キリト Posted July 17, 2013 Report Share Posted July 17, 2013 So hey there. My first real card here, kinda luck-based, so if there are any Decks that rely on that, maybe this would help (or if you're just that desperate in the middle of a Duel). Anyway, here it is: Effect: Once per turn, you may discard 2 cards to roll a six-sided die and activate one of the following effects depending on the result: *1 or 4: Your opponent must discard 3 cards from their hand, then draw 1 card. *2 or 5: Declare 1 type of card (Monster, Spell or Trap): Your opponent sends, from the Deck, 3 cards of the declared type. On your second End Phase after this effect's activation, your opponent can add 1 of the cards sent to the Graveyard by this effect to their hand. *3 or 6: Send the top 3 cards from your opponent's Deck to the Graveyard. During the End Phase, your opponent can shuffle 1 of the cards sent to the Graveyard by this effect back into the Deck. So, comments, criticism, fixes and etc. are all welcome (and probably needed). EDIT: I remade the card, here: EDIT 2: Updated the Spell version of the card: EDIT 3: I had a major derp moment and forgot to remove the discarding cost of the card. Fixed now: Effect: Roll a six-sided die to activate 1 of the following effects, depending on the result: *1 or 4: Both players send the top 5 cards from their Decks to the Graveyard. *2 or 5: Both players send 1 monster from their Decks to the Graveyard and gain Life Points equal that monster's level x 300. *3 or 6: Declare 1 type of card (Monster, Spell or Trap): Both players must send, from their Decks, 2 cards of the declared type to the Graveyard. Link to comment Share on other sites More sharing options...
Neo-MasterX Posted July 17, 2013 Report Share Posted July 17, 2013 Well, I must say very good for a first card, but there are some things that should be corrected: 1-It should be a Spell, not a monster, basically because I can't imagine how some dices would attack a person in a Battle Phase. 2-It is overpowered, so balance it out - give it a negative attack for the user - for example, if the user rolls a 1 or a 2, it should benefit only the opponent or the user could maybe destroy one of his own monsters or get some damage to his life points; if the user rolls a 3 or a 4, the effect should be equivalent for both players - like gain life points or give up some cards from their hands and if the user rolls a 5 or a 6, the effect should benefit only the user. But, overall, great first card, very original idea and good picture (users on a first post use mostly lame pictures). Link to comment Share on other sites More sharing options...
キリト Posted July 17, 2013 Author Report Share Posted July 17, 2013 Well, I must say very good for a first card, but there are some things that should be corrected: 1-It should be a Spell, not a monster, basically because I can't imagine how some dices would attack a person in a Battle Phase. 2-It is overpowered, so balance it out - give it a negative attack for the user - for example, if the user rolls a 1 or a 2, it should benefit only the opponent or the user could maybe destroy one of his own monsters or get some damage to his life points; if the user rolls a 3 or a 4, the effect should be equivalent for both players - like gain life points or give up some cards from their hands and if the user rolls a 5 or a 6, the effect should benefit only the user. But, overall, great first card, very original idea and good picture (users on a first post use mostly lame pictures). Hey, thanks for the feedback. And yeah, in hindsight, a Spell would've been better. And I'll see what I can do to balance it out a bit, so it won't just benefit the controller of the card. I'll update this in a bit. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 17, 2013 Report Share Posted July 17, 2013 The whole "discard 2" thing kills this big time, and only the last result of the Spell version is even worth ditching two cards for. But then, your opponent also gets to basically grab their Spell (or maybe monster) with this effect, and it is very slow in today's meta. The first version is much more worth the two discarded cards, and even then, it is still a bit expensive. The first effect is a +0, you lose two cards, and your opponent loses two cards (advantage-wise). The second effect is very useful in forcing your opponent to ditch Spells (or maybe even Traps), like a triple Vamp Lord to the face, but minus the enormous damage that would result off of that. Normally, you wouldn't call Monster with this effect, but blame that on the monsters. The third effect, however, is something that doesn't even deserve a cost. It can be done much more better by Warm Worm (which sucks), Needle Worm (which is annoying), or even Morphing Jar (see Needle Worm, but with more emphasis). As for the Spell, the first effect is nice, but nowhere near worth ditching two cards in your hand for. It's completely luck-based and you may lose something nice, though your opponent probably has a higher chance of doing so if the opponent's Deck doesn't have that many monsters that want to hit the Grave from the Deck. The second effect is outclassed by Foolish Burial. Yes, Foolish is Limited, but that doesn't make a version that ditches two cards and lets your opponent dump a monster as well worth it just to dump a card and get some Life Points off of it. The only effect that is remotely worth the two discards is the third effect, but as stated before, it's much too sluggish and your opponent gets to benefit from this (however, unlike the first effect, being able to get your Dark Hole or whatever at the end of your opponent's turn can potentially nullify this if you can win that turn). Think of it this way: This card, right now, is a -3 (you lose this 1 card and 2 cards in your hand), so at least one of these effects should be geared towards either giving you more cards or causing your opponent to lose a few cards so that this would either be a -1 or a +0 (the latter is not recommended unless this becomes a monster again, but oh well). Do note that sending cards from the Deck to the Graveyard and/or banishing cards from the Graveyard doesn't add anything to this, but you can still have that triple Vamp Lord effect directed at your opponent if your opponent can't retrieve any of those cards without their own card effects. Oh, and other person who commented, whoever you are: The dice are a monster because they are possessed by wicked spirits that animate the dice. Also, the "negative" part of this is losing two cards. If you have it done where there is one purely negative effect for losing two cards, then the card will never, ever, ever see play just because of the possibility of losing two cards just to let your opponent draw 2 cards. Besides, in luck-themed cards such as this, not all of the granted effects are guaranteed to be useful to the player all the time, so the "negative" part that you want is still in there, just not directly. Link to comment Share on other sites More sharing options...
