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great ruins set


RM IS HERE

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here are the first 2 cards

 

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lore: You can not Normal Summon or Set this card. You can not Special Summon this card except by sending 3 cards from your hand to the graveyard, 1 Monster, 1 Spell and 1 Trap, while 'The great ruins' is on the field. When this Monster inflicts damage to your oponent, send 1 Monster, 1 spell and 1 trap from their hand to the graveyard. If you do this, your oponent can draw 2 cards on their next draw phase.

 

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lore: Every WIND and EARTH attribute monster on the field gains 400 ATK and DEF. Every Monster with 'The great ruins' in it's name gains 700 ATK and DEF. During the end phase of your turn, your oponent must discard 1 Monster, 1 Spell or 1 Trap from their hand equill to the number of Monsters on the field with 'The great ruins' in their name.

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Both are ok, but the Field Spell makes the monster way overpowered a +1100 ATK to already 2800 monster. The way you summon the monster is way too easy for such a powerful one. The Field Spell is broken in its own right making you opponent discard 3 cards. There are also a lot of OCG and grammar errors.

 

5.5/10 Decent. Keep trying.

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