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D.A.'s Helpful Supports: Counter Fairy/General Fairy Support


D.A._Sakuyamon

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The Support that Counter Fairies need to be better.

[spoiler=Kolitast, the Glory of the Sanctuary]
[center][url="http://yugico.com/user/34625-RealSight/card/33797-Counter_Fairy_Support/134145-Kolitast__the_Glory_of_the_Sanctuary_"][img]http://yugico.com/customcard/134145.jpg[/img][/url] [/center]
[center][spoiler=Effect][/center]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3]You can Banish 2 Fairy-type monster from your Hand and or Graveyard to Special Summon this card (from the Hand). Once per turn, you can search your Deck for 1 Counter Trap card and add it to your hand: Until your next Standby Phase this cards name is treated as "The Sanctuary in the Sky".[/size][/font][/color]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3][/spoiler][/spoiler][/size][/font][/color]

[spoiler=A Fairy Inaccurate Attack!]





[center][url="http://yugico.com/user/34625-RealSight/card/33797-Counter_Fairy_Support/134150-A_Fairy_Inaccurate_Attack_"][img]http://yugico.com/customcard/134150.jpg[/img][/url] [/center]
[center][spoiler=Effect][/center]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3]When an opponent's monster declares an attack on a Fairy-type monster you control: Target the attacking monster; negate that target's attack and return it to the Deck, then Set this card face-down again instead of sending it to the Graveyard.[/size][/font][/color]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3][/spoiler][/spoiler][/size][/font][/color]

[color=#000000][font=Verdana, Geneva, sans-serif][size=3][spoiler=Tonit, the Savior of the Sky][/size][/font][/color]





[center][url="http://yugico.com/user/34625-RealSight/card/33797-Counter_Fairy_Support/134158-Tonit__the_Savior_of_the_Sky"][img]http://yugico.com/customcard/134158.jpg[/img][/url] [/center]
[center][color=#000000][font=Verdana, Geneva, sans-serif][size=3][spoiler=Effect][/size][/font][/color][/center]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3]Each time a Counter Trap Card resolves, immediately activate 1 of the following effects (during the Chain).[/size][/font][/color]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3]*Add 1 level 4 or lower Fairy-type monster that has "Counter Trap" in its card effect from your Deck, the Deck is then shuffled.[/size][/font][/color]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3]*Special Summon 1 level 4 or lower Fairy-type that has "Counter Trap" in its effect (from the Hand).[/size][/font][/color]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3][/spoiler][/spoiler][/size][/font][/color]

[spoiler=Gift of Artemis]


[center][url="http://yugico.com/user/34625-RealSight/card/33797-Counter_Fairy_Support/134163-Gift_of_Artemis"][img]http://yugico.com/customcard/134163.jpg[/img][/url] [/center]
[center][spoiler=Effect][/center]
[center][color=#000000][font=Verdana, Geneva, sans-serif][size=3]Activate when your opponent Draws a card(s): Draw 1 Card. If "The Sanctuary in the Sky" is on the field; Draw 2 cards instead.[/size][/font][/color][/center]
[center][color=#000000][font=Verdana, Geneva, sans-serif][size=3][/spoiler][/spoiler][/size][/font][/color][/center]

[center][font=Verdana, Geneva, sans-serif][color=#000000][size=3][spoiler= Descending from the Sanctuary][/size][/color][/font][/center]
[center][url="http://yugico.com/user/34625-RealSight/card/33797-Counter_Fairy_Support/134173-Descending_from_the_Sanctuary"][img]http://yugico.com/customcard/134173.jpg[/img][/url] [/center]
[spoiler=effect]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3]Return 1 Fairy-type monster you control to your hand and Special Summon 1 level 4 or lower Fairy-type monster (from the hand): Draw 1 card or Destroy 1 card your opponent controls.[/size][/font][/color]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3][/spoiler][/spoiler][/size][/font][/color]

[color=#000000][font=Verdana, Geneva, sans-serif][size=3]On a side note: Doing multiple cards on the card template I use is a bit of a pain so I decided to go with yugico or what ever it's called.[/size][/font][/color]

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I will make some corrections first (some obvious, some only potential) and put any reviews with them.

