Jump to content

Nature Hero


1000tepig

Recommended Posts

Civilization: Field Spells that do nothing more than boost the stats of your monsters are usually not ran, and with this one only boosting by 300, the space that you would use for this (and maybe Terraforming) would be used much better by running other cards. If you want to make it better, you should give it an effect that would help you gather more of your monsters from your Deck, Summon your boss monsters, or otherwise help you in ways other than "Give monsters points."

 

Coloringtroop: While it won't make this archetype become way too good for the game, a monster that is a Pot of Greed upon its Summon isn't a good thing. There is the recently released Cardcar D that is a Pot of Greed upon its Normal Summon, but it had to be balanced by the other parts of the card that make it automatically the end of your turn when you draw your two cards and making you unable to Special Summon during that turn. Try to give it a prerequisite or other condition to make this only a Pot of Greed for your archetype upon its Summon, or give it restrictions or drawbacks to make it not essentially a free two cards.

 

 

Earthcontroller: It has a weak effect much like Gravekeeper's Curse, but only if Special Summoned. Since you would have to require on other cards to Special Summon it, it won't activate its effect very often. To be honest, you could increase the amount of damage that this card inflicts to around 1000. It's strange that the bulky defender would burn your opponent, but I'm not really complaining.

 

Flightmaster: Well, the only thing that this card has going for it is that it has 100 more ATK than the only other WIND Normal Warrior monster, which is E-HERO Avian. 1100 is still a really low number, so you can (and should) increase its ATK. Since it doesn't seem like you want to give it an effect, it seems ok to have 1900 or 2000 ATK.

 

Grayness: It's like Flightmaster, but there are many other EARTH Normal Warriors that make this pretty much outclassed in nearly every shape and form, and like Flightmaster, this card can do with its ATK being increased. If you feel like Level 3 monsters must not have the same ATK as Level 4 monsters (a belief I find to be rather weird), then you can give this 1700 or 1800 ATK. Just at least more than 1600, or else you'd have to deal with Tune Warrior being better than this in every way possible. The "Tuner" status Tune Warrior has already would make it better even if it had lower ATK, but this doesn't need to be a Tuner.

 

H2O: 2200 ATK for a 1-Tribute monster is considered pretty low, especially for a monster that has no effect whatsoever. While you do have A Legendary Ocean to make it a 2400-ATK Level 4 monster, it is still outclassed by Giga Gagagigo and Terrorking Salmon.. You could make this stronger than Giga Gagagigo, and/or give it an effect to make it more than a monster that just hits things.

 

Healthwoman: There are less LIGHT Warriors in general than EARTH Warriors, but she should also be given some extra ATK. Like Grayness, she could get away with 1700 or 1800 ATK. Strangely, the strongest Level 3 LIGHT Normal Monster is Bio-Mage, with only 1150 ATK, so this card is already pretty useful in the very few cases you would want a Level 3 LIGHT Normal Monster. Still, she should have her ATK upped.

 

Lightningman: The thing with all of these Normal Monsters is that I'm saying the same thing for all of them, just worded differently. This can do with a nice ATK boost to 1900 or 2000. That way, it could at least have the potential to destroy monsters in battle as most of the ones you can just bring out of your hand have 1700-1900 ATK nowadays.

 

Plantman: His Tokens need a Level, Type, and Attribute. As for Plantman himself, he doesn't seem to be very useful outside of just discouraging your opponent to kill it with most effect-destruction cards since it'd absorb two attacks that way. Even he could do with more ATK, and make the effect to Summon his Tokens mandatory (take out the "You can") so that it would still work when he is destroyed by Soul Taker.

 

Rolecall: It's essentially an extra Summon for you and at most can get out Shadowtroop and his big 2800 ATK self. There isn't much use for you to get your N-HEROes out onto the field (except for Xyz shenanigans, which many other cards do much better than this archetype seems to do). Still, it's an extra Summon. The only way to really make this better is if your N-HEROes like swarming from the hand to the field.

 

Shadowtroop: He is more useful in Monarch Decks, which can pump out the Tribute fodder to get this guy onto the field very easily while using his Feather Duster effect, although Monarch Decks do a pretty good job of clearing out Spells and Traps on its own. They might run just one of these, and just to replace Mobius. As for his playability in your own Archetype, it doesn't look that good since most of your monsters are probably going to be destroyed very easily, making this guy's Tribute Summon nearly impossible to pull off. At least he has Rolecall.

