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Shark Drake the Sacred Spirit


WindupRabbitFan14

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sharkdraketurn_zps76d049e5.png

 

 

Cannot be Special Summoned. During the End Phase of the turn this card was Normal Summoned or flipped face-up: Return it to the hand. If this card inflicts Battle Damage to your opponent: you can immediately Xyz Summon 1 "Number 32: Shark Drake" using this card as the Xyz Material, then if it is your turn, your turn ends.

 

Tried to balance it...

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sharkdrake_zpsf00bbcb0.png

 

 

 

 

Tried to balance it...

Should really be in AoC since you changed the art. I don't really know if I like the design of this card, while it has low stats, it can be an easy Rank 4 which has a ton of ATK. But that said, as it can't be SS, it is kind of meh. I don't really know what I feel about this card.

 

OCG fix:

Cannot be Special Summoned. During the End Phase of the turn this card was Normal Summoned or flipped face-up: Return it to the hand. If this card inflicts Battle Damage to your opponent: You can immediately Xyz Summon 1 "Number 32: Shark Drake" using this card as an Xyz Material, then the turn ends.

 

Most noticable thing about the OCG fix is the last part, remember that it is possible to inflict damage to your opponent during their turn, so always have that in mind.

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Fixed in OP.
Also, changed slightly so that it would only end your turn. Being able to end an opponent's turn would be pretty broke, but now it means your opponent has a chance to get rid of it.

Well, I don't really think it needs that nerf, as it has fairly low ATK, and the only way this would be able to inflict damage during your opponent's turn would be either by being attack while face-down, or if your opponent attack it, and you had a trap that either decreased or increased, which most people don't really use that often, so just keep it for both turns.

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Well, I don't really think it needs that nerf, as it has fairly low ATK, and the only way this would be able to inflict damage during your opponent's turn would be either by being attack while face-down, or if your opponent attack it, and you had a trap that either decreased or increased, which most people don't really use that often, so just keep it for both turns.

 

Thinking in terms of what's out there at the minute, there's always Lance, and the effect could be negated by Fiendish/Breakthrough Skill.
Also, 2800 is big, but neither has any real protection, so I think it's fine.

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