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Battalion Archetype # The Last Stand


BatMed

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I hope you like this set ^_^

 

 

 

650554ABattalinLastStand.png

 

You cannot xyz or synchro summon monsters while you control this face-up card. Warrior-type monsters you control gain 500 ATK during either players Damage Step. If a "Battalion" monster you control would be destroyed: You may banish 3 Warrior-type monsters you control instead and Special Summon "The Last Battalion" from your hand or deck.

 

 

 

 

353939LV4BattalionArcher.png

 

When your opponent summons a monster while this card is Face-up in Defense position: Decrease the ATK of the summoned monster by 200. During your opponent Battle-Phase, If you control 3 o more other "Battalion" monsters; This card DEF is halved, and then, your opponent must attack this card.

 

 

 

 

 

283464LV4BrgoanTheBattalionPride.png

 

When this card is summoned, you can special summon 1 LV4 "Battalion" monster from your Hand or Deck Except "Brgoan - The Battalion Pride". If you control another "Battalion" monster: This card cannot be destroyed result Battle.

 

 

 

 

 

640995LV4SyrusBattalionsHolyPaladin.png

 

When this card is special summoned result a Battalion monster’s effect, you can special summon 1 LV4 "Battalion" monster from your Hand or Deck except "Syrus - Battalions Holy Paladin" and if you do, you cannot special summon monsters during the turn you activate this effect. While this card remains face-up on the field: It cannot be selected as an attack target if you control another “Battalion” monster.

 

 

 

 

 

 

946846LV4SingmondBattalionGuard.png

 

If this card is special summoned you can add 1 “Battalion” monster from your Deck to your hand except “Brgoan - The Battalion Pride”. When this is send to the graveyard result Battle: While this card is in your graveyard; "A Battalion Last Stand" cannot be destroyed.

 

 

 

 

 

 

 

185900LV8TheLastBattalion.png

 

Cannot be normal summoned or set. Must first be special summoned from your hand or Deck by the effect of “A Battalion Last Stand”. This card can attack up to 3 times. This card is treated as 3 monsters. When “A Battalion Last Stand” is destroyed; this card leaves the field. Once Per Turn you can activate one of the following effects (If you do, this card cannot declare an attack during that turn’s Battle-Phase):

*Target 1 Spell or Trap card in your opponent control; Banish that target.

* Banish 1 Warrior-type monster in your graveyard; Destroy 1 face-up monster on the field.

 

 

 

 

 

 

 

772967R8HeavyArmoredBattalion.png

 

3 Level 8 Warrior-type monsters

If the "Last Battalion" would be destroyed While you control “A Battalion Last Stand”: Xyz summon this monster and attach "The Last Battalion" to this card and treat it as 3 xyz materials (This summon is treated as a Special summon). Once Per turn you can Detach 1 xyz material from this card to activate one of the following effects:

*This card can attack up to 3 times during your Battle-Phase (but cannot attack directly).

*Banish 1 warrior-type monster in your graveyard except “The Last Battalion”; this card gains ATK equal the ATK of the banished monster until the End-Phase.

If this card would be destroyed: Detach 1 xyz material instead, but if it has no xyz materials: Destroy this card and special summon from your Graveyard 1 "The Last Battalion". When “A Battalion Last Stand” is destroyed; this card leaves the field.

 

 

 

 

 

431455R8TheLastStandBattalionsDuty.png

 

3 Level 8 Warrior-type monsters

While you control “A Battalion Last Stand”: If the "Last Battalion" would be destroyed after it was special summoned by the effect of “Heavy Armored Battalion”; xyz summon this monster and attach "The Last Battalion" to this card and treat it as 3 xyz materials (This summon is treated as a Special summon). If you summon this card that way: Destroy all other monster on the field and then, your opponent must special summon from his hand, deck, extra deck or graveyard a monster of their choice. While you control this card you cannot normal, special, fusion, synchro, flip or xyz summon a monster. This card can attack every monster your opponent controls (one attack on each monster per Battle Phase). If this card has no xyz materials; destroy it and you take 1000 Damage. When “A Battalion Last Stand” is destroyed; this card leaves the field. If this card is special summoned result its effect; it gains the following effect:

*Once per turn you can Detach 1 xyz material from this card: Double the ATK of this card until the End-Phase.

 

 

 

 

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Alright, the first problem I'm seeing here is that Brgoan and Syrus aren't forbidden from summoning each other, which is incredibly broken. You summon Brgoan, use his effect to summon Syrus, use Syrus's effect to summon another Brgoan, and so on until you have a full field. You should probably change it so that each cannot summon the other in addition to being unable to summon themselves.

 

Also, I dislike how those two are essentially the same card. Maybe change what triggers it's activation? For example, you could make one trigger its effect when normal summoned and the other when special summoned. Or maybe one's effect triggers when it's summoned from the graveyard, or when you equip it with a spell. Another way to differentiate the two would be to have one summon from the graveyard instead of the deck.

