Mysty Posted September 7, 2010 Report Share Posted September 7, 2010 I'm going to try to fix the problems with some of the cards that I consider banworthy. Please help in balancing them and offer help and/or cards that should be fixed. I'll state the problems I fixed, so please tell me if there are any other problems to the cards. I try not to change the stats, but I will if they seem to be the problem. [spoiler=Monsters] Black Luster Soldier - Envoy of the Beginning LIGHT Level 8 [Warrior / Effect] ATK 3000 DEF 2500 This card cannot be Normal Summoned or Set. this card cannot be Special Summoned except by removing from play 5 LIGHT or DARK monsters, including 1 LIGHT monster and 1 DARK monster, from your Graveyard. Once per turn, you can remove one monster on the field from play. If you do, skip your Battle Phase this turn. If this card destroyed your opponent's monster as a result of battle, if your opponent controls a monster after this card's first attack, it can attack once again in a row. Problems fixed: I made the summoning conditions tougher and its effects weaker. Black Rose Dragon FIRE Level 7 [Dragon / Synchro / Effect] ATK 2400 DEF 1800 1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned, you can discard a Plant-type monster from your hand to destroy all cards on the field. Once per turn, you can remove from play 1 Plant-Type monster from your Graveyard to change 1 Defense Position monster your opponent controls to face-up Attack Position, and reduce its ATK to 0 until the End Phase. Problems fixed: added a cost to its field nuke to the tune of discarding a Plant-type monster. At least now it isn't just an easily accessible field nuke for any deck, only just Plants. Is it still banworthy, even with its slightly restrictive cost? Breaker the Magical Warrior DARK Level 4 [Spellcaster / Effect] ATK 1200 DEF 1000 When this card is Normal Summoned, place a Spell Counter on it. You can remove a Spell Counter from this card to destroy 1 Spell or Trap Card on the field. Problems fixed: I removed its high ATK. It may be searchable by Mystic Tomato, but its effect requires it to be Normal Summoned, so I'm not concerned with that. What it has going for it now is that it gets under Bottomless, it's still a +1, and now it can hold no limit of Spell Counters since the Spell Counters don't give it any boost other than the power of destruction. The removal of the Spell Counter limit probably doesn't have any practical use, but at least it's something for Spell Counter decks to possibly abuse. If this needs to be hit by Bottomless, I'll put its ATK to 1500, but I think it's fine at 1200. Not too strong, hopefully not too weak.... Chaos Emperor Dragon - Envoy of the End DARK Level 8 [Dragon / Effect] ATK 3000 DEF 2500 This card cannot be Normal Summoned or Set. this card cannot be Special Summoned except by removing from play 5 LIGHT or DARK monsters, including 1 LIGHT monster and 1 DARK monster, from your Graveyard. Once per turn, you can pay 1000 Life Points and discard a card to destroy all cards on the field. Inflict 100 damage to your opponent for each card destroyed this way. Problems fixed: I made its summoning conditions tougher, weakened its effect, and significantly reduced the damage. Chaos Sorcerer DARK Level 6 [Spellcaster / Effect] ATK 2300 DEF 2000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 LIGHT or DARK monsters, including at least 1 LIGHT monster and 1 DARK monster, from your Graveyard. Once while this card is on the field, if you control another monster, you can remove 1 face-up monster on the field from play. If you activate this effect, skip your Battle Phase this turn. Problems fixed: Made its summoning conditions tougher and put more restrictions on its effect. Chimeratech Fortress Dragon DARK Level 8 [Machine / Fusion / Effect] ATK 0 DEF 0 "Cyber Dragon" + 1 or more Machine-Type monsters This monster cannot be used as a Fusion Material Monster. You can only Special Summon this card from your Extra Deck by sending the above cards you control to the Graveyard. (You do not use "Polymerization".) The original ATK of this card is equal to 1000 x the number of Fusion Material Monsters used to Special Summon it. Problems fixed: Removed its invalidation of Machine decks. Chimeratech Overdragon DARK Level 9 [Machine / Fusion / Effect] ATK ? DEF ? "Cyber Dragon" + 1 or more Machine-Type monsters This monster cannot be Special Summoned except by Fusion Summon. Monsters in the Graveyard cannot be used for Fusion Material for this card. When this card is Fusion Summoned, send all other cards you control to the