Jolta Posted February 21, 2010 Report Share Posted February 21, 2010 ... And you win the Duel... Puzzling effect IMO, but I'm sure this works out really well. 9/10 Link to comment Share on other sites More sharing options...
Yankee Posted February 21, 2010 Author Report Share Posted February 21, 2010 lol, just ask me about what confuses you ^_\\\ Link to comment Share on other sites More sharing options...
Lord Raiden Posted February 21, 2010 Report Share Posted February 21, 2010 Duel of Fate Playability: Somewhat playable, but rather unbalanced and somewhat contradictory. This can be fixed, starting with considering how it may be played. Before playing it, one must consider how long it stays on the field. It would be very easy to destroy this card; it has no built in protection, and can be negated very easily. Most cards with an "I win" effect either have some way that they stay on the field to have a decent chance of actually winning the duel for you (like this: http://yugioh.wikia.com/wiki/Vennominaga_the_Deity_of_Poisonous_Snakes). For this reason, I suggest that an effect such as "the activation of this card cannot be negated" should be added to the effect. Now that the card has some protection from the myriad of negation cards floating around, It needs to be harder to destroy, and perhaps easier to get out if a copy should get destroyed. The best way to do this (in my opinion) would be to make it a field spell instead of a continuous spell. This way, you could run cards like Terraforming, Psuedo Space (to thin your deck by removing 6 cards), Field Barrier (to protect it), Magic Reflector (also to protect it) and many other cards to help support it. You could even use Earthbound Immortals, and since they can't be selected as an attack target, can kill off most of your opponents monsters with ease. Now that the card is harder to stop from hitting the field, there are some other things that can be improved as well. namely, the winning effect. Six turns is a long time to wait for a card to win you the game (which is why no one uses destiny board/final). I don't mean to sound rude or condescending, but I usually win or lose my duels in six to eight turns, and I most often forfeit before I actually lose because the outcome is already obvious to both players. The only times when this does not apply is when people play against (or use) satll/burn decks, where the number of turns goes on for as long as both players keep themselves alive Therefore, to allow this card to win you duels a bit faster, I would recommend the following changes: - Reduce the number of cards needed to be returned to win the game to four. The reason why I suggest this should be added is because I also do not destroy much more than 6-8 monsters in a game (this too can change depending on the decks playing, but amongst most tournament level decks, except for stalling decks, this is largely true); If my opponent summons a lot of monsters at once (for a combo/synchro summon(s)/swarm, etc.) They usually do so because they are fairly certain that they can win the duel as a result of summoning them, and they are usually right. - Reduce the attack per turn limit to two attacks per turn. This way, unless your opponent activates cards that restrict attacks, you can win in two turns. Finally, to maximize playability and perfect the balance and speed of this card, I would remove the "less monsters than you" limit, so that it doesn't become a dead card in your hand, I would remove the "your opponent can add one of the removed from play....." and change it to "your opponent must add one of the removed form play cards" so that the two players are locked into the "I win the duel" effect more deeply. The final step to improve speed would be to remove the "if a monster is not destroyed by battle, destroy the attacking monster" effect. This way stallers such as marshmallon and spirit reaper don't become ridiculous under this card's effect. Lastly, the effect that causes players to lose if they don't have any monsters should be removed, because if it stays there you will win automatically upon the resolution of this card's effect, which is ridiculous. After these (suggested) edits, this is how I imagine the effect to be defined(only roughly; I am not looking to get perfect OCG here, mainly to explain how it would look with my edits. Duel of Fate Spell - Field "The activation of this card cannot be negated. When this card is activated, each player removes, face-down, the top six cards of their decks. These cards remain face down until this card is removed from the field, and then they are flipped face up and treated as removed from play. Monsters cannot attack players directly. Both players may only declate two attacks during each of their battle phases. If a monster is attacked but not destroyed, it loses ATK if in Attack Position or DEF if in Defense Position equal to the ATK of the attacking monster. When a monster is destroyed by battle, its owner's opponent can randomly add 1 of their cards removed from play by this card's effect to their hand. If a player controls no monsters, they lose the duel. If a player adds all cards removed from play by this card's effect to their hand, they win the duel." This effect optimizes the chances of a player winning the duel with it's effect, maximizes searchability and protectability, and minimizes the chances of it getting destroyed. Playability: 7/10. Very good original ideas here. I became genuinely excited when I saw this card and began reading it's effect, but was disappointed at how it fell apart when it was picked apart and actually analyzed. If it weren't for that and all of the fixes, I would have given this a 9 or 9.5 out of ten easily. Creativity: The name is okay....just a bit cliche, and it sounds like the duel is referring to a match of yu-gi-oh instead of a monster battle within the game itself. As for the picture, it is okay too, it's just not very unique and it doesn't really fit this card very well; it's just some anime girl staring up at the player and blushing, and anime girls blushing are hard not to find these days. To me the card represents a fateful conflict that decides the life and death of those who partake in it, and my opinion is that it should be given a similar image. Creativity: 7.5/10. The creative side of this card wasn't too bad, just not terribly inspired.....I have seen dozens of titles and names just like the name of this card and more blushy anime girls than I want to know about. Average: 7.25/10. Final Comment: Despite my criticism of it, I really like this card. It has a very unique win condition attached to it and we need more cards like it. With some of the tweaks I mentioned, I think this card could even work decently well in a local tournament, with the right support. Link to comment Share on other sites More sharing options...
