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yannic0070

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Hey guys, this is where I'll be posting my "enforcer" cards, it is a deck made out of all kinds of warriors of different elements. The main goal is gaining power by having all elements in play.
The deck has all cards typed out, but not yet created, so I'll post them here when they are done.
[Spoiler=Normal enforcers]
[img]http://oi45.tinypic.com/14xhtgi.jpg[/img][img]http://oi47.tinypic.com/zltcah.jpg[/img] [img]http://oi45.tinypic.com/eqt9at.jpg[/img][img]http://oi49.tinypic.com/2q8ajc8.jpg[/img][img]http://oi47.tinypic.com/a9n4tl.jpg[/img][img]http://oi47.tinypic.com/da7go.jpg[/img][img]http://oi49.tinypic.com/o92zc9.jpg[/img][/spoiler]

[Spoiler=Adaption (spells)] [img]http://oi50.tinypic.com/1zowwuu.jpg[/img][img]http://oi45.tinypic.com/347cj02.jpg[/img][img]http://oi48.tinypic.com/6rr1ms.jpg[/img][img]http://oi48.tinypic.com/2isgob7.jpg[/img][/spoiler]

[Spoiler=Enforcement!] [img]http://oi48.tinypic.com/2r38mz4.jpg[/img] [/spoiler]

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I like your idea of a deck based off of having as many different Elements out on the field, but by that, do you mean Attributes, or the 4 Natural Elements? If you mean having the Attributes, it is already a lost case, due to the fact that you can only have Five monsters on the field at a time. As for the card itself, it has a nice, sturdy effect, but its ATK isn't nearly strong enough to keep it in play. If I read it right, all Water monsters on the field at the moment gain 200 ATK points, including itself, but then he only has 1400 ATK. To fix this, this monster should have something like 1500 Original ATK, which boosts up to a respectable 1700. Also, I think it would be better if, while it's face-up on the field, ALL Water-types gain 200 ATK, not just the ones that were on the field at the time.

I liked the second effect, which destroyed whatever card desired after two turns, but it would be even more respectable if it had a higher ATK, so his effect isn't a one-time-only deal.

For the wording, your card's current effect should read as follows:
When this card is Summoned; all WATER monsters on the field gain 200 ATK. Once per turn, you can select one card on the field; in two turns, the selected card is destroyed.

Last, I was wondering how this is supposed to work with other Enforcers. If they all have different Attributes, this card's first effect becomes useless and doesn't tie in with the others. Unless, of course, they have Attribute-changing effects, in which case, they have extreme epicness. For Aqua Enforcer alone, I give it a 6/10.

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1. Two more enforcers have been added.
2. All enforcers will have the same basic effect, granting ATk to their attribute
3. The enforcers have synchro monsters, XYZ monsters and fusion monsters, maybe even, rituals.
4. Yes aqua is weak, but if I'd raise its power and it would be very strong, then it would simply flush away all cards.
5. How will they work together? The spells will do that, spells will work according to your enforcers and their field presence.
6. I'll adapt their effects.

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The two new cards are a nice addition, giving the Enforcers more power. However, it would just be too easy to summon Three 'Flare Enforcers', and inflict 4500 points of damage total (Assuming you have two other Enforcers on the field). Basically, the Enforcers should be limited to only having 1 of them on the field at a time, preventing a potential 600 ATK boost for everybody, and also preventing abusing them, like using Aqua to destroy 3 cards on the field EVERY TURN, or dealing/gaining ALL THOSE POINTS. Also, the same grammer changes as stated before happen in this case, because the effects are so similar.

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Hmmm you got a point... yet still, look at it this way, aquas effect is modified so it returns monsters, and pyro deals 300DMg per, maning 1500 max, and indeed with three, 4500.
I know that, but you cannot take every combo away because it is powerfull.

added 2 more cards.
added another card.
added 4 more cards

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I realize that you can't take everything away, but this could deal 4500 points EACH TURN. That's a bit too much. You could mention that there can only be 1 Flare or Solar Enforcer using the effect at once. If you have both on the field, you could gain 1500 AND inflict just as much, potentially. This isn't taking away a combo just because it's powerful; this is minimizing a combo so it isn't totally broken.