Any corrections will be broken down line by line and explained if necessary.



[b][u]**** Kolitast, the Glory of the Sanctuary ****[/u][/b]

- "You can Special Summon this card (from your hand) by banishing 2 Fairy-Type monsters from your hand or Graveyard."
- The next line is all kinds of jacked up with its grammar and game syntax. You have an effect listed with the condition and (hopefully) you aren't trying to have that count as a cost. So it should be (if you're going with a cost/action) "Once per turn: You can search and target 1 Counter Trap Card in your Deck; Add the target to your hand and until your next Standby Phase, this card's name is treated as "The Sanctuary in the Sky".

[i][b]"You can Special Summon this card (from your hand) by banishing 2 Fairy-Type monsters from your hand or Graveyard. Once per turn: You can search and target 1 Counter Trap Card in your Deck; Add that target to your hand and until your next Standby Phase, this card's name is treated as "The Sanctuary in the Sky".[/b][/i]

Comment:
---- The card itself is pretty simple, not really a lot to say about it. It's mostly that it's mostly just a beatstick that pulls out the Counter Traps for you. So it helps the Counter Angel Deck like you intend, but not every card in that Deck would necessarily need the Counter Traps, but at least Counter Traps in of itself are useful, so the card possibly is splashable without caring about the Special Summon power. The last effect though, seems like a tag-on, because it's not all that useful. Sanctuary in the Sky is good to all Angel Decks because of the effect, but the name of the card is only needed for 3 cards in the game (Mars, Saturn, Archlord Zerato which is a different Deck entirely) and 4 others get extra effects from it but not necessary at all (Earth, Jupiter, Hyperion and Neo-Parshath). So maybe the name-change effect should be detached and have a different effect with it that is more actively useful. Not all these Decks even have Counter Traps in them (and the name effect isn't possible without the Counter Traps) and people don't usually combine Counter Angel with Agent Angel (possible, but not likely).



[u][b]**** A Fairy Inaccurate Attack! ****[/b][/u]

- Typo with the comma needing to be a semi-colon. "Target the attacking monster; Negate that target's attack..."

Comment:
---- I find it funny considering the previous card since this has its text correct; that which makes me think all the ones that have the same problem as the last card were all on purpose, which makes the mistake worse. Anyway, I'm trying to think whether or not you need a cost on this. It is a once-per-turn (if your opponent is dumb enough to keep attacking you knowing you have the card down) that will keep activating the other Counter Angels and some of those would end up broken with this card. That said, I get this is just a Counter Trap Angel exclusive Scare-Iron Scarecrow, so it has all the same weaknesses (that it is once-per-turn except with Catherdral of Nobles, is often destroyed once known, can be doubled-taxed with multiple attacks). However, the pay-offs are still glorious for this deck: guaranteed re-usable activation, monster removal with deck stuffing and prevents the opponent from attacking until they get rid of the card. It would be needing playtesting to see if it needs a cost.



[u][b]**** Tonit, the Savior of the Sky ****[/b][/u]

- Don't put "The Deck is then shuffled". That is automatic if you search and pull something from your Deck (unless the card itself actually says not to shuffle).' Notice cards stopped saying to shuffle because it was unnecessary and people were supposed to be smart enough to know you needed to do that without being told constantly.
- "Effect Text" or "Card Effect Text", not "card effect" for that sort of line. You're looking for specific words in the Effect Text.
- Type is capitalized. "Fairy-Type monster". However, "hand" is not capitalized, it's a generic term.
- You don't use parenthesis on a Special Summon effect, only an in-built Summoning effect. No "(from the hand)" in that last line, just "from your hand" Also, it should be "your hand". "Special Summon 1 Level 4 or lower Fairy-Type monster that mentions "Counter Trap" in its Effect Text from your hand."

