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Sora's Sets: Volt


Sora1499

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It's been a while since I've last posted a card set on here, so I thought I'd get going again with my newest one: Volts. They revolve around returning fellow Volt monsters to activate powerful effects, and then a good number of Volt monsters give you benefits for being returned to the deck. I designed the set to be wicked fast and meta-level, so if they're broken in some way please tell me. Without furhter ado, here they are!

Effect Monsters:

[img]http://i.imgur.com/Bes2T.jpg[/img]

Lore: When this monster destroys an opponent's monster by battle and sends it to the graveyard: you can return 1 "Volt" monster you control to the deck; inflict damage to your opponent equal to the Atk of the destroyed monster.
Notes: This card would end up being spammed in any Volt deck. It returns other Volts to the deck, which creates combos and set-ups, and simultaneously has a lethal effect for doing so. I made him to speed up the deck a bit, and also to make it more competitive.

[img]http://i.imgur.com/shvYN.jpg[/img]

Lore: Return 1 "Volt" monster from your hand or field to the deck: special summon this card from your hand. If this card was returned to the deck by the effect of a "Volt" monster: special summon it; it gains 200 Atk and Def.
Notes: Beastman is a snazzy beater/swarmer of the deck that the other Volts rely on to run efficiently. While not quite as potent as the later introduced Volt Warrior, it can give you some substance while you prepare some of the bigger monsters in the deck.

[img]http://i.imgur.com/YHSVC.jpg[/img]

Lore: When this face-up attack position card battles: you can return 1 other "Volt" monster you control to the deck; switch this card and the other battling monster to face-up defense position. When this card is returned to the deck: target 1 monster your opponent controls; destroy that target. This effect of "Volt Chain" can only be activated once per turn.
Notes: In the meta, monsters run rampant with powerful effects, swarming for a barrage of attacks, etc. Chain attempts to put the opponent's monster's on a leash and helps give Volts some ground.

[img]http://i.imgur.com/0qbRH.jpg[/img]

Lore: When this card is returned to the deck: add 1 "Volt" card (except for "Volt Deliverer") from your deck to your hand.
Notes: The searcher of the deck. It originally had 2k DEF, but I made it 1.5k because it would just sit there for a turn, then you'd summon a Volt monster, return it to the deck, and super-search, which I thought to be a bit too powerful. Nevertheless, he does help the deck go round.

[img]http://i.imgur.com/DsDrQ.jpg[/img]

Lore: If you control a "Volt" monster: you can special summon this card from your hand. During the battle phase: you can return 1 other "Volt" monster you control to the deck. You can only activate the effect of "Volt Infantry" once per turn.
Notes: If worse comes to worst, you can special summon this card in order to provide another Volt, such as Bazooka, with material to activate its effects or to bring out the deck's Xyz, Volt Wings. This card also allows you to return Volts to the deck during the battle phase, promoting numerous attacks and a variety of effects. It can also save a few of your monsters from d.p. or mirror force, which are ever-present in the meta.



[img]http://i.imgur.com/GbHxm.jpg[/img]


Lore: When this card is returned to the deck: target 1 card on the field; destroy that target.
Notes: The Hornet of the deck. This card is the Volts' engine, it keeps em going by subduing the opponent via card removal. The only downside: its ATK is measly at best.

[img]http://i.imgur.com/haSRZ.jpg[/img]

Lore: During the start of the battle phase, you can return 1 other "Volt" monster you control to the deck: this card cannot be destroyed by card effects, until the end phase. When this card is returned to the deck: special summon 1 level 4 or lower "Volt" monster from your deck, except for "Volt Warrior”.
Notes: A powerful, powerful card.. Makes itself invincible at the start of the battle phase, searches cards like Bazooka for even more combos, and potentially swarms. Maybe I'll need to add a restriction or two to it, but I'll see what you guys think.

[img]http://i.imgur.com/r64Kt.jpg[/img]

Lore: Up to twice per turn: you can return 1 other "Volt" monster you control to the deck; inflict 500 damage to your opponent. When this card is returned to the deck: special summon 1 level 4 or lower "Volt" monster from your hand or deck, except for "Volt Zapper".
Notes: It returns other Volts, which can start up combos, for a slight burn ability. It also replaces itself when it's returned to the deck, which is very useful for deck speed and consistency.

