Wuu. Posted December 28, 2009 Report Share Posted December 28, 2009 [align=center]i made a card that involves removing counters, i don't think that it's any good =/Once per turn you can place 1 Weather Lock counter on this card (max. 5) if your opponent activates a Spell, Trap or monster effect that destroys a monster, Spell or Trap card you control you can remove 1 Weather Lock counter to negate the attack or effect.Once per turn you can place 1 Weather Lock counter on this card(max. 5) You can remove up to 3 Weather Lock counters per 2 turns. Your opponent can't activate Spell or Trap cards during his/her turn for each removed Weather Lock counter. If this card is destroyed by battle it is removed from play.[/align] Link to comment Share on other sites More sharing options...
ragnarok1945 Posted December 28, 2009 Report Share Posted December 28, 2009 1st card there's no need for negating the attack because you were only talking about opponent's card effects the 2nd card is OPed since one counter removed prevents your opponent from playing spells/traps AT ALL for the whole turn. I'd still allow your opponent to, just at a price 7/10 Link to comment Share on other sites More sharing options...
Cloister Posted December 28, 2009 Report Share Posted December 28, 2009 Once per turn, you can place 1 Weather Lock Counter on this card (max. 5). If your opponent activates a Spell, Trap or Effect Monster Card's effect that destroys a monster, Spell or Trap Card you control, you can remove 1 Weather Lock Counter to negate the effect. Once per turn you, can place 1 Weather Lock Counter on this card (max. 5) You can remove up to 3 Weather Lock Counters per 2 turns. Your opponent cannot activate Spell or Trap Cards during his/her turn for each removed Weather Lock counter. If this card is destroyed by battle it is removed from play. Fixed OCG I don't really understand second card's last effect and cannot fix that correct but nice effects anyway and pics are good 8.3/10 Link to comment Share on other sites More sharing options...
Wuu. Posted December 29, 2009 Author Report Share Posted December 29, 2009 Well i kinda want to make a Spell and Trap block with the last one, forever though i'd have it limited to 1, thanks. Link to comment Share on other sites More sharing options...
Lord Smeagle Posted December 29, 2009 Report Share Posted December 29, 2009 If you want to make the 2nd Card that powerful, raise its level to 7 and its defense to 2500. I'm thinking the OCG needs to be something like this: Once per turn you can place 1 Weather Lock counter on this card(max. 5) Once per turn, you can remove up to 3 Weather Lock counters from this card. Your opponent cannot activate Spell or Trap Cards for a number of their turns equal to the number of Weather Lock counters removed. If this card is destroyed by battle it is removed from play. It's still a bit OP'd. Of course, I think if Weather Lock was a real archetype people would start side-decking Exiled again. Link to comment Share on other sites More sharing options...
Cloister Posted December 29, 2009 Report Share Posted December 29, 2009 That sounds so much better Lord S :D I didn't really know how to fix that sentence S: Link to comment Share on other sites More sharing options...
Guest Zeonark Posted December 29, 2009 Report Share Posted December 29, 2009 It's still a bit OP'd. Of course' date=' I think if Weather Lock was a real archetype people would start side-decking Exiled again.[/quote'] ARE YOU TRYING TO KILL US? I <3 the pictures. OCG fix is up for the second one and I can't find an error on the first one. First one seems decently balanced, good stats to match it's effect. The second one requires a tribute and then you have to wait 3 turns for a negation. Decently balanced. ...Meh.8.6/10 Link to comment Share on other sites More sharing options...
.:Traceur:. Posted December 29, 2009 Report Share Posted December 29, 2009 I will be honest...the only thing that I like here are the pics and the names...so lets fix the OCG:1st cardOnce per turn you can place 1 Weather Lock Counter on this card (max. 5). If your opponent activates a Spell, Trap or Effect that destroys a monster, Spell or Trap card you control you can remove 1 Weather Lock Counter to negate the activation. 2nd cardOnce per turn you can place 1 Weather Lock Counter on this card (max. 5). You can remove up to 3 Weather Lock Counters per 2 turns. Your opponent can't activate Spell or Trap cards during their turn for each removed Weather Lock Counter. If this card is destroyed by battle it is removed from play. my opinion is that the cards are pretty simple and based just around negating effects...and the 2nd card effect is little bit confusing but ok... my rate: 8/10 Link to comment Share on other sites More sharing options...
wero-vasto Posted December 29, 2009 Report Share Posted December 29, 2009 Locking the effects... quite good idea... so 8.7/10 Link to comment Share on other sites More sharing options...
Wuu. Posted December 29, 2009 Author Report Share Posted December 29, 2009 Thanks ya'll! ;D I'll share the reps tomorow, can't right now. Link to comment Share on other sites More sharing options...
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