[i][b]"Once per turn, when a Counter Trap Card activates: Activate 1 of the following effects:
* Search and target 1 Level 4 or lower Fairy-Type monster that has "Counter Trap" in its Effect Text in your Deck; Add that target to your hand.
* Special Summon 1 Level 4 or lower Fairy-Type monster that has "Counter Trap" in its Effect Text from your hand."[/b][/i]

Comment:
---- This card is iffy, because none of the Counter Angels have been reprinted with the new Problem-Solving Text style yet, so you might want to consider figuring out how it should be written according to that to make it more fitting to the current game (that first line "Each time a Counter Trap Card resolves" is all condition anyway, the asking to choose an effect part is still part of the effect itself ,so itw ould come after a colon and then have another colon because it has to list out the options). My example is probably the best way to write it as Problem-Solving Text.
Also, are you intending this effect to be continuous? That's the only reason and way you could get away with the "During the chain" part. Bountiful Artemis (the only card with that text and the obvious one you copy-pasted) is written oddly from back in the day, but it is still continuous just like some of the other Counter Angels. Drawing a card and gaining Life Points during a chain is one thing. Summoning monsters and searching your Deck for Traps to add is another, especially since that means they are Summons that cannot be stopped. Not fair in that case and you're only going to pull more Angels that have more Counter Angel effects. Hence, writing that part out.
Also added the "once per turn" part because getting to search your Deck for Counter Angels multiple times a turn AND summon Angels from your hand multiple times a turn AND you can just summon the Angels you just searched for WITH THE SAME ONE CARD in the SAME CHAIN (if this was continuous as I asked before) let alone the same turn is a little much, especially if you made a Counter Trap you get to reuse. Even if you have to still have Counter Traps to activate to use it, you can still likely have multiples and you are searching for them to use with the Angels, so that's going to be more common than not.



[u][b]**** Descending from the Sanctuary ****[/b][/u]

- "Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand."
- "Then select 1 of the following effects: * Draw 1 card. * Destroy 1 card your opponent controls."

[i][b]"Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand. Then select 1 of the following effects:
* Draw 1 card.
* Destroy 1 card your opponent controls."[/b][/i]

So it's Magical Dimension meets Beast Soul Swap and you made the secondary effect mandatory, which means that anything that would stop the summon now misses the timing to activate (yes, including Counter Traps)... so obviously that is a no-go.

The fix would be one of two suggestions:
"Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand. [b]If this is successful[/b], select 1 of the following effects:
* Draw 1 card.
* Destroy 1 card your opponent controls."
[b]- or -[/b]
"Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand [b]and[/b] select 1 of the following effects:
* Draw 1 card.
* Destroy 1 card your opponent controls."

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[quote name='Shinobi Phoenix' timestamp='1352839645' post='6068479']
I will make some corrections first (some obvious, some only potential) and put any reviews with them.

Any corrections will be broken down line by line and explained if necessary.



[b][u]**** Kolitast, the Glory of the Sanctuary ****[/u][/b]

- "You can Special Summon this card (from your hand) by banishing 2 Fairy-Type monsters from your hand or Graveyard."
- The next line is all kinds of jacked up with its grammar and game syntax. You have an effect listed with the condition and (hopefully) you aren't trying to have that count as a cost. So it should be (if you're going with a cost/action) "Once per turn: You can search and target 1 Counter Trap Card in your Deck; Add the target to your hand and until your next Standby Phase, this card's name is treated as "The Sanctuary in the Sky".

[i][b]"You can Special Summon this card (from your hand) by banishing 2 Fairy-Type monsters from your hand or Graveyard. Once per turn: You can search and target 1 Counter Trap Card in your Deck; Add that target to your hand and until your next Standby Phase, this card's name is treated as "The Sanctuary in the Sky".[/b][/i]

Comment:
---- The card itself is pretty simple, not really a lot to say about it. It's mostly that it's mostly just a beatstick that pulls out the Counter Traps for you. So it helps the Counter Angel Deck like you intend, but not every card in that Deck would necessarily need the Counter Traps, but at least Counter Traps in of itself are useful, so the card possibly is splashable without caring about the Special Summon power. The last effect though, seems like a tag-on, because it's not all that useful. Sanctuary in the Sky is good to all Angel Decks because of the effect, but the name of the card is only needed for 3 cards in the game (Mars, Saturn, Archlord Zerato which is a different Deck entirely) and 4 others get extra effects from it but not necessary at all (Earth, Jupiter, Hyperion and Neo-Parshath). So maybe the name-change effect should be detached and have a different effect with it that is more actively useful. Not all these Decks even have Counter Traps in them (and the name effect isn't possible without the Counter Traps) and people don't usually combine Counter Angel with Agent Angel (possible, but not likely).