[img]http://i.imgur.com/Q28Mf.jpg[/img]

Lore: When a "Volt" monster(s) are returned to the deck: you can special summon this card from your hand. During the turn in which you special summoned this card: this card cannot declare an attack. When this card is returned to the deck: special summon 1 "Volt" monster from your graveyard.
Notes: 2.2k quick beater that resurrects Volts from the graveyard. I can see some builds that overlook it as well as some builds that revolve around it.


[img]http://i.imgur.com/A6reT.jpg[/img]

Lore: When 2 or more "Volt" monsters leave the field due to an opponent's card effect: you can special summon this card from your hand or graveyard; return those monsters to the deck. Once per turn: you can return 1 other "Volt" monster you control to the deck; your opponent cannot activate Set Cards and the effects of your opponent's monsters flipped face-up are negated, until the End Phase. When this card is returned to the deck: special summon this card, and if you do; you can return all other face-up cards you control to the deck.
Notes: Ohohohohoho, the big boss! Definitely an appropriate boss mosnter for the deck, given it can lockdown, special itself, AND trigger numerous effects of the other Volts, such as sentry and chain (but nobody likes chain...:()

Spells:

[img]http://i.imgur.com/NYPxQ.jpg[/img]

Lore: Activate by returning 1 "Volt" monster from your hand to the deck: target 1 "Volt" monster on the field; during this turn, that target can attack twice during each battle phase.
Notes: Allows the deck to pick up some steam by returning Volts from your hand to the deck, which can trigger card, removal, searching, r special summons, all of which are crucial to almost any meta archetype.

[img]http://i.imgur.com/IVzat.jpg[/img]

Lore: Once per turn, when a "Volt" monster is returned to the deck: you pay 1000 LP; special summon 1 level 4 or lower "Volt" monster from your deck (except for the returned monster).
Notes: Here's where I think the deck teeters on brokenness... It is a super-swarmer that combos with almost any Volt combo... I can foresee this card being semi'd if it were to be released, but the deck gains so much more synergy with it that I simply couldn't nerf it.

Traps:

[img]http://i.imgur.com/nz9NG.jpg[/img]

Lore: When your opponent declares an attack: return 1 "Volt" monster from your hand or field to the deck; destroy the attacking monster.
Notes: Sakuretsu for the deck, except it returns Volts to the deck, which can start up combos and help the deck get a foothold.

Xyz Monster:

[url="http://yugico.com/user/31887-sora1299/card/30753-Volt/120621-Volt_Wings"][img]http://yugico.com/customcard/120621.jpg[/img][/url]

Lore: 2 level 4 LIGHT Machine-Type monsters
When this card is Xyz summoned: you can detach 1 Xyz material from it; special summon 1 level 5 or lower "Volt" monster from your graveyard (except for the detached monster). When a trap card is activated: you can detach 1 Xyz material from this card and return 1 other "Volt" monster you control to the deck; negate that card's activation and effect(s) and destroy it.
Notes: This card is gonna be easy to crank out given the nature of the deck, and it's accordingly powerful. It can negate traps, so it provides Volts with some stability, all while returning Volts to the deck, which has already been established as crucial.


Thoughts, anyone?

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I find people aren't very fond of reviewing sets. When you make sets: Don't expect lots of detailed reviews.

Volt Bazooka: This card is actually somewhat slow since it needs to battle and destroy a monster (less than 1800) to activate its effect. Secondly, since it has no returned to deck effect and doesn't do anything for getting out other Volts, I find it rather unlikely to be used in a Volt deck.
Beastman: Better. It can swarm easily by triggering other volt effects quickly. However, the returned to deck effect seems rather lackluster, but the other effect is great.
Chain: Quite the opposite. It has a horrible return effect, but it has a great returned effect. The problem with battle is that with little immunity, it can easily be gotten rid before the attack even begins. Granted, this combo wells into some of the beater volts , but I find cards reliant on battle to be better off with great stats or some defensive effect.
Deliverer: Great. Nothing bad to be said about it.
Sentry: HORNET! Flee! I shouldn't say anything else than run 3 of this. (Nah, just 2 because search from deck).
Infantry: Excellent card. It can help starting strong in the battle phase and it can quickly activate the effect of other volts.
Warrior: This is what you call a solid card. It has great stats, perfect immunity effect and a great returned effect. Would be run in 3.
Zapper: It's great in the fact it can return up to 2 volts, allowing some combos to go in. Secondly, it has another great returned effect which makes getting sentry out much easier.
Rocket: I feel the attack restriction is unnecessary.
Striker: Definitely a boss. Its summon effect is a bit situational. It easily destroys the opponent's control over the field once its out. Like I said tho, the effect is situational for a reliable summon.
Mirror: Good card. Great for the beatsticks Volts and triggering the effect of weaker volts. Is a nice combo with Deliverer.
Factory: oh ho ho, now that is some insane swarming right there. My friend, this card nears banned...easily. The least it will get is limited.
Trap: Well, it IS better than Sakuretsu because it activates their effects. It gives you quite an advantage all of a sudden during your opponent's Battle Phase. Its main weakness is how situational it might end up, because everyone LOVES destroying then attacking.
Wings: It is great for using their effects, although I feel this card should have a returned effect as well. As its use is limited.

