Garthfunkle Vii Backwards Posted February 28, 2012 Report Share Posted February 28, 2012 first before we get to this rather neat concept of a card you gotta know about the idea behind of the card i was watching jackie chan adventure season 2 episode 30 tough luck and i was inspired to make this card YAAY (tough luck hhmmm hint hint how this ties with joey wheeler the master of luck cards LOL) Emerald of Kilarny is a irish emerald that was in a tomb but theives stole it and the curse of Emerald of Kilarny came forth (not sure how the curse started but ...) who ever has the Emerald of Kilarny will have bad luck and they must convince someone to take it from them WIllING (can not use any tricks for it) to pass the curse on to sommeone else the only way to break this curse is to return Emerald of Kilarny back where it came from now here the card i tried to based it of the curse/ legend as close as possible without making the card OP [center][img]http://i758.photobucket.com/albums/xx221/judedudemud3/EmeraldofKilarny.jpg[/img][/center] [center]There can only be 1 face up "Emerald of Kilarny" on the Field. Pay 500 Life Points; gain control of this card. If you control this card: pay 500 Life Points; Shuffle this card into the Deck. (Both players may activate these effects during either player's turn.) Before a card or effect (except the activation and effect of "Emerald of Kilarny") is activated, you must toss 2 6-sided dice. If the sum of the dice is 7 or less: negate the effect of and destroy that card. If the sum of the dice is 8 or more: you must toss a coin and call it. If you call incorrectly: negate the effect of and destroy that card. If you call correctly: Resolve that card's effect as normal. now before any one post this is not OPed read the effect carefully the effect basicly inflict both player forcing bad luck on them and the effect allows any player take control of this card during any turn and the 2 effect to return it back to the deck[/center] Link to comment Share on other sites More sharing options...
Sander Posted February 28, 2012 Report Share Posted February 28, 2012 It's not overpowered, just bad. :I No, it's just terrible. As in why would you run it in a deck, especially when it doesn't give you any benefits at all? It's pointless rolling the dice / flipping coins effect that still allows the effect of a monster to resolve when a player rolls a 7 or less with the dice. I understand that you wanted this to be more favorable, but the fact is that nobody would use it in it's current state. tl;dr: Card is way too crammed up with luck effects that don't benefit you at all, and is bad because the control switching effect is not mandatory. Link to comment Share on other sites More sharing options...
Garthfunkle Vii Backwards Posted February 28, 2012 Author Report Share Posted February 28, 2012 [quote name='Zanda Panda' timestamp='1330413750' post='5845843'] It's not overpowered, just bad. :I No, it's just terrible. As in why would you run it in a deck, especially when it doesn't give you any benefits at all? It's pointless rolling the dice / flipping coins effect that still allows the effect of a monster to resolve when a player rolls a 7 or less with the dice. I understand that you wanted this to be more favorable, but the fact is that nobody would use it in it's current state. tl;dr: Card is way too crammed up with luck effects that don't benefit you at all, and is bad because the control switching effect is not mandatory. [/quote] i was base this card effect off the emerald curse legend this card effect mainly help its owner after you a very offense set up or have finnished setting up a lock up system after you activate every thing you wanted activate this card now your opponent will have to make a choice pay dearly in life points to "return this curse from where it came from" or save their points and bear the curse (if the owner of this card does not activate any cards / effects then they are not effected lol) Link to comment Share on other sites More sharing options...