[u][b]**** A Fairy Inaccurate Attack! ****[/b][/u]

- Typo with the comma needing to be a semi-colon. "Target the attacking monster; Negate that target's attack..."

Comment:
---- I find it funny considering the previous card since this has its text correct; that which makes me think all the ones that have the same problem as the last card were all on purpose, which makes the mistake worse. Anyway, I'm trying to think whether or not you need a cost on this. It is a once-per-turn (if your opponent is dumb enough to keep attacking you knowing you have the card down) that will keep activating the other Counter Angels and some of those would end up broken with this card. That said, I get this is just a Counter Trap Angel exclusive Scare-Iron Scarecrow, so it has all the same weaknesses (that it is once-per-turn except with Catherdral of Nobles, is often destroyed once known, can be doubled-taxed with multiple attacks). However, the pay-offs are still glorious for this deck: guaranteed re-usable activation, monster removal with deck stuffing and prevents the opponent from attacking until they get rid of the card. It would be needing playtesting to see if it needs a cost.



[u][b]**** Tonit, the Savior of the Sky ****[/b][/u]

- Don't put "The Deck is then shuffled". That is automatic if you search and pull something from your Deck (unless the card itself actually says not to shuffle).' Notice cards stopped saying to shuffle because it was unnecessary and people were supposed to be smart enough to know you needed to do that without being told constantly.
- "Effect Text" or "Card Effect Text", not "card effect" for that sort of line. You're looking for specific words in the Effect Text.
- Type is capitalized. "Fairy-Type monster". However, "hand" is not capitalized, it's a generic term.
- You don't use parenthesis on a Special Summon effect, only an in-built Summoning effect. No "(from the hand)" in that last line, just "from your hand" Also, it should be "your hand". "Special Summon 1 Level 4 or lower Fairy-Type monster that mentions "Counter Trap" in its Effect Text from your hand."

[i][b]"Once per turn, when a Counter Trap Card activates: Activate 1 of the following effects:
* Search and target 1 Level 4 or lower Fairy-Type monster that has "Counter Trap" in its Effect Text in your Deck; Add that target to your hand.
* Special Summon 1 Level 4 or lower Fairy-Type monster that has "Counter Trap" in its Effect Text from your hand."[/b][/i]

Comment:
---- This card is iffy, because none of the Counter Angels have been reprinted with the new Problem-Solving Text style yet, so you might want to consider figuring out how it should be written according to that to make it more fitting to the current game (that first line "Each time a Counter Trap Card resolves" is all condition anyway, the asking to choose an effect part is still part of the effect itself ,so itw ould come after a colon and then have another colon because it has to list out the options). My example is probably the best way to write it as Problem-Solving Text.
Also, are you intending this effect to be continuous? That's the only reason and way you could get away with the "During the chain" part. Bountiful Artemis (the only card with that text and the obvious one you copy-pasted) is written oddly from back in the day, but it is still continuous just like some of the other Counter Angels. Drawing a card and gaining Life Points during a chain is one thing. Summoning monsters and searching your Deck for Traps to add is another, especially since that means they are Summons that cannot be stopped. Not fair in that case and you're only going to pull more Angels that have more Counter Angel effects. Hence, writing that part out.
Also added the "once per turn" part because getting to search your Deck for Counter Angels multiple times a turn AND summon Angels from your hand multiple times a turn AND you can just summon the Angels you just searched for WITH THE SAME ONE CARD in the SAME CHAIN (if this was continuous as I asked before) let alone the same turn is a little much, especially if you made a Counter Trap you get to reuse. Even if you have to still have Counter Traps to activate to use it, you can still likely have multiples and you are searching for them to use with the Angels, so that's going to be more common than not.



[u][b]**** Descending from the Sanctuary ****[/b][/u]

- "Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand."
- "Then select 1 of the following effects: * Draw 1 card. * Destroy 1 card your opponent controls."