 

Volcanoman: Like the other Normal Monsters, this guy could do with more ATK. Nothing else to really say since I've said it several times already. :/

 

Wildnature: Being unaffected by Spells is a nice effect, but coupled with his otherwise weak statistics, he still isn't really worth running. He can also have a bumped up ATK of 1800-1900. Although, you may want to edit this effect a bit in case you want to make Fusions for your monsters, since this guy probably won't work with your Fusion card.

 

Recharge: I can't say it's really original, but like the other "Heal by 1000 per monster" cards, this doesn't seem too useful since you would need a ton of N-HEROes for you to gain enough Life Points by this effect to make a difference, and this archetype doesn't look like it could do that very well. You can increase the amount you gain from this to 1500 to make this into a somewhat-handy regenerating card. Just be warning that in this card game, cards that give you Life Points are usually not worth running anywhere.

 

Signal: While you can combo this with Earthcontroller to turn a dead monster into a 2k DEF wall that burns your opponent by a minuscule amount, your targets are probably also going to simply flat out die. The ability of this card really depends on the ability of the monsters which it can Summon, and as of now, they aren't really that good. Then there's the fact that this game has changed most of its destruction from battle destruction to effect destruction, which makes this more difficult to pull off. Then there's the fact that Spells and Traps tend to get blown off the field by Mystical Space Typhoon.

 

Summon: It's a completely weaker version of Rolecall. Although most of the time, Rolecall will Summon something that this card could Summon. Still, you probably shouldn't have two cards that do nearly the same exact thing.

 

 

As for the archetype in general, it's just a bunch of weak Normal Monsters and a few random Spells and Traps that help, but do not really work together very well. You could improve this by introducing Fusion Monsters like the E-HEROes you modeled this archetype after, giving your Normal Monsters effects that make them work together better, or giving them a nice way to Summon other strong monsters (for example, you could make it where the goal of this Deck is to get out many Level 3 monsters to make Rank 3 Xyz Monsters). But as I said, it's a bunch of random cards that have no goal to accomplish. There is a lot you could do to decide where this archetype will end up going. The art is silly since it looks like it was made in Paint, while RC is used to artworks made by experts. I won't really complain about it, it's just different.

 

 

Double Striker: This is pretty much a replica of Hayabusa Knight, except it can't attack directly for whatever reason. Hayabusa Knight himself is outclassed by Mataza the Zapper and the both of them are, in turn, weaker than Koa'ki Meiru Bergzak. This card can be given extra ATK, a good 800 or so. As it stands, 1000 ATK can barely destroy anything by battle.

 

 

Help: It's an archetype-specific Equip Spell that gives nothing but ATK, which makes it outclassed by a plethora of other Equip Spells. For an Equip Spell that increases ATK by a defined amount, there's Axe of Despair, and if you're looking for the best Equip Spell that just boosts stats, there's United We Stand. You could give this an extra effect that will help keep the equipped monster alive longer, give it more ATK, or a combination of both. As it stands, it's just not worth running. :/

 

 

Call For Nature: While your monsters are pretty weak, making this not that scary powerful, it is one of those cards that could become scary powerful the very second you give them good Nature HEROes that go in the Main Deck. Perhaps if you were to give it some sort of restriction, or condition, then that would be less likely to happen. But this isn't something to change ASAP, just when there would be a scary powerful monster that this card could search.

 

3 Kinds of Nature: While this isn't intentional, this card basically sets up the Summon of any Rank 4 or lower generic Xyz Monster by letting you Summon three monsters with the same Level. Not to mention a card that gets 3 of your monsters onto your field isn't a very well-designed card. Even though it would go against its name, you should really tone this down. Probably Summon a Level 4 or lower Normal N-HERO monster from your Deck, and prevent it from being used as a Xyz Material Monster?

 

Ultimate Call: As your entire archetype is full of Warrior-Type monsters, this is basically the same exact thing as The Warrior Returning Alive. Like I said, it isn't a good idea to have multiple cards that do the same thing, so you may want to change this effect out for something else.

 

 

Random Summon: It's A Hero Emerges, but doesn't risk you losing a card, and is archetype-specific. As I said, it shouldn't be a lot like another card, whether you made it or not. If this were a Spell Card (Normal or Quick-Play) and without the requirement, it would be different. But as a Trap, this is just too similar.

 

Emergency Gain: Your monsters are typically weak, so this effect isn't very useful. But if you were to update them as I said, it might be ok for a healing card. But it still won't be good as cards that just heal are still not worth running.

 

Flash Flame: Something about this card tells me that this card Summons more than one card, and I don't know where this card Summons the monsters from. The direct attack effect isn't a good idea, especially if you were to take up on my earlier suggestions. This card is too confusing to really say anything else about.

