RoaringSilence0 Posted September 23, 2011 Report Share Posted September 23, 2011 [img]http://img683.imageshack.us/img683/7043/449229h.jpg[/img] [img]http://img153.imageshack.us/img153/1070/449229u.jpg[/img] [img]http://img199.imageshack.us/img199/8380/449229l.jpg[/img] [img]http://img706.imageshack.us/img706/6021/449229d.jpg[/img] Link to comment Share on other sites More sharing options...
gimmepie Posted September 23, 2011 Report Share Posted September 23, 2011 I like the idea of expanding on Junk Synchron and Junk Warrior. These cards seem well balanced to me and I don't know why but I really like Junkyard. Link to comment Share on other sites More sharing options...
Yankee Posted September 23, 2011 Report Share Posted September 23, 2011 1st card: Too strong. One sided field nukes are mean. 2nd: I can see that being limited/banned. Yay for a continuous stream of synchros. 3rd: So situational, it's hilarious. 4th: So overpowered, it's astounding. Link to comment Share on other sites More sharing options...
Time Psyduck Posted September 23, 2011 Report Share Posted September 23, 2011 First of all, these cards keep the common elements in the official cards, which is worth some credit since a lot of Junk cards end up being machines. Golem is very good, and borderline broken. It's a one-sided black rose, which can be very powerful, and then at worst acts as a deterrent. However, other monsters can still attack, and De-Synchro (which actually sees use in Junk Synchron based decks for Tuningware) could set up another synchro easily to replace it. Junkyard may be a bit over the top, since a Junk-heavy deck could abuse it a lot - Junk Synchron + Junk Servant in hand, and a level 1/2 tuner in the grave means Junk Berserker or Junk Archer and a Level 5/6 synchro each turn. It does help deal with all the SS from hand though, so maybe making it recover one of the materials and/or only for Junk synchro monsters would be better. Junk Blast is funny, but far too situational to be usable. Junk Mecha is broken. It's a one-sided field wipe on a 2800 beater that can easily be included in any deck that can afford to run a 13-card extra deck - and with that kind of power, a lot of decks would probably try and find the room. Link to comment Share on other sites More sharing options...
RoaringSilence0 Posted September 23, 2011 Author Report Share Posted September 23, 2011 [quote name='Yankee' timestamp='1316804283' post='5534965'] 1st card: Too strong. One sided field nukes are mean. 2nd: I can see that being limited/banned. Yay for a continuous stream of synchros. 3rd: So situational, it's hilarious. 4th: So overpowered, it's astounding. [/quote] Heh, well, I, uh...it was just an idea I had. It wasn't really planned out. Link to comment Share on other sites More sharing options...
Yankee Posted September 23, 2011 Report Share Posted September 23, 2011 [quote name='Sonic Dragon' timestamp='1316808765' post='5535138'] Heh, well, I, uh...it was just an idea I had. It wasn't really planned out. [/quote] Lol, of course. I don't expect every card to have a plan, or even the support. However, when making the card, you really do have to at least look at it's individual abilities. A lot of these cards are strong on their own, and the ones that need help to be OP'd can be easily noticed as soon as you read the effects. Basically, just take a bit more time. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted September 24, 2011 Report Share Posted September 24, 2011 Golem is OPed for nuking everything on your opponent's end of the field. I would have said you can only nuke the monsters, not spells/traps either that or you can nuke everything, but next turn, all the cards you nuked return to the field Link to comment Share on other sites More sharing options...
RoaringSilence0 Posted September 24, 2011 Author Report Share Posted September 24, 2011 [quote name='Yankee' timestamp='1316808889' post='5535141'] Lol, of course. I don't expect every card to have a plan, or even the support. However, when making the card, you really do have to at least look at it's individual abilities. A lot of these cards are strong on their own, and the ones that need help to be OP'd can be easily noticed as soon as you read the effects. Basically, just take a bit more time. [/quote] Thanks for the advice. Will do. Link to comment Share on other sites More sharing options...
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