 

Those two are also overpowered for another reason, namely that they both can special summon your monsters in addition to already having an excellent effect. Syrus especially is a problem since his dual effect guarantees that he can't be immediately attacked on the turn he's summoned, since he automatically summons a shield for himself. Brgoan's is a bit much too.

 

That was what stuck out to me the most, but let's move on to the other cards, starting with the first one; I'll get back to those two later.

 

"A Battalion Last Stand" is an interesting card. Being unable to xyz summon seems an adequate cost for a 500 attack boost and the ability to summon an archetype's ultimate monster. I like how it says warrior monsters instead of "Last Battalion" Monsters, in the respect that it can help other decks if they're willing to pay the cost; at the same time, the cost is steep enough that running it in a non-battallion deck is difficult but not impossible. I personally believe that most cards from an archetype should be designed so that they are usable in a deck not built around that archetype, at the cost of being less effective if you do. It's a difficult balance to achieve, and you pretty much got that. Personally I would have made the card specify that the attacked monster be one of the ones banished, but that's really more dependent on the flavor you're going for. I would also make it so that the monster in question has to be destroyed by battle, as it's far too easy to trigger otherwise. Another possible change is making it special summon from your hand only, but I'm not entirely certain whether that change is necessary; you'd have to ask someone more familiar with the current metagame. The only remaining problem here is the phrasing. By my understanding of the card grammar, the card text should read something like this:

 

You cannot xyz or synchro summon monsters while you control this face-up card. Warrior-type monsters you control gain 500 ATK during either players Damage Step. If a "Battalion" monster you control would be destroyed: You may banish 3 Warrior-type monsters you control instead and Special Summon "The Last Battalion" from your hand or deck.

 

"Battalion's Spearman" runs into the same problem that Syrus has, namely it has two separate good effects, with one designed to make using the other easier. Personally, I would remove Spearman's second ability and give it to another card. Spearman is already incredibly useful for this archetype; if you get three other warriors on the field it's pretty much an automatic summon of your boss monster. And if Last Battalion is already on the field, having two other warriors let's you automatically trigger its second effect -- which, incidentally, is overpowered even by itself. Monsters can be difficult to remove from the graveyard, and making Battalion's last stand immune to all forms of destruction in a way that's immensely difficult to negate is a bit much. My suggestion is to give that second effect to a separate Monster and make it read something like this: "While this card remains in your graveyard, "The Last Battalion" may not be destroyed by battle. If "The Last Battalion would be destroyed by a card effect, you may banish this card from your graveyard instead." That's still potentially overpowered, but not by as much. And perhaps you could also make the card in question unable to be used as a tribute. As for Spearman's primary effect, you should specify what happens when it says "Your opponent must attack this Monster." As it is, it's too vague how that happens. You should probably rephrase it to something like "This card's DEF is halved, and your opponent must attack this card with one of his Monsters if able." A minor quibble, but an issue nonetheless. There are also a significant number of typos in the card. (As a Final Note, I can't make much sense out of this card, flavor-wise. The rest of these cards are great in that respect; not this one. Mind explaining this one to me?)

 

Let's look at Brgoan and Syrus again. These two are obviously designed to support each other: While you have both on the field, one cannot be attacked and the other cannot be destroyed. I love the flavor here; with nothing but those two effects and their names, you paint a pretty clear picture of these two as a team that can hold out against endless hordes and hopeless odds. But as I said, special summoning each other is a bit much to add on top of that, especially given their ability to make an endless chain of it. Given the flavor, here's my suggestion: Make a magic card that special summons the two of them. There would have to be conditions of course. Like maybe you have to control no "Battalion" Monsters, or you have to have at least 3 Battalion monsters in your grave, or you have to have at least a thousand less life points than your opponent; that sort of thing. Alternatively, you could make a card that summons one if the other is on the field. A card like that, plus removing their special summoning effects and fixing the typos, and I think you could have some amazing cards right here. Though honestly I think you should switch their stats so that Syrus is the one with higher attack and Brgoan has the higher defense. Flavor-wise and game-balance-wise it makes the most sense, since Brgoan would be protecting Syrus while Syrus attacks.

 

"Singmond" is somewhat unbalanced for reasons similar to Syrus and Brgoan. Basically, a searcher who can also special summon what it searches is very powerful, and the cost -- that Singmond can't attack if you control another "Battalion" Monster -- isn't much of a cost, since his 1500 attack means you aren't likely to be attacking with him anyway. His last effect brings him from "Overpowered" straight into "Broken" territory, though. If you special summon him, you not only get to special summon a second monster of your choice, you also render him indestructible. It overlaps with Syrus' role, and despite his name he doesn't really do very much guarding, as he's the one who's guarded instead. Personally, I would scrap this one's entire effect. This archetype's theme seems to be monsters that help each other "Hold the Line," and the only part of "Guard's" effect that fits with that is already done by another card. A better idea, I think, is providing protection from being destroyed by trap cards while there are other Battalion Monsters on the field,since it's the one chink in this combination's armor at the moment.