Graveyard. The original ATK and DEF of this card are each 800 x the number of Fusion Material Monsters used for its Fusion Summon. This card's ATK can't be higher than its original ATK. Each turn, this card can attack as many of your opponent's monsters as the number of Fusion Material Monsters used for its Fusion Summon. Problems fixed: Overload Fusion can no longer be used to summon this card. Future Fusion can, but I edited Future Fusion (you'll see later). I also made it so it can't abuse Power Bond or Limiter Removal. i will most certainly edit LR, but I'm not sure about Power bond. Please give me your opinion on Power Bond. Cyber Dragon LIGHT Level 5 [Machine / Effect] ATK 2100 DEF 1600 If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. If you do, this turn, this card cannot attack this turn. Problems fixed: No quick summon of it during the early game, and during the turn it is summoned through its effect, it can't attack. Now it's pretty much Vice Dragon or Oracle of the Sun, but with a higher ATK stat. Dark Strike Fighter DARK Level 7 [Machine / Synchro / Effect] ATK 2600 DEF 1800 Once per turn, you can Tribute 1 monster, except "Dark Strike Fighter", to inflict damage to your opponent equal to its Level x 200. Problems fixed: Added "once per turn" and made it so it can't Tribute itself, or any other "Dark Strike Fighter". Destiny Hero - Malicious DARK Level 6 [Warrior / Effect] ATK 800 DEF 800 If this card and another "Destiny Hero Malicious" are in your Graveyard, you can remove this card in your Graveyard from play to Special Summon 1 "Destiny Hero - Malicious" from your Deck. This effect can only be used once per Duel. Problems fixed: I kept its summoning advantage, but now I made it a little harder to do it. Now the choice isn't whether this should to 3 or 1, but whether it should go to 3 or 2. Duststar Dragon (Stardust Dragon gets its name changed) WIND Level 8 [Dragon / Synchro / Effect] ATK 2000 DEF 2500 1 Tuner + 1 or more non-Tuner monsters This card's name is also treated as "Stardust Dragon" while it is on the field or in the Graveyard. You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. Problems fixed: I removed its interaction to Starlight Road, switched its stats to remove its 2500 ATK problem but still keep it decent to summon. I also removed its ability to come back at the end of the turn, meaning it no longer easily allows overextension. Also, now it allows for a "Star Dragon" archetype. Duststar Dragon/Assault Mode (Sure, it didn't really need a name change, but why not give it to it anyway?) WIND Level 10 [Dragon / Effect] ATK 2500 DEF 3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with its own effect or with "Assault Mode Activate". You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s) on the field, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase. When this card on the field is destroyed, you can Special Summon 1 "Duststar Dragon" from your Graveyard. Problems fixed: Once per turn Solemn on legs doesn't work for me, so I gave it Stardust Dragon's effect. Sure, it has Stardust's problem of allowing overextension, but with those summoning conditions, I suppose I can allow it. Elemental Hero Absolute Zero WATER Level 8 [Warrior / Fusion / Effect] ATK 2500 DEF 2000 1 "Elemental Hero" monster + 1 WATER monster This monster cannot be Special Summoned except by Fusion Summon. This card gains 500 ATK for each other WATER monster on the field. Problems fixed: I didn't like how its Fusion Materials didn't match the others, so I changed it to match the others just for style reasons. Being able to pull off all its insane combos with Future Fusion and Destiny Heroes (mainly Malicious) didn't quite ring with me. I also removed its random Raigeki effect, but I felt bad for it, so I made it so multiple Absolute Zeroes can pump each other up. Elemental Hero Stratos WIND Level 4 [Warrior / Effect] ATK 1550 DEF 300 When this card is Normal or Special Summoned, you can select and activate 1 of these effects: ● Destroy Spell or Trap Cards on the field up to the number of "Elemental Hero", "Destiny Hero", and "Evil Hero" monsters you control (not counting this card). ● Add 1 "Elemental Hero", "Destiny Hero", or "Evil Hero" monster from your Deck to your hand, except "Elemental Hero Stratos". Problems fixed: I eliminated it being a self-gadget. Also, I decided to weaken its ATK score so it can't swing for 1/5 of the opponent's Life nor can it be searched by recruiters. It also can be hit with Bottomless. You'll see I will probably use that 1550 logic for cards that use effects when Special Summoned. Perhaps