Bringerofcake Posted February 28, 2012 Report Share Posted February 28, 2012 anyplayeranyplayeranyplayeranyplayeranyplayeranyplayer There can only be 1 face up "Emerald of Kilarny" on the Field. Pay 500 Life Points; gain control of this card. If you control this card: pay 500 Life Points; Shuffle this card into the Deck. (Both players may activate these effects during either player's turn.) Before a card or effect (except the activation and effect of "Emerald of Kilarny") is activated, you must toss 2 6-sided dice. If the sum of the dice is 7 or less: negate the effect of and destroy that card. If the sum of the dice is 8 or more: you must toss a coin and call it. If you call incorrectly: negate the effect of and destroy that card. If you call correctly: Resolve that card's effect as normal. There is a clean effect. And if that is the intended use of the card, I don't like it. Then again, I dislike the card in terms on merit of card design alone. It encourages [url="http://forum.yugiohcardmaker.net/topic/231964-on-card-design/"]slippery slope[/url] and contributes nothing to the game save tedious dice rolling and coin flipping each time either player wants to do something. It wastes a lot of time. On the plus side, it would encourage the use of Dice Try in the side deck. Link to comment Share on other sites More sharing options...
Shonenhikada1 Posted February 28, 2012 Report Share Posted February 28, 2012 Joey would never run this garbage. Link to comment Share on other sites More sharing options...
qdrack Posted February 28, 2012 Report Share Posted February 28, 2012 LOL that is FUNNY! I've seen the episode and love the card. Useful? Meh unless you have spell economics and/or des wombat or something and even then you may or may not get the eff sooo... Neat card, but only minimally playable. 6/10 Link to comment Share on other sites More sharing options...
Garthfunkle Vii Backwards Posted April 1, 2012 Author Report Share Posted April 1, 2012 this basically major burn and or major lock down card Link to comment Share on other sites More sharing options...
Sander Posted April 1, 2012 Report Share Posted April 1, 2012 [quote name='Herman The German' timestamp='1333267553' post='5897213'] this basically major burn and or major lock down card [/quote] Firstly, this card doesn't burn at all, as you're not inflicting any effect damage to either player with this card. The card allows a player to pay Life Points to gain control of it, and pay half their Life Points to return it to the deck. Paying LP =/= burn, especially when it's not even mandatory. Secondly, how does this card even start a lockdown? Lockdowns are meant to lock down your opponent. THis card only has the chance to negate the activation of a card effect. See the flaw in there? tl;dr: The card still sucks. Link to comment Share on other sites More sharing options...
Andromachae Posted April 1, 2012 Report Share Posted April 1, 2012 I didn't understand any part of this card. I would recommend adding some benefits and take out some "luck". Of all the years I've played, I've never seen a card with such a long effect with no benefits or disadvantages. I'm sorry but I just didn't even bother to finish reading it. Link to comment Share on other sites More sharing options...
Catterjune Posted April 1, 2012 Report Share Posted April 1, 2012 If I'm reading this right: - Opponent can pay 500 LP to take control of this card. That doesn't matter because it's effect comes into play whenever a monster, spell or trap's effect activates. - Opponent has to roll dice and flip coins to see if the effect activates: a) If her two dice rolls are 7 or less, the card's effect is negated and this card is destroyed. b) If the result is 8 or more, a coin is flipped and the person has to call it. If it's So basically: I summon Breaker the Magical Warrior. Effect activates. I roll a 3 and a 4, which means its effect is negated. This card is destroyed. I summon Breaker, effect activates. I roll a 4 and a 4. I then flip a coin and call it wrong. Effect is negated, this card is destroyed. Summon Breaker. Roll an 8. Flip a coin. Call it right. Effect activates. This card is not destroyed. So basically, you have a 41.66% chance of having your effect activate, and then a 50/50 shot after that so... 20-something? Then the card is destroyed. That's silly. Firstly, it assumes a card effect can only activate once, so many cards would be unaffected. Secondly, it also effects your own cards. Basically, it's too easy to play around just by not activating effects. If I want a continuous card that negates effects, I'd use Fiendish Chain. Also: Repeating the card's effect gets you a lot of words. CC mods are so silly. Link to comment Share on other sites More sharing options...
patient99 Posted April 6, 2012 Report Share Posted April 6, 2012 It would be perfectly fine if you kept just the dice roll and said something like "If the number rolled is odd negate the effect and destroy the card, if the number rolled if even the effect avtivates and resolves." Link to comment Share on other sites More sharing options...