 

As for this archetype's key card, "The Last Battalion," well, this one has some problems as well. A 2800 attack monster that can attack three times per battle phase is amazing by itself (Though amusingly, the phrasing means that it can only attack once per battle phase, and the third time it does so it can't ever attack again while it's on the field), but throwing in those other effects is a way too much. Also, those last two effects don't seem to fit very well with the archetype. As for treating it like three monsters... It's not very clear what that even means (Given the next card up, it shotd probably be "Treat this Monster as three Monsters for the purpose of xyz summons" or something like that). In any case, even with the difficulty involved in summoning it, I think there should be some sort of cost for its effects. Maybe its attack goes down with each successive attack during the same battle phase, since it's supposed to be three monsters attacking in succession? And as for the other effects, maybe you need to banish Warrior Monsters from your graveyard to use them or something? Given how powerful being able to attack three times is though, being unable to attack the turn you use those abilities might be sufficient cost I suppose, but just having those abilities in the first place makes the card too cheap to get out, even with the methods outlined. Maybe a more general cost, like it destroys itself if your opponent doesn't control any monsters? Ultimately though, you should just balance it out in the way you think best suits the flavor. Now on to the xyz's!

 

"Heavy Armored Battalion" is rather overpowered as well. The way I understand it, getting out three level 8 Warriors can be fairly easy if you only intend to xyz summon with them; just using "Message in a Bottle," "Instant Fusion" and a couple copies of "Tannhauser Gate" would do so immediately, for example. So at the very least you should make it so that its effects can only be used if "The Last Battalion" was used to summon it. Though those effects themselves are overpowered alone. The Envoy version of Black Luster Soldier had pretty much the same stats and abilities, but it could only attack twice or destroy 1 card, and it was banned for being too powerful. Yes it was recently returned to limited, but they only did so to see if it was still too powerful in the current meta-game (Which it might be), and your card is significantly more powerful. I think you should at least lower its stats a bit. Personally though, I also think you should give it abilities that are a bit more different than the ones for Last Battalion. I'm honestly not sure what advice to give on changing its effects other than to tell you they're too powerful, so I'm afraid to say that you're on your own there. I actually missed its last effect. Personally, I think you should just make its ability to summon "The Last battalion" when its destroyed its only ability. I love the flavor there -- the Last Battalion puts on heavy armor to prevent their own demise, then their armor gets destroyed and they go back to fighting as normal. With that in mind, I think you should also give this card higher defense and lower attack than The Last Battaliuon, representing how the armor slows them down. Lastly, "A Battalion's Last Stand" would prevent you from summoning this Monster, so you should probably have The Last Battalion destroy said card as part of its effect when summoned.

 

And finally there's "The Last Stand - Battalion's Duty". Okay... Wow. I like this card, but it's really strong and, once again, resemblant to one of the Envoys -- as well as the oh so very broken "The Last Turn." Much like said card, if you activate a card that makes your opponent unable to special summon, they're left with absolutely nothing to defend themselves with (Since you've probably already removed all of their spells and traps with "The Last Battalion" or "Heavy Armored Battalion") -- except unlike The Last Turn, you also have a 4000 attack monster to hit them with, late enough in the duel that your opponent probably has less than 4000 life points (Though at least you had the foresight to make it impossible to immediately destroy it by detaching one of The Last Stand's materials). One of the things you always want to avoid is an instant win condition, and this card is one in all but name. I like the flavor though, so I think you should keep the concept, just change the specifics. My own suggestion would be first to make its effects only usable if you summoned it by its own effect, and also change its stats to a more reasonable number. The difficulty of summoning it the way its meant to be summoned probably justifies over 3000 attack, but not if its summonable through other ways (Which it is). So I'd suggest giving it base stats in the mid 2000s, and giving it an effect that changes its original attack if it was summoned using "The Last Battalion." As for its effects, I'd suggest this: have your opponent special summon their strongest monster first, at the start of their standby phase, and then have them destroy their other Monsters if and only if they successfully summon their strongest Monster due to Last Stand's effect (It's amazing how much you can balance something just by changing the order in which it does things). And speaking of "their strongest monster," you need to include a definition of that. I'd suggest having your opponent summon a monster of their choice instead, and include their extra deck as a place to summon from. As for destroying Monsters by detaching materials... I think that if you change it so that Last Stand's effect can't target and thus destroy the Monster that it summoned by its own effect, it would be well-balanced just with that.

 

So that's my review. I'm not the best at balancing myself, but while the above changes may not make them perfectly balanced, I think it'll bring you pretty close. Just fixt the typos and grammar errors and it'll be looking great!

