Aix Posted May 11, 2013 Report Share Posted May 11, 2013 It lacks Spell/Trap support beyond Field Spells, but that's good enough, I suppose. I rather like this Archetype. It's quite nice and has some cool lockdown abilities. Need to think of a unique way to Special Summon Veteran, which I personally consider is the key card of this Archetype. Anyway, Reps for Reviews! [hr][spoiler='Monsters (4)'][hr] While there is a face-up Field Spell Card, this card gains 1000 DEF. You can treat this card as a Level 3. When this card is Summoned: You can activate 1 Field Spell Card from your Deck. When this card is sent to the Graveyard: Shuffle up to 3 Field Spell Cards in your Graveyard into your Deck. [hr] While there is a face-up Field Spell Card, this card gains 500 DEF. Once per turn, during either player's turn: You can shuffle 1 Field Spell Card you control into the Deck and change this card's Battle Position; activate 1 Field Spell Card from your Deck. If this card is destroyed: You can activate 1 Field Spell Card from your Deck. [hr] While you control a Field Spell Card, this card is unaffected by your opponent's card effects. If this card destroys a monster by battle: You can add 1 "Wandering" monster or Field Spell Card from your Deck to your hand. If this card is destroyed: You can activate 1 Field Spell Card from your Deck. [hr] Once per turn, while you control a face-up Field Spell Card: You can banish 1 "Wandering" monster from your hand or Graveyard; destroy 1 card on the field, and if you do, banish it instead of sending it to the Graveyard. This card cannot attack the turn you activate this effect. If this card is destroyed: You can activate 1 Field Spell Card from your Deck. [/spoiler] [hr][spoiler='Field Spells (3)'] You can Normal Summon 1 "Wandering" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card leaves the field: Add 1 "Wandering" monster from your Deck to your hand. [hr] Monsters cannot be Special Summoned. Cards cannot be added to the hand. During the End Phase: Destroy this card, and if you do, you can destroy 1 card on each side of the field. [hr] Each player can draw 1 additional card during their Draw Phase. All damage either player takes is halved. Trap Cards cannot be activated. During your Battle Phase: Discard 1 card or destroy this card.[/spoiler] [hr] Link to comment Share on other sites More sharing options...
Aix Posted May 13, 2013 Author Report Share Posted May 13, 2013 It's still pretty much at the top, but I can still bump this. Link to comment Share on other sites More sharing options...
homerunbom12 Posted May 14, 2013 Report Share Posted May 14, 2013 lookin good bro Link to comment Share on other sites More sharing options...
BetaAssultDragon Posted May 14, 2013 Report Share Posted May 14, 2013 I luv the sniper card! good work. Link to comment Share on other sites More sharing options...
Bloodneedle37 Posted May 29, 2013 Report Share Posted May 29, 2013 I would say for Land of the Forsaken you might want to change the text where it says "during the end-phase, destroy this card" to "during your opponents next end-phase, destroy this card." This way your opponent has to endure the effect of forsaken at least for one of their turns. I could be mistaken with my interpretation though because you wrote "and if you do" after it, which makes it sound like an optional effect (the destroying at the end-phase part). Anyway neat concept. Link to comment Share on other sites More sharing options...
Aix Posted May 29, 2013 Author Report Share Posted May 29, 2013 I would say for Land of the Forsaken you might want to change the text where it says "during the end-phase, destroy this card" to "during your opponents next end-phase, destroy this card." This way your opponent has to endure the effect of forsaken at least for one of their turns. I could be mistaken with my interpretation though because you wrote "and if you do" after it, which makes it sound like an optional effect (the destroying at the end-phase part). Anyway neat concept. No cuz that would be quite broken to have something that restricts your opponent's Special Summons, even for a turn, especially as most Decks rely on their Special Summoned monsters for card removal. The point of this card is to A. be used for the Scrap Dragon-esque effect that doesn't target or B. Be used with Wandering Veteran to lock your opponent down in an almost fair way for a turn and then be used for A. Link to comment Share on other sites More sharing options...
TheKaitoKid Posted May 30, 2013 Report Share Posted May 30, 2013 Okay so Sniper is a little overpowered. It's a +1 that doesn't target and it doesn't destroy so it's hard to dodge. You should make it target for the sake of balance. In Forsaken, where can't the card be added from? You need to specify that. New Dawn does too much. While it gives both players an Extra Card is kills 1/3 of the card pool without so much as lifting a finger. Maybe add a maintenance cost. Link to comment Share on other sites More sharing options...
Aix Posted June 1, 2013 Author Report Share Posted June 1, 2013 Thanks. Okay, I'll make Sniper target. Forsaken simply means that nothing can be added, not from the Graveyard, not from the field, not from anywhere. I suppose New Dawn will have a maintenance cost. Link to comment Share on other sites More sharing options...
Bleaknight Posted June 1, 2013 Report Share Posted June 1, 2013 I think making Sniper have an effect like "destroy, and if you do, banish" is better balancing than making it target. After all, it's a Level 4 monster. I like the deck's idea overall - its monsters seem weak, but at the field spells lies their real strength. I'd just add a couple higher-leveled monsters. I'm not sure how strong this archetype would be, so I'd like to see it in practice before judging. Link to comment Share on other sites More sharing options...
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