Neo-MasterX Posted February 21, 2010 Report Share Posted February 21, 2010 The changes are more powerful than at Orichalcos10/10 Link to comment Share on other sites More sharing options...
Yankee Posted February 21, 2010 Author Report Share Posted February 21, 2010 Duel of Fate Playability: Somewhat playable' date=' but rather unbalanced and somewhat contradictory. This can be fixed, starting with considering how it may be played. Before playing it, one must consider how long it stays on the field. It would be very easy to destroy this card; it has no built in protection, and can be negated very easily. Most cards with an "I win" effect either have some way that they stay on the field to have a decent chance of actually winning the duel for you (like this: http://yugioh.wikia.com/wiki/Vennominaga_the_Deity_of_Poisonous_Snakes). For this reason, I suggest that an effect such as "the activation of this card cannot be negated" should be added to the effect. Now that the card has some protection from the myriad of negation cards floating around, It needs to be harder to destroy, and perhaps easier to get out if a copy should get destroyed. The best way to do this (in my opinion) would be to make it a field spell instead of a continuous spell. This way, you could run cards like Terraforming, Psuedo Space (to thin your deck by removing 6 cards), Field Barrier (to protect it), Magic Reflector (also to protect it) and many other cards to help support it. You could even use Earthbound Immortals, and since they can't be selected as an attack target, can kill off most of your opponents monsters with ease. Now that the card is harder to stop from hitting the field, there are some other things that can be improved as well. namely, the winning effect. Six turns is a long time to wait for a card to win you the game (which is why no one uses destiny board/final). I don't mean to sound rude or condescending, but I usually win or lose my duels in six to eight turns, and I most often forfeit before I actually lose because the outcome is already obvious to both players. The only times when this does not apply is when people play against (or use) satll/burn decks, where the number of turns goes on for as long as both players keep themselves alive Therefore, to allow this card to win you duels a bit faster, I would recommend the following changes: - Reduce the number of cards needed to be returned to win the game to four. The reason why I suggest this should be added is because I also do not destroy much more than 6-8 monsters in a game (this too can change depending on the decks playing, but amongst most tournament level decks, except for stalling decks, this is largely true); If my opponent summons a lot of monsters at once (for a combo/synchro summon(s)/swarm, etc.) They usually do so because they are fairly certain that they can win the duel as a result of summoning them, and they are usually right. - Reduce the attack per turn limit to two attacks per turn. This way, unless your opponent activates cards that restrict attacks, you can win in two turns. Finally, to maximize playability and perfect the balance and speed of this card, I would remove the "less monsters than you" limit, so that it doesn't become a dead card in your hand, I would remove the "your opponent [u']can[/u] add one of the removed from play....." and change it to "your opponent must add one of the removed form play cards" so that the two players are locked into the "I win the duel" effect more deeply. The final step to improve speed would be to remove the "if a monster is not destroyed by battle, destroy the attacking monster" effect. This way stallers such as marshmallon and spirit reaper don't become ridiculous under this card's effect. Lastly, the effect that causes players to lose if they don't have any monsters should be removed, because if it stays there you will win automatically upon the resolution of this card's effect, which is ridiculous. After these (suggested) edits, this is how I imagine the effect to be defined(only roughly; I am not looking to get perfect OCG here, mainly to explain how it would look with my edits. Duel of Fate Spell - Field "The activation of this card cannot be negated. When this card is activated, each player removes, face-down, the top six cards of their decks. These cards remain face down until this card is removed from the field, and