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Alright, the first problem I'm seeing here is that Brgoan and Syrus aren't forbidden from summoning each other, which is incredibly broken. You summon Brgoan, use his effect to summon Syrus, use Syrus's effect to summon another Brgoan, and so on until you have a full field. You should probably change it so that each cannot summon the other in addition to being unable to summon themselves.

 

Also, I dislike how those two are essentially the same card. Maybe change what triggers it's activation? For example, you could make one trigger its effect when normal summoned and the other when special summoned. Or maybe one's effect triggers when it's summoned from the graveyard, or when you equip it with a spell. Another way to differentiate the two would be to have one summon from the graveyard instead of the deck.

 

Those two are also overpowered for another reason, namely that they both can special summon your monsters in addition to already having an excellent effect. Syrus especially is a problem since his dual effect guarantees that he can't be immediately attacked on the turn he's summoned, since he automatically summons a shield for himself. Brgoan's is a bit much too.

 

That was what stuck out to me the most, but let's move on to the other cards, starting with the first one; I'll get back to those two later.

 

"A Battalion Last Stand" is an interesting card. Being unable to xyz summon seems an adequate cost for a 500 attack boost and the ability to summon an archetype's ultimate monster. I like how it says warrior monsters instead of "Last Battalion" Monsters, in the respect that it can help other decks if they're willing to pay the cost; at the same time, the cost is steep enough that running it in a non-battallion deck is difficult but not impossible. I personally believe that most cards from an archetype should be designed so that they are usable in a deck not built around that archetype, at the cost of being less effective if you do. It's a difficult balance to achieve, and you pretty much got that. Personally I would have made the card specify that the attacked monster be one of the ones banished, but that's really more dependent on the flavor you're going for. I would also make it so that the monster in question has to be destroyed by battle, as it's far too easy to trigger otherwise. Another possible change is making it special summon from your hand only, but I'm not entirely certain whether that change is necessary; you'd have to ask someone more familiar with the current metagame. The only remaining problem here is the phrasing. By my understanding of the card grammar, the card text should read something like this:

 

You cannot xyz or synchro summon monsters while you control this face-up card. Warrior-type monsters you control gain 500 ATK during either players Damage Step. If a "Battalion" monster you control would be destroyed: You may banish 3 Warrior-type monsters you control instead and Special Summon "The Last Battalion" from your hand or deck.

 

"Battalion's Spearman" runs into the same problem that Syrus has, namely it has two separate good effects, with one designed to make using the other easier. Personally, I would remove Spearman's second ability and give it to another card. Spearman is already incredibly useful for this archetype; if you get three other warriors on the field it's pretty much an automatic summon of your boss monster. And if Last Battalion is already on the field, having two other warriors let's you automatically trigger its second effect -- which, incidentally, is overpowered even by itself. Monsters can be difficult to remove from the graveyard, and making Battalion's last stand immune to all forms of destruction in a way that's immensely difficult to negate is a bit much. My suggestion is to give that second effect to a separate Monster and make it read something like this: "While this card remains in your graveyard, "The Last Battalion" may not be destroyed by battle. If "The Last Battalion would be destroyed by a card effect, you may banish this card from your graveyard instead." That's still potentially overpowered, but not by as much. And perhaps you could also make the card in question unable to be used as a tribute. As for Spearman's primary effect, you should specify what happens when it says "Your opponent must attack this Monster." As it is, it's too vague how that happens. You should probably rephrase it to something like "This card's DEF is halved, and your opponent must attack this card with one of his Monsters if able." A minor quibble, but an issue nonetheless. There are also a significant number of typos in the card. (As a Final Note, I can't make much sense out of this card, flavor-wise. The rest of these cards are great in that respect; not this one. Mind explaining this one to me?)

 

Let's look at Brgoan and Syrus again. These two are obviously designed to support each other: While you have both on the field, one cannot be attacked and the other cannot be destroyed. I love the flavor here; with nothing but those two effects and their names, you paint a pretty clear picture of these two as a team that can hold out against endless hordes and excellent odds. But as I said, special summoning each other is a bit much to add on top of that, especially given their ability to make an endless chain of it. Given the flavor, here's my suggestion: Make a magic card that special summons the two of them. There would have to be conditions of course. Like maybe you have to control no "Battalion" Monsters, or you have to have at least 3 Battalion monsters in your grave, or you have to have at least a thousand less life points than your opponent; that sort of thing. Alternatively, you could make a card that summons one if the other is on the field. A card like that, plus removing their special summoning effects and fixing the typos, and I think you could have some amazing cards right here. Though honestly I think you should switch their stats so that Syrus is the one with higher attack and Brgoan has the higher defense. Flavor-wise and game-balance-wise it makes the most sense, since Brgoan would be protecting Syrus while Syrus attacks.