I could just get rid of one of its effects and put its ATK back to 1800. Exodia the Forbidden One DARK Level 3 [Spellcaster / Effect] ATK 1000 DEF 1000 If you have "Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One", and "Left Arm of the Forbidden One", in addition to this card in your hand, you can send them from your hand to your Graveyard to destroy all cards your opponent controls and inflict 500 damage to your opponent for each card destroyed this way. Problems fixed: I actually didn't know what to do with this card. Granting an instant lucksack win is too powerful, having to summon the pieces is too hard (or at least too unpopular an idea), so maybe an "Exodia, Obliterate!" ability works. I also included damage in case destruction wasn't insulting enough. Overpowered? Fiber Jar EARTH Level 3 [Plant / Effect] ATK 500 DEF 500 FLIP: Remove from play all cards on the field, in all hands, in all Graveyards, and this card. Then both players draw 5 cards. Problems fixed: I took "restarting the game" and made it something very different. Possibly too abusable with return from the Different Dimension and D.D. Scout Plane (and to an extent, D.D. Survivor)? Goyo Guardian EARTH Level 6 [Warrior / Synchro / Effect] ATK 2500 DEF 2000 1 Warrior-type Tuner + 1 or more non-Tuner monsters If the Tuner monster used for this card's Synchro Summon is "Jutte Fighter", this card gains the following effect: • When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon that monster to your side of the field in face-up Defense Position during the End Phase. Problems fixed: Now Jutte Fighter practically has to be its Tuner, or even Gaia Knight, the Force of Earth is a better option. I was wondering whether I should lower its ATK to 2400 so that Monarchs can crash into it, but I think having to use Jutte Fighter and having its ATK lowered is enough. I kept the Warrior Tuner option open so that it can be used in Solid Warrior decks for another beatstick. Judgment Dragon LIGHT Level 8 [Dragon / Effect] ATK 3000 DEF 2600 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 5 "Lightsworn" monsters with different names from your Graveyard. You can pay 2000 Life Points to destroy all cards on the field. You cannot attack during the turn you activate this effect. During your End Phase, send the top 8 cards of your Deck to the Graveyard. Problems fixed: I made its summoning conditions a little harder, increased the field nuke's cost, condition, and made it so it destroys itself. I also increased the mill. I don't whether that was a good thing or a bad thing to do, but Lightsworn may overmill if they keep it around. Phantom of Chaos DARK Level 4 [Fiend / Effect] ATK 0 DEF 0 Any Battle Damage this monster inflicts to your opponent becomes 0. Once per turn, you can remove from play from your Graveyard 1 monster that can be Normal Summoned. Until the End Phase, this card's name is treated as that monster's name, and it gains that monster's effect(s) and ATK. Problems fixed: Now the monsters have to be able to be Normal Summoned. Goodbye clever nuke situations with Norleras, Judgment Dragon, etc. Also, no 3 card Armityle, but I was never really worried about that. I decided to let it work with Normal Monsters in the graveyard. Why? I don't know, maybe the ATK score or name? *cough*Gemini monsters*cough* Plaguespreader Zombie DARK Level 2 [Zombie / Tuner] ATK 400 DEF 200 Remove this card from play when it is sent from the field to the Graveyard unless it is used for the Synchro Summon of a Zombie-type monster. While this card is removed from play, you can return a card from your hand to the top of your Deck to put this card into your Graveyard. You can return a card from your hand to the top of your Deck to Special Summon this card from your Graveyard. This effect can only be used once per Duel. Problems fixed: A DARK Zombie-type Tuner that can be used twice in just any deck (or more in a Zombie deck) for a little cost? I don't think so. The support made for that type and attribute make sending it to the Graveyard and bringing it back easy already, so I made the first effect to greatly hinder its reuse in non-Zombie decks. However, I did make it reusable in all decks once at a higher cost. Rescue Cat EARTH Level 4 [Beast / Effect] ATK 300 DEF 100 You can send this face-up card to the Graveyard to Special Summon 2 Level 3 or lower non-Tuner Beast-Type monsters from your Deck. Those monsters cannot attack directly this turn and are destroyed during the End Phase. Problems fixed: It can't be used for OTKs or cheap Synchro Summoning. I hope those were its only