 

 

 

EDIT: OP was updated with new cards while posting. I'll go edit in a review for them real quick. EDIT: Yay done.

Link to comment
Share on other sites

What the **** is this **** I don't even....

This is an exceptional reply that did an elegant job at defining the goods and bads about the multitudes of cards posted in the OP and is one of the most beautiful and helpful posts ever. 10/10 I should model my reviews after this. This guy's gonna save the world. /Sarcasm

 

Ok, since it does look like you've changed some things around, I'll say some more things. And I didn't realize there were two different Nature Helps.

 

Earthcontroller: The burn is now much more relevant, but you wouldn't want to Normal Summon this guy very often due to his low ATK score and little need of NSing him, so once again, his effect isn't really much.

 

Flightmaster, Grayness, Healthwoman, Lightningman (who looks weird since the cardmaker doesn't really recognize Normal Tuners), and Volcanoman are still pretty weak. Flightmaster can do with another 600 or 700 ATK, while Grayness, Volcanoman, and Healthwoman could do with another 300-400 to even a 600-ATK boost. Lightningman just needs another 100 or 200 and he'll be there.

 

H2O: For an effect, his effect of 100 per Warrior you have is still a pretty weak effect. I was hoping for an effect that didn't have to deal with his ATK or DEF score.

 

Plantman: The Grass Tokens still need to be told which Attribute and Type they have, no matter how obvious it is that they are EARTH Plant-Type monsters. Plus, Plantman himself still doesn't look all that useful.

 

Wildnature and Doublestriker are pretty ok now.

 

Nature Help (the Equip Spell): I don't know why you made this 100 points weaker than Axe of Despair. It could actually have more, but I personally think it would be a better idea to keep the ATK boost somewhere around 1000 and let this card gain an additional effect that would be highly beneficial to the monster you've equipped it with.

 

Nature Help (The one with the letter): As cards that burn your opponent go, this is a really weak one. At the very most, it will deal 500 points of damage, half of what cards like [url=http://yugioh.wikia.com/wiki/Meteor_of_Destruction[/url]Meteor of Destruction[/url] and [url=http://yugioh.wikia.com/wiki/Tremendous_Fire]Tremendous Fire[/url], and much less than [url=http://yugioh.wikia.com/wiki/Ookazi]Ookazi[/url]. And that's the very most, with you having a field of five monsters on the field. Even for Decks dedicated to swarming the field in mass numbers, this isn't always an easy thing to pull off. Usually, you may only be dealing 200 or 300 points of damage with this card. In order for this to be better, the amount per monster would have to be increased dramatically. However, people don't like cards that simply deal damage in general (for one, it's usually pointless, and secondly, people claim these types of cards involve no skill whatsoever), so if you may, you could change the effect entirely.

 

 

Flash Flame: I still don't know where the Summoned N-HERO is coming from. The hand? The Deck? The Graveyard? Your pocket? Where? Anyway, the whole "You can attack directly" thing can stay now, as the requirement of this having 6 Spells with different names in your Graveyard make the likelihood of actually being able to use this card highly unlikely.

 

As for your Normal Monsters, it would be interesting if you were to expand on the flavor text instead of having "This monster controls stuff." Maybe you could describe its battle tactics (in more detail), some habits, or other random things about them. You could probably even create a short story with these flavor texts.

Link to comment
Share on other sites

They usually don't have more than 1700 ATK, but there are a few such as [url=http://yugioh.wikia.com/wiki/Jerry_Beans_Man]Jerry Beans Man[/url], [url=http://yugioh.wikia.com/wiki/Zubaba_Buster]Zubaba Buster[/url], and [url=http://yugioh.wikia.com/wiki/Big_Jaws]Big Jaws[/url] (whose effect is (or was) actually beneficial to people who use him in some sort of Banishark deck). Plus, it will make no difference for there to be Level 3 monsters with 1800-so ATK and no real disadvantages. As for the monsters' DEF score, it is usually negligible since there are only a few cards that deal with DEF, 2 or so that are (or were recently) used in the meta. But if you want to dunk their DEF score to make room for their ATK scores, then be my guest.

Link to comment
Share on other sites

Because I'd like to at least tell myself that I was able to contribute, I'll go through and review each card; I think we can make it through this in one piece.
 
[b]Nature HERO Civilization[/b]: While I can respect the fact that you tried to design your own art for these, I'm going to be brutally honest and say 99% of it is terrible.  So I won't focus on the art, I'll focus on the designs themselves.  This card is as generic as they come, and in terms of a Field Spell, it would be better and more practical to run The Seal of Orichalchos.  The fact that all it does it offer a 300 point boost means there's virtually no reason to bother running it.
 