[i][b]"Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand. Then select 1 of the following effects:
* Draw 1 card.
* Destroy 1 card your opponent controls."[/b][/i]

So it's Magical Dimension meets Beast Soul Swap and you made the secondary effect mandatory, which means that anything that would stop the summon now misses the timing to activate (yes, including Counter Traps)... so obviously that is a no-go.

The fix would be one of two suggestions:
"Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand. [b]If this is successful[/b], select 1 of the following effects:
* Draw 1 card.
* Destroy 1 card your opponent controls."
[b]- or -[/b]
"Return 1 Fairy-Type monster you control to your hand; Special Summon 1 Level 4 or lower Fairy-Type monster from your hand [b]and[/b] select 1 of the following effects:
* Draw 1 card.
* Destroy 1 card your opponent controls."
[/quote]

None of the Grammer fails are intentional, I just really suck at it.

Glory: Your missing 2 very important related cards. Sage, and the Counter Trap card that needs Sanctuary to be on the field in order to activate.

Attack: N/A

Tonit: Counter Fairies need speed. If you have ever played them then you should already know that they'r not exactly up to speed. And Sage can be just as broken as this card given you have Sanctuary on the field. Lets say my opp. activated Warning and I counter with judgment. I now get to pop 4 cards on there field and possibly gain back all my life points. I get what your saying though so I'll think of something.

Descending: It was my intention to make the first part a "cost" however it would appear based on what you have said that it is not.

Also, no comments on Gift?

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Koli is pretty busted. A easily summoned 2600 beater which searches judgment or a judgment-esque card each turn?
Personally, i think it'd of been fine if you made it a one-tribute monster. The deck has an easy time protecting it's monsters, and is already geared towards that playstyle.

This is just broken.

Inaccurate is less broken, but still quite so.
Reduce it to the hand. As it is, it's essentially a reusable dimensional prison which sets off their effects. I realize it won't often be used more than once, but it's just way too much control.

Tonit seems pretty balanced. Kudos on the design, a nice blanket plussing and consistency engine. Just what they needed. Justifies the use of other counter traps like forced back.

Artemis is also pretty good, although I'd cut the draw 2. The fact it's a counter trap which can be activated as soon as your turn ends is enough. It's already going to be delivering you plusses in counter fairies. No need to make it ridiculous.

And Ascending is ridiculous. Make it a spell, just a draw, or just a destroy. One of those. Or make it need sanctuary to resolve succesfully. If even that.
I don't think you understand that having this card while you control a fairy is an INSTANTAENOUS +1 and can easily be chained to opponent's spot destruction for a +2.

Overall, aside from Tonit (which i love. Wish it was real. Despite the fact it's "During the chain" part is entirely impossible) these cards are entirely overpowered. This isn't what counter fairies need to be better, this is what they need to be broken.

Really, the problem with counter fairies is that there is such a strained pool of cards to use in the deck.
I think they just need one more monster with which to plus off counter traps, and one fairly versatile counter trap which activates easily.

Tonit, and Artemis seem to fit this roll perfectly.

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[quote name='♥ D.A._Siegfried ♥' timestamp='1352998744' post='6070263']
None of the Grammer fails are intentional, I just really suck at it.

Glory: Your missing 2 very important related cards. Sage, and the Counter Trap card that needs Sanctuary to be on the field in order to activate.

Attack: N/A

Tonit: Counter Fairies need speed. If you have ever played them then you should already know that they'r not exactly up to speed. And Sage can be just as broken as this card given you have Sanctuary on the field. Lets say my opp. activated Warning and I counter with judgment. I now get to pop 4 cards on there field and possibly gain back all my life points. I get what your saying though so I'll think of something.

Descending: It was my intention to make the first part a "cost" however it would appear based on what you have said that it is not.

Also, no comments on Gift?
[/quote]

-- No, no comments on Gift, it's too simple to comment on and not really powerful or interesting or anything wrong with it.

