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TeamReginaRages Return Card of Forgivefulness


TeamReginaRage

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The idea is good, for a beginning, but as it is it is OP'd, the OCG needs some slight modifying and it definitely needs a new pic. Changes in [b]bold[/b].

[color=#474747][font=tahoma, verdana, arial, sans-serif][size=2]As long as this card is [b]face-up[/b] on the field, all [b]N[/b]ormal [b]M[/b]onsters [b]you control [/b][s]are unaffected by the effects of Spell or Trap cards, and[/s] cannot be destroyed by battle. This card gains [s]600[/s] [b]400 [/b]ATK for each [b]N[/b]ormal [b]M[/b]onster in your Graveyard. [/size][/font][/color]

It seems kinda simple to me, but it is definitely playable. Not bad.
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[quote name='FTW (For The Wynn)' timestamp='1287014754' post='4703120']
The idea is good, for a beginning, but as it is it is OP'd, the OCG needs some slight modifying and it definitely needs a new pic. Changes in [b]bold[/b].

[color=#474747][font=tahoma, verdana, arial, sans-serif][size=2]As long as this card is [b]face-up[/b] on the field, all [b]N[/b]ormal [b]M[/b]onsters [b]you control [/b][s]are unaffected by the effects of Spell or Trap cards, and[/s] cannot be destroyed by battle. This card gains [s]600[/s] [b]400 [/b]ATK for each [b]N[/b]ormal [b]M[/b]onster in your Graveyard. [/size][/font][/color]

It seems kinda simple to me, but it is definitely playable. Not bad.
[/quote]

Level 6 dude.
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OCG Correction:
As long as this card is on the field, all Normal Monsters are unaffected by the effects of Spell or Trap Cards, and cannot be destroyed by battle. Increase this card's ATK by 600 for each Normal Monster in your Graveyard.



I think that's right. And it looks more like a Zombie or Fiend-Type to me :/ I could actually see how this card could be abused in a Normal Deck. Maybe get rod of the destroyed by battle? Or the Spell and Trap Card thing. Either or.
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[quote name='Smesh' timestamp='1287014802' post='4703129']
Level 6 dude.
[/quote]

True, that it is...yeah, perhaps the 400 is a little weak for it...oh well, keep it at 600 then, it should be about right. However, then I would add a stipulation that limits its ATK to 3000 or less. More than that and then it is OP'd.
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Okay, Thank you everybody!
I will remake the card and re post it in this thread.
From there, rate the new card!

[img]http://img820.imageshack.us/img820/480/295312.jpg[/img]

As long as this card is on the field, all Normal Monsters are unaffected by the effects of Spell or Trap Cards, and cannot be destroyed by battle. Increase this card's ATK by 600 (max. 3000) for each Normal Monster in your Graveyard.

Now rate!
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alot of the things ahve already been mentioned but a small edit that really you don't have to do, but for your future card when doing the name of the card never put "of" or "the" in a capital, just a little side note for u to remember the card should look like this: "Mentor of the Newcomers Return" again not heaps important but a little touch
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[color=blue][b]Mentor of the Newcomers Return[/b][/color]

[b]OCG / Common Sense:[/b]
OCG is flawless. No errors whatsoever. Mainly because OCG fix has already been given.

[b]Effect / Originality:[/b]
This card clearly makes Normal Monsters indestructible like stated earlier, making their only threat the effects of Effect Monsters, and to be honest, I can't think of many as of right now that can destroy cards, well in this case, monsters, through their own effects. As a Level 7, you'd expect it to have some sort of Nomi Summoning Restriction, I would that is, and yet, this does not have one. This is not bad, but it's just a suggestion. This card can easily become a beater as well with all you needing is 5 Normal Monsters to reach it's Limit of 3000, which 2 can already be easily given through self-mill, and the 2 Tributes this card needs for it's Normal Summon. Quite original, mainly because the current TCG lacks of new Vanilla support.

[b]Usefulness / Balance:[/b]
However, it is quite overpowered. Even with it's maximum amount of ATK being 3000, this can easily be reached quite fast in a well-built Deck revolving around this card. Making all Normal Monsters indestructible may affect both players, but with a card like this, will most likely benefit you. I'd remove either the invulnerable to Spells and Traps, or the invulnerability through Battle. One or the other, but in this case, I'd prefer to keep the Spell and Trap idea and scratch off the Battle part, makes this more unique and a bit more better in my opinion. I have no idea though if this can work in a Type of Deck already made, or if it is worthy of some people to have it's own Deck just for this card's purpose. First review I have given in a few weeks, hope it helps.

[b]Ratings:[/b]
OCG / Common Sense: 1/2
Effect / Originality: 1.8/4
Usefulness / Balance: 1.4/4
[b]Overall: 4.2/10[/b]
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