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I'll go through your review card by card:
*I feel like giving Bazooka a returned effect is a bit too powerful, as it already returns other Volts to the deck and can inflict a nice sum of damage to your opponent for doing so. If it had a returned effect, would it be more viable?
*Glad you like it.
*The return effect is geared towards warrior and factory plays:
1.Return a volt
2. Special bazooka
3. Destroy opponent's monster by battle.
4. Return chain and destroy other monster
Now your opponent has a (presumably) empty field and a nice sum of damage inflicted to them for a 2-card combo.
* I made it to search out factory and warrior.
* Eeyup... the deck is SO much more powerful with it.
*Glad you like it. It is the body of the deck.
* Glad you like it.
* I added that in instead of a "you can only control 1 of this card" restriction for rank 5 plays, as volts are pretty easy to search.
* It's like an even more potent starlight road.
* Glad you like it.
* Eeyup, that's what I thought people would say. Perhaps make the clause "once per turn" instead of twice per turn?
* It would be too powerful if it wasn't as situational as it currently is, because you could discard a volt, get out a powerful monster/establish field control, basically for free.
* Meh, I think it's fine the way it is.

Thanks for your review!

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Reviewing a set? Challenge accepted.

[spoiler=Review]
[s]Bazooka: Not a fan of it. It's slow and pointless.
Beastman: It's epic. I like it a lot. It makes the deck run smoothly and it's a 1800 Beater to boot. However I do feel there is a slight balance issue here; you can have a copy of this in your hand and another in the grave for an instant +1, not to mention you can use it to Xyz, Synch, or whatnot.
Deliverer: Mixed opinions. A copy of this nets you multiple pluses, even without your Normal Summon. For example: Foolish this to grave, Beastman, Search for Infantry, SS Infantry and you still have a normal summon.
Sentry: This deck already has insane swarming. Is a Hornet really needed?
Warrior: Apply cold water to burnt area. Having 1 of this in the grave nets you a win. Why? Because he generates insane combos.
Chain: See Bazooka.
Zapper: See Warrior.
Rocket: It's good. Not good enough to be broken but good enough to be run. Well done, you deserve a medal. *Gives medal*
Striker: No. Foolish this > Beastman > SS this > 2800 Beater > No normal Summon. Wat. It's like Grapha, only the same.
Wings: I like it. Or is it just because I like all Xyzs in general?[/s]

Overall: Set is goddamn powerful. The only thing I don't like is how the deck is dead on the first few turns. You'll need a card that can dump Volts to the grave quickly and other cards. As it stands, I wouldn't use it as an Independent deck. However, I think I can make a crazy VoltSworn deck out of this. Also, I didn't review the S/T because I'm evil and lazy.
[/spoiler]

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Regarding your review:
1. None of the Volts can return cards from the graveyard to the deck, except for Striker. I'm not sure if you realize that or not.
2. All of the spell/traps for the set, apart from volt factory (but that card is friggen broken) return Volts from the hand or field to the deck, allowing it to pick up some steam.
3. Nobody likes the chain/bazooka combo I mentioned earlier...
4. The deck can use a hornet to assert field control. The deck doesn't recover well from torrential or dark hole, unless you have striker in the grave, so sentry gives you some hope.
5. Thanks for your review!

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A Machine-Type LIGHT Archetype! Nice, I like that combination. Also thumbs up for giving them a playstyle (returning to Deck) not shared with any official archetype yet. I would love to see these in action.
I found most of them fine, so I will only make comments for a few:

Sentry: Remove the "you can" in the effect, because I am not mistaken that makes it miss timing when bounced by other Volts.