 

"Singmond" is somewhat unbalanced for reasons similar to Syrus and Brgoan. Basically, a searcher who can also special summon what it searches is very powerful, and the cost -- that Singmond can't attack if you control another "Battalion" Monster -- isn't much of a cost, since his 1500 attack means you aren't likely to be attacking with him anyway. His last effect brings him from "Overpowered" straight into "Broken" territory, though. If you special summon him, you not only get to special summon a second monster of your choice, you also render him indestructible. It overlaps with Syrus' role, and despite his name he doesn't really do very much guarding, as he's the one who's guarded instead. Personally, I would scrap this one's entire effect. This archetype's theme seems to be monsters that help each other "Hold the Line," and the only part of "Guard's" effect that fits with that is already done by another card. A better idea, I think, is providing protection from being destroyed by trap cards while there are other Battalion Monsters on the field,since it's the one chink in this combination's armor at the moment.

 

As for this archetype's key card, "The Last Battalion," well, this one has some problems as well. A 2800 attack monster that can attack three times per battle phase is amazing by itself (Though amusingly, the phrasing means that it can only attack once per battle phase, and the third time it does so it can't ever attack again while it's on the field), but throwing in those other effects is a way too much. Also, those last two effects don't seem to fit very well with the archetype. As for treating it like three monsters... It's not very clear what that even means (Given the next card up, it shotd probably be "Treat this Monster as three Monsters for the purpose of xyz summons" or something like that). In any case, even with the difficulty involved in summoning it, I think there should be some sort of cost for its effects. Maybe its attack goes down with each successive attack during the same battle phase, since it's supposed to be three monsters attacking in succession? And as for the other effects, maybe you need to banish Warrior Monsters from your graveyard to use them or something? Given how powerful being able to attack three times is though, being unable to attack the turn you use those abilities might be sufficient cost I suppose, but just having those abilities in the first place makes the card too cheap to get out, even with the methods outlined. Maybe a more general cost, like it destroys itself if your opponent doesn't control any monsters? Ultimately though, you should just balance it out in the way you think best suits the flavor. Now on to the xyz's!

 

"Heavy Armored Battalion" is rather overpowered as well. The way I understand it, getting out three level 8 Warriors can be fairly easy if you only intend to xyz summon with them; just using "Message in a Bottle," "Instant Fusion" and a couple copies of "Tannhauser Gate" would do so immediately, for example. So at the very least you should make it so that its effects can only be used if "The Last Battalion" was used to summon it. Though those effects themselves are overpowered alone. The Envoy version of Black Luster Soldier had pretty much the same stats and abilities, but it could only attack twice or destroy 1 card, and it was banned for being too powerful. Yes it was recently returned to limited, but they only did so to see if it was still too powerful in the current meta-game (Which it might be), and your card is significantly more powerful. I think you should at least lower its stats a bit. Personally though, I also think you should give it abilities that are a bit more different than the ones for Last Battalion. I'm honestly not sure what advice to give on changing its effects other than to tell you they're too powerful, so I'm afraid to say that you're on your own there. I actually missed its last effect. Personally, I think you should just make its ability to summon "The Last battalion" when its destroyed its only ability. I love the flavor there -- the Last Battalion puts on heavy armor to prevent their own demise, then their armor gets destroyed and they go back to fighting as normal. With that in mind, I think you should also give this card higher defense and lower attack than The Last Battaliuon, representing how the armor slows them down. Lastly, "A Battalion's Last Stand" would prevent you from summoning this Monster, so you should probably have The Last Battalion destroy said card as part of its effect when summoned.

 

And finally there's "The Last Stand - Battalion's Duty". Okay... Wow. I like this card, but it's really strong and, once again, resemblant to one of the Envoys -- as well as the oh so very broken "The Last Turn." Much like said card, if you activate a card that makes your opponent unable to special summon, they're left with absolutely nothing to defend themselves with (Since you've probably already removed all of their spells and traps with "The Last Battalion" or "Heavy Armored Battalion") -- except unlike The Last Turn, you also have a 4000 attack monster to hit them with, late enough in the duel that your opponent probably has less than 4000 life points (Though at least you had the foresight to make it impossible to immediately destroy it by detaching one of The Last Stand's materials). One of the things you always want to avoid is an instant win condition, and this card is one in all but name. I like the flavor though, so I think you should keep the concept, just change the specifics. My own suggestion would be first to make its effects only usable if you summoned it by its own effect, and also change its stats to a more reasonable number. The difficulty of summoning it the way its meant to be summoned probably justifies over 3000 attack, but not if its summonable through other ways (Which it is). So I'd suggest giving it base stats in the mid 2000s, and giving it an effect that changes its original attack if it was summoned using "The Last Battalion." As for its effects, I'd suggest this: have your opponent special summon their strongest monster first, at the start of their standby phase, and then have them destroy their other Monsters if and only if they successfully summon their strongest Monster due to Last Stand's effect (It's amazing how much you can balance something just by changing the order in which it does things). And speaking of "their strongest monster," you need to include a definition of that. I'd suggest having your opponent summon a monster of their choice instead, and include their extra deck as a place to summon from. As for destroying Monsters by detaching materials... I think that if you change it so that Last Stand's effect can't target and thus destroy the Monster that it summoned by its own effect, it would be well-balanced just with that.

