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That Community Topic Written Cards Gets Every Now And Then Where We Make Outdated Or Bad Cards Playable


-Griffin

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Editing old cards only. No archtypes since there's actually a thread for that on the front page. Making broken cards acceptable is fair game, but I'm more interested in buffing the weaker cards. As it's a community thread, help is <3. Cards are going to be added when everyone seems to agree that they're worth adding. I won't even add my own until people agree with them. Go Written Cards, Go!

[spoiler=Cards Added {0}]
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IMO, 3 CCGs in a single section is enough .-.

Could make a fun card pool though, so injecting some of the the results into NGD is a possibility.

|Injection Fairy Lily|
|Spellcaster/EARTH|Level 3|400 ATK|1500 DEF|
|When this card battles, you can Pay 1000 Life Points to have this card gain 3000 ATK during the Damage Step only. Battle Damage this card inflicts is halved.|

[b]Now usable as a beatstick without such a great cost, and is also less of an OTK threat, so better for the game. Seems to now be better for simply being a solid beatstick.[/b]

|Don Zaloog|
|Warrior/DARK|Level 4|1400 ATK|1500 DEF|
|When this card inflicts Battle Damage, you can select and activate 1 of the following effects:
[list][*]Your opponent sends 1 random card in their hand to the Graveyard
[*]Remove from play the top 4 cards of your opponent's Deck[/list]|

[b]This isn't making the card playable, he already is, but just the last effect. It's annoying to have such an unused effect on it.[/b]

|Fox Fire|
|Pyro/FIRE|Level 2|300 ATK|200 DEF|
|During the End Phase of a turn this card was destroyed as s result of battle, Special Summon it.|

[b]It's still basically a worse Treeborn. The face-up and cannot tribute clauses might have been needed for balance when it was first made, but now this is just an acceptable wall, even without those clauses.[/b]

|Blowback Dragon|
|Machine/DARK|Level 6|2300 ATK|1200 DEF|
|One per turn you can destroy 1 card on the field. If you do, toss 3 coins. If at least 2 of the results are tails, [u]change this card to Defence Position.[/u]|

[b]I had three ideas for the bit I underlined, and wasn't sure which to go with, comments would be much loved - "[u]you cannot perform your Battle Phase during this turn[/u]" "[u]destroy 1 card you control.[/u]"[/b].

More to come throughout the day.
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Two-Pronged Attack
Normal Trap
Activate only if you control two or more monsters. Destroy 1 card on the field.

[b]Made it a 0 rather than a -2. Maybe this is too powerful? If so, change it to destroy a monster card.[/b]

Synchro Soldier
EARTH Level 1 [Machine / Effect]
ATK 0 DEF 0
Once per turn, you can select 1 face-up Synchro Monster you control. Remove that face-up Synchro Monster you control from play and inflict damage to your opponent equal to its ATK. You cannot enter your Battle Phase during the turn you use this effect. If you use this effect, during your next Standby Phase the removed from play monster returns to the field.

[b]I didn't know whether or not inflicting the whole ATK would be too powerful, so I made it the whole ATK and skipped the Battle Phase.[/b]

Flame Ogre
FIRE Level 7 [Fiend / Effect]
ATK 2400 DEF 1700
When this card is Normal Summoned, draw a card. If it was Tribute Summoned by Tributing two monsters, draw another card.

[b]Makes Tribute Summoning it a +1. Judging by its relatively small 2400 ATK, it should get a +1 effect. It's still outclassed by Monarchs, though.[/b]

Cyber Esper
FIRE Level 4 [Machine / Effect]
ATK 1200 DEF 1800
You can look at every card your opponent draws. Once per turn, when your opponent draws a card(s), you can have your opponent shuffle that card(s) into their deck and draw the same number of card(s).

[b]Being able to deny the opponent one draw sounds balanced enough. Having to be in Attack Position was a ridiculous condition.[/b]

Second Booster
FIRE Level 3 [Machine / Effect]
ATK 1000 DEF 500
During either player's turn, you can Tribute this card to select 1 face-up monster you control. The selected monster gains 1500 ATK until the End Phase.

[b]Basically now a monster version of Rising Energy.[/b]

Power Frame
Normal Trap
Activate only when a face-up monster you control is selected as an attack target by an opponent's monster. Equip this card to your monster that was being attacked. The equipped monster gains ATK equal to half the ATK of the attacking monster. You may negate the attack.