キリト Posted July 17, 2013 Author Report Share Posted July 17, 2013 The whole "discard 2" thing kills this big time, and only the last result of the Spell version is even worth ditching two cards for. But then, your opponent also gets to basically grab their Spell (or maybe monster) with this effect, and it is very slow in today's meta. The first version is much more worth the two discarded cards, and even then, it is still a bit expensive. The first effect is a +0, you lose two cards, and your opponent loses two cards (advantage-wise). The second effect is very useful in forcing your opponent to ditch Spells (or maybe even Traps), like a triple Vamp Lord to the face, but minus the enormous damage that would result off of that. Normally, you wouldn't call Monster with this effect, but blame that on the monsters. The third effect, however, is something that doesn't even deserve a cost. It can be done much more better by Warm Worm (which sucks), Needle Worm (which is annoying), or even Morphing Jar (see Needle Worm, but with more emphasis). As for the Spell, the first effect is nice, but nowhere near worth ditching two cards in your hand for. It's completely luck-based and you may lose something nice, though your opponent probably has a higher chance of doing so if the opponent's Deck doesn't have that many monsters that want to hit the Grave from the Deck. The second effect is outclassed by Foolish Burial. Yes, Foolish is Limited, but that doesn't make a version that ditches two cards and lets your opponent dump a monster as well worth it just to dump a card and get some Life Points off of it. The only effect that is remotely worth the two discards is the third effect, but as stated before, it's much too sluggish and your opponent gets to benefit from this (however, unlike the first effect, being able to get your Dark Hole or whatever at the end of your opponent's turn can potentially nullify this if you can win that turn). Think of it this way: This card, right now, is a -3 (you lose this 1 card and 2 cards in your hand), so at least one of these effects should be geared towards either giving you more cards or causing your opponent to lose a few cards so that this would either be a -1 or a +0 (the latter is not recommended unless this becomes a monster again, but oh well). Do note that sending cards from the Deck to the Graveyard and/or banishing cards from the Graveyard doesn't add anything to this, but you can still have that triple Vamp Lord effect directed at your opponent if your opponent can't retrieve any of those cards without their own card effects. Oh, and other person who commented, whoever you are: The dice are a monster because they are possessed by wicked spirits that animate the dice. Also, the "negative" part of this is losing two cards. If you have it done where there is one purely negative effect for losing two cards, then the card will never, ever, ever see play just because of the possibility of losing two cards just to let your opponent draw 2 cards. Besides, in luck-themed cards such as this, not all of the granted effects are guaranteed to be useful to the player all the time, so the "negative" part that you want is still in there, just not directly. Before I make any changes to the card, tell me: should the "discard 2 cards" thing be removed, would the card be better, or are more changes necessary? Oh, and of course, thanks for the feedback. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 18, 2013 Report Share Posted July 18, 2013 Changing it from discarding two to either discarding one or none makes it a lot better since you don't lose three cards to make it go off, but keep in mind that this would change the whole advantage thing around a bit, which might make things such as "Your opponent discards 3 cards and draws 1" effect a bit crazy to have as a possible result. Link to comment Share on other sites More sharing options...
