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field spell


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Its a good concept but i think its a bit much to have all your opponents monsters destroyed, plus you would expect that if the field spell were gone the monsters go back to their original stats. My opinion is, since the cards main effect is to increase ATK and DEF, you could go the opposite way when its destroyed and lower the ATK and DEF of 1 opponents monster. It could fall to 0 or by the total amount of the increase to your monsters. You could also make it work with counters. add 1 counter during every standby phase and your water monsters gain ATK and DEF equal to the number of counters x 200.

 

The wording on the card could use a fix. For example "If this card is destroyed by your opponents Card Effect." and then its other effect when destroyed "The ATK of all Water monsters on your field becomes their original ATK." like that.

 

The concept is good for any water deck, but i think it still needs a little work. The image however is very nice, good choice.

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Its a good concept but i think its a bit much to have all your opponents monsters destroyed, plus you would expect that if the field spell were gone the monsters go back to their original stats. My opinion is, since the cards main effect is to increase ATK and DEF, you could go the opposite way when its destroyed and lower the ATK and DEF of 1 opponents monster. It could fall to 0 or by the total amount of the increase to your monsters. You could also make it work with counters. add 1 counter during every standby phase and your water monsters gain ATK and DEF equal to the number of counters x 200.

 

The wording on the card could use a fix. For example "If this card is destroyed by your opponents Card Effect." and then its other effect when destroyed "The ATK of all Water monsters on your field becomes their original ATK." like that.

 

The concept is good for any water deck, but i think it still needs a little work. The image however is very nice, good choice.

thanks for the reply, but i don't understand the part when you say ´´opposite`` can you explain please?

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The Rageki-upon-destruction when this is destroyed pretty much makes it completely not worth your time to kill this card unless you absolutely must (Heavy Storm when your opponent has a big backrow, for example). In this day and age, Field Spells that boost ATK/DEF like Umiiruka, Molten Destruction, and Chorus of Sanctuary aren't exactly too good. These could appear in something, but not very often. This appears to be like them, it just boosts ATK/DEF and comes with Raigeki as a deterrent to being blown up. Even then, Umiiruka is just much better.

 

The Field Spells that are ran (Dark World Gate thingy, Necrovalley, Madolche Chateau) have boosts to stats, but they also have additional effects (Gates draws and discards for you, Necrovalley shuts the Graveyard off, and Chateau changes the route of Madolches returning to your Deck to your hand) which are the real reason that they are ran.

 

If you want to make it something that would be worth making an appearance in something that is something, it should have some sort of helpful effect that helps the Deck win (other than "give monsters ATK and DEF"), such as some sort of consistency effect, some sort of protection for your monsters, or something that makes it worth trying to get rid of (while trying to dodge the Raigeki deterrent as much as possible). And like above, having this gain some sort of counter during each of your turns (you should specify which phase) to determine the boost would be helpful in not only keeping track on how much boosting this gives, but lets your new monsters gain said boost immediately (200/turn is slow enough already, but with each monster starting at a boost of 0, this is even slower).

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No problem, and actually the counters go on the Spell itself not on the monsters. If you want a reference you can check out a field spell that is very similar to your card, its called Morphtronic Map. So for example your card could go like this: (ill be using the word courage for the counters since every counter has a name)

 

During each of your standby phases, place 1 Courage Counter on this card. Face up WATER monsters you control gain 200 ATK and DEF for every Courage Counter on this Card. If this card is destroyed by your opponents Card Effect, Target 1 monster your opponent controls: it loses 200 ATK and DEF for each Courage Counter this card had before it was destroyed.

 

If you write it like this, you dont have to specify that your monsters go back to their original ATK and DEF when the card is removed, because the extra power was on the field spells counters. So, no counters, no extra power. its also easier to read and has shorter text. Hope this helps.

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