 

So that's my review. I'm not the best at balancing myself, but while the above changes may not make them perfectly balanced, I think it'll bring you pretty close. Just fixt the typos and grammar errors and it'll be looking great!

 

OMG,, thank you so much,, this is the best Review I had ever

 

I'll change the cards as you say so they will be balanced

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A Batallion Last Stand

You cannot XYZ or Synchro Summon monsters while you control this card. While this card remains face-up on the field, Warrior-type monsters you control gain 500 ATK during either player's Damage Step. If a "Battalion" monster you control would be destroyed: Banish 3 Warrior-type monsters you control instead and, if you do, Special summon from your hand or Deck 1 "The Last Battalion".

It is good and the key to the boss monsters. There is one thing I want to say here and that is that it might be more benefititial to make it a Continous Trap Card. The reason for this is so that it can be protected by Imperial Custom at the cost of some of its speed (but now it can suprise the opponent during their turn!). As a Spell Card, while it can be used on your turn, it won't be as good for suprising your opponent and has slightly less general protection (Traps have better card protection).

 

Batallion's Spearmen

During your opponent Battle Phase, if you control 3 or more other "Battalion" monsters: This card's DEF is halved, and then, your opponent must attack this card. While this card is in your graveyard, "A Battalion Last Stand" cannot be destroyed.

Fairly simple and nice effect (although most of the time I'm sure you'll resort to discarding it). My problem with it, however, is the permanent immunity for something so natural to happen. I can understand needing to defend your Last Stand, but this protection is way too powerful for something so natural to happen. I would say you could make it a one-time negation/destruction of something that would destroy it. It is alright for protection, but this is too powerful protection. Like I said with "Batallion Last Stand", it would be more benefitial if you made the Batallion Last Stand a Trap Card so you can weaken this card a bit without having to worry about it.

 

The Batallion Pride

When this card is Summoned, you can Special Summon 1 Level 4 "Battalion" monster from your hand or Deck (except "Brgoan - The Battalion Pride"). If you control another "Battalion" monster, this card cannot be destroyed as a result of battle.

 

Broken with Syrus because they can loop themselves, making it easily a 1 card +5 (Batallion Guard for a search). Otherwise, I can see it being fnie and meant to combo with Syrus and/or Guard for a large defensive/offensive combination. My advice is to give Brgoan a "This effect of (((*Name*))) can only be activated once per turn." clause to prevent it looping, while still allowing a +3 combo with Syrus and Singmond. However, if that were the case, I would recommend lowering all of their stats or it would prove too overpowering. Otherwise, an alternative (that doesn't require a stat nerf) is to make it so Brgoan can't summon Syrus and vice-versa.

 

Batallion Holy Paladin

When this card is Summoned, you can Special Summon 1 Level 4 "Battalion" monster from your hand or Deck (except "Syrus - Battalions Holy Paladin"). While this card remains face-up on the field, it cannot be selected as an attack target if you control another “Battalion” monster.

Same issue as above.

 

Batallion Guard

If this card is Special Summoned: you can add 1 “Battalion” monster from your Deck to your hand (except “Singmond - Battalion Guard”). Special summon it during the End Phase. While this card remains face-up on the field, it cannot be selected as an attack target if you control another “Battalion” monster.

It is not broken so long as you fix Syrus and Brgoan. It is largely similar in purpose to both of them as well and can easily muster the 3 monsters required for "Batallion Last Stand" which is the archtype's goal. Again, it isn't a broken card, but it is part of the broken Brgoan and Syrus combo and it is quite a tool in performing it (since it can search and summon either of them).

 

The Last Batallion

Cannot be Normal Summoned or Set. Must first be Special Summoned from your hand or Deck by the effect of “A Battalion Last Stand”. This card can attack up to 3 times. This card is treated as 3 monsters. When “A Battalion Last Stand” is destroyed; this card leaves the field. Once Per Turn you can activate one of the following effects:

*Target 1 face-down monster your opponent control: flip it in face-up Attack position (negate its effect).

*Target 1 Spell or Trap card your opponent controls; destroy that target.

*Destroy 1 face-up monster on the field; this card cannot attack during this turn.

It is quite a vicious Boss monster considering it can attack 3 times and OTK all by itself. The effects in itself aren't bad, but its ability to attack 3 times with 3300 ATK is broken, especially when this archtype doesn't have a big problem bringing it out (They swarm field 3 very easily). Imo, I think it should have the following "When this card attacks directly: Halve its ATK, until the end of damage calculation", this way it can't OTK with ease, while still being a powerful menace.