キリト Posted July 18, 2013 Author Report Share Posted July 18, 2013 Changing it from discarding two to either discarding one or none makes it a lot better since you don't lose three cards to make it go off, but keep in mind that this would change the whole advantage thing around a bit, which might make things such as "Your opponent discards 3 cards and draws 1" effect a bit crazy to have as a possible result. So if I, say, keep the Spell version's effect but remove the discarding cost, will it be good? Also, keep it as a Spell or change it back into a monster? Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 18, 2013 Report Share Posted July 18, 2013 In the Spell's version, the first effect still seems a bit underwhelming for an effect that costs you that card. Perhaps it might work as something attached to a monster that you're running for some other reason, but I wouldn't really want to lose a card to mill two cards for both players. Perhaps it could be raised to 5, since Spells aren't all that easy to recover and it's only a 33% chance of pulling it off. The second effect becomes very good since it's Foolish Burial with Life Point gain. I wouldn't call it busted, though, since this result isn't guaranteed to happen and your opponent could potentially heal oneself out of a dangerous situation for another turn, put a card one would want in the Graveyard, or otherwise thin their Deck by a tad. The third effect is also pretty cool since it's either a double Foolish, or, if you don't need one of those, a method of putting pressure on your opponent to ditch some useful Spells (though the whole retrieving bit alleviates this quite a lot). I would be a little more concerned than I am now about the retrieving being used to get a Heavy Storm or a Hole, but then again, Sarc does it just as fast. But then again, Sarc doesn't mill two cards. Maybe you could get rid of it so that your both players would have to think more on their choices. It should probably remain as a Spell since making it a monster would eat up a Summon that you could often use on cards that are more suited to Synchro/Xyz Summoning, even though being a Level 3 Fiend makes it a Tour Guide target (it wouldn't be able to use its effect though) and monsters are easier to regain than Spells. Link to comment Share on other sites More sharing options...
キリト Posted July 18, 2013 Author Report Share Posted July 18, 2013 In the Spell's version, the first effect still seems a bit underwhelming for an effect that costs you that card. Perhaps it might work as something attached to a monster that you're running for some other reason, but I wouldn't really want to lose a card to mill two cards for both players. Perhaps it could be raised to 5, since Spells aren't all that easy to recover and it's only a 33% chance of pulling it off. The second effect becomes very good since it's Foolish Burial with Life Point gain. I wouldn't call it busted, though, since this result isn't guaranteed to happen and your opponent could potentially heal oneself out of a dangerous situation for another turn, put a card one would want in the Graveyard, or otherwise thin their Deck by a tad. The third effect is also pretty cool since it's either a double Foolish, or, if you don't need one of those, a method of putting pressure on your opponent to ditch some useful Spells (though the whole retrieving bit alleviates this quite a lot). I would be a little more concerned than I am now about the retrieving being used to get a Heavy Storm or a Hole, but then again, Sarc does it just as fast. But then again, Sarc doesn't mill two cards. Maybe you could get rid of it so that your both players would have to think more on their choices. It should probably remain as a Spell since making it a monster would eat up a Summon that you could often use on cards that are more suited to Synchro/Xyz Summoning, even though being a Level 3 Fiend makes it a Tour Guide target (it wouldn't be able to use its effect though) and monsters are easier to regain than Spells. OK, so I'll raise the Mill to 5 and I'll remove the recovering thing for the third effect. I'll update this in a bit. Link to comment Share on other sites More sharing options...
Aix Posted July 18, 2013 Report Share Posted July 18, 2013 Okay, I'll look at the updated card. Glad it's a luck-based card that doesn't have a negative effect, this is the way that luck-based cards should be. However, it's really outclassed. You should think of a card's applications before making it, what Deck would this go into? What Deck needs the Graveyard so much that it is willing to -3 in order to dump a few cards into the Graveyard while at the same time risking setting up your opponent's Graveyard too well? For one thing Dragon Decks (of any kind) don't need this. If they need to dump something into the Graveyard, they can use Foolish Burial and/or Dragon Mausoleum. Vampire Decks which want to send cards from your opponent's Deck to the Graveyard have better ways that aren't -3. Zombie Decks are tight on card advantage already, they can't afford this. Lightsworns can function well enough with Solar Recharge and stuff and don't need this, -3 is just too much. Link to comment Share on other sites More sharing options...
キリト Posted July 18, 2013 Author Report Share Posted July 18, 2013 Okay, I'll look at the updated card. Glad it's a luck-based card that doesn't have a negative effect, this is the way that luck-based cards should be. However, it's really outclassed. You should think of a card's applications before making it, what Deck would this go into? What Deck needs the Graveyard so much that it is willing to -3 in order to dump a few cards into the Graveyard while at the same time risking setting up your opponent's Graveyard too well? For one thing Dragon Decks (of any kind) don't need this. If they need to dump something into the Graveyard, they can use Foolish Burial and/or Dragon Mausoleum. Vampire Decks which want to send cards from your opponent's Deck to the Graveyard have better ways that aren't -3. Zombie Decks are tight on card advantage already, they can't afford this. Lightsworns can function well enough with Solar Recharge and stuff and don't need this, -3 is just too much. I just realised: the updated card wasn't supposed to be -3. I updated it just so I could remove the discarding cost, but I kinda derped there. But still, you're right. There aren't many Decks that would run this. Next card I'll try to make something that's more likely to be used (maybe an X-Saber card? Or they already have enough support?). Oh, and thanks for the feedback. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.