problems. Is the GB Test Tiger tag combo a problem? Sky Scourge Norleras DARK Level 8 [Fiend / Effect] ATK 2400 DEF 1500 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 LIGHT Fairy-Type monster and 3 DARK Fiend-Type monsters in your Graveyard. You can pay 1000 Life Points to send all cards on the field and in both players' hands to the Graveyard, then you and your opponent each draw 2 cards. Problems fixed: I've made it so both you and your opponent have cards in hand. I'm not sure about if I should restrict it more, since a dedicated deck could probably quickly summon a lot of monsters out of the Graveyard and murder the opponent that turn. Sinister Serpent WATER Level 1 [Reptile / effect] ATK 300 DEF 250 During your Standby Phase, if this card is in your Graveyard, you can discard a card to return this card to your hand. Problems fixed: I hope you'll be using it for what it is rather than free discard fodder. Otherwise you should have just kept it in the Graveyard. Substitoad WATER Level 1 [Aqua / Effect] ATK 100 DEF 2000 Once per turn, you can Tribute 1 monster to Special Summon 1 "Frog" monster from your Deck, except "Frog the Jam". "Frog" monsters, except "Frog the Jam", cannot be destroyed by battle. Problems fixed: stopped the Frog FTK. To me, this was the problem, not Ronintoadin, but that might appear on this list soon too.[/spoiler] [spoiler=Spells] Black Whirlwind Normal Spell This turn, when a "Blackwing" monster is Normal Summoned to your side of the Field, you can add 1 "Blackwing" monster from your Deck to your hand that has less ATK than that monster. Problems fixed: Before, it could turn your Blackwings into Gadgets, and multiples worked too well together. Now it's a one-time deal that isn't as easily stoppable. Dark Hole Normal Spell Destroy all Monster Cards on the field. You cannot attack during the turn you activate this card. Problems fixed: I added a "no attack" restriction to lower the likelihood of OTKs and to not let the user get a free attack. After all, this card should mainly be used to counter overextension. Since so many monsters pay for themselves and many cards revive monsters, I don't mind keeping it so it can be used on any one of your turns except for turns that you've already attacked. Dimension Fusion Normal Spell You can only activate this card if your opponent has monsters removed from play, by selecting any number of them and paying 1000 Life Points for each selected monster. Each player Special summons as many of their removed from play monsters as possible, up to the number of selected monsters. Problems fixed: Now the opponent has to be able to join in the fun as well. I certainly wouldn't like you gaining a huge advantage on your opponent. I changed the Life Point cost depending on how many monsters you want to summon. Future Fusion Continuous Spell Send, from your Deck to the Graveyard, two Fusion Material Monsters that are listed on a Fusion Monster Card that can be Fusion Summoned with only two Fusion Material Monsters, and select that 1 Fusion Monster from your Extra Deck. Special Summon a Fusion Monster from your Extra Deck with the same name as the selected Fusion Monster during your 2nd Standby Phase after this card's activation. (This Special Summon is treated as a Fusion Summon.) When this card is removed from the field, destroy the monster. When the monster is destroyed, destroy this card. Problems fixed: the Fusion monster has to be summonable with only 2 Material now, so F.G.D. can't be chosen, severely hurting Disaster dragon decks, and Chimeratech Overdragon and Worm Zero can only send two monsters, hurting the Cyber Eltanin and Worm Victory OTKs. However, I feel as though this might still be banworthy if Fusions were more generic in their Fusion Material, like the attribute-specific Elemental Heroes (Great tornado, Gaia, etc.). Is a slightly specific double Foolish Burial that might summon a Fusion monster later broken, even if that fusion monster is now susceptible to monster and spell removal? Giant Trunade Normal Spell Return all Spells and Traps on the field to their owners' hands. You cannot attack directly during the turn you activate this card. Problems fixed: I once heard this card can only be used for OTKs, so I decided just to take away its ability to allow OTKs. Since its ability seems to be only good for allowing OTKs or combos *cough*Card Destruction*cough* I decided to give it a slightly lighterr penalty than Dark Hole and Heavy Storm. Heavy Storm Normal Spell Destroy all Spell and Trap Cards on the field. You cannot attack during the turn you activate this