meaning he can be troublesome to get on the field. This is a quick and easy way to take your opponent's monsters. It may only take this guy 2 or 3 turns to get 2 or 3 monsters on your side of the field.

That's my counter argument. :)

Oh, and thanks for the OCG correction. [/quote']

 

I'm extremely hard to please. I've seen a ton of cards on this site and very few have actually impressed me. I'm not being harsh for the sake of being harsh. Giving you a good score just to be nice does not do you any favors as a card creator because you aren't learning from your mistakes. Once a card becomes broken it automatically fails my grading criteria.

 

Your original OCG would be somewhat correct if it were an old card but that's not the point. Considering it an old card doesn't up your skills as a card maker and you need to learn how to create cards using the wording of the latest cards. It also helps condense the wording in your cards.

 

The issue with long effects is that essentially all you've done is stack so many different effects to it to create 1 card. 1 Card (especially a level 4) should not be able to do so much and it makes for a bad card. It's not even that original because you've tacked on various effects that's been done before with a ton of checks and balances. I commend you for trying to create a balanced card but as I've mentioned before if you need to create that many balances then there is an issue with the original card effect in the first place. You shouldn't have to try so hard to try to balance the card. In the end you failed to balance the card because there is a loop in this card. Any loop that can be abused is an issue and if creates a consistent OTK scenario then the card fails altogether because it'll get banned/limited after some time.

 

Goyo Guardian is not hard to summon at all and saying that he may be troublesome to summon means you are not up to date with the metagame at all. Goyo Guardian is so easy to summon and can be often summoned in turn 1. It's just not wise to summon him on turn 1 unless you are going 2nd and your opponent has something worth stealing. Plus, it may be more beneficial to summon other cards like Brionac instead but this is getting besides the point. In terms of monster stealing by battle Goyo > This card. Your card can steal monsters quickly but they can't be used for tributes, synchros, or rituals and while they may be a good balance to the card when would I want to use this for monster stealing when Goyo doesn't have any of those restrictions. The reason I'd use this card is to abuse that swarming capability it has but that's just creates broken scenarios.

 

For me, a card maker in the realistic section needs to create a card that is useful, balanced, and would actually be used in a TCG/OCG deck. I grade all cards based on this kind of criteria and any kind of card that fails to meet this loses a ton of points.

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Seriously? 3/10? Unless your system goes in the negatives' date=' that is way too low even with the reasons provided.

Old OCG is still OCG, consider it an old card if you will.

What do you have against long effects? Just because it has limitations and as you said checks and balances, does not mean its sloppy. Maybe complicated, but still. Balance is achieved by limits. Limits must be stated clearly, as I have done.

As for your third reason, I only have a one word reply. Exactly.

You continue to mention Goyo. True he is easier to use, but he's what, limited? And he's a Synchro meaning he can be troublesome to get on the field. This is a quick and easy way to take your opponent's monsters. It may only take this guy 2 or 3 turns to get 2 or 3 monsters on your side of the field.

That's my counter argument. :)

Oh, and thanks for the OCG correction. [/quote']

 

I'm extremely hard to please. I've seen a ton of cards on this site and very few have actually impressed me. I'm not being harsh for the sake of being harsh. Giving you a good score just to be nice does not do you any favors as a card creator because you aren't learning from your mistakes. Once a card becomes broken it automatically fails my grading criteria.

 

Your original OCG would be somewhat correct if it were an old card but that's not the point. Considering it an old card doesn't up your skills as a card maker and you need to learn how to create cards using the wording of the latest cards. It also helps condense the wording in your cards.

 

The issue with long effects is that essentially all you've done is stack so many different effects to it to create 1 card. 1 Card (especially a level 4) should not be able to do so much and it makes for a bad card. It's not even that original because you've tacked on various effects that's been done before with a ton of checks and balances. I commend you for trying to create a balanced card but as I've mentioned before if you need to create that many balances then there is an issue with the original card effect in the first place. You shouldn't have to try so hard to try to balance the card. In the end you failed to balance the card because there is a loop in this card. Any loop that can be abused is an issue and if creates a consistent OTK scenario then the card fails altogether because it'll get banned/limited after some time.

 

Goyo Guardian is not hard to summon at all and saying that he may be troublesome to summon means you are not up to date with the metagame at all. Goyo Guardian is so easy to summon and can be often summoned in turn 1. It's just not wise to summon him on turn 1 unless you are going 2nd and your opponent has something worth stealing. Plus, it may be more beneficial to summon other cards like Brionac instead but this is getting besides the point. In terms of monster stealing by battle Goyo > This card. Your card can steal monsters quickly but they can't be used for tributes, synchros, or rituals and while they may be a good balance to the card when would I want to use this for monster stealing when Goyo doesn't have any of those restrictions. The reason I'd use this card is to abuse that swarming capability it has but that's just creates broken scenarios.

 

For me, a card maker in the realistic section needs to create a card that is useful, balanced, and would actually be used in a TCG/OCG deck. I grade all cards based on this kind of criteria and any kind of card that fails to meet this loses a ton of points.

 

LULZ. Also, you seem to have missed the part about itself OR a monster with an Enrage Counter on it attacking and getting your opponent's monsters. Meaning you can get 1 monster on your side of the field, Tribute SH, remove the counter, then your opponent's turn, then you can attack with SH again, get another monster, then remove a counter, opponent's turn, Tribute SH again, get 2 counters on 1, 1 counter on the other two, then switch that guy to ATKP and then you got 2 monsters to attack with that can both attack, plus 2 other DEFP monsters that can switch in a turn or two. Also, have you noticed the loop itself has drawbacks, like the fact that your opponent gets them back?

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LULZ. Also' date=' you seem to have missed the part about itself OR a monster with an Enrage Counter on it attacking and getting your opponent's monsters. Meaning you can get 1 monster on your side of the field, Tribute SH, remove the counter, then your opponent's turn, then you can attack with SH again, get another monster, then remove a counter, opponent's turn, Tribute SH again, get 2 counters on 1, 1 counter on the other two, then switch that guy to ATKP and then you got 2 monsters to attack with that can both attack, plus 2 other DEFP monsters that can switch in a turn or two. Also, have you noticed the loop itself has drawbacks, like the fact that your opponent gets them back?

[/quote']

 

I haven't forgotten about that ability as well but it's not something I'm not concerned about at all nor do I find useful. You're stealing monsters with lower ATK then this card so it's not that quite beneficial and if you steal a tuner monster you can't sync with it limiting it's uses. In order to deal with synchro swarms you'll need to use equip cards or other spell effects but you degrade the quality of the build. The effect is more of a double edge sword as you can't tribute them off or sync them so they are stuck on your field until they are destroyed which limits your monster management. It requires smarter play on your behalf but it's not really a desirable effect.

 

In the current format this card is not hard to stop or be dealt with before it steals a monster. You'd be hard pressed to continue stealing your opponent's monsters when they end up synchro swarming you and just atking over everything or using effects to destroy everything. Even though you may steal some monsters the current formats ability to just swarm in an instant with big monsters is pretty consistent. The drawback can easily be bypassed as well so your arguments don't say much. It still doesn't address all the other issues that this card has. I mean look at some of these posts some people don't even know what this monster can do due to overly long effect and mishmash abilities.

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