-- I didn't miss those cards, Divine Judgment (if searched by Kolitast) is set on your turn, and thus will only be used during your opponent's next turn to protect yourself (maybe) from exactly ONE card. You talking about a lot of a lot of situational needs in the same turn to be useful with that effect. Sage, as in Meltiel (who I mentioned in my post without her name talking about the other card). Now you're talking about establishing combos (except we're talking about this card alone), but that just means your card is a tool for her, not something that is useful on his own merits. Why is this now about Kolitast making Meltiel better? And you're missing the point, why bother with having the name effect even be temporary then? Might as well just make it a "The Field is treated as Sanctuary" effect. The only reason it should be his name than is if you have some card that need to use Sanctuary as a cost (as in sending it to the Graveyard or bouncing it or something). I'm not even saying to get rid of it, I said add something else to it that makes him stand his ground or as I said, he's only a beatstick that searches the Traps that keep you alive, but easily killed in his own right.

If anything, look at the problem with [b][url="http://yugioh.wikia.com/wiki/Gravekeeper%27s_Priestess"]Gravekeeper's Priestess[/url][/b] and why no one actually uses her in the Deck.

-- I do play Counter Angels and they have plenty of speed. It's called the OTHER Angel support cards. Regardless, I probably play them in a way different from most people, so I get speed from other cards. Technically, I would prefer playing [b]BANISHER[/b] Counter Angel (this gives it anti-Graveyard power, stalling, power and other aspects that the Banisher Deck allows). I think the Counter Angel Deck has enough speed because the effects would be too much if made faster. What the deck needs is consistency or parts from other Decks to fill its holes from lack of other Counter Angel cards. Straight Counter Angels with the current card pool is impossible to play competitively.

Trust me, in my own created works, I made Counter Banisher Angels as well as cards that fit into one of my real life Decks, [b]Counter Gravekeepers[/b] (yes, very fun, very possible, Dark Voltanis gets a lot of use in that).


-- BTW-- You said Sage gets to pop [b]FOUR[/b] (4) cards if activate only [b]TWO[/b] (2) Counter Traps are activated? I'm pretty sure that's 2 cards and 2000 LP unless you're claiming you're getting to kill 2 monsters with your attacks. Also if you searched for Sage with Tonit with the first Counter Trap, you Summoned with the same turn in the same chain with the next. A: The effect of Sage wouldn't go off because it was put on the field at the resolution of Tonit. B: You don't have a problem with the fact you can search and summon in the same turn in the same chain even? It's not balanced at all, especially if it's NOT once per turn. It should [b]VERY MUCH NOT[/b] be continuous. It needs to be once per turn activation, so you're searching or you're summoning; not both in one turn, not both in the same chain.

- Also, Descending: Along with my already mentioned suggestions, my only other one would be to change it ot returning the Angel to your Deck, not your hand. Or you'll just summon back the Angel you used as a cost. Remember that Magical Dimension still kills off the Spellcaster it uses when it pulls out the new one and blows up something. You're already limiting how big the Summoned Angel is, and as I said you need to make sure it doesn't make the summon un-negatable.



I find it funny that the previous poster says all these cards are broken except Tonit, which he says is balanced... I entirely disagree. I think all the other cards are just ok EXCEPT Tonit which is way too much as written.


EDIT:

Also, my one of my close friends reminded me of something when I asked him to clarify my logic. Sage only triggers ONCE if you activate 2 Counter Traps against each other. [b] This is because the activation of one was NEGATED, so Meltiel can no longer look at that. [u]So you only pop ONE card and get 1000 LP, not two and certainly not 4.[/u][/b] If they were two SEPARATE Counter Traps not in the same chain, that's a different story. Also, if it was 3 Counter Traps all countering each other, that is two instances for Meltiel, not 3 (one Trap goes, one is negated and the last negates resolves and negates the previous = 2).

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[quote name='Shinobi Phoenix' timestamp='1353009195' post='6070425']
-- I didn't miss those cards, Divine Judgment (if searched by Kolitast) is set on your turn, and thus will only be used during your opponent's next turn to protect yourself (maybe) from exactly ONE card. You talking about a [b]lot of a lot of situational needs [/b]in the same turn to be useful with that effect. [/quote]

Edit: Misread.

The effect doesn't seem to be meant to be useful in the turn of the summon. To me, at least.

Also, making the sanctuary title permanent means that for 3(4 turns including judgment) turns, you can shut down one card your opponent activates costlessly.

Just noting shi en, laggia, or dolkka individually should let you know why that isn't such a great idea.