[b]I felt like the difference was so lame, so I made it half the ATK points of the attacker and made it so you CAN negate the attack. It's much more like Kunai with Chain now, only with the ATK boost mandatory and slightly different.[/b]

Fusion Sage
Normal Spell
Add 1 Spell Card from your Deck to your hand with "Polymerization" or "Fusion" in the card name, except "Diffusion Wave-Motion".

[b]Made it Synchro Fusionist's effect on a stick so that it isn't outclassed by King of the Swamp.[/b]

Dark Catapulter
DARK Level 4 [Machine / Effect]
ATK 1000 DEF 1500
During your Main Phase, you can put 1 counter on this card. You can remove from play a number of card(s) in your Graveyard equal to the number of counters on this card to destroy that many Spell or Trap Card(s) on the field. Then remove all counters from this card.

[b]It's like a worse but reusable Breaker. Its ATK means that it can't swing for 1/5 of a player's life, making it balanced IMO.[/b]

Infernal Incinerator
FIRE Level 6 [Fiend / Effect]
ATK 2800 DEF 2000
This card can only be Normal Summoned or Set by Tributing 1 monster with 2000 or more ATK you control. This card gains 200 ATK for each monster your opponent controls. This card loses 200 ATK for each other monster you control.

[b]I felt like the discarding was unnecessary and that the ATK loss for having monsters was too much.[/b]

Treasure Map
Normal Trap
When this Set card would be removed from the field, you can activate this card's effect by sending it to the Graveyard. Send a card from your hand to the Graveyard to activate this card. Draw two cards, then send a card from your hand to your Graveyard.

[b]NOTE: The way I wanted this card to work is that the first discard is a cost and can be bypassed by activating its effect. That way, it still functions the same way except with more conditions, and isn't completely dead if it isn't removed from the field.[/b]

Am I doing it right?
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[quote name='-Griffin' timestamp='1294580915' post='4922597']
I think you're doing it right. IDK if I like Treasure Map though. Seems like it should keep the Discard if your opponent's losing a card to destroy it.
[/quote]

Perhaps, but remember that Miracle Synchro Fusion is a +1 when destroyed, just as this would be, and can easily be a 0 that summons a powerful monster that can further up the card advantage count.
Treasure Map is a +1 if your opponent tries to get rid of it, a 0 if you get rid of it (Giant Trunade, which would actually let you reuse it later), and a -1 at any other time. Treasure Map is just a draw engine that isn't easily done.
Maybe I should make it so it gets rid of itself so that it can't be reused with Mist Valley. What do you think? Would that be enough fix?
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[quote name='-Griffin' timestamp='1294581790' post='4922611']
I'd do that, and make it send instead of discard. Small thing, but it can be activated on the turn it's set, so that might stop an FTK engine using Broww for massive draw power.
[/quote]

Altered all cases of discard to "send to the Graveyard", making it slightly Macro-phobic. And I altered the wording so you can clearly tell that the first "send to the Graveyard" is a cost of the card and, therefore, would be bypassed if you activate its [b]effect[/b].
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I suppose you /could/. Although really the idea of this thread is 'tweaking' over 'remaking', which that is.

Three ideas for this fix:
|Chain Destruction|
1]
|Continuous Trap|
|When a monster with less than 2100 ATK is Summoned, remove from play all copies of that card in both player's hand, Deck, Graveyard or Extra Deck.|
[b]The fun bit about this version is you get to keep seeing their hand and it hurts a lot of Decks more than doing their milling for them.[/b]
2]
|Continuous Trap|
|When a monster with less than 2100 ATK is Summoned, you can destroy all copies of that card in both player's hand, Deck, and Extra Deck|
[b]Similar to last. Fills the Grave more and is now optional - which lets you send your own monsters much more easily (Skull Servant abuse FTW?).[/b]
3]
|Normal Trap|
|Activate when a monster with 2000 or less ATK is Summoned. Remove from play all monsters with the same name in both player's hand, Deck and Extra Deck. The Summoned monster cannot be tributed, attack, or used as a Synchro Material Monster during this turn.|
[b]Seems closest to the original and the restrictions at the end seem in line with a 'chain' card, since chains are supposed to bind things.[/b]

Favourite of the three?
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Cyber Phoenix
FIRE
Machine/Effect
4/1200/2000
Machine-type monsters cannot be targeted by the effects of your opponent's Spell or Trap Cards. When this card is destroyed by battle and sent to the Graveyard, draw a card.

The main problem with Cyber Phoenix were its worthless stats, especially when it came to its effect. This is remedied by making its DEF stronger, and allowing it to utilize its effect in Defense Mode. I was originally going to make Machines unaffected, but I felt that OPd. Maybe all other Machine-types?
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