Black Temple Gaurdian Posted April 6, 2012 Report Share Posted April 6, 2012 Except there's no reason to run this over Skill Drain + Tyrant's Temper (with the amount of luck this requires your more likely to get those cards out first). Link to comment Share on other sites More sharing options...
Garthfunkle Vii Backwards Posted April 7, 2012 Author Report Share Posted April 7, 2012 [quote name='Hatcher' timestamp='1333287291' post='5897336'] If I'm reading this right: - Opponent can pay 500 LP to take control of this card. That doesn't matter because it's effect comes into play whenever a monster, spell or trap's effect activates. - Opponent has to roll dice and flip coins to see if the effect activates: a) If her two dice rolls are 7 or less, the card's effect is negated and this card is destroyed. If the result is 8 or more, a coin is flipped and the person has to call it. If it's So basically: I summon Breaker the Magical Warrior. Effect activates. I roll a 3 and a 4, which means its effect is negated. This card is destroyed. I summon Breaker, effect activates. I roll a 4 and a 4. I then flip a coin and call it wrong. Effect is negated, this card is destroyed. Summon Breaker. Roll an 8. Flip a coin. Call it right. Effect activates. This card is not destroyed. So basically, you have a 41.66% chance of having your effect activate, and then a 50/50 shot after that so... 20-something? Then the card is destroyed. That's silly. Firstly, it assumes a card effect can only activate once, so many cards would be unaffected. Secondly, it also effects your own cards. Basically, it's too easy to play around just by not activating effects. If I want a continuous card that negates effects, I'd use Fiendish Chain. Also: Repeating the card's effect gets you a lot of words. CC mods are so silly. [/quote] Opponent can pay 500 LP to take control of this card. That doesn't matter because it's effect comes into play whenever a monster, spell or trap's effect activates. (except the activation and effect of "Emerald of Kilarny") Link to comment Share on other sites More sharing options...
Sleepy Posted April 7, 2012 Report Share Posted April 7, 2012 [quote name='Herman The German' timestamp='1333764887' post='5904609'] Opponent can pay 500 LP to take control of this card. That doesn't matter because it's effect comes into play whenever a monster, spell or trap's effect activates. (except the activation and effect of "Emerald of Kilarny") [/quote] What Hatcher means, is that this card [b]must[/b] attempt to negate activations of all other cards, regardless of who plays them. Which means it doesn't really matter who has this Spell. It's pointless for your opponent to try to get control of it if they'll still be affected by it. As for what [b]I[/b] understood from the effect. I'll be honest, the grammar is pretty bad, to the point where it's astonishingly hard to understand =/ I'll attempt translation: Effect: [b]Only 1 "Emerald of Kilarny" can be face-up on the field at a time. Pay 500 Life Points; shuffle it into the Deck. Your opponent can pay 500 Life Points; switch control of this card. When a card effect activates, except "Emerald of Kilarny", either player can activate this effect. Roll 1 six-sided die twice. Then, negate that effect and destroy the card. If the combined die result is 8+: toss a coin instead and call it; If it's wrong, negate that effect and destroy the card, and if the result is right, the card resolves normally.[/b] First, the fact that your opponent can pay 500 to seize the card, then 500 more to simply shuffle it into your Deck and get rid of you, as an easy +1, is pretty bad =/ You might as well not use this card at all if it's so easy to get rid of without wasting valuable resources. The "2 dies" roll could have been 1 die only and the options either "3 or lower" or "4+", and it still would have had the same probability rates. Being unable to have multiples is a wasted line of text. It's not like you can trigger more than 1 copy in response to the same effect. Chain link rules don't allow you to. That said, it wouldn't make much of a difference. Except for your opponent having to pay a bit more often to get rid of it. There is also that, it has a 75% success ratio, without a clear limit like "Light & Darkness Dragon". I don't know what I should say of this. Link to comment Share on other sites More sharing options...
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