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Warrior Pride Booster Pack I


Zeruel1326

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[img]http://i.imgur.com/j59OL.jpg[/img]
This is a basic Warrior card that is immune to Spell cards.
Level 7, Good Attack and better Defense. It's a basic first try.

[img]http://i.imgur.com/DYfD6.jpg[/img]
This card can deal Life Point damage if it's strong enough.
It's a good basic Level 4 Warrior card.

[img]http://i.imgur.com/imYFJ.jpg[/img]
Good for any Warrior-type decks.
A common Level 5 with good defense.

[img]http://i.imgur.com/qjLUB.jpg[/img]
A very powerful Warrior Synchro monster that is super rare.
It's a very good blessing and can destroy any face-down card. A bit overpowered, but it's worth a keep.

[img]http://i.imgur.com/y5AAF.jpg[/img]
Even Warriors have dark sides. This card shows it.

[img]http://i.imgur.com/fBKtL.jpg[/img]
A extremely powerful card that needs allies to stay in.
A ultra rare card that is immune to Trap, Spell, and effect monsters effects. This can be a blessing or a screw.

[img]http://i.imgur.com/62GvA.jpg[/img]
A very powerful card for those who want to make a defense tank.
But it only works for Warriors.

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It's good but master paladin is a good monster but if you have a pure warrior deck he is extremely easy to summon, and that would be a regular tribute summon. Make it like 2 tributes with a specific level, or banishing 2 light warrior type monsters, or something like that. But other than that i would give this booster pack a 4 outta 5! :D

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[quote name='Taylor Anfinson' timestamp='1341191695' post='5965091']
It's good but master paladin is a good monster but if you have a pure warrior deck he is extremely easy to summon, and that would be a regular tribute summon. Make it like 2 tributes with a specific level, or banishing 2 light warrior type monsters, or something like that. But other than that i would give this booster pack a 4 outta 5! :D
[/quote]
I made him that way because it's a pure Warrior deck, hence the titles.. Not all Warriors are LIGHT. He's got the name because he's the second strongest card in the entire pack.

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1st guy: Level 7 and 2100 ATK is pure nonsense. It needs to become much stronger, at values around 2600-2800 (if you want to keep it as a 2-Tribute monster, and if that is the case, you should try making him Level 8, just to make him a Trade In target). If you want it to be Level 5 or 6 instead, then its ATK is more fit for the 2300-2500 ranges. If you decide that you want it to be Level 4 to keep the ATK, then forget about it: It's too much now. The DEF is meh, but I suppose it's just that high to represent how he's supposed to be guarding stuff, so meh. The effect is interesting enough as it lets you get him past Soul Taker, Smashing Ground, Dark Hole, and that one random person who runs Shrink.

2nd monster: It took some time to realize what you meant, but that's called "piercing damage" now. As for her ATK, it is terribly weak compared to a lot of other cards. Then you have her effect that changes her to Defense Position, which is usually a drawback, but due to her DEF being similar to her ATK, this time it's rather neutral. Bump her ATK up to... let's say 1800, and give her a DEF score of 2000. Now change her second effect to change her to Defense Position when she's attacked.

The other girl: The ATK/DEF stats are good enough for her to be Level 4 instead of Level 5 (being Level 5 is just absurd for her anyway), even with the potential her ATK has when you're swarming with Warriors. However, she is what the denizens of YCM like to call a "beatstick," and currently, mere beatsticks are not good cards. You can always add another effect, maybe something along the lines of "Once per turn: You can Tribute 1 Warrior-type monster to negate a card effect that destroys a card(s) on the field and destroy it."

The Synchro monster: Not OP in the slightest. Players don't have many face-down monsters in the first place, and if they did, this card would more than likely kill them anyway. If you're concerned about monsters being in (face-down) Defense Position, then let her have Piercing Damage, and then maybe when she inflicts battle damage, you can add 1 Warrior-type monster from your Deck to your Hand with ATK equal to or less than the battle damage.

The Field Spell: Kinda nice ATK boost for Warriors (but ATK-boosting-only Field Spells aren't that good), but the auto-destroying effect with LIGHT monsters is really unnecessary.

That next guy: The drawback balances it pretty well, but the main problem is that he can be Special Summoned (cards like Monster Reborn and such), which can be a bit TOO dangerous with his 3150 ATK running around and his effect-destruction-immunity (or should I listen to the bit of text under him saying he's completely immune to card effects, in which case he's simply OP and the only commonly-played cards that can kill him are Honest, Five-Headed Dragon, and Evigishki Zealgigas). The ATK is simply too high, bump it down to 2600 or so and I think he should be fine.

Equip Spell: The ATK/DEF boost seems slightly handy, but this card's true power lies within the trap immunity, which saves the equipped monster from Torrential Tribute, Mirror Force, and, uh, something else. Something. Oh well, this card is pretty decent enough.

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[quote name='A Background Character' timestamp='1341194615' post='5965115']
1st guy: Level 7 and 2100 ATK is pure nonsense. It needs to become much stronger, at values around 2600-2800 (if you want to keep it as a 2-Tribute monster, and if that is the case, you should try making him Level 8, just to make him a Trade In target). If you want it to be Level 5 or 6 instead, then its ATK is more fit for the 2300-2500 ranges. If you decide that you want it to be Level 4 to keep the ATK, then forget about it: It's too much now. The DEF is meh, but I suppose it's just that high to represent how he's supposed to be guarding stuff, so meh. The effect is interesting enough as it lets you get him past Soul Taker, Smashing Ground, Dark Hole, and that one random person who runs Shrink.