 

***Also, 1 BIG thing to note. It's destruction effect has a loophole that if you bounce Batallion Last Stand, it won't be removed because it was never destroyed, removing its only weakspot. I'm not sure if this was intentional or not, but if you didn't plan this, be sure to note that the clause can be changed to "When this "The Batallion Last Stand" is removed from the field...".

 

Heavy Armored Batallion

If "The Last Batallion" would be destroyed while you control “A Battalion Last Stand”: Xyz Summon this monster and attach "The Last Battalion" to this card and treat it as 3 xyz materials (This summon is treated as a Special Summon). If this card would be destroyed: Detach 1 xyz material instead, but if it has no xyz materials: Destroy this card and special summon from your Graveyard 1 "The Last Battalion". When “A Battalion Last Stand” is destroyed; this card leaves the field. Once per turn you can Detach 1 Xyz Material from this card to activate one of the following effects:

*This card can attack up to 3 times during your Battle Phase (but cannot attack directly).

*Destroy up to 3 Spell or Trap cards your opponent controls.

Now, Heavy Armored Batallion is more balanced than "The Last Batallion" in the sense it can't OTK by itself, although it has a frightnening +3 destruction effect. Seeing as this card can already bring back The Last Batallion, (making endless loops), that destroy 3 effects should be nerfed to 2, as this card just loops over the currently broken "The Last Batallion" and itself. In fact, I'm not sure it should even have any other effect other than it's ability to attack 3 times as this card is just too powerful with its revival and loop ability.

 

Batallions Duty

While you control “A Battalion Last Stand”, if the "Last Battalion" would be destroyed after it was Special Summoned by the effect of “Heavy Armored Battalion”: Xyz Summon this monster and attach "The Last Battalion" to this card and treat it as 3 xyz materials (This summon is treated as a Special summon). If you Summon this card that way: Destroy all other monster on the field, and then, your opponent must Special Summon the monster with the highest ATK from their Deck, Graveyard or hand (It cannot be destroyed by cards effect during the turn it was Summoned). While you control this card, you cannot Normal, Flip or Special Summon a monster. Once per turn you can Detach 1 Xyz Material from this card to destroy 1 card on the field. If this card has no Xyz materials; destroy it and you take 1000 Damage. When “A Battalion Last Stand” is destroyed: this card leaves the field.

Well...seems...I don't know. It would typically have 4500 ATK (no monster that can be Special Summoned with this effect can beat that) and its destruction effect is flawed because if it detaches "The Last Batallion" it will automatically be destroyed, making its effect only useful by other means. It does go off nicely by not having the accursed loop, but at the same time, the card seems...lacking. It puts you in an offensive situation you can't lose in (most of the time) but stops you from doing anything else, making this, fittingly, a last stand. Personally, it feels kind of bland, but it defines a Last Stand situation rather nicely. In all honesty, I really don't know how you can change this card to something intresting without reworking its entire purpose, so I can't help you much here sadly.

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A Batallion Last Stand

You cannot XYZ or Synchro Summon monsters while you control this card. While this card remains face-up on the field, Warrior-type monsters you control gain 500 ATK during either player's Damage Step. If a "Battalion" monster you control would be destroyed: Banish 3 Warrior-type monsters you control instead and, if you do, Special summon from your hand or Deck 1 "The Last Battalion".

It is good and the key to the boss monsters. There is one thing I want to say here and that is that it might be more benefititial to make it a Continous Trap Card. The reason for this is so that it can be protected by Imperial Custom at the cost of some of its speed (but now it can suprise the opponent during their turn!). As a Spell Card, while it can be used on your turn, it won't be as good for suprising your opponent and has slightly less general protection (Traps have better card protection).

 

Batallion's Spearmen

During your opponent Battle Phase, if you control 3 or more other "Battalion" monsters: This card's DEF is halved, and then, your opponent must attack this card. While this card is in your graveyard, "A Battalion Last Stand" cannot be destroyed.

Fairly simple and nice effect (although most of the time I'm sure you'll resort to discarding it). My problem with it, however, is the permanent immunity for something so natural to happen. I can understand needing to defend your Last Stand, but this protection is way too powerful for something so natural to happen. I would say you could make it a one-time negation/destruction of something that would destroy it. It is alright for protection, but this is too powerful protection. Like I said with "Batallion Last Stand", it would be more benefitial if you made the Batallion Last Stand a Trap Card so you can weaken this card a bit without having to worry about it.

 

The Batallion Pride

When this card is Summoned, you can Special Summon 1 Level 4 "Battalion" monster from your hand or Deck (except "Brgoan - The Battalion Pride"). If you control another "Battalion" monster, this card cannot be destroyed as a result of battle.

 

Broken with Syrus because they can loop themselves, making it easily a 1 card +5 (Batallion Guard for a search). Otherwise, I can see it being fnie and meant to combo with Syrus and/or Guard for a large defensive/offensive combination. My advice is to give Brgoan a "This effect of (((*Name*))) can only be activated once per turn." clause to prevent it looping, while still allowing a +3 combo with Syrus and Singmond. However, if that were the case, I would recommend lowering all of their stats or it would prove too overpowering. Otherwise, an alternative (that doesn't require a stat nerf) is to make it so Brgoan can't summon Syrus and vice-versa.

