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First RC posting in a while.


.Starrk

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Yo.

 

I haven't caught up with Yugioh 5D's and Zexal so I don't know how much the OCG has changed, so if you don't mind. Please feel free to correct my OCG and if the card is broken or not.

 

 

 

UlNiBr5.jpg

 

 

Lore: This card cannot be Normal Summoned or Set. This card can only be Special Summoned if your opponent has 1 or more non WIND type monsters on his/her side of the field. During your Standby Phase, you and your opponent must draw cards until you have 5 cards in your hand. If you draw 3 or more Trap Cards, increase this card's ATK by 2000 points. This effect can only be used once.

 

 

 

 

 

Thanks,

 

.Starrk

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Cannot be Normal Summoned/Set. Must first be Special Summoned when your opponent has 1 or more non-WIND monsters. During your Standby Phase; you and your opponent must draw cards until you have 5 cards in your hand. If you draw 3 or more Trap Cards; increase this card's ATK by 2000 points. You can only activate this effect of "Spirit Fan" once per duel.

 

That's what I can translate from old Card Grammar to the new Card Grammar. Anyway, this card is odd. I mean, it is a Deck-thinner in those kind of Decks that use a lot of cards each turn. Though, it scares me that someone can just put this in an Exodia Deck and just draw away. The Trap Card effect doesn't matter much since there isn't much of a chance that many Trap Cards will happen, though it makes this a bit too strong if it does happen. Your card is lackluster in some parts, yet dangerous in others. I don't like it when a card is like that tbh.

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Cannot be Normal Summoned/Set. Must first be Special Summoned when your opponent has 1 or more non-WIND monsters. During your Standby Phase; you and your opponent must draw cards until you have 5 cards in your hand. If you draw 3 or more Trap Cards; increase this card's ATK by 2000 points. You can only activate this effect of "Spirit Fan" once per duel.

 

That's what I can translate from old Card Grammar to the new Card Grammar. Anyway, this card is odd. I mean, it is a Deck-thinner in those kind of Decks that use a lot of cards each turn. Though, it scares me that someone can just put this in an Exodia Deck and just draw away. The Trap Card effect doesn't matter much since there isn't much of a chance that many Trap Cards will happen, though it makes this a bit too strong if it does happen. Your card is lackluster in some parts, yet dangerous in others. I don't like it when a card is like that tbh.

 

Fair enough. This card was made a long time ago and I didn't post it so I think my card making abilities have improved since then.

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Lore: Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while your opponent controls a WIND monster. During your Standby Phase: Both players draw until they have 5 cards in hand, then, if you draw 3 or more Trap Cards this monster gains 2000 ATK. This effect can only be used once while this card is face-up on the field.

 

It's a little slow, and being a semi-nomi with such pitiful stats kills its playability. Especially since you can never guarantee your opponent will have a WIND monster on board. To add to that, drawing 3 Traps is a little unlikely depending on the build. I'd cut the Normal Summon clause and boost its ATK & DEF by 600 each. 

 

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