Aix Posted March 23, 2013 Report Share Posted March 23, 2013 Dat JD-like boss... Reps for reviews. [hr][spoiler='Monsters'][hr][spoiler='Tidal Moon Diviner'][/spoiler] [hr][spoiler='Tidal Moon Guardian'][/spoiler] [hr][spoiler='Tidal Moon Warrior'][/spoiler] [hr][spoiler='Tidal Moon Assailant'][/spoiler][/spoiler] [hr][spoiler='Spells'][hr][spoiler='Violent Moon'][/spoiler] [hr][spoiler='Flood Moon'][/spoiler] [hr][spoiler='Revival Moon'][/spoiler][/spoiler] [hr][spoiler='Boss'][/spoiler] [hr] Link to comment Share on other sites More sharing options...
Zazubat Posted March 23, 2013 Report Share Posted March 23, 2013 *WARNING, WALL OF TEXT BELOW* Diviner: When this card is Summoned: You can reveal 1 "Moon" card in your card; add 1 Quick-Play Spell Card from your Deck to your hand OR 1 "Moon" card from your Graveyard to your hand. Switch Spell and Trap Card effects that would increase/decrease a monster's ATK and/or DEF to decrease/increase by the same amount instead. Word on OCG? Flipped face-up was so 2000s, now we simply say Normal Summon, unless it's specificly a face-up flip you need to activate it's effect. Quick-Play not Quickplay, always! I have changed the part in a way I understand it the best. Switch is normally used when 2 things need to be exchanged, so I used that instead. I also put an "and" instead of your slash along with a few other changes. Thoughts? Not a fan, while I know there's cards that already add quick-plays to your hand, such as Quick Booster and Spell Calling, both have to be destroyed by your opponent first, this have multiple uses as it's both a Tuner (a level 4 as well, typicly not a Level many Tuners are because of their typical brokenness, but I'll let it pass) and it's not only from a Normal Summon, but also from any form of Special Summon. I would take that part out, and only make it for Moon Quick-Play cards (It's pretty unfair to be able to return any monster without some sort of cost to it (revealing is not really a cost at all IMO), but hey at least you don't have any self summoners, so you can't abuse it that much). Guardian: Switch Spell and Trap Card effects that would increase/decrease a monster's ATK and/or DEF to decrease/increase by the same amount instead. Once per turn, if a Quick-Play Spell Card is activated: You can target 1 face-up card on the field; that card's effects are negated until the End Phase, and all WATER monsters you currently control gain 200 ATK and DEF. Word on OCG? You typicly want Continuous Effects first on a card (after Summoning Conditions, but not before Trigger Effects that happen on Summoning) though it's more of an unwritten rule, though many cards do this. Again make sure it's "Quick-Play" not "Quickplay". Thoughts? This is more balanced that's for sure, though it does get crazy powerful with your other increaser; Assailant, and I am not really a fan of that card of card of powerhouses for Level 4 monsters. I first thought that it would decrease itself due to it's switchy effect, but that's not the case, if you made it so it was like that, it would be more balanced in my book. Warrior: Switch Spell and Trap Card effects that would increase/decrease a monster's ATK and/or DEF to decrease/increase by the same amount instead. When this card destroys a monster by battle: You can reveal 1 "Moon" card in your hand; add 1 Quick-Play Spell Card from your Deck to your hand OR 1 "Moon" card from your Graveyard to your hand. Word on OCG? Only the Quick-Play fault, and of course your Arche's gimmick so to speak. Thoughs? Way more balanced than Diviner and would much rather have that you gave Divnier a whole new effect, and simply left that search/return effect to this card. While it has a ton of ATK to destroy with, it probably won't get the chance too often, though when it does it can certainly be helpful. Assailant: Switch Spell and Trap Card effects that would increase/decrease a monster's ATK and/or DEF to decrease/increase by the same amount instead. Once per turn, if a Quick-Play Spell Card is activated: You can target 1 Set card on the field; destroy it and WATER monsters you currently control gain 300 ATK. Word on OCG? Remember to put in "all" when talking about more than 1 monster. Otherwise, not much. Thoughts? Is not a fan. 1900 powerhouse already, but then an ATK boost after it destroys ANY face-down card? Simply use it on one of your own face-down cards (even Quick-Plays will work) and you don't even need a card your opponent controls for it to work. Again as with Guardian, I first thought it decreased itself after use, but then I learned it wasn't the case, and if it was, it would be way more balanced in my book. This is of course a total design change, though as it is now, these are very very powerful Level 4s. Violent Moon: Activate only during the Damage Step while you control a face-up "Tidal Moon" monster: 1 monster on the field loses 1000 ATK, also if that is a monster you control: Destroy 1 card on the field. You can only activate 1 "Violent Moon" per turn. You can only activate 1 "Moon" Quick-Play Spell Card per phase. Word on OCG: This OCG problem confused me a bit. You see, you want the increase and destroy to happen at the same time, but only if an other condition was made (the condition of it being your