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Sanpei Mech


Dr. Fun

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[img]http://i19.photobucket.com/albums/b186/Exos_/mech2.png[/img]


I couldn't figure out whether to make the damage of the effect high or the amount of counters higher, but I went with counters. Thoughts, ratings?

Oh, and of course I'll take any suggestions I can get.

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[center][center]This card isn't really that great, unless you have a Missle Counter archetype.[/center][/center]
[center][center]The OCG is old. "This card cannot declare a direct attack. When this card destroys a monster by battle: Add 1 Direct-Missle Counter to this card. Remove 1 Direct-Missle Counter: Inflict 500 damage to your opponent's Life Points."[/center][/center]
[center][center]Playability: 6/10
OCG: 7/10
Balance: 10/10
Creativity: 7/10
Name: 4/5
Pic: 4/5
Total: 38/50[/center][/center]
[center][center]Nearly an 8/10[/center][/center]

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Seems bland...
I mean the names nice, the pic is nice and the effect is decent but...
Its just dosnt have anything special to it really...
It might be intresting if you make an archtype around it like Therrion said but otherwise its sadly forgettable

HOWEVER
This is excellent for a 1 star member...
So keep it up

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[center][center]500 is perfectly fine, there are other cards that do way more damage for 2 Tributes. (Ancient Gear Golem, for example, piercing would most definantly do more damage then the 500.)[/center][/center]
[center][center]At most it is 500 damage per turn: Like Solar Flare Dragon.[/center][/center]

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[center][center]It has no other way then to attack to generate counters, the Once per turn clause would be useless.[/center][/center]
[center][center]If an archetype was made that generated counters easily though, it would need a limit (about 2 counters per turn)[/center][/center]

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I'm not exactly sure how to word this one in OCG so I could use some help. Essentially I'm making a spell card that allows you to you to pay 1000 of your life points, but in return each of the direct-missile counters are doubled in power. This would encourage the player to save the counters in order to get the best return (i.e. 4000 dmg to opponent, 1000 dmg to self vs. 1000 dmg to opponent, 1000 dmg to self). Oh, and I guess it bears mention that it can only be activated during a main phase. Not sure whether to make it continous or not though...

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I guess because of the spell card. 6800 direct damage (4000 unblockable) seems a bit much. Plus, if your opponent has a wall of defense monsters, you can keep attacking them for an immediate 500 damage to the life points anyways. If they stop putting monsters on the field and you don't have another monster to punish them with, your deck is structured kind of bad.

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