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Hatmind [Remade with more "realistic" effect]


Galkin

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[img]http://i.imgur.com/OJQ1h.jpg[/img]
[s][size=1][quote]1 Tuner + 1 or more non-tuner monsters
Up to twice per turn, during either player's turn, you can activate 1 Spell or Trap card from your Deck. If this effect is activated during your opponent's turn: You can only activate Quick-Play Spell cards or Trap Cards from your Deck.
[/quote][/size][/s]

[quote]1 Tuner + 1 or more non-tuner monsters
When this card is Synchro Summoned: Set 1 "Magical Hats" from you hand, Deck or Graveyard on your side of the field. If a Spell or Trap card would be destroyed by battle: Return it to your hand instead. While this card is face-up on the field, your opponent must enter their Battle Phase and attack with all monsters they control.[/quote]
Magical Hats and Trap Monsters. Cause I love trap monster decks.

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SO a horribly broken effect, but a literally impossible card to summon. Are you sure you posted this in the right place? This should be in any other cards, joke card forum, or still be an idea never to come true. If you really did meant this to be in the RC then *facepalm*...

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Idk. I made a "Summonable" Level 1 Synchro once. It was part of my "Atrox" archtype.

Even so, the card is broken. Having access to any Spell/Trap in your Deck is horridly broken and making this card "unsummonable" doesn't make it any better. If anything I'd suggest tutoring the effect into something else like maybe adding a Spell/Trap to your hand, and even then that sounds broken.

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Unsummonable is an incorrect term, just VERY hard to summon, but hey, Horakthy isn't broken and her effect instantly wins the game. This card isn't a guaranteed instant win despite its utter abusive effect and it has horrible stats (lol, 0?). Summoning this card would require you to run a bunch of cards that would be dead draws (or completely useless or outclassed) on their own and prone to removal and the summoning of this card is situational on top of all this!

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[quote name='Chance Furlong' timestamp='1350426932' post='6046237']
The card is "Unsummonable" because monsters cannot reach a Level below 0. I made a card that could specifically be used as a Synchro Material with it's level "treated as 0" so that the cad could be Synchro Summoned. I'm sure others have done that too, but currently "in the game" this card is "unsummonable".
[/quote]

You absolutely [u][b]cannot[/b][/u] define a monster's Level as 0 under any circumstances; none once so ever in absolution. That is concrete. Mininum Level is 1 and max is 12, no exceptions. Xyz's have no Level at all, they aren't Level 0; even the Dark Synchros were changed to still have Levels.

These others who would create cards like that or play the real game with that thinking are absolutely doing it wrong.... period.


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This card itself is unsummonable by normal methods, but it is through [b][u]un[/u][/b]common ways; thus it shouldn't even necessarily have the Materials on the card except that you can raise the Level through effects and summon it normally (just not ones currently in the real game). You can always have a Synchro with Level 1 IF you have a Summoning method for it listed on the card or some other outside effect you made, just like a Chimeratech Fortress Dragon, but if you're going to do that, you might as well not even allow it to be Synchro Summoned normally and then it might as well not be a Synchro at all.

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[center]Like I said. I "made" the card with that ability. Did it "redefine" a game concept? Yes. Was it a "created card"? Obviously. And it is also probably one of the few that did that. In fact, this would be the card:[/center]

[center][img]http://img171.imageshack.us/img171/7682/67897q.jpg[/img][/center]
[center][b]Lore:[/b][/center]
[center][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]If you control no face-up monsters OR if you control a Beast, Beast Warrior or Winged Beast-Type monster: You can Special Summon this card from your hand. This card cannot attack the turn it is Summoned. If this card is used for the Synchro Summon of a Beast, Beast Warrior or Winged Beast-Type monster: This card's level can be treated as 1 or 0.[/size][/font][/color][/center]

[center][font="tahoma, helvetica, arial, sans-serif"][color="#5a5a5a"][size=3]For this card to be "summonable" card must be able to fit it's conditions and right now I'm stating that this card "by itself" is unsummonable. With other cards that aid in it's summoning condition, that could change.[/size][/color][/font][/center]

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Oh. My. Where do I even...

The card design for Hatmind is just... you can't even summon it! I do not know of a single monster in the entire game that can make its level 0! So it's unplayable, literally! But, assuming that this card is summonable via some obscure method...good god. It could be a level 12 with its effect! You can use any spell/trap. ANY spell/trap! If your opponent summmons something, you can spam bottomless, if your opponent activates a trap, you can spam 7 tools or dark bribe, if you need to OTK, you can use dark hole, if you need to destroy cards you can spam soul taker, if you need a monster back you can use monster reborn, ALL FROM YOUR DECK! This card is a +2 in design, every turn! It's invincible! This is the epitome of brokenness, and if this card were to be released it would hop on the one-way train to forbiddendom. My god.

You could balance it-ish by making its effect only activate once per turn, but even then it's still broken! 3/10

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[quote name='sora1499' timestamp='1350429911' post='6046300']
Oh. My. Where do I even...

The card design for Hatmind is just... you can't even summon it! I do not know of a single monster in the entire game that can make its level 0! So it's unplayable, literally! But, assuming that this card is summonable via some obscure method...good god. It could be a level 12 with its effect! You can use any spell/trap. ANY spell/trap! If your opponent summmons something, you can spam bottomless, if your opponent activates a trap, you can spam 7 tools or dark bribe, if you need to OTK, you can use dark hole, if you need to destroy cards you can spam soul taker, if you need a monster back you can use monster reborn, ALL FROM YOUR DECK! This card is a +2 in design, every turn! It's invincible! This is the epitome of brokenness, and if this card were to be released it would hop on the one-way train to forbiddendom. My god.