I wasn't saying that Aqua was completely unfair; it was actually very balanced, so it didn't need an adjustment, really.

Darkness was... broken. Not much, but just a tad. 2100 is a bit too much power. However, it has a respectable second effect, annoying the opposition. However, the fact that it happens in the End Phase makes it pointless. If the opponent wants it in attack mode, then he'll just change it next move. Unless it occurs sooner, it shouldn't be allowed to change its position for a turn.

Lightning was nice, except for the whopping ATK. The strength to crush most monsters AND an effect that lets you destroy anything with a higher ATK makes an almost indestructable warrior, ecspecially for a level 4. A level 5 is reasonable, but this is a bit too huge.

I liked Terra a bunch, with the ability to stop your opponent's back row. On top of that, he's a tough customer with a nice 1900 ATK. I couldn't really find anything besides the card grammer wrong with him. Wind also fit the bill, though it has a maximum 1800 ATK, and also flipped the opponent's back row.

The Adaptations were done well... except for the fact that each one is a bit specific, only affecting 1-2 monsters ever. Plus, the adaptations are useless if you have the field spell out, unless the other guys have some extra effect, like you gain a few hundred LP or ATK. I suggest that the Adaptations affect the specified types, not just any random pair of enforcers.

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Think of it this way, what happens when you have fusion gate out? Polymerization becomes rather useless no? Anyways, the reasoning behind the adaption cards is that two specific enforcers gain some power (since fire changes to water, he gains the aqua bonus) I don't know if you noticed but wind is called ENFORCING adapting, with the reason of spells and traps that'll come later on to limit my OP monsters

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Randomflyingobjects:This archetype doesn't have speed,so how do you call all of them

yannic0070:you need to boost them,something like "Add 1 Enforcer monster" or "Once per turn,Special Summon 1 monster" from your hand,It's very weak now,it's worst
By the way,the Flare is boosting for the Water and the Wind is something overpowered

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Since you asked:


[b]Aqua Enforcer:[/b] Crap. Cards rarely stay on the field for 2 turns. Ever. And if they do, you're probably not in a position worth using this card.

[b]Solar Enforcer: [/b]Balanced. It's fine. But no one would run it.

[b]Darkness Enforcer: [/b]No. A Book of Moon effect is extremely powerful, even if when you can use the effect is restricted. It's stats need to be much much lower. Otherwise it can just be CotH'd at the end Phase and run over boss monsters. That's part of the reason Tsukuyomi was banned.

[b]Lightning Enforcer: [/b]Too much on one card. The highest attack a generic Level 4 monster has is 2000 ATK. That's a Normal Monster. This card will normally come out at 2200 ATK. And not only that, but you can also just pop a card! For no cost. I mean even Snipe Hunter makes it random. Way too overpowered, especially since it's searchable by ROTA.

[b]Terra Enforcer:[/b] Shouldn't be Once per turn. Elemental HERO Stratos has a very similar effect. Not only does Stratos have much worse stats, but it also can only activate its effect when summoned.

[b]Wind Enforcer: [/b]Once per turn: Activate Giant Trunade. Giant Trunade is banned, and while this may take up a normal summon, it's still a bit too much for a Level 4 monster. It will encourage OTKs and make players not play conservatively, which is bad for the game as a whole.

[b]Flare Enforcer:[/b] I'll say this, it's better than Solar Enforcer.

[b]Adaptions: [/b]The first three are crap because the last one does all of their jobs while also being searchable and doing even more.

[b]Enforcer's Enforce:[/b] I would rather use Double Summon. Note that if someone reads "Special Summon from hand", they're usually not going to give it another look. There's a reason no competitive Hieratic deck runs Seal of Power.

All in all, it's pretty mediocre. I can see these cards getting the same attention as Heroic monsters: they look pretty cool, but they won't be playable.

As for your card making skills in general, I highly suggest you brush up on your Official Card Grammar.

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[quote name='Agro' timestamp='1347913761' post='6026809']
Since you asked:


[b]Aqua Enforcer:[/b] Crap. Cards rarely stay on the field for 2 turns. Ever. And if they do, you're probably not in a position worth using this card.