card. Problems fixed: I added a "no attack" restriction to lower the likelihood of OTKs, just like I did to Dark Hole. It may punish overextension, but I still feel this doesn't cover the non-OTK problem behind HS: it can be used any time just to wipe out a stall board. this card just gives them one more turn. Is that still fair? And what about Cold Wave? What should I do with that, if anything? Infernity Launcher Continuous Spell Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If you do, if there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them. Problems fixed: I know some of you are thinking "Why didn't you make it so Infernity Archfiend couldn't search it?". I know another group is thinking "Why didn't you make Archfiend only search out monster cards?". To me, Archfiend is a perfectly good card and I won't nuke it, even though currently Launcher and Mirage allow for a summoning loop when used with it. I also decided to make it so you have to do the first effect in order to activate the second effect. That shouldn't really nuke it, right? It also doesn't make a good choice to search for Archfiend if you want an immediate effect. The summoning loop is hurt a bit too. Limiter Removal Quick-Play Spell Double the ATK of all face-up Machine-Type monsters you control, until the end of this turn. This turn, halve all Battle Damage to your opponent. During the End Phase, remove from play all monsters that were affected by this effect. Problems fixed: I decided to make the damage halved. Now it just makes your monsters bigger beatsticks for the turn rather than more effective damage. If you're attacking directly with Machines, just attack; you can't double the damage anymore with this card. Mass Driver Continuous Spell Once per turn, you can Tribute 1 monster on your side of the field to inflict 400 points of damage to your opponent's Life Points. Problems fixed: a million and a half OTKs disappear. Monster Reborn Normal Spell Select a monster from either player's Graveyard and Special Summon it to your side of the field. This turn, it cannot attack or activate its effects, and its effects are negated. Problems fixed: I'm actually not quite sure what I should do with this. I decided to stop its attack and negate its effect for the turn. Enough? Pot of Greed Normal Spell Draw 2 cards. If you control a "Spirit of the Pot of Greed", "Avatar of the Pot", or "Goblin of Greed", or if "Moray of Greed", "Greed Grado", "The Gift of Greed", or "Pot of Duality" is in your Graveyard, send 1 card from your hand to your Graveyard. Otherwise, send 2 cards from your hand to your Graveyard. Problems fixed: I made it a conditional +0, a -1 otherwise. I might have to edit Avatar of the Pot now just to be sure it won't be abused. Please tell me what you think of this issue. Premature Burial Equip Spell It cannot be added to your hand except by drawing it or if it is being returned to your hand from the field. Pay 800 Life Points. Select 1 monster from your Graveyard. Special Summon it to the field in face-up Attack Position, and equip it with this card. When this card is removed from the field, destroy the equipped monster. Problems fixed: stops Hidden Armory and PTD from adding it to your hand. I didn't want to make this card completely bounce-resistant (or else Giant Trunade would be way too much fun with it), so I instead made it not so abusable by those effects by making its effect similar to Call of the Haunted's effect. Rekindling Normal Spell Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. They cannot be used as Synchro Material Monsters and all Battle Damage they inflict to your opponent is halved. During the End Phase, remove from play all monsters that were Special Summoned by this effect. Problems fixed: stopped their Synchroing engine, meaning the monsters will likely be removed from play. However, I still feel like being able to swarm for massive damage is still too powerful, so I added that halved battle damage clause to weaken it, hopefully without weakening them too much. Temple of the Kings Continuous Spell Each player can only set up to two Spell or Trap cards per turn. You can activate Trap Cards on the same turn they are Set. You can send this face-up card and 1 face-up "Mystical Beast of Serket" you control to the Graveyard to Special Summon 1 Monster Card from your hand, Deck or Extra Deck. Problems fixed: I added the first line just to make it match the anime a bit more and to remove the consistency of FTK decks. Is its summoning ability too powerful though? [/spoiler] [spoiler=Traps] All-Out Attacks Continuous Trap All