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Gorz + Hearth-Earth = Broken wall or......


Galkin

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[img]http://i.imgur.com/bPATz.jpg[/img]
[quote][s]If your opponent declares a direct attack while you control no Spell or Trap Card: You can Special Summon this card from your hand. While this card is face-up on the field: Your opponent takes all Battle Damage that you would take. If this is the only card on your side of the field: This card cannot be destroyed by battle.[/s]

If your opponent declares a direct attack while you control no Spell or Trap Cards: You can Special Summon this card from your hand. While this card is face-up on the field: Battle Damage you would take is also inflicted to your opponent. Once per turn, if this is the only card on your side of the field: This card cannot be destroyed by battle.[/quote]
Promoting card removal, are we?

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[quote name='slayer_supreme' timestamp='1353119455' post='6071492']
It doesn't need a nerf at all, I think it's perfectly fine as-is.
[/quote]

No, it does need the nerf otherwise could be problematic with/for alternative decks like chain burn, and final. As well as be used on it's own as a reverse burn which I don't think was the intention.


Well after the edit, I'll admit it's a bit deceiving at first glance, it's kind of a reverse fader/scarecrow. It doesn't end the battle phase, but it does give a heavy incentive to end it themselves. The fact it's combination of swift scarecrow, and arcana force 0 is pretty nasty.

I won't say it's broken, but I've always felt that each time the alternative decks get another powerful card, they become more of a problem. This card would definitely be used in burn decks. It's ridiculous defense, and offense.Just use it to save yourself, then on your turn attack one of the monsters to give the opponent damage.

On that note, it could even be splashed into other decks(probably just frognarchs or other backrow light decks). It saves your ass, and unless the opponent can get rid of it within a certain amount of turns, and they have a decently beefy monster on the field... Just this card could keep poking for them for game.

I'd make it do damage to both players, not just the opponent. OR increase it's attack to make it less crippling once it gets through... Not much, just 500-1000 would be enough. As it is, winning within 2-4 turns is very likely against something as minimalist as a Rai-oh.

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So, I took your words into consideration and changed its effect, but I would like to point out a piece of its wording: "Battle Damage you [b]would[/b] take is also inflicted to your opponent". I don't know if we even have an official wording for this, but what I am trying to do here is state that your opponent will take any Battle Damage that you [i]would[/i] have taken if there wasn't anything affecting it.

So, say you had "Spirit Barrier" up. If you would take 2000 Battle Damage, your opponent will lose 2000 Life Points, but you'll lose 0 because Spirit Barrier will make the damage 0 when, if you didn't have it, you [i]would[/i] have taken 2000.

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