Sephiroth_The_Legend Posted January 26, 2010 Report Share Posted January 26, 2010 FIX: Pay 700 Life Points. Special Summon 1 Thunder-Type monster from your Deck. Your opponent can then add 1 Spell or Trap Card from their Deck to their hand. As long as the Summoned monster is not your Graveyard, you can destroy 1 card on the field during each of your opponent's Standby Phases. interesting. i can summon thunder dragon this way :D jk's.ocg errors were fixed but there was still a couple small ones.. giving your opponent a spell or trap can be game breaking though, and i can't think of any really decent Thunder monsters except for Thunder King Rai Oh and the Batterymen. also i would make this a Continuous Spell. otherwise how would the destruction effect continue to happen if the card isnt on the field? 8.6/10 Link to comment Share on other sites More sharing options...
-Griffin Posted January 26, 2010 Report Share Posted January 26, 2010 I'd just bounce whatever I added, or spin/RFG him as appropriate.In fact, I'd probably get a Batteryman, tribute/synchro material it then RFG it for Industrial Strength - or just RFG it with Cyber Valley. I really question the power to destroy each Standby Phase with few ways to stop it - the part where you give your opponent any card seems a huge downside, so perhaps its balanced - still, it feels highly abusable with setting up OTKs knowing the beatsticks you can grab. Link to comment Share on other sites More sharing options...
JG. Posted January 26, 2010 Report Share Posted January 26, 2010 Summoned should be capitalised. Otherwise, this is nice. And I know he's good, I got a few tips too ;D Link to comment Share on other sites More sharing options...
Cloister Posted January 26, 2010 Report Share Posted January 26, 2010 well, I think the effect is bit too simple and short to be 10/10(it's good though) Link to comment Share on other sites More sharing options...
Guest Zeonark Posted January 26, 2010 Report Share Posted January 26, 2010 FIX: Pay 700 Life Points. Special Summon 1 Thunder-Type monster from your Deck. Your opponent can then add 1 Spell or Trap Card from their Deck to their hand. As long as the Summoned monster is not your Graveyard' date=' you can destroy 1 card on the field during each of your opponent's Standby Phases. interesting. i can summon thunder dragon this way :D jk's.ocg errors were fixed but there was still a couple small ones.. giving your opponent a spell or trap can be game breaking though, and i can't think of any really decent Thunder monsters except for Thunder King Rai Oh and the Batterymen. also i would make this a Continuous Spell. otherwise how would the destruction effect continue to happen if the card isnt on the field? 8.6/10[/quote'] Gonna fix that in a minute. LolThunderDragon.Game breaking or not, it still balances it out. You could activate something to where nothing goes into the graveyard, if the monster is destroyed and RPF instead, you still get to blow something up each of your opponent's turns. Which is why I say it's balanced. In my book anyway.The monster gets the continuous effect. Not the Spell. D: Thanks Nick. I'd just bounce whatever I added' date=' or spin/RFG him as appropriate.In fact, I'd probably get a Batteryman, tribute/synchro material it then RFG it for Industrial Strength - or just RFG it with Cyber Valley. I really question the power to destroy each Standby Phase with few ways to stop it - the part where you give your opponent any card seems a huge downside, so perhaps its balanced - still, it feels highly abusable with setting up OTKs knowing the beatsticks you can grab. [/quote'] Exactly. Use something like that one Spell Card that Removes From Play cards destroyed. Forgot the name. But your opponent could grab something like Mirror Force, Magic Cylinder(Lol.), etc. But you're right. It is quite abusable. This would probably be Limited or Semi-Limited if put in the real game. Thanks. Summoned should be capitalised. Otherwise' date=' this is nice. And I know he's good, I got a few tips too ;D[/quote'] Ohshi- Gonna fix that.Kewl. ;D Thanks. well' date=' I think the effect is bit too simple and short to be 10/10(it's good though)[/quote'] But if I make a long effect, it's going to have steps and Icy Sensei will kill me. ._. Link to comment Share on other sites More sharing options...
Yankee Posted January 27, 2010 Report Share Posted January 27, 2010 ^-.-Don't fear Icy. He's actually nothing to fear XDBesides, I taught Icy ;)Nothing is wrong with bad effects, at all. Even Icy will tell you that. You just gotta do them right. Link to comment Share on other sites More sharing options...
Guest Zeonark Posted January 27, 2010 Report Share Posted January 27, 2010 ^-.-Don't fear Icy. He's actually nothing to fear XDBesides' date=' I taught Icy ;)Nothing is wrong with bad effects, at all. Even Icy will tell you that. You just gotta do them right.[/quote'] That's just it.I can't do them right. D: You taught Icy? Ohshi-Maybe I should've come to you. o; Link to comment Share on other sites More sharing options...
Yankee Posted January 27, 2010 Report Share Posted January 27, 2010 ^-.-Don't fear Icy. He's actually nothing to fear XDBesides' date=' I taught Icy ;)Nothing is wrong with bad effects, at all. Even Icy will tell you that. You just gotta do them right.[/quote'] That's just it.I can't do them right. D: You taught Icy? Ohshi-Maybe I should've come to you. o; He has a hard time accepting it, but yes, I taught him. He was new here, and I helped him out. He took off from there ^_\\\ You can do them right. Try not to overthink the card, and try not to add what I call "add-ons". Basically something like a random, or extra effect thrown in there just because it can make it cooler or something. That undermines the central idea of the card, and in the long run, ruins it. Just try to stick with your idea, and add effects if you want, that work with your idea. Don't try to do too much though..The time in ycm that making long, game changing effects seems to have passed... Link to comment Share on other sites More sharing options...
Sephiroth_The_Legend Posted January 27, 2010 Report Share Posted January 27, 2010 FIX: Pay 700 Life Points. Special Summon 1 Thunder-Type monster from your Deck. Your opponent can then add 1 Spell or Trap Card from their Deck to their hand. As long as the Summoned monster is not your Graveyard' date=' you can destroy 1 card on the field during each of your opponent's Standby Phases. interesting. i can summon thunder dragon this way :D jk's.ocg errors were fixed but there was still a couple small ones.. giving your opponent a spell or trap can be game breaking though, and i can't think of any really decent Thunder monsters except for Thunder King Rai Oh and the Batterymen. also i would make this a Continuous Spell. otherwise how would the destruction effect continue to happen if the card isnt on the field? 8.6/10[/quote'] Gonna fix that in a minute. LolThunderDragon.Game breaking or not, it still balances it out. You could activate something to where nothing goes into the graveyard, if the monster is destroyed and RPF instead, you still get to blow something up each of your opponent's turns. Which is why I say it's balanced. In my book anyway.The monster gets the continuous effect. Not the Spell. D: Thanks Nick. Thats fine. But the actual destruction part of the card lies with the Spell, not with the monster. if this card is removed from the field, theoretically it doesnt do anything. if you wanted to keep as is, then add this into the effect. As long as the Summoned monster in not in your Graveyard and this card is in the Graveyard... etc... or something like.....im not 100% sure on the wording for something like that. Link to comment Share on other sites More sharing options...
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