gimmepie Posted November 4, 2012 Report Share Posted November 4, 2012 Okay so winged beast monsters have grown a tendency to be field control monsters or similar. I have created an archetype with field control capabilities but have given each of them effects relating to their field control to make them more useful. I want to improve them quite a bit because they aren't that great just yet and welcome con/crit and rates. [img]http://i.imgur.com/uKwPL.jpg[/img] Effect: Once per turn you can set one face-up card on the field. When this card destroys a set monster you can special summon one "Krane" monster other than "Krane Soldier" from your deck. [img]http://i.imgur.com/EIZ3s.jpg[/img] Effect: When this card is normal or special summoned: Change it to face-up defence position. Once per turn you can flip one face-up card face-down or one face-down card face up (flip effects are not activated at this time). [img]http://i.imgur.com/VKA3w.jpg[/img] Effect: If your opponent controls no face-up monsters you can pay 1000 Life Points: Special Summon this card from your hand. When this card is summoned it gains 300 ATK for each face-down card your opponent controls until the end-phase. [img]http://i.imgur.com/Lg2Mt.jpg[/img] Effect: Once per turn you can target one face-up card on the field: Flip-it face down. If the targeted card is a monster this cards attribute becomes the same as that card. If the targeted card is a spell or trap card you can destroy one set card other than the targeted card. [img]http://i.imgur.com/WRxI1.jpg[/img] Effect: When a card on the field is flipped face-down by a card effect you can Special Summon this card from your hand. When this card is special summoned your opponent sends cards from the top of their deck to the graveyard equal to the number of face-down cards on their side of the field. [img]http://i.imgur.com/x5Zy8.jpg[/img] Effect: Flip all monsters on the field face down: Each player draws cards equal to the number of "Krane" monsters set by this effect and then discards the same number of cards. [img]http://i.imgur.com/ynzDm.jpg[/img] Effect: Target one set card on each players side of the field: Return both to their owners hand, then, each player draws one card. [img]http://i.imgur.com/XLqzt.jpg[/img] Effect: 2 Level 3 Winged Beast Monsters Once per turn, during either players turn, you can detach one Xyz material from this card. Flip all face-up cards on the field face-down. If there are no face-up cards on your opponents side of the field: This card can attack directly. I see some card in here that could cause problems for a few meta decks (like putting Maldoches into the grave ) and some good Xyz potential. Looking forward to your reviews. Link to comment Share on other sites More sharing options...
Sora1499 Posted November 4, 2012 Report Share Posted November 4, 2012 There's one main reason why I don't like these as of now: They produce all kinds of loo-de-loop shenanigans with Wind-Up monsters. If their effects only set monsters your opponent controls I'd be perfectly fine with them. Or most of them anyways. I'll go through em one by one: 1. Ah, main swarmer of the deck. It's pretty powerful, and kinda cheap (so to speak), but it's not unfair. 2. His position change effect is okay, and his book of moon effect is fine, but his hand destruction effect is NOT fine. Hand destruction is best left to cards that need to interact with the opponent to discard a card: this doesn't. I recommend that you cut out the hand destruction effect. 3. Beatstick that benefits from the effects of other Kranes. Meh, not bad. 4. Beatstick that book-of-moons. The effect for flipping monsters is pretty pointless, but the effect for spell/trap cards can be useful against malefic decks. I think it's good. 5. Super-splashable beatstick that gives Kranes some nice ground to work off of. The mill effect is kinda out-of-the-blue, because milling is considered beneficial to a player unless they are in danger of running out of cards in their deck, and this set does not focus on deck destruction besides this card. 6. Hrm... On one hand, it gives Kranes draw power, and is an inherent -1, but on the other hand many of the Kranes reap benefits from interacting with the face-down cards (which is good design, btw), so I think that some builds would include it, whereas others would completely disregard it. 7. I do not like this card whatsoever. In fact, I really hate it. It can mist wurm AND trunade, and then it deals with MAJOR hand destruction, for free. The design is just bad, no me gusta nada. 8. The flippy effect is fine, but the negating card effects until main phase 2 is not. I'd cut that part out, otherwise the card is fine. Overall, I like em. A few of them have some small problems, but they can be easily fixed. Cept for Midnight Flight. That card is broken and should be burned at the stake. Link to comment Share on other sites More sharing options...
gimmepie Posted November 6, 2012 Author Report Share Posted November 6, 2012 Alright I'll take that into consideration and get to work fixing these. Expect updates soon. Link to comment Share on other sites More sharing options...
Donvermicelli Posted November 6, 2012 Report Share Posted November 6, 2012 In general I like these cards, just a few notes: Graceful Kranes can be a bit broken,the reason is that it's a book of eclipse that CAN have no drawback. If there's no Krane monster on the field that means that there's no cards drawn or discarded simply making it a mass book of eclipse. Midnight Flight is broken as it is right now, I'd suggest changing the discard to draw and possible even making the return a 1 on 1(one of yours, one of theirs) Otherwise, interesting cards. Link to comment Share on other sites More sharing options...
gimmepie Posted November 9, 2012 Author Report Share Posted November 9, 2012 Princess, Flight and Master have all been changed. As a note read the text below the card for KM as there is an error on his card I need to fix. Link to comment Share on other sites More sharing options...
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