then they are flipped face up and treated as removed from play. Monsters cannot attack players directly. Both players may only declate two attacks during each of their battle phases. If a monster is attacked but not destroyed, it loses ATK if in Attack Position or DEF if in Defense Position equal to the ATK of the attacking monster. When a monster is destroyed by battle, its owner's opponent can randomly add 1 of their cards removed from play by this card's effect to their hand. If a player controls no monsters, they lose the duel. If a player adds all cards removed from play by this card's effect to their hand, they win the duel." This effect optimizes the chances of a player winning the duel with it's effect, maximizes searchability and protectability, and minimizes the chances of it getting destroyed. Playability: 7/10. Very good original ideas here. I became genuinely excited when I saw this card and began reading it's effect, but was disappointed at how it fell apart when it was picked apart and actually analyzed. If it weren't for that and all of the fixes, I would have given this a 9 or 9.5 out of ten easily. Creativity: The name is okay....just a bit cliche, and it sounds like the duel is referring to a match of yu-gi-oh instead of a monster battle within the game itself. As for the picture, it is okay too, it's just not very unique and it doesn't really fit this card very well; it's just some anime girl staring up at the player and blushing, and anime girls blushing are hard not to find these days. To me the card represents a fateful conflict that decides the life and death of those who partake in it, and my opinion is that it should be given a similar image. Creativity: 7.5/10. The creative side of this card wasn't too bad, just not terribly inspired.....I have seen dozens of titles and names just like the name of this card and more blushy anime girls than I want to know about. Average: 7.25/10. Final Comment: Despite my criticism of it, I really like this card. It has a very unique win condition attached to it and we need more cards like it. With some of the tweaks I mentioned, I think this card could even work decently well in a local tournament, with the right support. Thanks! The idea is, however, to have this be able to be stopped, as this would be a last ditch card thing, ya know? If your opponent DOESN'T stop it, it can be at least a way to take down your opponents giant beatstick that is giving you problems ;) Link to comment Share on other sites More sharing options...
-Griffin Posted February 21, 2010 Report Share Posted February 21, 2010 I play this then LV. GG.The insta-win thing is broken, especially since you can activate it when neither player has monsters to force a draw =s Link to comment Share on other sites More sharing options...
Yankee Posted February 21, 2010 Author Report Share Posted February 21, 2010 I play this then LV. GG.The insta-win thing is broken' date=' especially since you can activate it when neither player has monsters to force a draw =s[/quote'] Well, its sort of implied that there has to be a monster on the opponents field.The card does say "face-up monsters".Course, I can see where that implication can be easily missed. Good point out, think I'll fix it up a bit ^_\\\ Link to comment Share on other sites More sharing options...
RAEGING D0GKING Posted February 21, 2010 Report Share Posted February 21, 2010 Your opponent : 2 week monstersYou 1 Powerfull monster, and you activate it and then summon another stronger monster than your opponents.You attack.You win.OP.Could be better Try not to make it OP.7.5/10 Link to comment Share on other sites More sharing options...
-Genesis- Posted February 25, 2010 Report Share Posted February 25, 2010 oh... My... GOD! I wish you could get that card printed! I'd love to use it! 10/10! Link to comment Share on other sites More sharing options...
Yankee Posted February 27, 2010 Author Report Share Posted February 27, 2010 lol, thanks ^_\\\ Link to comment Share on other sites More sharing options...
Sephiroth0713 Posted April 9, 2010 Report Share Posted April 9, 2010 5-5 :) Link to comment Share on other sites More sharing options...
Yankee Posted April 9, 2010 Author Report Share Posted April 9, 2010 Uh...thanks? old card...lol Link to comment Share on other sites More sharing options...
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