.Nu-13 Posted January 9, 2011 Report Share Posted January 9, 2011 WHATEVER, I'M GOING TO WRITTEN CARDS Link to comment Share on other sites More sharing options...
Guest Cursed Reaction Posted January 9, 2011 Report Share Posted January 9, 2011 Hmm...already started on your cards. Haven't even thought of an idea for mine yet Boneless Mamooth is a little OPed. Make the first effect activate only for one of them, to support the archetype more, I suggest keep Special Summoned. I quite like Hound though. It's good for general Zombie support (which is especially important considering what we're doing this for). Same for Afterlife Train. I'll rate some more after you make more. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 Yeah, I'm fast :P I was first on Excess Brawl tooI'll make Mamooth work only on Normal Summon, because of all those Special Summoning, it can mean big trouble. Especially with a Synchro I'm planning... And other 2 are balanced? Cool, thanks :) Rep for you Ok, fixed the Mamooth Link to comment Share on other sites More sharing options...
-Griffin Posted January 9, 2011 Report Share Posted January 9, 2011 Boneless Mammoth is broken to the Nth .-. It's Stratos, but with another good effect, and a Zombie. That's just silly. The other two are pushing it. Possibly balanced, but it's hard to say for certain. If the archtype keeps up like this, very likely to be broken. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 So is it possible to balance Mamooth? Maybe add except itself clause? Link to comment Share on other sites More sharing options...
Brinolovania Posted January 9, 2011 Report Share Posted January 9, 2011 Yes. And maybe a "This card cannot be Special Summoned" clause. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 Hmmm.. that would be fine I think, so that you can't abuse destruction effect with all thos revival cards. Ok, I'll change it in a minute... How would you change Hound and Train to make them less broken-ish? Ok, changed, I made the "no SS" clause only from Grave Link to comment Share on other sites More sharing options...
Brinolovania Posted January 9, 2011 Report Share Posted January 9, 2011 Hm...Train and Hound actually look fine. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 Oh well, we'll know for sure with later support Link to comment Share on other sites More sharing options...
Brinolovania Posted January 9, 2011 Report Share Posted January 9, 2011 ...Is that a threat? Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 Dunno Added 2 new cards Link to comment Share on other sites More sharing options...
-Griffin Posted January 9, 2011 Report Share Posted January 9, 2011 New cards seem broken. Considering that Zombies already run like, 5 different cards that can love the Grave, these are insane. Zombie Master discard Dandylion, Summon any Zombie (preferably Goblin Zombie) and make the Fusion. Instant +2/3. asdf. Having a Tuner that jumps around like all amounts of insane and even gets a bonus effect when you make their synchros is just silly. No. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 Ok, so are they fixable or not? Link to comment Share on other sites More sharing options...
-Griffin Posted January 9, 2011 Report Share Posted January 9, 2011 Here's the quickest way to tell if it's fixable: 1) Would it be UP'd if you lost just for having it in your Deck? If yes, go to 2). If no, go to 3)2) Alright then, a middle ground is probably findable, but don't ask me to find it for you, that's half of designing the damn cards. .-.3) Seriously? If yes, to to 4) if not, stop being silly and go to 2)4) Please leave YCM, we don't need cards that stupidly broken. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 Okaaaaaaaaaaaay, I thought about it and thought of: 1. Remove the self-revive effect from Shaman2. Make Skullknight be able to destroy only backrow (your and opponent's) So? Will they be ok that way? Link to comment Share on other sites More sharing options...
-Griffin Posted January 9, 2011 Report Share Posted January 9, 2011 1) Hard to say. Simply being a Zombie Tuner is already a massive advantage. Depending on the build, it might even be broken as a Vanilla. 2) Sounds better, but hesitant-ness is still there. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 1) Nah, it would be ridiclous as Vanilla, with WEG. Maybe keep the revive effect and make it a non-tuner? 2) Remove the last effect maybe? Link to comment Share on other sites More sharing options...
-Griffin Posted January 9, 2011 Report Share Posted January 9, 2011 1) That could work I think. It's the sort of card I'd want tested. 2) The last effect isn't much of a problem, but I guess removing it would streamline the card and also help a little on the balance frontier. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 1) Ok, changed then :) 2) Ok, I'll remove it Did the changes and added 2 spells Link to comment Share on other sites More sharing options...
Smesh Posted January 9, 2011 Report Share Posted January 9, 2011 Boneless MamoothLike said, it's Stratos with an added positive effect. OP'd. Boneless Hound1st effect is very helpful. It's removal effect is the great addition. As another positive effect, you get a +1 if it's destroyed by a card effect, such as being destroyed by another Boneless Hound. Powerful, not OP'd IMO. Boneless ShamanVery powerful Tuner. It may be OP'd because it's not just reuseable, it also destroys a card you control, which is a positive effect for this Archetype. And it gets another positive effect if used for a Sync of a Boneless monster. OP'd. Boneless SkullknightPowerful destruction effect benefiting Boneless monsters and hurting your opponent. I can't say if it's OP'd or not, because I'm honestly not sure if it's OP'd or just powerful. Afterlife Train+Can destroy a Boneless+Draw a card+Possibly draw another card+Remove it from play to let a Zombie attack twice -Can't be removed on the turn it's destroyed. OP'd. I wouldn't be suprised if all of this is wrong, though. Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 Boneless MamoothLike said, it's Stratos with an added positive effect. OP'd. After changes, it's OK I think... Boneless Hound1st effect is very helpful. It's removal effect is the great addition. As another positive effect, you get a +1 if it's destroyed by a card effect, such as being destroyed by another Boneless Hound. Powerful, not OP'd IMO. 1 thing - it removes, not destroys Boneless ShamanVery powerful Tuner. It may be OP'd because it's not just reuseable, it also destroys a card you control, which is a positive effect for this Archetype. And it gets another positive effect if used for a Sync of a Boneless monster. 1. It's once per duel. 2. It's no longer a Tuner Boneless SkullknightPowerful destruction effect benefiting Boneless monsters and hurting your opponent. I can't say if it's OP'd or not, because I'm honestly not sure if it's OP'd or just powerful. Changed it to S/T nuke Afterlife Train+Can destroy a Boneless+Draw a card+Possibly draw another card+Remove it from play to let a Zombie attack twice -Can't be removed on the turn it's destroyed. Keep in mind that Fragrance Storm has the same effect, except that it's a Spell and works for Plants. And I think I can remove the last effect, but if so, I'm making this a Spell Link to comment Share on other sites More sharing options...
-Griffin Posted January 9, 2011 Report Share Posted January 9, 2011 Stop doing that. Remember those Neo-Flamvells? Yeah, you're going that way again. You know damn well from testing what a card like Fermentation does. It gives way too many options, especially in a Deck that focuses on the Grave, making the cost negilable. Then you go and give them Celfon. asdf. They didn't need more swarm, especially not repeating +1 swarm! Link to comment Share on other sites More sharing options...
.Nu-13 Posted January 9, 2011 Author Report Share Posted January 9, 2011 My sense of balance is failing me again <_< But it's more strict in discard than oh-so-powerful Gambler's Hand, and you can still use only one per Duel. Maybe make it D-Draw like while keeping the last part? And add some const to Sanctuary I guess... maybe sending it to Grave? It won't trigger the last effect at that time Link to comment Share on other sites More sharing options...
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