Striker: I don't think it is possible to negate the effects of face-down cards. You could rewrite the effect to:
[b]Once per turn: you can return 1 other "Volt" monster you control to the deck; your opponent cannot activate Set Cards and the effects of your opponent's monsters flipped face-up are negated, until the End Phase". [/b]
I like how it can protect you after a Dark Hole/Torrential, but the last effect is way too powerful: The last effect allows it to become a costless Summon (by returning it to Deck from the hand by Beastman/Mirror) AND it can potentially be a +2 or more, depending on the number of your opponent's face-up cards, and you get to keep the Boss on the field while activating the effects of other "Volts" you control! You need to fix that. My first suggestion is to edit this last effect so it only affects your field, instead of both sides.

Factory: As you already acknowledge, this card is limit-worthy and perhaps banworthy: When used right, it's essentially becomes a +2 every turn. Yeah, it would cost you 1600 each turn, but chances are you will win the duel before your LP reaches a critical level.

Trap: Good card, but probably will remain underused given the popularity of anti-destruction cards; I would rather start combos with Mirror. Needs a buff. Maybe it should bounce the attacking monster to the Deck, fitting the theme of "Volts"?

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@Frex:
*I will gladly change Sentry's effect.
*I'll add that clause in instead of its current one. And I can see your point about Striker, it establishes field control a tweak too well... Affecting only my field would enhance sentry and chain plays (but nobody likes chain... :()
*Yeeeeaaaaahhhhh... Just gonna go ahead and change factory's clause to "once per turn" and up the cost to 1k LP.
*Nah, I like it as it is. Volts revolve around cycling through their returned-to-deck effects for field control and swarming, and have nothing to do with returning opponent's volts to the deck (cept for striker).

Thanks for your reply!

Edits have been made.

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Ok... I have been working and had been writing my review on my laptop when I could, but only just finished. I also haven't read any changes made in between when I fully read the cards and now when I'm actually posting my review. My apologies for any inconsistencies. I will post my review in as a quote. Please understand, I was being as constructive as possible, that does not mean it will sound positive or negative for the sake of it. Simply logical and honest.

[quote]These cards are stupid and you're stupid for making them. Stupid, stupid, stupid.

Does that count as a bad review? No? Obviously fake?

Ok fine, but you posted a lot, so I probably won't comment on all of them, just a few or a few that might be problematic.

(NOTE after full read: I wrote the previous part before I really went deep into reading over the cards and with the intent of just being funny and not expecting to read what I read in full... it's not quite as funny now: fair warning). I will only be honest, no ego, no bias.



Volt as a theme:
The theme isn't exactly anything I haven't heard of or even done myself in a different form, so it's not something that is too much or broken, however, there might need to be some adjusting those costs and speeds. You might want to add to that "cost" of yours since it isn't really a cost and you know it. You're going to get something in return for it, so while a lot of these aren't won't be free, you will be getting a "Buy 1, get 2" out of quite a bit of it. I would suggest "Discard 1 monster, Return 1 Volt Monster you control to your Deck;". A double cost that actually cost you something and makes you take pause about committing to an action. Plus you'll (potentially) lose one of the Volts you might have been saving. There's cost in making someone psychologically restrict themselves from an action.


BTW-- All of your Volts that have an effect triggered when a Volt is returned by an effect won't activate with most of your other Volts because the Returning is [b]PART OF THE COST, NOT THE EFFECT[/b]. So far, I haven't read a single Volt that returns a monster as part of the effect [i](ADDITION: After the full read, only 2 of your cards will activate Volts in a mechanically-correct way: Infantry and of course Striker with his first and third effect).[/i] Remember why Dark World like Graceful Charity, but not cards that discard for cost, but Fabled don't care either way? Cost =/= effect. Fabled just want to be discarded, whether for a cost or by an effect, but Dark World specifically says "by effect". Your cards are the same.

But let's pretend the cards do work the way you intended and cover the other individual problems.



Volt Bazooka:

A Normal-Summonable Flame Wingman, which would be fine except the cost translates to a bonus you will get anyway, and in at least one card's case, makes the cost free. The previously suggested cost change will help reign this card in a lot.

Volt Beastman:
Problem A: the Summoning condition being different in that you can return from the hand as well as FIeld (unlike the others). That might not be so bad except that it opens too many holes for you to activate the other Volts... speaking of:
Problem B: He summon himself when Volt-Tagged. I can't begin to tell you the problems with this. First a monster is getting an effect already since he was a cost of sending him... Second: ...then he summons himself, so you aren't losing a single thing. Third: Now because of his Summoning, you COULD return a Beastman in your hand to summon another Beastman which would summon the first beastman because he's being returned by a Volt. BTW-- His summoning himself also triggers the "double attack" clause (as in when he lives the field during battle AFTER attacking and returns, he can attack again, this is a standard tactic for Beast-Type users due to Beast Soul Swap). That makes him very over powered when matched with some of the other Volts. Example: Beastman attacks, Bazooka attacks and returns Beastman for his effect, deals damage, then Beastman summons itself back and attacks again. Problems all around there. It's not the effect so much as how easy it will be to pull it off and repeatedly, needs to be reigned in.