monsters that are Special Summoned are changed to face-up Attack Position and must attack, if able, during the turn they are Special Summoned. If a monster Special Summoned to your opponent's side of the field by a card effect you control is changed to Attack Position this way, Battle Damage to the controller of that monster from a battle involving that monster becomes 0. Problems fixed: Ojama Trio only deals 900 damage and Cactus Fighter results in an infinite, non-damaging loop. This doesn't prevent damage to players with Nightmare Archfiends, but then again, those things have 2000 ATK; it would take a monster with 3900 or more ATK to cause their controller to take 8000 damage. I've also edited it so that them using Scapegoat can't save them now, which I believe is what that card was somewhat intended for. Exchange of the Spirit Normal Trap You can only activate this card by paying 1000 Life Points while there are 15 or more cards in each player's Graveyard. Both players swap the cards in their Graveyard with the card(s) in their Deck. Then, shuffle the card(s) in each new Deck, and put it on the Deck Zone. Problems fixed: No more first turn mills. Now your opponent has to be on similar grounds of cards in Graveyard. Imperial Order Continuous Trap As long as this card remains face-up on the field, negate the effects of all Spell Cards on the field. The turn player can pay 700 Life Points to negate this effect during this turn. Pay 700 Life Points during each of your Standby Phases. If you do not, this card is destroyed. Problems fixed: I gave each player the ability to negate this card's effect for a turn for 700 Life points. Beware, since using this effect also lets your opponent use the Quick-Play spells they have set. Mirror Force Normal Trap Activate only when your opponent declares an attack. Activate the appropriate effect, depending on how many Attack Position monsters your opponent controls: • 1: Negate the attack. • 2: Destroy the attacking monster and end the battle phase. • 3+: Destroy all Attack Position monsters your opponent controls. NOTE: This card may not be exactly broken, but I'd rather it use its immense power to punish overextension. Also, this idea is Crab Helmet's (there may be a few changes), so I give her credit for it. Starlight Road Normal Trap Activate only when an effect is activated that would destroy 2 or more cards you control. Negate the effect and destroy that card. NOTE: Its second effect is rendered useless with my style name change of Stardust dragon, but I figure I might as well post it anyway. Ultimate Offering Continuous Trap Pay 500 Life Points to Normal Summon or Set 1 extra monster. You can only gain this effect once per turn and can only activate this effect during your Main Phase or your opponent's Battle Phase. Problems fixed: I decided just to make it once per turn. Otherwise it allows for easy swarming on an opponent with no monsters. It also makes Neo-Spacian Grand Mole slightly less abusable.[/spoiler] That isn't all the cards I can think of, but they are the ones I thought of off the top of my head. Please comment and discuss them if you so wish. Link to comment
CrabHelmet Posted September 7, 2010 Report Share Posted September 7, 2010 A lot of these seem to "fix" the problem by just piling on restriction after restriction until the card is completely worthless, rather than by fundamentally altering the problem while still maintaining a decent final product. For example, look at Chaos Emperor Dragon: you're expected to set up a Graveyard of eight monsters so that you can then give up every card in your possession for +0 or worse field removal that you can't even exploit to attack directly because you just lost all your cards, and your opponent can field more cards during their turn. The point of fixing cards is to make them useful but balanced; the way you're going about it, we may as well just keep the current versions and leave them banned. Link to comment
Icy Posted September 7, 2010 Report Share Posted September 7, 2010 I swear half the fixes here make them so far worst you wouldn't bother running them unless the format came to a dead stop. Link to comment
Buttercup Posted September 7, 2010 Report Share Posted September 7, 2010 WHY WOULD YOU NERF NORLEAS, EXODIA, BREAKER, PLAGUE, CYBER DRAGON, ABSOLUTE ZERO, HEAVY STORM, ULTIMATE OFFERING AND PHANTOM OF CHAOS!? I don't even care what All-Out Attacks is. Link to comment
