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Hopeless Resistance


thekazu4u

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[img]http://yugico.com/customcard/42453.jpg[/img]

[left][color=#000000][font=Verdana, Geneva, sans-serif][size=3]During each Standby Phase, place 1 Resistance counter on this card for each card the turn player has on his/her side of the field and hand combined. During the End Phase of each turn, remove 1 Resistance counter from this card for each card the turn player has on his/her side of the field. Then, remove all Resistance Counters from this card and increase the turn player's Life Points by the amount of Resistance Counters removed x500. Players must then send cards from their side of the field, or hand to the Graveyard equal to the number of Resistance Counters removed from this card.[/size][/font][/color][/left]

This is the new card from my "Yu-Gi-Oh! Championship Series Prize Cards" set. The ideas of cards in this set is to be (1) strategic, (2) very playable and (3) not promote the strategy of any specific meta deck. This card is a very rare healing card, and is meant to make Cards count, not Life Points, count.

I am looking forward to hearing your constructive criticism, specifically on ways of improving the effect, and perhaps the "flavor" of the card.

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Its a very unique card but I wouldn't necessarily call it playable. Its a heavy amount of losses for both sides and I can't think of a deck that wouldn't mind taking such losses. I mean its good for the first turn your opponent has to deal with the card and they have to get rid of it but if they don't then it becomes your problem. I can't really figure out how to get around all those minuses with out simply playing out your whole hand so you have only total field advantage, but I don't think that is a good way to play unless you run DW and even then they don't truly go handless.

I don't really know what I can suggest to change. The effect is written so that this is then only way it can truly do what it needs to do without being horribly underwhelming or broken, which is actually a good thing in a way.

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[quote name='Herman The German' timestamp='1340257798' post='5960256']
quick question why is it a field pell card ?

btw that field promotes malefrics and earthbound inmortals because serves as the required face-up field spell card other monster you control can not attack so just get rid of them plus gain lp
[/quote]
Field spell because it feels like it affects both players in exactly the same way, which is sort of what a Field Spell Card is supposed to do.

I think to change it, I am going to make it a tad different. Instead of doubling all minuses, I am going to turn all plusses into a +0. That way, certain decks that have the capability of getting many plusses, but not the ability to get rid of opponent's cards (think Ojamas) can benefit from the card by using this card to turn +1s into a -1 for the opponent.

Here is how I would make it:

[color=#000000][font=Verdana, Geneva, sans-serif][size=3][left][background=rgb(251, 253, 254)]During either player's Standby Phase, the number of Resistance Counters on this card becomes equal to the number of cards the turn player has on his/her side of the field and hand combined. During either player's End Phase, the turn player must send cards from his/her hand or field to the graveyard so that the number of cards he/she has on his/her field and hand combined is no larger than the number of Resistance Counters on this card and increase his/her Life Points by the number of cards discarded x500. Then, that player's opponent must send an equal number of cards from his/her hand or side of the field to the Graveyard.[/background][/left][/size][/font][/color]

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