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[quote name='Shinobi Phoenix' timestamp='1353009195' post='6070425']
-- No, no comments on Gift, it's too simple to comment on and not really powerful or interesting or anything wrong with it.

-- I didn't miss those cards, Divine Judgment (if searched by Kolitast) is set on your turn, and thus will only be used during your opponent's next turn to protect yourself (maybe) from exactly ONE card. You talking about a lot of a lot of situational needs in the same turn to be useful with that effect. Sage, as in Meltiel (who I mentioned in my post without her name talking about the other card). Now you're talking about establishing combos (except we're talking about this card alone), but that just means your card is a tool for her, not something that is useful on his own merits. Why is this now about Kolitast making Meltiel better? And you're missing the point, why bother with having the name effect even be temporary then? Might as well just make it a "The Field is treated as Sanctuary" effect. The only reason it should be his name than is if you have some card that need to use Sanctuary as a cost (as in sending it to the Graveyard or bouncing it or something). I'm not even saying to get rid of it, I said add something else to it that makes him stand his ground or as I said, he's only a beatstick that searches the Traps that keep you alive, but easily killed in his own right.

If anything, look at the problem with [b][url="http://yugioh.wikia.com/wiki/Gravekeeper%27s_Priestess"]Gravekeeper's Priestess[/url][/b] and why no one actually uses her in the Deck.

-- I do play Counter Angels and they have plenty of speed. It's called the OTHER Angel support cards. Regardless, I probably play them in a way different from most people, so I get speed from other cards. Technically, I would prefer playing [b]BANISHER[/b] Counter Angel (this gives it anti-Graveyard power, stalling, power and other aspects that the Banisher Deck allows). I think the Counter Angel Deck has enough speed because the effects would be too much if made faster. What the deck needs is consistency or parts from other Decks to fill its holes from lack of other Counter Angel cards. Straight Counter Angels with the current card pool is impossible to play competitively.

Trust me, in my own created works, I made Counter Banisher Angels as well as cards that fit into one of my real life Decks, [b]Counter Gravekeepers[/b] (yes, very fun, very possible, Dark Voltanis gets a lot of use in that).


-- BTW-- You said Sage gets to pop [b]FOUR[/b] (4) cards if activate only [b]TWO[/b] (2) Counter Traps are activated? I'm pretty sure that's 2 cards and 2000 LP unless you're claiming you're getting to kill 2 monsters with your attacks. Also if you searched for Sage with Tonit with the first Counter Trap, you Summoned with the same turn in the same chain with the next. A: The effect of Sage wouldn't go off because it was put on the field at the resolution of Tonit. B: You don't have a problem with the fact you can search and summon in the same turn in the same chain even? It's not balanced at all, especially if it's NOT once per turn. It should [b]VERY MUCH NOT[/b] be continuous. It needs to be once per turn activation, so you're searching or you're summoning; not both in one turn, not both in the same chain.

- Also, Descending: Along with my already mentioned suggestions, my only other one would be to change it ot returning the Angel to your Deck, not your hand. Or you'll just summon back the Angel you used as a cost. Remember that Magical Dimension still kills off the Spellcaster it uses when it pulls out the new one and blows up something. You're already limiting how big the Summoned Angel is, and as I said you need to make sure it doesn't make the summon un-negatable.



I find it funny that the previous poster says all these cards are broken except Tonit, which he says is balanced... I entirely disagree. I think all the other cards are just ok EXCEPT Tonit which is way too much as written.


EDIT:

Also, my one of my close friends reminded me of something when I asked him to clarify my logic. Sage only triggers ONCE if you activate 2 Counter Traps against each other. [b] This is because the activation of one was NEGATED, so Meltiel can no longer look at that. [u]So you only pop ONE card and get 1000 LP, not two and certainly not 4.[/u][/b] If they were two SEPARATE Counter Traps not in the same chain, that's a different story. Also, if it was 3 Counter Traps all countering each other, that is two instances for Meltiel, not 3 (one Trap goes, one is negated and the last negates resolves and negates the previous = 2).
[/quote]

It would appear that I was incorrect about Sage. However, I was refering 2 sages not one. But the fault is mine for failing to mention that.