2nd monster: It took some time to realize what you meant, but that's called "piercing damage" now. As for her ATK, it is terribly weak compared to a lot of other cards. Then you have her effect that changes her to Defense Position, which is usually a drawback, but due to her DEF being similar to her ATK, this time it's rather neutral. Bump her ATK up to... let's say 1800, and give her a DEF score of 2000. Now change her second effect to change her to Defense Position when she's attacked.

The other girl: The ATK/DEF stats are good enough for her to be Level 4 instead of Level 5 (being Level 5 is just absurd for her anyway), even with the potential her ATK has when you're swarming with Warriors. However, she is what the denizens of YCM like to call a "beatstick," and currently, mere beatsticks are not good cards. You can always add another effect, maybe something along the lines of "Once per turn: You can Tribute 1 Warrior-type monster to negate a card effect that destroys a card(s) on the field and destroy it."

The Synchro monster: Not OP in the slightest. Players don't have many face-down monsters in the first place, and if they did, this card would more than likely kill them anyway. If you're concerned about monsters being in (face-down) Defense Position, then let her have Piercing Damage, and then maybe when she inflicts battle damage, you can add 1 Warrior-type monster from your Deck to your Hand with ATK equal to or less than the battle damage.

The Field Spell: Kinda nice ATK boost for Warriors (but ATK-boosting-only Field Spells aren't that good), but the auto-destroying effect with LIGHT monsters is really unnecessary.

That next guy: The drawback balances it pretty well, but the main problem is that he can be Special Summoned (cards like Monster Reborn and such), which can be a bit TOO dangerous with his 3150 ATK running around and his effect-destruction-immunity (or should I listen to the bit of text under him saying he's completely immune to card effects, in which case he's simply OP and the only commonly-played cards that can kill him are Honest, Five-Headed Dragon, and Evigishki Zealgigas). The ATK is simply too high, bump it down to 2600 or so and I think he should be fine.

Equip Spell: The ATK/DEF boost seems slightly handy, but this card's true power lies within the trap immunity, which saves the equipped monster from Torrential Tribute, Mirror Force, and, uh, something else. Something. Oh well, this card is pretty decent enough.
[/quote]
All the cards have some fault and some ups, all cards have that. Each card is powerful in their own way.

The Master Paladin is actually not that bad, most cards are worse and he doesn't last forever. Remember that players can have only one Monster Reborn. Also he's a Ultra rare card, the chances of getting him from a booster pack is kinda high. He can only be summoned and stay in play if there is at least ONE Warrior-type monster. What if the other Warrior is destroyed? If that happens, he's gone forever.

White Paladin is good for defensive reasons.

The Swamp Elf Archer is meant to be that weak in defense. Not many archers are that defense.

Purple Knight is one of those cards that needs strategy to use. I decided for a level 5 instead of 4 because of how powerful she can be if there are lots of Warriors out on the field.

The field spell IS kinda of a stretch, but it's good for those who have high ATK. The LIGHT monster destroying it is kinda weird, but it's useful if it's starting to hurt you mostly.

Queen Fencer I thought it would be too powerful since it can destroy any and all face-down defense cards. It's nice to know it's at a better level then I thought.

And the equip card I thought might get comments about it being overpowered since it gives you so much DEF and Trap immunity.

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[quote name='Zeruel1326' timestamp='1341196183' post='5965126']
All the cards have some fault and some ups, all cards have that. Each card is powerful in their own way.

The Master Paladin is actually not that bad, most cards are worse and he doesn't last forever. Remember that players can have only one Monster Reborn. Also he's a Ultra rare card, the chances of getting him from a booster pack is kinda high. He can only be summoned and stay in play if there is at least ONE Warrior-type monster. What if the other Warrior is destroyed? If that happens, he's gone forever. [b]The rarity of a card doesn't really matter when there's dueling sites such as DN, only in tournaments. Plus, if you play your cards right, getting rid of all of the other Warriors can be a difficult thing to do.[/b]

White Paladin is good for defensive reasons.
[b]Playing cards in Defense Position intentionally is usually a bad strategy, and in this case, it is. You tribute 2 monsters for a 2700 Defender that can't be hit by Spells. If I want a big defending shield, I'll go for Destiny Hero Defender. While it isn't protected from Spells, it is Chaos/DAD fodder, requires no tributes, and searchable by ROTA, not to mention you can probably Xyz Summon with him before he lets your opponent draw (if he's still here).[/b]


The Swamp Elf Archer is meant to be that weak in defense. Not many archers are that defense.
[b]So she is supposed to be bad? Ok...[/b]

Purple Knight is one of those cards that needs strategy to use. I decided for a level 5 instead of 4 because of how powerful she can be if there are lots of Warriors out on the field. [b]The off-chance of you having 3, 4, or 5 Warriors to give her 2000-2400 ATK[/b] [b]takes enough effort to warrant her being Level 4. Most of the time, she's just going to be a very weak Level 5 that can be ran over by strong Level 4 monsters.[/b]

The field spell IS kinda of a stretch, but it's good for those who have high ATK. The LIGHT monster destroying it is kinda weird, but it's useful if it's starting to hurt you mostly. [b]You have only 1 LIGHT monster (so far), and he isn't exactly a way out when you're in a pinch unless you can pull a combo to keep him. Plus, the only commonly-used Warrior deck is the Six Samurai archetype, so this shouldn't even happen that often.[/b]

Queen Fencer I thought it would be too powerful since it can destroy any and all face-down defense cards. It's nice to know it's at a better level then I thought.

And the equip card I thought might get comments about it being overpowered since it gives you so much DEF and Trap immunity.
[/quote]

Replies to each are in bold to temporarily avoid confusion with what reply goes to what.

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