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Is this card too powerful?


EpicDrago

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I created this card to go with the new cards I am working on, the Magmirgs, these are a set of evil cards that are trying to stop the StarBrights in my fanficiton. Anyway, I just want opinions on this card to see if it's too powerful, and if it is, what other restrictions should I add to it?

 

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3 level 10 monsters

While you control another "Magmirg" card and an xyz material is attached to this card, then this card cannot be removed from the field. Once per turn, when this card destroys a monster by battle, detach an xyz material from this card to destroy all cards on your opponent's side of the field, place a Mag Counter on this card for every card destroyed by this effect, then end your turn. On the end phase of the turn that this card's last xyz material was detached, deal damage to both players equal to the number of Mag Counters on this card x200.

 

 

 

The worst that this card could do is if it used its effect all three possible times successfully, and each time (after the battle) there are four monsters, five spell/trap cards, and a field spell that are destroyed.

This would be the worst because of his last effect, the total Mag Counters would be 30, so it would deal 6000 to both players.

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Guest sasder47

this is quite unbalanced. 3 level 10 monsters, who would use 3 level 10 monsters? Also the last effect is way too powerful and can be easily stopped by cards like Changing Destiny and Prime Material Dragon. And the first effect is waay too OP'ed and ther should be away for it to be destroyed while there is a Magmirg and an Xyz material onit. Also a few OCG errors.

 

 

In conclusion not only hugely broken but also quite unbalanced

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Come on, why did you even add the last effect? If you want to use a Rank 10 to burn, you're better of using Gustaph Max. But the burn aside, this card is badly designed because it's ANOTHER way to hard to Summon monster harboring a broken effect.

 

Seriously, get rid of the burn effect, because Gustaph Max does it better. And also tone down the field nuke effect to sth in the lines of either nuking the S/T or the monster zone.

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Gustaph only does 2000, but Reaper can do up to 6000. I may change it to "cannot be removed from the field except by battle" or maybe "cannot be removed from the field except by being banished"

 

I really don't think his nuke effect is all that bad, since you are forced to end your turn after he nukes, but I may change it to "Destroy all other cards on the field", only if I am keeping his cannot be removed from the field effect, or I may change it to "Destroy all of your opponent's spell and trap cards or all of your opponent's monsters"

 

As for being to hard to summon, if you use Hieratics with it then it would not be that hard to summon, ALSO, a bunch of my other Magmirg cards have effects to support this card, for example:

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Banish a "Magmirg" monster from your hand, field, or your graveyard, all "Magmirg" monsters in your hand, field, and graveyard become the same level as the "Magmirg" monster banished by this card's effect until your end phase. During the end phase of the turn that this card was activated you can pay 1000 life points to send the "Magmirg" monster banished by this card's effect to your graveyard.

 

 

 

So, if it's your turn and you have three "Magmirg" monsters (which are also swarmers) on your side of the field, you could use this card to banish a level 10 one from your hand or graveyard (or field if you have a fourth one that's level 10), which would make your three "Magmirg" monsters level 10, allowing for the easy summon of "Legendary Magmirg Reaper"

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  • 2 weeks later...
  • 2 months later...

Okay I don't care how hard a card is to summon the second it says "Once I hit the field. I can't leave it." Its broken and btw its not that hard to get out just impractical which is fine because who needs practicality when you can just drop him on the field and PROCEED TO NUKE FIELDS!!! Why does no one bring up the fact that he nukes fields when he kills something. It doesn't even have to be sent to the graveyard either you can have Macros supporting him and proceed to banish fields. OMG and just for trolls and giggles lets give him a burn effect just to make sure if he wasn't broken enough before he might as will be now.

 

Long story short its past broken.

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Guest Devil's Advocate

If you have to ask if a card is too powerful, chances are, it's probably too powerful.

 

You thick-skulled monkey brains. Because I want to behave in the RC section, let me spell it out. It cannot be removed from the field. At all. Unless it has that other monster material that you don't bother posting. Any card that is designed to stay on the field infinitely is HORRID card design.

 

Oh and also, nice necrobump.

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  • 2 months later...

Hey, um, the egyptian gods are lvl 12....not lvl 10....

Except they're Level 10.

 

This card is obviously too powerful, you've put too many stupid effects on a single card. One of which says "this card can't leave the field." Which is absolutely horrid card design.

 

Also, don't necrobump.

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