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Sonic Sound Card Set (27/29) UPDATED 27TH FEB 2012. NEW XYZ CARD!


Daigusto Sphreez

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This type is a little difficult to understand, but It's the type of deck you would get better with practice. May I make a suggestion for a card?

Card Type: Spell(Normal)
Name: One more counter

Effect: This card can only be activated if a monster/spell/trap you control requires a counter in one of their effects. You can add one counter on that card, or remove one counter.

Overall, it's a cool deck that's very original. I have yet to see an actual card who would carry this type of effect, making you the first (If only this can be documented in history).

9/10
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I can't correct much OCG, Shion Kaito did it already, but in "Sonic Reactor" it's not: "Your opponent misses there next turn" but "Your opponent skips his/her next turn"

Really nice cards. The images are great. And it's really creative.

I like [color=#1C2837][font=tahoma, arial, verdana, sans-serif]LIAM's Template, but the font of your cards is not that of a real card.[/font][/color]


Concept: 20/20
Pictures: 9/10
OCG: 9/10
Overall Rating: 38/40


[size="6"]AWESOME! I did really enjoyed it.[/size]
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<input id="gwProxy" type="hidden"><!--Session data--><input onclick="if(typeof(jsCall)=='function'){jsCall();}else{setTimeout('jsCall()',500);}" id="jsProxy" type="hidden"><div id="refHTML"></div>

Thanks both of you ^^

@Community Reborn:

Good idea for a card, although the card "Sonic Machine" does an effect simliar to that. I'd proabably include sonic in its name, but I'll consider including that effect in my other cards.

Thanks for your comments!

@Endphase:

Thanks for correction, every OCG tip I get is put on a document, so it can only help me get better. ^_^

Oh and I'm well aware that the font is not identical to that of the official ones, however I've searched everywhere and the only way to get that is to actually buy it -- I'm not going to blow my money on a font anytime soon thank you very much. :D



glad you liked them,!

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[color=blue][b]Sonic Paladin[/b][/color]
Being able to get this out from (where?) at the cost of 2 Sonic monsters is questionable, seeing it'd just be like Tribute Summoning this card. Perhaps just 1 Sonic monster? The card gets 4 Airwave Counters when Summoned out of a maximum of 12, which seems reasonable, and most likely helpful. The card then Standby by Standby lets you place an Airwave Counter on any monster on the field besides this. A pretty sweet thing about the card is, if a monster has the same Level as the amount of Airwave Counters on this card, it can attack while in Defense Position. My question is though, would it be using it's ATK or DEF stat for the battle? The card as a last touch can negate an attack at the cost of one of it's Airwave Counters. The card is most likely the boss of the Archetype, but seems a tad situational. However, I guess it is balanced, but I'm not entirely sure until I get further into the Archetype.
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[quote name='Anbu-of-Sand' timestamp='1295480077' post='4945483']
[color="blue"][b]Sonic Paladin[/b][/color]
Being able to get this out from (where?) at the cost of 2 Sonic monsters is questionable, seeing it'd just be like Tribute Summoning this card. Perhaps just 1 Sonic monster? The card gets 4 Airwave Counters when Summoned out of a maximum of 12, which seems reasonable, and most likely helpful. The card then Standby by Standby lets you place an Airwave Counter on any monster on the field besides this. A pretty sweet thing about the card is, if a monster has the same Level as the amount of Airwave Counters on this card, it can attack while in Defense Position. My question is though, would it be using it's ATK or DEF stat for the battle? The card as a last touch can negate an attack at the cost of one of it's Airwave Counters. The card is most likely the boss of the Archetype, but seems a tad situational. However, I guess it is balanced, but I'm not entirely sure until I get further into the Archetype.
[/quote]


Specifying where to summon it from didn't even cross my mind.. :huh:
perhaps if you think it would make it easier to summon, it could be from the hand OR deck? Just because I'd prefer it to have 2 tributes as other cards that only require 1tribute in my set aren't as powerful.

Its ATK and DEF are used as normal, 2100 ATK isn't too generous, but decent enough for 4* and below, but it can just as easily be a defense mode monster with a massive stalling ability.

The whole deck has a slight aurora of situational effects, but a lot of the cards effects are worth it, plus when working as a set it can be less situational than it would be separated.

Thanks for your detailed comment, I appreciate it. ;)

More Comments Please!






