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[DMZ] Machine Humour


DMZ

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Well, since it seems to be cool to put your name in a topic, here we go.
I can handle heavy critique about my cards, so you can go ahead and nitpick all you want. The only request I make is to have arguments while you do this.

Cards are all Machine-Types and can also help and hinder themselves. I hope the effects fit the names. The Dozer effect is well...to doze off the cards. Salvage Turret speaks for itself as well.
[img]http://img684.imageshack.us/img684/233/171264e.jpg[/img][img]http://img837.imageshack.us/img837/6097/171264.jpg[/img]
Gattling Pillar is made to absorb part of the damage done to you. Sand Disposal is a short and humorous use of sand to delay your opponent.
[img]http://img832.imageshack.us/img832/6097/171264.jpg[/img][img]http://img833.imageshack.us/img833/9123/171264c.jpg[/img]
Walking Fortress is pretty straightforward, and does what expected. as a bonus, it increases ATK as well.
[img]http://img824.imageshack.us/img824/4195/171264r.jpg[/img]

NEW:
The Fusion version of WF and GP, this monster brings both card's effects together while reducing the self-burn of Gattling Pillar:
[img]http://img690.imageshack.us/img690/6097/171264.jpg[/img]

all image credit is for Jazin kay's excellent archive.
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Okay, here's what I think:

Dozer:

The effect seems okay. Not much to say apart from that.

Salvage Turret:

Slightly OP in my opinion. The ability to use the effects of other monsters seems slightly strong for a Level 4 and if you can use it whenever you want for an indefinite amount of time seems too strong. I'd put a limit. Something like "Once per turn, this card can use the effect of a monster this card destroyed by battle this turn." otherwise you can keep its effect on almost continuously plus if it can only use the effects of monsters destroyed that turn, it can't pull any effect it wants.

Gattling Pillar:

It's effect is good but worded wrong. The correct OCG would be "While this card is in face-up Defense Position, you can reduce this cards DEF by any multiple of 100 to decrease any Battle Damage by the same amount." OR "While this card is in face-up Defense Position, when you would take Battle Damage, you can decrease this cards DEF by the amount of damage you would take to reduce the damage to 0." I'm pretty sure they're right.

Sand Disposal:

It doesn't work. It's a normal Spell Card so it can't be activated outside of the Main Phase so it should be a Trap or a Quick-Play Spell. Besides, I believe the OCG is wrong. It should be "Activate only during your opponents Draw Phase. Until the End Phase, your opponent cannot Summon or Set monsters, activate or Set Spell or Trap Cards and all monsters on their side of the field cannot change battle position." To be honest though, this seems like a shorter but superpowered Cold Wave. Little OP'D for my taste as there isn't any payment or drawback.

Walking Fortress:

Yet another with wrong OCG and here's the correct stuff. "While this card is face-up on the field, all non Machine-Type monsters your opponent controls must attack this card, if able. This card gains 100 ATK for each monster it destroys by battle." However, I think the attack guidance thing is slightly OP for a Level 4 with 2100 DEF. I'd increase the level or add a slight drawback.

Haze Hybrid:

It has a decent guidance effect as well as the negation. However... Wrong OCG again. Should be "Your opponent can only select this card as an attack target. When your opponent activates an effect that targets a monster, change the target to this card. When you would take Battle Damage, you can reduce the ATK and DEF of this card by 500 to reduce the damage to 0."

Overall, they're good cards though slightly OP in places.
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Thank you for your replies.
Salvage Turret: It only gains the effect for 2 turns after it destroyed a monster, and this effectively makes ST THAT card. With all effects limits of that card. For a level 4, it is not that strong ATK wise.

Gattling Pillar: Hmm, your OCg may be right, but it seems my version is clear on this(I don't think there is official OCG for this?) and shorter. It explains quite clearly what you are supposed to do.

Sand Disposal: Thank you, will change.

Walking Fortress: Hmm, drawback.....yeah, you are surely right.

Hybrid: You seem to have 2 different ways of explaining the auto-direct (see WF also). Care to explain which one is better?
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[b]Dozer:[/b]

Boring name. However, the effect is interesting, but only useful for mild stall. Plus, if your opponent is running an RFP Deck, this effect could be a free 500/1000 LP for them. Other than that, standard. Just change the name.


[b]Salvage Turret:[/b]

Powerful effect is offset by low stats; and a lot of Effects are less useful to you than they would be to your opponent.

[i]When this card destroys an opponent's Effect Monster by battle, this card's effect becomes the same as the destroyed monster's, until the start of your second Battle Phase after this effect was activated.[/i]


[b]Gatling Pillar:[/b]

Well, "Book of Moon" + this would allow you to continually negate any Battle Damage. Also, its stats are too high for a Level 5 Effect monster. (More balanced would be 1200/2200)

[i]Once per turn, during either player's damage calculation, you can reduce this card's DEF to 0 to reduce any Battle Damage you take to 0.[/i]


[b]Sand Disposal:[/b]

Needs to be a Quik-Play Spell card if you want to activate it during your opponent's turn. Also, this card is broken. It's a one0turn total lockdown. Sure, your opponent can activate Spells and Traps, but that won't do much good if they can't set any defenses. Allowing them to still Set monsters is a small plus, but overall this could easily set up an easy one turn kill on your next turn.


[b]Walking Fortress:[/b]

Again, stats are too high for a Level 4 Effect monster that doesn't have a detrimental effect. Lower the DEF to 1800. And change it to attack re-direction, not attack forcing. Finally, its second effect is almost pointless since the only monsters it'll be destroying by battle are Level 1s...