Mysty Posted September 7, 2010 Author Report Share Posted September 7, 2010 @Crabby: unless you were spewing crap the day you suggested your Mirror Force replacement, don't tell me that the Mirror Force you made was crap. Also, i can see that I overdid it with the fieldnuking cards. However, what about the other cards? Did I do a good job on the others? Tell me which of those specifically didn't do right. You know, none of you actually helped. Maybe I did overdo it on killing the field nukes. Maybe I should have just reduced the damage on CED. However, field nukes have proven to be really powerful and quite bad for the game, but I don't know how to balance them out. Please teach me how to balance them out. [quote name='Ser Warjacksworth' timestamp='1283846224' post='4609486'] WHY WOULD YOU NERF NORLEAS, EXODIA, BREAKER, PLAGUE, CYBER DRAGON, ABSOLUTE ZERO, HEAVY STORM, ULTIMATE OFFERING AND PHANTOM OF CHAOS!? I don't even care what All-Out Attacks is. [/quote] Norleras - as I said, I have a problem with field nukes, but don't know how to fix them. Which reminds me, Black Rose Dragon needs to be on the list as well. Exodia - lucksack victories are bad for the game. It isn't really that hard to achieve either. At least getting them on the field requires some strategy that can search this out, Special Summon the normal monsters, and keep them on the field so that you can summon this. That doesn't sound too hard, only harder than its regular goal. What would you have suggested doing to Exodia? Breaker - I think it was pretty well established a while ago that its +1 and swing for 1/5 of your Life Points was banworthy. Just remove the high ATK part and the +1 is relatively fine. Cyber Dragon - Cyber Dragon is a big beatstick that can easily be Special Summoned, has LIGHT and Machine support, is Level 5, and high ATK to boot. A second or third turn can easily go "you have a monster but I don't so i summon this". I've seen many games practically decided on that its lucksack draw many many times. In addition, it is quick Synchro Material. However, since Vice dragon and Oracle of the Sun are around and seem not to be broken, I'll adjust Cyber Dragon so that it only takes away the advantage it has over the others. Phantom of Chaos - Choose: Norleras or Phantom of Chaos. This combo lets you devastate the opponent no matter what deck you're using and, in a dedicated deck, lets you abuse your opponent's state of nothingness. I don't like leaving the opponent completely hopeless like that, so I fixed up Norleras. However, Phantom of Chaos also has the problem of letting you use ANY effect, including other monsters' field nukes. Not to mention that POC, DNA Surgery, Machine Dupe, and a little setup lets you summon a 10000 ATK monstrosity whose only drawbacks are that it can't be resurrected and that it lets your opponent attack directly each attack. Is that combo so much a problem? Not really, but I'd rather not take a chance with the field nukes. Absolute Zero - I got a problem with a raigeki waiting on 2500+ ATK legs. The changing of its Fusion Material was just to make it work like the rest. Heavy Storm - Quick S/T field wipe is OP'd. Just eliminate the assisting OTKs part and adjust it a little so its main job is punishing overextension and it's A-OK! Ultimate Offering - Ultimate Offering only helps speed up OTKs, lets Neo-Spacian Grand Mole become a huge stall tool, and speeds Gadgets up way too fast. Since those seem to be its only use, just remove those uses and it is fixed. It still has uses in allowing decks to speed up their swarming, but I wanted to see what would happen if it allowed both people to do this. Also, the "once per turn" restriction helps n00bs not overextend. All-Out Attacks is a relatively useless card that only allows for OTKs using token cards and either high ATK monsters and/or monsters that put monsters on the opponent's field. Otherwise, it doesn't have too much of a use. Also, I edited the cards I thought needed to be re-fixed. Please comment. EDIT: I edited the cards now, and I tried my best to make the field nuke effects good, but not too powerful. Link to comment
Andross88 Posted September 9, 2010 Report Share Posted September 9, 2010 I've been thinking of doing something similar to this myself, and you've done a really good job on most of this. However, I think the emphasis should be more on actual "banworthy" cards, and not just on cards that are broken [i]when you actually manage to pull them off[/i]. Essentially, SD/AM (for example) has already been nerfed. Instead of giving it an easy to Summon effect (like CED-EotE, for example), it's pretty difficult. Even a dedicated deck is not going to pull it off consistently. As far as I know, no SD/AM deck has ever placed at a big event, although I might very well be wrong on that point. Other monsters you listed (Stardust itself, for example) aren't broken at present. Yes, it's a staple, but that doesn't mean it's broken. Stardust/Starlight can stop many OTKs, which kind of goes against the whole idea you started from. Anyway, just my two cents, and, honestly, many of your cards are pretty great. Link to comment