However, I still will not change the effect. You go on and on about how it'd be broken but at the same time you reveal truths that in fact make it less broken. I.E. If a counter is negated that the effect doesn't go off.

Also, may I ask how completely stopping 1 card with divine judgement is situation?

One other thing, Kolitast is not a boss monster. He does what he does. Giving him some kind of protection effect would break him. He allows you to setup plays and gives you a means to produce stronger effects. That's all he's there for.

I don't know what magical dimension is and I'd rather not have the monster returned to the deck.

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You do realize he does essentially have a protection effect, right?

At least, if you consider laggia's judgment effect a form of protection. (since it stops spells, traps, and monsters(battle) from destroying it)

While he may not be intended as a boss monster, just getting him out can easily be a win condition.

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[quote name='DunnoMan' timestamp='1353015704' post='6070537']
You do realize he does essentially have a protection effect, right?

At least, if you consider laggia's judgment effect a form of protection. (since it stops spells, traps, and monsters(battle) from destroying it)

While he may not be intended as a boss monster, just getting him out can easily be a win condition.
[/quote]

Thats not really a protection effect in my eyes.

So can getting out alot of other monsters but that doesn't make them a boss monster.

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[quote name='♥ D.A._Siegfried ♥' timestamp='1353015346' post='6070524']
I don't know what magical dimension is and I'd rather not have the monster returned to the deck.
[/quote]


[b][url="http://yugioh.wikia.com/wiki/Magical_Dimension"]Magical Dimension[/url][/b]


You're telling me you made your card WITHOUT copying the text from Magical Dimension, because it's identical and the same premise? I even worded my fix suggestion on what Magical Dimension does (the summon window is open to negate it and if you do negate it, you don't get the other effect vs. your version where the window is closed, making anything you summon impossible to stop).

---------------------


You do realize I gave you the OTHER scenario as well where you are just playing multiple Counter Traps in the same turn but NOT in the same chain. That would be at least two instances, and thus you still get to Search for a Counter Angel and summon it in the same turn plus other effects of the Counter Traps and Counter Angels you already have. I don't see what the problem is just adding once per turn. You still get to search or summon, just not the same turn.

Correcting your usage of Meltiel is not the same as enforcing Tonit which is a very different effect. I really wish you could playtest these properly and see how Tonit without a once per turn is way too much.

But do what you want, but you shouldn't expect people to help if you haven't actually explained why it NEEDS to be the way you say. At least my only problem as far as being too powerful IS with Tonit only.

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[quote name='DunnoMan' timestamp='1353025100' post='6070655']
Looks more like a beast soul swap turned into a fairy quickplay than a magical dimension copy, considering how the text is closer.
[/quote]


I'm more than certain (because I can quote myself) that I said... in my first post [i]"So it's [u]Magical Dimension meets Beast Soul Swap[/u] and you made the secondary effect mandatory"[/i]

Descending is a Quick-Play magic (like MD) that bounces Angel (like BSS) but also both of them rid you of a monster you control while needing a specific monster (like MD), to Special Summon a specific Type of monster (like both), and gives you an additional optional effect assuming the Summon was successful (like MD).

So the only thing that makes it like BBS is the bouncing, everything else is on both cards or just Magical Dimension and MD matches Card Types, making it thematically closer to MD.


Tactically however... it definitely is closer to BSS (only because of the bouncing to your hand and summoning from your hand) and will be used like a faster BSS:

- To save an Angel from an incoming attack or effect (assuming you didn't just send back the same Angel)
- To reset an Angel and enable using an effect more than once and reset stats
- To enable any Angel to attack twice in a single Battle Phase.


If this was sending to the Graveyard and summoning from the Graveyard, it would be even closer to Magical Dimension (matching the cost) but still used tactically like BSS.

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[quote name='Shinobi Phoenix' timestamp='1353072906' post='6071009']
I'm more than certain (because I can quote myself) that I said... in my first post [i]"So it's [u]Magical Dimension meets Beast Soul Swap[/u] and you made the secondary effect mandatory"[/i]
[/quote]

So it's entirely possible he's seen soul swap but not dimension and used that as a base for his card's design?
Cool.

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