[b]Nature HERO Coloringtroop[/b]: This one is inherently broken and horrible design.  There's no restrictions you can add (aside from making it a carbon copy of Card Car D, and even then) to make it more balanced.  It's searchable by RotA as well as The Warrior Returning Alive, and all you have to do to use the effect is Normal Summon it.  It would be run in almost every Deck based on the generic +1 alone.  Bad, bad design.  Scrap it and start over.
 
[b]Nature HERO Earthcontroller[/b]: Not terrible, I mean it resembles Clayman in terms of stats and the 2100 DEF does make it somewhat difficult to get over.  The thing is, you're almost never going to Normal Summon it, so the effect is pointless.  You should've given it something that works when it's flipped, because at least then it would have (some) reasons to see play.
 
I'm not even going to bother reviewing the Normal Monsters, since there won't be much to say about them, and the flavor text is incredibly bland.  What I can say is that if you want to make Normal Monsters to support the archetype that might actually see play, focus on WIND/FIRE, and give them stats that are supportable, like 200 DEF on the FIRE one to work with Rekindling, and so forth.  The WIND one obviously would be beneficial with Chidori.
 
[b]Nature HERO H20[/b]: This wouldn't see play anywhere.  Like A Background Character pointed out, it's outclassed completely by Terrorking Salmon and Giga Gagagigo.  Don't focus on ATK points for a card like this, because that's not going to be enough to justify its use.  You definiely want to focus on something more along the lines of consistency, searching, or something that supports the Archetype's main goal in better ways.
 
[b]Nature HERO Lightningman[/b]: I'm assuming it's supposed to be a Normal Monsters since that's not really an effect at all, but again, it's outclassed by a lot of things.  If you're going to make it a Normal Tuner, at least make it WIND for Chidori support.
 
[b]Nature HERO Plantman[/b]: This one's actually quite decent, and I think it would see play in certain Decks.  It's own?  Probably not, but the fact that it doesn't specify where it has to be destroyed from and it can bring out Tokens for Synchro Summoning means it might be worth considering when building a Deck.  Still, I'm not sure it's that good.
 
[b]Nature HERO Rolecall[/b]: This is bad.  Special Summoning from the hand is almost always bad because you minus yourself for no real gain, and most of these guys aren't worth the minus at all.
 
[b]Nature HERO Shadowtroop[/b]: This seems awful.  In fact, it doesn't have any synergy with the Deck at all, and it's not even useful as a stand-alone card.  I'd rather run Darklord Zerato and that's saying something.  It's a 2-Tribute card that if you manage to bring it out, might be able to act as a Harpie's Feather Duster.  Not worth it.
 
[b]Nature HERO Wildnature[/b]: Again, not bad.  But it would only be good outside of its own Archetype.  The fact that it's unaffected by Spells means it can get over things like Swords of Revealing Light, Level Limit - Area B and so forth, as well as be safe from Dark Hole, Mind Control, and things like that.  Not a terrible card.
 
[b]Nature Recharge[/b]: For the same reason Elemental Recharge didn't see play, this won't either.  Life Points aren't that important in the current Metagame and this card would rely far too heavily on a strong field in order to be useful in the slightest.
 
[b]Nature Signal[/b]: This is interesting, and I feel like it's only because you worded it poorly, but it's better than HERO Signal/Destiny Signal/N-Signal because it doesn't specify that YOUR monster has to be destroyed by battle, which means technically you can destroy an opponent's monster by battle and play this, then grab something from the Deck.  That's not bad.  It's probably outclassed anyway, but it's worth a second look.
 
[b]Nature Summon[/b]: This is bad too.  It's worse than Nature Rolecall, and that's saying something.  Like I said, Special Summoning from the hand is never a good concept, and in the few exceptions to this rule, it's with stuff like Machina/Geargia that can Special Summon themselves.
 
[b]Nature HERO Double Striker[/b]: This one's just not realistic at all.  For a Level 3, 1900 ATK is way too strong.  That's not to say the card's not good, I mean I'd probably consider running it in a lot of places due to the fact that it's an Honest target, as well as a LIGHT monster for Chaos fodder with the ability to inflict 3800 damage in a single turn.  This is just bad design.
 
[b]Nature Help[/b]: It's an Archetype specific Axe of Despair that isn't even as good as Axe of Despair for more than one reason.  Next.
 
[b]N - Nature Help[/b]: This is horrible; it's outclassed by every single burn card in the game including Sparks, no jokes intended.  The fact that the MOST you can inflict with this is 500 makes it not even worth considering.
 
