Jump to content

Because everyone's using Long Ass titles:


Recommended Posts

[center][img]http://i.imgur.com/MmLlt.jpg[/img][/center]

[center]"Whoever said "kicking a guy when they're down is wrong" is an idiot, that's when they're most vulnerable; go in for the kill!"[/center]

[b]Card text[/b]


[left][color=#000000][font=Verdana, Geneva, sans-serif][size=3]During the turn when you inflict Piercing Damage: target 1 monster in your Graveyard with ATK less than the Piercing Damage you inflicted during the Battle Phase; inflict damage to your opponent equal to the ATK of the targeted monster.[/size][/font][/color][/left]

So, in case you can't tell, it's just a Quickie I whipped up because of all the hub-bub about long titles. This card just works as an extra thorn in the ass of those who enjoy to inflict good ol' Piercing Damage, who wouldn't, right? I love the concept of just proving your opponent's defenses as, if anything, a mere obstacle. Basically, this card works on the Principle of "More Damage = Even More Damage Later". I wouldn't expect it to be run in many Decks, apart from Piercing Decks obv. but against the current meta they're stuffed; I just made some random support, I guess.

[center]~CnC Appreciated, as always!~[/center]

Link to comment
Share on other sites

Random Support indeed. The additional damage is nice (even if it isn't too much), but I'm kinda having feelings towards the situational part of this card. There's times where you'll be able to use this during a turn you deal say, 2000 piercing damage (which can lead to pretty much, I guess ~1500 or so more, which is nice), but other turns where it'll just be laying there. I guess it's all about when to use this card. Quick question though: Can you choose the set amount of piercing damage you can base the monster off by? By this I'm saying, what if you deal 2000 piercing damage through destroying one monster, and 1500 on the second? Will you be able to choose that you want to deal some damage equal to a monster that has 2000 or less ATK?

I also have another suggestion: Perhaps consider making it a Continuous Spell? This way it won't be in a way a one trick pony, but you'll be able to use it's effect at the very least once every turn. This way your opponent will see this card as a growing threat and want to take it out (unless you don't want them to do that and just want to keep this card as a nice Trap Card). Otherwise it seems to be like you said, a Random Support card for Piercers. Not sure if I'd make a Deck revolving around Piercing in particular; did Konami make an Archetype revolved around something like that yet? But yeah, a pretty solid card overall.

Link to comment
Share on other sites

I say this is way too terribly underpowered to be used in any deck, competitive or casual. Okay, I admit it: It's impossible to make Piercing top-tier material, so the first part is fine by me, but the "casual" part is what makes me think this is bad card design.

The situationalness (if that's a word) of this card is rather depressing. The first part about activation conditions itself isn't any hard to get through - the main problem comes with the "target 1 monster in your Graveyard with ATK less than the Piercing Damage you inflicted during the Battle Phase" part. Most of the time, Piercing Damage doesn't go over 1500. And good Piercing Monsters don't have ATK lower than 1500. The anti-synergy this card creates, not to mention the fact it only nets you a bit more damage and is a -1, makes me want to throw this into the random card pile should I pull one in a booster pack.

One easy suggestion is to, like Anbu said, make it a Cont. Spell. But that's still underwhelming.

My idea is like:
Cont Spell
Once per turn: If a monster you control would inflict Piercing Damage to your opponent: double the Piercing Damage, and draw 1 card.

No, it's not overpowered at all. Piercers need something like this to add consistency.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...