You could balance it-ish by making its effect only activate once per turn, but even then it's still broken! 3/10
[/quote]

[IMG]http://i46.tinypic.com/vxbx51.jpg[/IMG]


Why did you have to comment on how broken an obviously broken card is with no plausible summoning conditions?

OT: The only plausible way I know to summon this is in Traditional Format. (Cyber Stein/Magical Scientist) Or, if you really want to taste the broken-ness in Advanced, you can summon this using Gale Dogra + Any obscure card that allows you to summon something ignoring the summoning conditions. IF you somehow find a way to summon it, then the next part of my review would be exactly the same as Sora's.

Off topic: Why on earth did you post this on RC? A card this broken and is almost impossible to summon belongs in the Joke Card forum. Are you just a big spanner of sorts?

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[quote]Are you just a big spanner of sorts? [/quote]
Forgive the ignorance, but surely you met spammer, for I could not find a good definition for spanner. Anyways, I assure you it was not my intent.

I admit I have gotten carried away with this card's design, but I really wanted to try something new. The method of summoning this card was simply to abuse the fact that "Magical Hats" does not treat the set cards of any level, but they are not ruled as leveless like XYZ (So in my mind, I placed them as 0 for being undefined, much like how "?" ATK/DEF are given a value of 0 if undefined while on the field).

So it was "Magical Hats" (Situational), Light of Intervention (Useless), Urgent Synchro (Outclassed?) to summon this card. The broken effect was simply my attempt at balancing for having to use 3 cards and making them work despite they are near useless in any other situation (Wasn't this called "inconsistent" and "impractical"?)

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no point in saying something other have said it is op'ed

need a non tuner with a effect that so it's level does not count to the synchro summon (the only way beside spending 3000 for Gale Dogra)

i will now try to salvage the effect if you will

OCG FIX

1 Tuner + 1 or more non-tuner monsters
[b]once[/b] per turn, during either player's turn, you can activate 1 [b]Quick-Play Spell card[/b] from your Deck. If this effect is activated during your opponent's turn, you pust pay 500 Life Points to activate this card's effect.

i guess that would be acceptable!

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[center]... this card is so made as to be either hilariously unplayable, not worth the trees, ink, neurons, and spacetime expended in its name -- or else maddeningly broken, in which case my matches and my kindling and my spit are ready to receive it.[/center]

[center]... no, just no.[/center]

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I think the best way of using this card would be something like "Instant Synchro", which you would have to make, and this would give serious problems as it would use just 1 card to activate Reborn and something else from your Deck which is just ridiculous. The card just seems either redundant or broken.

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Depending on the hand, exodia decks will possibly ftk with this card. it wouldn't matter the build. Just summon it.
and its a giant use of broken.
It'd be better if it was 2 and said mill a card from your deck: if its a spell or trap you ca activate it during this turn. Simple and less broken. Then give it 1200/def and make unable to be destroyed by battle. BOOM.

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I don't like Synchros to begin with, but this is utterly ridiculous. It's almost impossible to summon, but if it does get out, its user can sling Spells and Traps without let or hindrance. Even having 0 ATK/DEF doesn't balance it out. Simply bumping its level up to 2 or 3 would make it almost summonable, but then its effect would be far too powerful. Making an "Instant Synchro" or variation of Starlight Road (the only card of that sort I can think of) would only make it worse. It's impossible to fix without subverting the whole concept. That's a shame, because my old Vilewares would [i]love[/i] this thing...if it was actually usable.

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The new monster...looks weird. Being able to set Magical Hats at any time is okay, but the other effect seems nearly useless unless you force your opponent to attack a different monster since it's effect of your Spell/Traps being destroyed by battle return them to hand instead effect may not take place if your card is face-down. It's still a genuinely interesting card though, but it's...idk...I think playability is lagging with it.

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How about:

"If this card is chosen for the effect of "Magical Hats", this card is switched to face-up Defense Position instead: The opponent must attack the other two cards that were chosen for the effect of "Magical Hats" before attacking this card."

Magical Hats doesn't flip the card face-down and now your opponent is forced to attack the other two cards. Of course, it's their choice though.

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[quote name='Chance Furlong' timestamp='1350603786' post='6047768']
The new monster...looks weird. Being able to set Magical Hats at any time is okay, but the other effect seems nearly useless unless you force your opponent to attack a different monster since it's effect of your Spell/Traps being destroyed by battle return them to hand instead effect may not take place if your card is face-down. It's still a genuinely interesting card though, but it's...idk...I think playability is lagging with it.
[/quote]

The effect works with Trap Monsters as well (which he states at the end), much less situationally... that said...


[b][u]To the card creator:[/u][/b]

...the opponent is more likely to just blow up Hatmind (again, the problem with the game, Duels aren't fun because monsters don't get to stay very long without someone "problem-solving with dynamite".

So the effect won't get to stay active, and when the effect is active, your opponent will target Hatmind for attack instead of the Trap Monsters or avoid attacking the Trap Monsters except to get rid of them off the field for a direct attack (obviously exception could be made for Metal Reflect Slime for such high-Level DEF points).


Just saying the opponent will most likely avoid dealing with Hatmind's effect and deal with Hatmind directly. Maybe make it that it can't be an attack target if you control Magic or Traps as Monsters. Maybe [i]"Cannot be target of attacks or opponent's card effects while you control Magic or Trap Cards that are treated as Monsters."[/i]

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That could work, but it would alter it from being a 66% chance of searching a card to a guaranteed search for 1 (picking the same cards) or 50% chance of 2 powerful cards (Monster Reborn or Dark Hole?). Granted, it isn't really that far off from what this card was doing, just stating it is more guaranteed like that.

@Shinobi: Comment noted.

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