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Level 6 Synchro


Alpakha

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[spoiler=Lore]

 

1 Tuner + 1 or more non-Tuner monsters
During the Damage Step, when this monster battles: You can halve the ATK of the monster this card is battling. At the end of the Damage Step, if this effect was used, switch this monster to Defense Position.[/spoiler]

CnC please.

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Damn, I like it! I'm not sure if you were trying to fill the gap of generic level 6 synchros or not, but this card definitely does that job.

It's very powerful - I'm not sure if it's overpowered, but due to its ease of summoning, it might be - just a little. Able to take out anything 3500 and below in a single bound, and then able to defend itself from virtually any attack! I suppose the only thing that doesn't make it overpowered is how fast the format is - there are plenty of effects that would push this guy off the field.

 

I really have no advice or anything to give, because it seems like you're experienced in the matter of balanced cards and how they work. I'll tell ya what, though, this would be a welcome addition for X-Sabers! ...And other decks that can bring out level 6s.

 

As for the OCG, at first glance I can't see anything wrong with it, but you have everything necessary capitalized, and I feel like that would pass off as an officially worded effect.

 

And just to make this guy is balanced..

1. He can't do as much as LP damage as other level 6s can do (Gaia Knight, for example)

2. He is powerless against other defensive monsters

3. Has no protection other than practically being unable to be destroyed by battle

 

All in all, good card. You took the "I have the added plus of defending after attacking" thingy, and made it professional. Good job!

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OCG Fix:

 

 

During the Damage Step, when this monster battles: You can halve the attack of the monster this card is battling. At the end of the Damage Step, if this effect was used, switch this monster to Defense Position.

 

As far as the card itself goes, it's pretty good. It'll run over any monster with less than 3600 ATK so that's good. Switching to Defense is a good way to balance it too, except that its Defense is too high for its Level. It makes it a little difficult to run over and it'll just keep knocking off your opponent's monsters and hiding itself in Defense.  I'd say drop its Defense to 2400. That may it's just under a power line (2500) and isn't a cheap beatstick.

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I'd drop the Defense to 2350/2300(only because I run Monarchs), but in the current formal it is defeat-able, obviously it has no inherent S/T protection, and can be wiped by Zenmaines. It is definately easy to summon in most decks that have lots of level 4s and a Level 2 Tuner.It has an interesting design in and of itself, as mentioned before its ability to wipe things you'd expet to be Level 9+ does bring up some concern but all other matters mentioned makes it acceptable. There would definately be a space for this card in my extra deck.

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I'd drop the Defense to 2350/2300(only because I run Monarchs), but in the current formal it is defeat-able, obviously it has no inherent S/T protection, and can be wiped by Zenmaines. It is definately easy to summon in most decks that have lots of level 4s and a Level 2 Tuner.It has an interesting design in and of itself, as mentioned before its ability to wipe things you'd expet to be Level 9+ does bring up some concern but all other matters mentioned makes it acceptable. There would definately be a space for this card in my extra deck.

 

I based the defense off a card everyone uses (Utopia). I didn't want the Def to be so low that it could be run over easily, but high enough so that's it's still a small wall. Thx for the review tough.

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