So you really need to fix both of those problems. Put it back to only returning Volts on the field and think aobut a different effect then summoning itself. Maybe mix it up and have it summon Volts from your hand since now your hand isn't being touched (except by the suggested cost I mentioned earlier).



Volt Chain:
The first effect is fine (and can be used during your turn to stop his own effect and prevent things like Mirror Force). The second effect needs to be reigned. I won't argue the aesthetics because its' not my card, but you already have Sentry and now this thi\ing gets to blow up stuff too? The first effect makes the card seem like a defender, which is nice, but now you can just get rid of it with Volts to be aggressive (and you get ANOTHER effect with it due to the Volt that returned it).



Volt Deliverer:
Is fine with the forementioned cost change suggestion. It even actually works with the other Volts realistically because he said "returned, not returned by effect of". So he doesn't care if it's cost or effect.



Volt Infantry:
Increase the number of Volts needed or add a Discard monster cost to prevent someone from just dropping it any time. Black Feather Blast Spear may be similar in design, but it doesn't have an effect to triggers EVERY OTHER MONSTER in the deck just about and starts a lot of combo mess.



Volt Sentry:
Standard fare at this point. The problem lies with the other cards in the deck with it. You are very wrong in saying this is the Volts Engine, because EVERY other Volt is the Volts engine as well. Nice to know you're problem-solving with dynamite though. *leaves ethics about overabundance and dependency on destruction in the game to himself*


Volt Warrior:
If it's a Warrior, and his destruction-immune effect starts at Battle Phase, why not have it end when Battle Phase is over? Why blanket the rest of the turn with it especially for free (you know you're getting something out of the cost)? It's supposed to be a battler right? Speaking of... why does a Warrior, a battler, need a Summoning effect? I don't think it should have that effect at all. I mean honestly, you made an invincible tutor monster with 1900 ATK that also by theme triggers effects of the other monsters. You don't think that was overkill with your theme? We also would run into the Beastman problem.



Volt Zapper:
The Cannon Soldier of the deck, twice per turn is nice; twice per turn while also always triggering the effects of the other returned card, not so nice. This is including the damage. You also still have the Beastman problem.



Volt Rocket:
Add the suggested cost change to its Special Summon-in-built effect EXCEPT have it banish Volts from hand instead of discarding. Other than that, this card is ironically the most fair of all the monsters I read.



Volt Striker:
OK... yeah, I really have to take this apart. JUST in the first sentence of the effect: You get to trigger the effects of TWO Volts, his in-built Special Summon effect is actually THE COST of his effect instead of being an effect (thus it is IMPOSSIBLE to negate, period) and it summons itself from the Graveyard on top of all of this. My god... that's the first sentence. The second sentence triggers ANOTHER Volt, to blanket out all of your opponent's potential on field defenses. Then, just to erase any of dreams of fairness... You use a Volt to return him (triggering an effect from that of course), not only do you get to summon him back (thus erasing any semblance of "cost"), you made the summoning INTO a cost (making it unnegatable) And you basically clean the field AND likely you return all your other Volts to the deck and thus trigger all their effects.

I won't even pretend or be nice about how unfair, unbalanced and how mechanically broken this card is. It's unsave-able. Scrapping it and building it from scratch would be mercy-killing.




I'm not even continuing on to the Magic and Trap cards (though I read them all), I think my point has been made. I originally skimmed over these cards before and wasn't going to say anything and just assumed they wouldn't be that bad because I liked the idea... UNTIL I actually really read them since you were asking for comments and no one has yet, but wow...

These need crazy reworking, unbalance is an understatement. It seems that you were much more interested in making them powerful than any sort of balance, aesthetics or honor. Just effects to win with almost no effort or respect for your opponent.


I fear that you'll call this a "bad review" because I wasn't very positive in the end of it all, which you would be missing the point. You wanted a good honest review and you got it. I was being honest, nothing more. The concept could be good with balance, but this isn't it. I fear to ask if these were rushed or if this actually took a while to finish. As a 7 year veteran of the game who refuses to take the Judge test even with my experience due to my hatred of judges and their lack of ethics, I honestly believe these could be so much better than just a win-button deck.[/quote]

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I felt that there was something odd with Beastman, but couldn't figure it out until Shinobi explained it.