[b]Solar Enforcer: [/b]Balanced. It's fine. But no one would run it.

[b]Darkness Enforcer: [/b]No. A Book of Moon effect is extremely powerful, even if when you can use the effect is restricted. It's stats need to be much much lower. Otherwise it can just be CotH'd at the end Phase and run over boss monsters. That's part of the reason Tsukuyomi was banned.

[b]Lightning Enforcer: [/b]Too much on one card. The highest attack a generic Level 4 monster has is 2000 ATK. That's a Normal Monster. This card will normally come out at 2200 ATK. And not only that, but you can also just pop a card! For no cost. I mean even Snipe Hunter makes it random. Way too overpowered, especially since it's searchable by ROTA.

[b]Terra Enforcer:[/b] Shouldn't be Once per turn. Elemental HERO Stratos has a very similar effect. Not only does Stratos have much worse stats, but it also can only activate its effect when summoned.

[b]Wind Enforcer: [/b]Once per turn: Activate Giant Trunade. Giant Trunade is banned, and while this may take up a normal summon, it's still a bit too much for a Level 4 monster. It will encourage OTKs and make players not play conservatively, which is bad for the game as a whole.

[b]Flare Enforcer:[/b] I'll say this, it's better than Solar Enforcer.

[b]Adaptions: [/b]The first three are crap because the last one does all of their jobs while also being searchable and doing even more.

[b]Enforcer's Enforce:[/b] I would rather use Double Summon. Note that if someone reads "Special Summon from hand", they're usually not going to give it another look. There's a reason no competitive Hieratic deck runs Seal of Power.

All in all, it's pretty mediocre. I can see these cards getting the same attention as Heroic monsters: they look pretty cool, but they won't be playable.

As for your card making skills in general, I highly suggest you brush up on your Official Card Grammar.
[/quote]
I asked for a comment, not a burn down with nothing positive at all... And I'm dyslectic, I'd love to use OCG if it didn't make my eyes hurt.

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[quote name='yannic0070' timestamp='1347914585' post='6026821']
I asked for a comment, not a burn down with nothing positive at all... And I'm dyslectic, I'd love to use OCG if it didn't make my eyes hurt.
[/quote]I told you what was wrong with your cards. I'm not going to baby you and tell you how to fix it. If a card was good, I would have let you know or not comment at all. There's no reason to tell you that a card is good if it's just "That card is good". I only comment if something should be changed, edited, or otherwise fixed. If you can't take criticism, then you shouldn't post cards.

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[quote name='Agro' timestamp='1347914875' post='6026824']
I told you what was wrong with your cards. I'm not going to baby you and tell you how to fix it. If a card was good, I would have let you know or not comment at all. There's no reason to tell you that a card is good if it's just "That card is good". I only comment if something should be changed, edited, or otherwise fixed. If you can't take criticism, then you shouldn't post cards.
[/quote] it isn't about your criticism, I hate the fact that you say things like: crap. Worthless. Sh*t . Don't you know how< demigrading you are? You aren't a commenter, you are a straight up, dum dum duuuum JERK.

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I never said sh*t and I certainly didn't say worthless.

I admit I did say that certain cards were crap. Allow me to explain why.

Aqua Enforcer: Have you ever heard of the card called Steel Scorpion? It's a very old card. When it's destroyed by battle, the monster that destroyed it will be destroyed in 3 turns. There's a reason no one plays it. It's because there are infinitely better cards than it. In this situation, Steel Scorpion is infinitely better than this because Steel Scorpion can actually get rid of a threat instead of removing it two turns later only to see it come back two turns after. I'm sure you could also use it on monsters you control, but let's face it, you're not going to run into a player that will let that monster live long enough to do so. Not if they're competent.

Adaptions: Look, you have 3 exceedingly situational cards. The fourth one does everything that the first three do while also being searchable by cards like Terraforming. The most important issue I see with them though is that there isn't much point to changing all of their attributes. Besides not really having a purpose in the archetype, the last adaption is perfectly fine, but there's no point in making the others then since they're completely outclassed by one card that does all their jobs and more.