[b]A - A Call for Nature[/b]: I'm not sure this is good design, in the same respect as E - Emergency Call.  The fact is, you can tech this as an engine with Colortroop in a lot of Decks without having to run much of anything else.  You thin the Deck and get plusses at the same time.  It wouldn't be nearly as bad if Colortroop wasn't a thing.
 
[b] T - Three Kinds of Nature[/b]: Another inherently broken a card.  This is a +2 on activation, which is not good in any way.  It doesn't even make the Archetype broken, but still, it's really, really bad design.
 
[b]U - Ultimite Call[/b]: You spelled 'Ultimate' wrong, and while I'm not sure whether that was on purpose (though I'm assuming it wasn't), I'll ignore it.  This is an Archetype specific The Warrior Returning Alive, and there's no need to run 3 TWRA, nevermind 6.  Again, it could form an engine with Colortroop, but I'd rather just use TWRA.
 
[b]R - Random Summon[/b]: Being a Quick-Play, and generic means it's not THAT bad, but I don't like cards that Summon from the hand in most situations.  It's not nearly as bad as the other two, though.[/b]
 
[b]E - Emergency Gain[/b]: Another Life Point card that wouldn't see any play.  It's just too slow and doesn't benefit you enough to consider running it when there are better options.
 
[b]Nature Flash Flame[/b]: I was well aware we were getting to a card like this based on the previous 7, but I didn't think it would be this bad.  The effect is HORRIBLE.  You have to Summon 4 monsters FROM YOUR HAND after the crazy setup you'd go through with getting the previous 7 cards in your Graveyard, and all they get is to attack directly?  HERO Flash is better and HERO Flash is a terrible card.
 
[b]Nature HERO Elemental[/b]: It's bad, but I could see it being played in a HERO Deck that ran the Colortroop engine because it's a decent beat-stick.  Again, Colortroop is extremely broken and the only reason this card would actually see use.
 
---
 
So there we are.
 
Most of these cards lack any sort of creative design and the ones that do aren't competitively viable.  Colortroop is beyond broken and the one I'd suggest fixing above all else, as it single-handedly makes an engine that could work in 85% of Decks.
Link to comment
Share on other sites

You know what 98% of the people i know would call you a complete nimrod depending on there intellect  some of them would call you a noob for the fact that im using a 2007 paint app so these were the best designs i could come up with and your review is what people who hate me would hate you more and that is saying something



Oh and for Earthcontroller just use block attack to support it

Link to comment
Share on other sites

You know what 98% of the people i know would call you a complete nimrod depending on there intellect  some of them would call you a noob for the fact that im using a 2007 paint app so these were the best designs i could come up with and your review is what people who hate me would hate you more and that is saying something



Oh and for Earthcontroller just use block attack to support it

 

I can't even begin to understand what you just said.

 

I went through and provided a full review on every single card and you tried to use the word 'nimrod' in a serious conversation as well as suggesting that people would actually run Block Attack.

 

I'm done here.

Link to comment
Share on other sites

You have no idea what nimrod means it means stupid and everyone i know what be calling you worse than that and using block attack is wise for instance your oppenent summons a monster with high atk points but low defense points play the card my brun dcks may want to take some pieces of you off on DN tommorow i would do it today but i was banned so you better get your game on MWAHAHAHA

Link to comment
Share on other sites

You have no idea what nimrod means it means stupid and everyone i know what be calling you worse than that and using block attack is wise for instance your oppenent summons a monster with high atk points but low defense points play the card my brun dcks may want to take some pieces of you off on DN tommorow i would do it today but i was banned so you better get your game on MWAHAHAHA

 

Yeah...

 

About that.

Link to comment
Share on other sites

Let me guess you dont play yugioh or dont have a DN account

 

You're guessing I don't play Yu-Gi-Oh! as I spent 30 minutes breaking down and explaining why the majority of the cards you designed would stand virtually no chance in the Metagame against stuff like Fire Fists, Mermails, Inzektors, and the likes?  What kind of logic is that?

 

I do have a DN account but I very rarely use it because no one on DN knows the rules of the game and it's not worth the time nor the effort to sit there explaining it to people.  

Link to comment
Share on other sites

Hey Guys, Tepig is an example of what NOT to do in this section.

 

You have no idea what nimrod means it means stupid

http://dictionary.reference.com/browse/nimrod?s=t

 

Nimrod means hunter. Nimrod being used as idiot was caused because people thought that when Bugs Bunny called Elmer Fudd a nimrod, he meant he was an idiot. He was, indeed, simply calling him hunter in a colorful manner.

 

The-more-you-know.png

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
×
×
  • Create New...