@Shinobi: I know your last paragraph was not adressed to me, and I apologize if you think of this comment as rude since it shouldn't be none of my concern, but I just want to let you know that I don't find your review as "bad", but actually the opposite: as you said, you were honest and exposed each card's strengths, flaws and/or brokeness. I believe most Card Makers want to know if their cards are balanced, so these kinds of rewiews that might appear as negative should be welcomed and appreciated, unless the Card Maker doesn't want to improve at all.

@sora: I don't know which changes are you planning to do on your Volts, but I was thinking in cards that bounced back to the Deck to activate the effects of the Volts when I remembered "Card Trader": If its effect activates "Volts", it would essentially become a +1 every turn, which I don't find broken because it would be similar to the Mansion of the Spellbook Archetype (even both activate in the Standby Phase). This card could be used as replacement of the Factory.
However, "Card Trader" [i]shuffles[/i] into the Deck, while Volts require to be [i]returned[/i] to the Deck; I don't know if shuffling is a different mechanic to returning.
I just wanted to mention you this card so you consider it in the edits you are planning.

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[quote name='sora1499' timestamp='1351024874' post='6051905']
Returning is a different mechanic than shuffling.
[/quote]

Not quite.

From my knowledge (and I'll have my official judge friend who I trust has worked directly with Julia Hedberg verify this for me), but Returning is ONLY different from shuffling when specifically instructed to place the card in a certain location. Such as "Return this card to the top of your Deck" (OR) "...the bottom of your Deck".

If you have been playing as long as I have, you might have noticed that years ago with the game under UDE (when text was very inconsistent and longer), that cards USED to say things like [b]"Search your Deck for [insert card] and add it to your hand, then shuffle your Deck."[/b] However after a few years, I believe it started with Dark Crisis or Invasion of Chaos, but cards started only says "Search your Deck..." but left off the Shuffling part, but as you know, we still shuffle. Remember, this happens automatically in the video games as well.


Remember when I said that this was nothing I haven't done myself? My own Gravekeeper expansion (one of my favorite Decks) does what your Volts do EXCEPT from the Graveyard instead of the field; it powers effects of a lot of my GK's by returning dead ones or Necrovalley to the Deck from the Graveyard. This (for the same reason as your Deck) is a form of recycling and thus getting back my GK's without just cheating by making them return to my hand instead. This helps the REAL life version of GK's greatly since I'm always getting back my destroyed Necrovalleys and thus giving my opponent a harder time dealing with GK's.


Anyway... back to returning vs shuffling.

The same happens with Returning. Unless you specifically say Return to the top of the Deck (or specific a player's Deck), the deck will be shuffled upon returning a card, which is part of the mechanic since it's assumed the card goes in the middle and [b]you normally cannot be trusted to just place the card where you want[/b] or it would be cheating and you would ALWAYS put it on top or near the top or always place your opponent's card in the middle or near the bottom.

I remember there is also a few cards that ask you to shuffle BEFORE placing the card on top, but those are old and probably not a repeated mechanic at this point.


So I have assumed you understood that your Deck would be reshuffled each time you Returned a Volt. Were you just returning them to the top of your Deck? Not much a cost or deterrent then. Were you putting them all on the bottom? That actually might help things balance things (except in the case of the tutor/searcher Volts you have).



You CAN just specific on your own cards that you don't shuffle the Deck afterwards, but I wouldn't use that much or it could be cheating/broken. The shuffling is a control factor against cheating.



(ADDITION: I got my Judge Friend on Skype and he confirmed. If you Return a Card to the Deck (ala Gladiator Beast), you're supposed to shuffle your Deck (if you are adding a card to your hand, you shuffle AFTER you add the card).

[quote=[9:00:49 PM] Valentin (??????):
"return forces you to shuffle if it doesn't specify top, bottom, or "any order"[/quote]

I redacted his name as he is part of the Judges on the Konami Judges Facebook page and if people knew about that group, they would be swamping that place with questions and it's SUPPOSED to be judges only to have actual intelligent discussions on rulings and be a direct contact with Kevin Tewart and Julia Hedberg (obviously and unfortunately, the card creators like Tewart and his team and the original Japanese Konami Team have final say on how their own cards work even if it is opposition to how other similar cards work or other rules are stated, this is where KSS comes from).

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