Y.M.R.creator Posted November 3, 2010 Report Share Posted November 3, 2010 Please rate and comment: [img]http://img600.imageshack.us/img600/9396/269971.jpg[/img] [img]http://img819.imageshack.us/img819/2042/269971b.jpg[/img] Link to comment Share on other sites More sharing options...
Time Psyduck Posted November 3, 2010 Report Share Posted November 3, 2010 Not bad. Picture wise, the background on Spiritomb could probably do with being more interesting, but the Pokémon itself is impressive. The OCG wording looks good, there's just a few grammatical errors. As for the effect, it's actually fairly weak. 2000 life points is a lot for a Heavy Storm, even if it can be repeated every turn (although not for long), plus the fact that to a large degree you don't need it for Spiritomb itself, since it's immune to traps. I'd say reduce the cost and/or have it only affect your opponent's cards. Rituals are supposed to be powerful. Also consider giving the ritual a second effect. Usually it will require removal from the graveyard for some effect which benefits ritual monsters and is thematically linked to and particularly useful for the ritual monster the spell summons. Link to comment Share on other sites More sharing options...
jr junior Posted November 4, 2010 Report Share Posted November 4, 2010 I agree with Time Psyduck. He's already immune to Traps. Maybe reduce the cost or give him a Ghost/Zombie effect like possibly paying Life Points to Summon a monster from your Graveyard or something along those lines. Pretty good card Link to comment Share on other sites More sharing options...
krazyxgamer Posted November 4, 2010 Report Share Posted November 4, 2010 considering that heavy storm is banned now, 2000 Life Point is alright i think, and even though it's unaffected by trap cards, it would be nice getting rid of those level limit area B, messenger of peace, and all of those stuff, but instead of paying 2000 to destroy all, it might be better to destroy 1 free of cost once per turn so something like "Once per turn you can destroy 1 Spell or Trap Card on the field". and doesn't it already have 2 effects kinda? immunity to trap, spell/trap destruction... but there was to be another effect, i would probably do something like, "When a Monster Card Effect that your opponent controls is activated, you can remove from play 1 monster from your hand to negate the effect and destroy that card." that way it's not broken, but it still adds a nice effect so your opponent would consider activating effects of Judgment Dragon and such but anyways, i like the card, it's nice, u might want to add an additional effect to the Ritual Spell Card like they do in the recent ones Link to comment Share on other sites More sharing options...
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