Geass King Posted October 8, 2011 Report Share Posted October 8, 2011 It might be a little unfair, but I don't think so. [img]http://img710.imageshack.us/img710/8663/311665.jpg[/img] Increase the DEF points of all monsters by 1500. If a monster attacks, cut its ATK points in half before the damage step. If this card is destroyed, place all monsters in DEF position for one turn. Link to comment Share on other sites More sharing options...
·Toot Posted October 8, 2011 Report Share Posted October 8, 2011 its kinda Op'ed since you might have a impenetrable defense... this + millenium shield/big shield gardna is kinda called rape... xD add teh drawback and instead of switching everything to DEF... ya might wanna switch them to ATK... then i guess it would be okay Link to comment Share on other sites More sharing options...
Geass King Posted October 8, 2011 Author Report Share Posted October 8, 2011 Thanks for the tip. I cut the DEF boost in half and left it there because the idea of the card is to support a defensive strategy. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted October 8, 2011 Report Share Posted October 8, 2011 1500 def is fine, but you may want to specify on the monsters, like the monsters affected must have a base def of 1500 or lower Link to comment Share on other sites More sharing options...
Nede Posted October 8, 2011 Report Share Posted October 8, 2011 So, it is halved permanently? Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted October 8, 2011 Report Share Posted October 8, 2011 Whenever there's a thread that says "Great *Insert whatever*", it's usually either terribly underpowered or hilariously overpowered. Let's look up on this one. Card says 800, text says 1500. I'll just stick with 800, though. Also, the last sentence should be re-worded to say either it only affects face-ups (less likely), or that it changes all face-downs to face-up (which is how I'd make it). If I were you, I'll also add that part the Ceasefire clause (no FLIP effects) for balancing. Oh, and "for one turn" doesn't really make sense. I say delete that part, you can switch their positions the next turn anyways - if your monsters survive, that is. [quote name='Hell Heat' timestamp='1318078630' post='5567741'] So, it is halved permanently? [/quote] I was about to point this out. I think you meant it to only last during the DMG step, but your OCG makes it work in a different way. This is this card's main problem. Otherwise it's just an annoying card. Stalling doesn't instantly lead to victory, unless you're playing Final Countdown (and in that case, if you run any monsters with high DEF, you're doing it wrong). It can be concluded that this card's main use will be stuff like Mist Valley Falcon. In that card's case, the deck runs Divine Wind too, and since there are multiple Field Spells, Geartown will come say hi. However, I don't think they currently have the required space, and besides, this card is meh outside that combo in a counter-beatdown deck like Mist Valleys. Besides, most decks can kill either this or the high-DEF monsters with ease. Overall, once you fix that problem it'll be nice and neat. I can't see any top-tier deck using it, unless I'm missing something really important, but there's no rule that a card in RC has to be top-tier material, is there? Link to comment Share on other sites More sharing options...
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