Mysty Posted September 9, 2010 Author Report Share Posted September 9, 2010 [quote name='Andross88' timestamp='1284054756' post='4611364'] I've been thinking of doing something similar to this myself, and you've done a really good job on most of this. However, I think the emphasis should be more on actual "banworthy" cards, and not just on cards that are broken [i]when you actually manage to pull them off[/i]. Essentially, SD/AM (for example) has already been nerfed. Instead of giving it an easy to Summon effect (like CED-EotE, for example), it's pretty difficult. Even a dedicated deck is not going to pull it off consistently. As far as I know, no SD/AM deck has ever placed at a big event, although I might very well be wrong on that point. Other monsters you listed (Stardust itself, for example) aren't broken at present. Yes, it's a staple, but that doesn't mean it's broken. Stardust/Starlight can stop many OTKs, which kind of goes against the whole idea you started from. Anyway, just my two cents, and, honestly, many of your cards are pretty great. [/quote] Starlight Road is kinda OP'd because of its ability to summon a 2500 ATK monster that can stop yet another card (SR's first effect is just fine), hence changing the name of Stardust Dragon. Stardust Dragon may not be exactly broken, but it is bad for the game in its own right by promoting overextension and having 2500 ATK, which makes it rather hard to destroy in battle. At least in its nerfed form, it's still hard to destroy in battle, but you can't really use that to your advantage except to stall, and it can only prevent a destruction card once, not once per turn. In my experiences, I could pull out SADDAM pretty consistently in my WC10 Cloaked Duelist copied deck (I'm actually thinking of making that deck IRL because of how awesome it is, if I get the cards for it). It isn't even nearly really based on Stardust Dragon/Assault Mode - it just has Arcane Apprentice, Zombies, Malicious, and SD teched in an Elemental Hero deck. SADDAM is a free Solemn on powerful legs every turn and even summons back Stardust Dragon if the opponent manages to destroy it. To me, that's just too powerful and I felt that giving the person who uses it only the power to overextend freely is slightly balanced out by its summoning conditions and weaker ATK strength. That Cloaked Duelist deck topped two regionals, and that wasn't even based on SADDAM. I can't imagine what a Flamvell/SADDAM deck can do. I don't keep up with what's meta and what wins, so i wouldn't know whether it tops anything or not. While Stardust and Starlight can stop OTKs, they don't need to be powerful enough to easily turn the game around. I've taken away enough of their power just so that they can still serve that "stopping OTK" purpose. Do note that I'm also taking away the OTKing power of the OTK cards, so stopping OTKs is mostly taken care of already. Note I might change some of the cards slightly and/or add more cards, so stay tuned for that. I think Rekindling might be on this list soon, but I'm not quite sure what to do for it. EDIT: Separated into Monsters, Spells, and Traps, and alphabetized them. Added Infernity Launcher (which, shockingly, I didn't change the name to Zero Launcher), Rekindling (a +1 card advantage Shooting Star Dragon or a 0 card advantage Red Nova dragon with at least 5000 ATK, among other Synchro monster shenanigans is easily banworthy) and Giant Trunade (yes, I even went that far because it seems to only promote OTKs). I'll soon be adding another replacement for Heavy Storm is a certain someone will let me. Also, please help me with Change of Heart, Brain Control, and Mind Control. I feel like this would be easier if I consolidated it all into one balanced card, but I'd rather not and actually have three separate cards for taking control of a monster, maybe with all different strengths and weaknesses. Help, anyone? Link to comment
Mysty Posted September 13, 2010 Author Report Share Posted September 13, 2010 I've added a few more cards and remade my Exodia fix. It relies on all the pieces of Exodia in the hand again, but doesn't instantly win the game. Link to comment
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