monster), so what I had to do was to make it and also effect, as making it an "and" effect means that you need that it to be yours, which is in fact not needed. Making it two different effects that trigger would not be possible, as far as I know, so I changed it to be that instead. If it's not your intention, be sure to tell me, as it kind of confused me. Thoughts? Well, not a fan of a perma decrease wihtout any form of cost. Other cards that decrease that much typicly stay on the field at least, but this doesn't. I also don't like how it increases already strong monsters, with already increasing effects ATK plus pops just about any card you want, but since it's mandatory, if your options go away, it does miss the timing, but definitely not balanced still. The only only once per phase is interesting, though that makes it pretty unbalanced for your other cards, since there's a lot of phases to work with, but since it's something I havn't seen before, I don't really know how it works that well. Flood Moon: Activate only if you control a face-up "Tidal Moon" monster: All WATER monsters you control lose 1000 ATK, and during this phase, WATER monster you control are unaffacted by your opponent's card effects. You can only activate 1 "Moon" Quick-Play per phase. Word on OCG: I added a colon so it's clear that it starts a chain, and again added an "all", otherwise only Quick-Play was changed. Thoughts? Again, pretty darn powerful, a perma increase for Tidal monsters plus it makes them unaffacted by any card effect, so you can just activate this in response to any card, and your monster will be fine. I really don't know if you ever considered any form of balance with these cards or not, but it doens't really seem like it honestly :/ Revial Moon: Target 1 "Tidal Moon" monster in your Graveyard; Special Summon it. Destroy it when this phase ends. You can only activate 1 "Reviaval Moon" per turn. You can only activate 1 "Moon" Quick-Spell Card per phase. Word on OCG: Quick-Play, otherwise nothing. Thoughts: Powerful as it can get your Tuner back without any other cost, I don't like it at all, only balance is it's once per turn, but even that is powerful. Leviathan: Can only be Synchro Summoned. Switch Spell and Trap Card effects that would increase/decrease a monster's ATK and/or DEF to decrease/increase by the same amount instead. During your opponent's Main Phase 1 or Battle Phase, when a Spell Card is activated: You can send all other cards on the field to the Graveyard. Word on OCG: Nothing here, besides a change of the Continuous Effect. Thoughts? I kind of like this. It's a nice nuke, and it requires your opponent to activate a Spell, which they can just choose to not do, so it becomes easy to destroy (except your crazy Quick-Play boosters of course). Though it confuses me, what else is it good for? Your arche seems to want a lot of monsters on the field for their effects, but this kind of throws that out, and if you want this to be a "lone wolf" kind of card, I suppose that's fine, but confuses me. Final Thoughts? Well, it's pretty OP as of right now, not only can you get extreamly powerful monsters, but their control/stun abilities are powerful as well. I also would like to add that you might want to make it so the Quick-Plays are not genericly names, along with changing your monsters so they don't just say "Moon", that way you would be able to get cards like Book of Moon and such back, which I don't really think is a good idea at all. Link to comment Share on other sites More sharing options...
Aix Posted March 23, 2013 Author Report Share Posted March 23, 2013 Well, the thing with Diviner is that you don't need to destroy a monster to get a Quick-Play, but I have an idea for Warrior to change to become more powerful and take this guy out/give him some other role. The reason I made the reveal was because I didn't want it to be abused in other Decks, but anyway I'll be changing this guy completely then. I'll make him have to be destroyed for the Quickplay. Level 4 Powerhouses are the point of this Deck, they don't focus on bringing out big bosses, that typically requires swarming, but these guys are generally brought out by Normal Summon and stay on the field for as long as possible. For Guardian, I think I may as well just remove the ATK/DEF increase. Warrior, my idea will be to change it to: "When this card declares an attack: Add 1 "Tidal Moon" card (I'm going to change the Archetypal Quick-Plays into "Tidal Moon" cards) from your Deck or Graveyard to your hand." Assailant, I wanted him to have some sort of removal effect and face-downs are annoying. I'll take out the ATK increase and I'm thinking about changing it to "Banish 1 Set card face-down until your next End Phase." Violent Moon, I'll make everything stay in the phase. Flood Moon, I forgot to make the decrease/increase last only until the End Phase, will fix. Revival Moon, well with the new effect of Diviner, this guy is either a Quickplay grabber or a Synchro/Xyz Material provider. Is that fine? Leviathan, he's your safety net. If things get too bad, you can always say "screw it, nuking this place" Thanks for the review. Link to comment Share on other sites More sharing options...
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