This isn't meant to be demeaning and it won't unless you take it that way. I'm giving you criticism. If the cards are bad, they're bad, and I'll tell you that they're bad. In that way you'll try not to make bad cards and will therefore improve. In the process you'll hopefully grow thicker skin so you can realize that the point of pointing out everything wrong with the card makes you realize what you need to do to make the card better and more balanced.

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@KamenRiderWizard: Point taken. If there were other Enforcers that Searched and dealt more in depth with Attributes, this would easily be resolved.

Most of Agro's points were valid, but most easily fixxed.
[quote name='Agro' timestamp='1347913761' post='6026809']
Since you asked:


[b]Aqua Enforcer:[/b] Crap. Cards rarely stay on the field for 2 turns. Ever. And if they do, you're probably not in a position worth using this card. [b]You could easily make it 1 turn, evening it out.[/b]

[b]Solar Enforcer: [/b]Balanced. It's fine. But no one would run it. [b]The points could be switched to 4-500[/b]

[b]Darkness Enforcer: [/b]No. A Book of Moon effect is extremely powerful, even if when you can use the effect is restricted. It's stats need to be much much lower. Otherwise it can just be CotH'd at the end Phase and run over boss monsters. That's part of the reason Tsukuyomi was banned.[b] As he said, lower stats balance it out.[/b][b] Or a higher level.[/b]

[b]Lightning Enforcer: [/b]Too much on one card. The highest attack a generic Level 4 monster has is 2000 ATK. That's a Normal Monster. This card will normally come out at 2200 ATK. And not only that, but you can also just pop a card! For no cost. I mean even Snipe Hunter makes it random. Way too overpowered, especially since it's searchable by ROTA. [b]This is also true. If you keep the effect, it should have lower ATK, or you could put in some restriction. One of my favorite Level 4s (Chainsaw Insect) has 2400, but when if fights, the opponent gets a free card.[/b]

[b]Terra Enforcer:[/b] Shouldn't be Once per turn. Elemental HERO Stratos has a very similar effect. Not only does Stratos have much worse stats, but it also can only activate its effect when summoned. [b]This is fixxed with a cost, such as 800 LP, or cards from the hand.[/b]

[b]Wind Enforcer: [/b]Once per turn: Activate Giant Trunade. Giant Trunade is banned, and while this may take up a normal summon, it's still a bit too much for a Level 4 monster. It will encourage OTKs and make players not play conservatively, which is bad for the game as a whole. [b]Pay something. Maybe you need the same number of Spells/Traps, and yours get sent to the Graveyard. It's still abusable, but a lot more balanced.[/b]

[b]Flare Enforcer:[/b] I'll say this, it's better than Solar Enforcer.

[b]Adaptions: [/b]The first three are crap because the last one does all of their jobs while also being searchable and doing even more. [b]Exactly. If each one has a side effect (Draw card, gain LP, Inflict damage, destroy cards, extra ATK), then each one suddenly has a purpose as an indevidual.[/b]

[b]Enforcer's Enforce:[/b] I would rather use Double Summon. Note that if someone reads "Special Summon from hand", they're usually not going to give it another look. There's a reason no competitive Hieratic deck runs Seal of Power.[b] All true. Not sure how to help there, except broaden its effect, like having it gain 200 ATK or something.[/b]

All in all, it's pretty mediocre. I can see these cards getting the same attention as Heroic monsters: they look pretty cool, but they won't be playable.

As for your card making skills in general, I highly suggest you brush up on your Official Card Grammar.
[/quote]
Of course, Agro, that wasn't the best criticism. You only stated the problems, not possible answers, which is what we needed here.

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[quote name='Randomflyingobjects' timestamp='1347928107' post='6026950']
Of course, Agro, that wasn't the best criticism. You only stated the problems, not possible answers, which is what we needed here.
[/quote]When it comes to designing cards, I prefer Chris's approach, which was basically "Let them figure out what is and is not balanced in a card. Tell them what's wrong, and believe that they're smart enough to fix the mistakes by themselves."

Like I said, I don't like to baby them. Their ideas should come from themselves.