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I'm not 100% sure, but i think replacing "amount" with "number" when referring to counters would sound better.

some ideas:
-maybe a continuous that lets you put counters on cards during your standby phase (one on each would be a bit OP, but if you had a die roll, that may be better)
-if you changed some effects to allow any monster to have airwave counters, and a card that reduces levels of non-sonics, while boosting ATK or DEF of sonics, or something of that nature may be interesting.
-maybe a sonic-archetype mirror force kind of thing, where you remove all airwave counters from the field to activate (or something)
-a trap or quickplay that adds counters to one monster (3-5 counters?)
-maybe a continuous spell/trap that allows sonics to be summoned with one less tribute than required

i like where this is going, i just don't think it's quite there yet. 7.5/10
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[quote name='Drakus1111' timestamp='1295747822' post='4953168']
I'm not 100% sure, but i think replacing "amount" with "number" when referring to counters would sound better.

some ideas:
-maybe a continuous that lets you put counters on cards during your standby phase (one on each would be a bit OP, but if you had a die roll, that may be better)
-if you changed some effects to allow any monster to have airwave counters, and a card that reduces levels of non-sonics, while boosting ATK or DEF of sonics, or something of that nature may be interesting.
-maybe a sonic-archetype mirror force kind of thing, where you remove all airwave counters from the field to activate (or something)
-a trap or quickplay that adds counters to one monster (3-5 counters?)
-maybe a continuous spell/trap that allows sonics to be summoned with one less tribute than required

i like where this is going, i just don't think it's quite there yet. 7.5/10
[/quote]

Thanks for your comment!

Well I'm not that sure either, but I think amount is correct...I hope..

-Well its a field card, but sonic reactor does the standby counter effect you describe, so thats pretty much covered.

-Any monster can have airwave counters, and sonic machine can increase or decrease levels of non-sonics. So thats pretty much covered.

-Well even though they don't specify all airwave counters, I have cards that can involve removing airwave counters to activate additional effects (i.e. sonic amplifier's 2nd effect).

-Good idea, but I have infact made one of them, its going to be in my next update (which is coming very soon).

-hmm, maybe, but that could be a bit OP.

As its 54% completed, I don't suppose it would be quite there yet, but thanks for taking the time to give me some handy suggestions. ^_^

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Loooooovely cards! =D. Seriously, imagine my interest on this when you consider Fortune Ladies are one of my favourite set of cards. I picture a match between those Ladies and this cards would be very interesting.

I really cant find OCG errors (didnt look thorougly), and the theme is creative aswell. 10/10 and a +Rep for a job well done :3
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[color=blue][b]Sonic Archetype Review[/b][/color]
I'll start from the Synchros going down. I gotta say, they are quite unique / impressive with their use of their Counters. However, their effects are quite overpowering here and there. Mainly because they have quite the stats (even though they are Synchro Monsters) and most of their effects lack any drawback / cost outside of removing an Airwave Counter or two. Even the lower Levels, although may be slightly harder to get out, are quite overpowering. I also find it somewhat unnecessary to give them a maximum of 12 Airwave Counters, unless you believe the Archetype when actually used can get out Airwave Counters that fast. If you think it does, this Archetype may already hit the brink of being overpowered. The Tuner's although of course, very similar to each other, are beyond flexible. There Life Point costs although potentially large, will be useless if you Synchro a monster with them as soon as they are out. Perhaps make it when used for a Synchron Summon the Life Points get hit?

The Effect Monsters, more specifically, the bosses, are quite overpowered as well. Although quite hard to get out, when they are, they may, or possibly, slightly, may not be, a threat. And by a threat, I mean a threat. Slowly going down the Effect Monsters, I see also somewhat like the Synchro Monsters, lack some drawbacks, which are very much needed. The monsters would have at most 2 drawbacks, but then double the good effects. I also see that they are somewhat relying on the Level (specific or not) of your opponent's monster(s), yet, I haven't seen Level manipulating monsters yet, unless I missed something. So unless there is going to be some Spell / Traps that do so, this makes them a tad situational as well. Actually, I found one monster that does so, Sonic Machine, but it only starts with 1 Counter, which makes it rely on other monsters that can stock up the Counters onto other well, monsters.

Now, the Field Spell. (Hopefully) the heart and soul of the Archetype. Also, it's a missing an 'each' in between 'During' and 'Standby' in the second sentence. It slowly stocks up the Counters and forces your opponent to skip their next turn, which seems like a new mechanic, but is very, very, overpowered. This could give you the chance to swing for that OTK, even though it may be hard to get those 10 Counters on this card. I also find the stat depletion of 300 a bit random. The Support cards well, support. Much more balanced (in my opinion) then some / most of the Effect / Synchro Monsters (by far). Some on the other hand, although short, still may need a drawback. Nothing to big, but a drawback. Overall, the OCG seems spot on, although balance is questionable. The Archetype is a tad situational, but when used right, could be quite competitive. Overall, [b]7.5/10[/b]
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Thank You for your brilliant review.
I'll be entering them into Kale's competition as they are (not much time to change anyway) but I will tone down some of the cards afterward, piece by piece. I wanted to make them powerful, but make sure that the power isn't too easy to access. Ofc, its hard to know how well it would do against other decks, but given how strong some other decks are (i.e. blackwings) I think it would be quite difficult to win with consistancy.

7.5 from you is a very respectable score, so I'm happy. ^_^
Although I will get around to rebalancing where needed.


Anyone else, at all? You don't have to do a whole review like Anbu did (even though that would be awesome) just an opinion on 1 card?

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