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Hard to Summon indeed, DMoC is banned after all... anyway the card is stupid design, getting out Dark Paladin isn't all that hard, it's only 2 monsters, many Decks can do that quite easily if they're dedicated enough, and since this pretty much allows for a OTK with it's 5000 ATK plus 4550 when it dies then it doesn't take too long to realize that this is stupid design.

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Hard to Summon indeed, DMoC is banned after all... anyway the card is stupid design, getting out Dark Paladin isn't all that hard, it's only 2 monsters, many Decks can do that quite easily if they're dedicated enough, and since this pretty much allows for a OTK with it's 5000 ATK plus 4550 when it dies then it doesn't take too long to realize that this is stupid design.

I have but 1 thing to say to that

 

FUCK

 

YOU

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I have but 1 thing to say to that

 

FUCK

 

YOU

Nice to see you're all for constructive feedback.

 

This is a silly card, with a ridiculous effect; but conversely, it uses a banned material.

 

Sorry Mr Nick Hansen, but you need to brush up on your card making skills, and your attitude.

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*sigh*

 

 Time to review this thing I guess. First of all, it totally isn't realistic in the slightest. It has far too high stats, and while a fusion between DMoC and Dark Paladin could happen, it certainly wouldn't be like this, keeping absolutely none of the effects of the fusion materials, which is something I'd expect. So already, you've basicially failed in making me want to play this card. It isn't flavorful or intresting in the slightest. Next, the only way I will ever be able to make this card is minusing myself a ton, and then using a fusion subsitute, as DMoC is a banned card.

 

 And then, once I get this on the field, I'm rewarded with a 5000ATK Monster, which is pretty good, it has no protection. When I go -5+ for a card, I expect it to protect itself or give me some advantage when it dies. And the 4.5k burn is totally random, and once again is unrealistic. It punishes your opponent for merely getting rid of it, which is pretty poor design. I guess it counts as Psuedo-advantage? If your opponent is below 4500 it's a 3 turn clock which is pretty unfun. Especially one you can only really get around in a few ways. LP is irrelevant, but this wins more than half of the game alone just when it's destroyed. By anything. If you wanted to improve this, change the fusion to Dark Paladin + X, and change the effect to something else. If you're going to have it negate cards, don't make it a inherently massive softlock that's annoying to get out of, but make it worth the effort to summon, and lower the ATK. Just because it's a fusion of a fusion doesn't mean it has to be an obnoxiously big beater. I like the idea of making less than played cards atleast some chance, but if you're going to do it, do it in some intresting way that doesn't involve obnoxious burn.

 

[Card name]

DARK/9/3100/2100/Spellcaster/Effect/Fusion

"Dark Paladin" + 1 DARK Spellcaster-Type Monster

Must be fusion summoned and cannot be Special Summoned by other ways. Once per turn, during either player's turn, when a Spell/Trap card is activated; Negate that activation and destroy it, and if you do, [do X]. When this card on the field is Destroyed and Sent to the Graveyard, [do Y].

 

Fill in the other two effects however, just how I'd do it. That may be overpowered but considering the hoops you have to jump through to get it out, I'd say it deserves the power level.

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