Synchronized Posted November 3, 2012 Report Share Posted November 3, 2012 [img]http://i.imgur.com/oWHzT.jpg[/img] [quote]When this card is Normal Summoned: You can add 1 Thunder-Type monster with 1600 or less ATK from your Deck to your hand. If this card is destroyed by your opponent's card (by battle or by a card effect): You can Special Summon 1 Level 4 Thunder-Type monster from your hand.[/quote] Pretty much designed this as supposed for the 'Hunder' archetype, seeing as, well, it does just that. It creates some interesting synergy with the +0 it creates, if only because 'Hunders' bigest weakness is the fact that while they can spam Normal Summons, you're left with very few plays for the next turn if your opponent manages to counter. This makes up for that by refreshing your hand with something different so if your play is stopped, you don't lose right there. At the same time, I think it's balanced because it's very restrictive and there aren't many targets you can search with it at all. I'm not sure, what do you guys think? Link to comment Share on other sites More sharing options...
Blake Posted November 3, 2012 Report Share Posted November 3, 2012 ... From playing the deck extensively, this is absolutely freaking broken. It's about as "balanced by being restrictive" as Seahorse is. It works directly in correlation with the plays to the point that they become mindless. It doesn't reward you for playing correctly, it simply rewards you for playing. There's no skill required for this, at all, beyond knowing a basic play with the deck. At that, if you're playing the deck correctly, you shouldn't be left with an eaten up hand. You're not supposed to summon them all in one go, you're supposed to play them skillfully while using Vylon Prism and Batteryman AAA as buffers for the lost advantage to make stronger plays. Hand advantage shouldn't be an issue. Between Cardcar, Seahorse, and Recycling Batteries, you shouldn't lose much hand advantage at all until you're punishing an opponent for overextending. At that, some builds even tech Star Chart/Star Sign of the Constellar, so it really shouldn't be a problem, and you're just playing them completely wrong if it is. Next up, you shouldn't be getting steamrolled, ever, because of Threatening Roar, Swift Scarecrow, or any combination of the two, which are cards you should be running to aid in the OTK punishing ability the deck has. The card is like all +1 searchers; Broken. There's no reason to give them another searcher when they have a Rescue Rabbit/RotA hybrid. There's no fixing it, there's no balancing it, it's broken. Only thing I could suggest is making it so that you can't Special Summon the turn you use it, but you'd never buy that, given it defeats the entire point of what you were doing here. And the last effect is bad and has no place here except SHOVE ALL THE EFFECTS ONTO THE CARD! Link to comment Share on other sites More sharing options...
Synchronized Posted November 3, 2012 Author Report Share Posted November 3, 2012 [quote name='Reborn Black' timestamp='1351914511' post='6060011'] ... From playing the deck extensively, this is absolutely freaking broken. It's about as "balanced by being restrictive" as Seahorse is. It works directly in correlation with the plays to the point that they become mindless. It doesn't reward you for playing correctly, it simply rewards you for playing. There's no skill required for this, at all, beyond knowing a basic play with the deck. At that, if you're playing the deck correctly, you shouldn't be left with an eaten up hand. You're not supposed to summon them all in one go, you're supposed to play them skillfully while using Vylon Prism and Batteryman AAA as buffers for the lost advantage to make stronger plays. Hand advantage shouldn't be an issue. Between Cardcar, Seahorse, and Recycling Batteries, you shouldn't lose much hand advantage at all until you're punishing an opponent for overextending. At that, some builds even tech Star Chart/Star Sign of the Constellar, so it really shouldn't be a problem, and you're just playing them completely wrong if it is. Next up, you shouldn't be getting steamrolled, ever, because of Threatening Roar, Swift Scarecrow, or any combination of the two, which are cards you should be running to aid in the OTK punishing ability the deck has. The card is like all +1 searchers; Broken. There's no reason to give them another searcher when they have a Rescue Rabbit/RotA hybrid. There's no fixing it, there's no balancing it, it's broken. Only thing I could suggest is making it so that you can't Special Summon the turn you use it, but you'd never buy that, given it defeats the entire point of what you were doing here. And the last effect is bad and has no place here except SHOVE ALL THE EFFECTS ONTO THE CARD! [/quote] No, funnily enough, I actually considered adding a no Special Summon clause to it to keep it more balanced. I added that last effect because that way if the Summon is negated, at least you still keep some field presence. I'll say that I don't know too much about the Deck as a whole, I was designing this off the concept, in the sense that the way they are on paper would suggest you waste a lot of advantage to utilize them effectively. Perhaps Ill make some revisions. Link to comment Share on other sites More sharing options...
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