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...I'd just change some of there effects to special summoners...Bump it I'll hop on this[quote name='Agro' timestamp='1347913761' post='6026809']
Since you asked:


[b]Aqua Enforcer:[/b] Crap. Cards rarely stay on the field for 2 turns. Ever. And if they do, you're probably not in a position worth using this card.
[b]Going back to the broken roots of water cards like Brio and Trish, change his effect to the followin,[/b]
On either players: You can have this card lose 500 ATK to Banish one monster on the field; the banished monster returns to it's owner's hand at at the start of your opponent's next Endphase.

[b]Solar Enforcer: [/b]Balanced. It's fine. But no one would run it.
[b]Instead of Lifepoints, let him search out an enforcer on your main phase by returning a card you control to your deck to add 1 card with "Enforcer in the name in your deck.[/b]

[b]Darkness Enforcer: [/b]No. A Book of Moon effect is extremely powerful, even if when you can use the effect is restricted. It's stats need to be much much lower. Otherwise it can just be CotH'd at the end Phase and run over boss monsters. That's part of the reason Tsukuyomi was banned.ab
[b]ummm maybe have him be abl[/b][b]e to equip monsters in stead. or just use Agro's suggestion[/b]

[b]Lightning Enforcer: [/b]Too much on one card. The highest attack a generic Level 4 monster has is 2000 ATK. That's a Normal Monster. This card will normally come out at 2200 ATK. And not only that, but you can also just pop a card! For no cost. I mean even Snipe Hunter makes it random. Way too overpowered, especially since it's searchable by ROTA.
[b]Change so that it so enforcers gains 100 ATK for every enforcer on the field. As far as the discard, let is discard to Special summon itself or another enforcer kinda like machina gearframe.[/b]

[b]Terra Enforcer:[/b] Shouldn't be Once per turn. Elemental HERO Stratos has a very similar effect. Not only does Stratos have much worse stats, but it also can only activate its effect when summoned.
[b]Scrap that whole effect except for the ATK part. Change it to this:
If you control an "Enforcer" monster other than "Terra Enforcer", you can SS this card from your hand. Once per trun you can activate one of these effects:
You can shuffle up to 2 enforcers in your grave to your deck and draw 1 cad
You can Special summon 1 Enforcer from your hand or grave with less ATK than this card's[/b]

[b]Wind Enforcer: [/b]Once per turn: Activate Giant Trunade. Giant Trunade is banned, and while this may take up a normal summon, it's still a bit too much for a Level 4 monster. It will encourage OTKs and make players not play conservatively, which is bad for the game as a whole
[b]Make it's effect equal to the number of enforcer's you currently control. Pay 500 life points as well[/b]

[b]Flare Enforcer:[/b] I'll say this, it's better than Solar Enforcer.
[b]This is fine, but give it the option to gain lifepoints equal to the enforcers you have or burn your opponent.[/b]

[b]Adaptions: [/b]The first three are crap because the last one does all of their jobs while also being searchable and doing even more
[b]Agreed: 1 should negate effects, 1 should give your monsters piercing, and another should give them maybe immuntity or search power. All should come with costs/ activation conditions like if you control a water & fire enforcer, light and dark etc... The field spell lets you change attributes at will which is kinda cool.[/b]
[b]Enforcer's Enforce:[/b] I would rather use Double Summon. Note that if someone reads "Special Summon from hand", they're usually not going to give it another look. There's a reason no competitive Hieratic deck runs Seal of Power.
[b]Make it summon from the deck. 1 enforcer Can only be use twice per duel.[/b]

All in all, it's pretty mediocre. I can see these cards getting the same attention as Heroic monsters: they look pretty cool, but they won't be playable.

As for your card making skills in general, I highly suggest you brush up on your Official Card Grammar.
[/quote]

Idk I was lazy so I didn't take the set and completely revamp it woth supports, but i liked the original concept, these are just some suggested improvements. This IS RC.

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Sigh, I suppose I should be grateful for the advice, and blahblahblah, but still, the way you suggest it makes the entire set different then it is intended to be. After all, Gem-fusion can be replaced by polymerization, but then it wouldn't be a gem-knight deck. AS for the adaption cards, they aren't useless because later monsters (the strongest ones) require them, so that it isn't to easy to summon them.

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