[b]Haze Hybrid:[/b]

Automated Turret + Citadel Behemoth = Cyborg Mutant Dragon...? Also, when it comes to Fusions, Level 4 + Level 5 = Level 6/7. And the name makes little sense. One of the only other monsters that redirects attacks and card effects is "Beliel, Marquis of Darkness", whose stats are rather low for its Level. And he doesn't easily negate Battle Damage every time it occurs. You need to re-think this one completely.


[i]Overall, 5/10 because of errors and overpowered-ness.[/i]
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It is an honour to have a Legendary in my topic.
Your comments are appreciated.
I do have some notes regarding your comments:

Dozer's name: Well, the card's name reflects what it is doing. I could come up with some uber1337 name for it, but plain and simple that is what it does.

Salvage Turret: That's better OCG, ty.

Gattling Pillar: I would not like to reduce the DEF to 0 altogether, I like for the Duelist to be able to choose how much he/she drains. The DEF is only high because of that. I think I might just up the level 1 star.
IRT stats: Decreasing ATK should be enough? Skull Fiend has 2500/1200 and it's level 5. This card's stats can only get worse?
and how would Book of Moon help? By repeated Flip Summons stats would be reset?

Sand Disposal: Have a suggestion? While keeping the "Sand" effect?

Walking fortress: Well, the effect to gain ATK I meant to do specifically to gain ATK from monsters that MUST attack it, not WF actually being on the frontline.

Haze Hybrid: About the composing it was meant to take parts of both machines in Fusion, not melt into them. "Haze" refers to that yellow stuff on the dragon's back and hybrid you can think of... Since you say it os Op'ed ( and i see the point) i thought i would make costs for both higher? Like negating effects will cost you ever more ATK/DEF or even Life Points?
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[quote name='DMZ' timestamp='1285686978' post='4663448']
It is an honour to have a Legendary in my topic.
Your comments are appreciated.
I do have some notes regarding your comments:

Dozer's name: Well, the card's name reflects what it is doing. I could come up with some uber1337 name for it, but plain and simple that is what it does.
[/quote]

Well, considering it removes from play, a name like "D.D. Dozer", "Delphic Dozer" or any other esoteric name.


[quote name='DMZ' timestamp='1285686978' post='4663448']
Salvage Turret: That's better OCG, ty.
[/quote]

You're welcome.


[quote name='DMZ' timestamp='1285686978' post='4663448']
Gattling Pillar: I would not like to reduce the DEF to 0 altogether, I like for the Duelist to be able to choose how much he/she drains. The DEF is only high because of that. I think I might just up the level 1 star.
IRT stats: Decreasing ATK should be enough? Skull Fiend has 2500/1200 and it's level 5. This card's stats can only get worse?
and how would Book of Moon help? By repeated Flip Summons stats would be reset?
[/quote]

Perhaps make it if you take 2000 or less damage, reducing the DEF by an amount to reduce that damage. Also, "Summoned Skull" is a Vanilla and is Level 6; useable Vanillas always have higher stats than their Effect counterparts. (Compare "Summoned Skull" and "Frostosaurus" with the "Monarchs"; the first two Vanillas have 2500/1200 and 2600/1700, while the Archetype monsters are 2400/1000. Higher stats, but no effects to help.)

Correct. When a monster is flipped face-down, its stats are reset. "Book of Moon" is a way to abuse the effects of "Light/Dark End Dragon" and "Evil Hero Dark Gaia"; in the first case resetting their ATK and DEF back to what they were, and in the second case turning a potentially 5000 ATK beatstick into a harmless 0 ATK weakling.


[quote name='DMZ' timestamp='1285686978' post='4663448']
Sand Disposal: Have a suggestion? While keeping the "Sand" effect?
[/quote]

What is the "Sand" effect? 'Clogging' up the field to stop your opponent doing anything? I guess a good balancer would be to Tribute an EARTH monster when you activate it to gain a selection of effects. For example, Level 4 or lower to prevent your opponent Setting Spells/Traps, Level 5/6 to prevent your opponent from Summoning monsters and Level 7 or higher to gain both effects.


[quote name='DMZ' timestamp='1285686978' post='4663448']
Walking fortress: Well, the effect to gain ATK I meant to do specifically to gain ATK from monsters that MUST attack it, not WF actually being on the frontline.
[/quote]

Problem is, monsters aren't destroyed by battle when a Defense Position monster is attacked whose DEF is higher than the ATK of the attacking monster; only Battle Damage is inflicted. "Continuous Destruction Punch" will destroy them, but that's another effect. My advice would be to change the effect to something like this:

[i]If your opponent attacks a different EARTH Machine-Type monster you control, you can switch the attack target to this card. Each time this card inflicts Battle Damage to your opponent, this card gains 100 ATK.[/i]


[quote name='DMZ' timestamp='1285686978' post='4663448']
Haze Hybrid: About the composing it was meant to take parts of both machines in Fusion, not melt into them. "Haze" refers to that yellow stuff on the dragon's back and hybrid you can think of... Since you say it os Op'ed ( and i see the point) i thought i would make costs for both higher? Like negating effects will cost you ever more ATK/DEF or even Life Points?
[/quote]

Still, Fusion Levels added together do not form the Level of the finished monster. As for the monster, I think the liquid is supposed to be Sulphuric Acid, if I remember that series of art correctly.

You have two options for the balancing. Either add a third specific material OR reduce it to Level 7 with 2500/2000 and have this effect:

[i]Fusion Materials
If a different face-up monster you control is attacked, you can switch the attack target to this card. Up to twice per turn, during either player's turn, if you would take damage from battle or a card effect, you can reduce this card's ATK and DEF by 500 to halve any damage you take. If this card would be flipped face-down by a card effect, it is switched to face-up Defense Position instead.[/i]
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