 

Batallion Holy Paladin

When this card is Summoned, you can Special Summon 1 Level 4 "Battalion" monster from your hand or Deck (except "Syrus - Battalions Holy Paladin"). While this card remains face-up on the field, it cannot be selected as an attack target if you control another “Battalion” monster.

Same issue as above.

 

Batallion Guard

If this card is Special Summoned: you can add 1 “Battalion” monster from your Deck to your hand (except “Singmond - Battalion Guard”). Special summon it during the End Phase. While this card remains face-up on the field, it cannot be selected as an attack target if you control another “Battalion” monster.

It is not broken so long as you fix Syrus and Brgoan. It is largely similar in purpose to both of them as well and can easily muster the 3 monsters required for "Batallion Last Stand" which is the archtype's goal. Again, it isn't a broken card, but it is part of the broken Brgoan and Syrus combo and it is quite a tool in performing it (since it can search and summon either of them).

 

The Last Batallion

Cannot be Normal Summoned or Set. Must first be Special Summoned from your hand or Deck by the effect of “A Battalion Last Stand”. This card can attack up to 3 times. This card is treated as 3 monsters. When “A Battalion Last Stand” is destroyed; this card leaves the field. Once Per Turn you can activate one of the following effects:

*Target 1 face-down monster your opponent control: flip it in face-up Attack position (negate its effect).

*Target 1 Spell or Trap card your opponent controls; destroy that target.

*Destroy 1 face-up monster on the field; this card cannot attack during this turn.

It is quite a vicious Boss monster considering it can attack 3 times and OTK all by itself. The effects in itself aren't bad, but its ability to attack 3 times with 3300 ATK is broken, especially when this archtype doesn't have a big problem bringing it out (They swarm field 3 very easily). Imo, I think it should have the following "When this card attacks directly: Halve its ATK, until the end of damage calculation", this way it can't OTK with ease, while still being a powerful menace.

 

***Also, 1 BIG thing to note. It's destruction effect has a loophole that if you bounce Batallion Last Stand, it won't be removed because it was never destroyed, removing its only weakspot. I'm not sure if this was intentional or not, but if you didn't plan this, be sure to note that the clause can be changed to "When this "The Batallion Last Stand" is removed from the field...".

 

Heavy Armored Batallion

If "The Last Batallion" would be destroyed while you control “A Battalion Last Stand”: Xyz Summon this monster and attach "The Last Battalion" to this card and treat it as 3 xyz materials (This summon is treated as a Special Summon). If this card would be destroyed: Detach 1 xyz material instead, but if it has no xyz materials: Destroy this card and special summon from your Graveyard 1 "The Last Battalion". When “A Battalion Last Stand” is destroyed; this card leaves the field. Once per turn you can Detach 1 Xyz Material from this card to activate one of the following effects:

*This card can attack up to 3 times during your Battle Phase (but cannot attack directly).

*Destroy up to 3 Spell or Trap cards your opponent controls.

Now, Heavy Armored Batallion is more balanced than "The Last Batallion" in the sense it can't OTK by itself, although it has a frightnening +3 destruction effect. Seeing as this card can already bring back The Last Batallion, (making endless loops), that destroy 3 effects should be nerfed to 2, as this card just loops over the currently broken "The Last Batallion" and itself. In fact, I'm not sure it should even have any other effect other than it's ability to attack 3 times as this card is just too powerful with its revival and loop ability.

 

Batallions Duty

While you control “A Battalion Last Stand”, if the "Last Battalion" would be destroyed after it was Special Summoned by the effect of “Heavy Armored Battalion”: Xyz Summon this monster and attach "The Last Battalion" to this card and treat it as 3 xyz materials (This summon is treated as a Special summon). If you Summon this card that way: Destroy all other monster on the field, and then, your opponent must Special Summon the monster with the highest ATK from their Deck, Graveyard or hand (It cannot be destroyed by cards effect during the turn it was Summoned). While you control this card, you cannot Normal, Flip or Special Summon a monster. Once per turn you can Detach 1 Xyz Material from this card to destroy 1 card on the field. If this card has no Xyz materials; destroy it and you take 1000 Damage. When “A Battalion Last Stand” is destroyed: this card leaves the field.

Well...seems...I don't know. It would typically have 4500 ATK (no monster that can be Special Summoned with this effect can beat that) and its destruction effect is flawed because if it detaches "The Last Batallion" it will automatically be destroyed, making its effect only useful by other means. It does go off nicely by not having the accursed loop, but at the same time, the card seems...lacking. It puts you in an offensive situation you can't lose in (most of the time) but stops you from doing anything else, making this, fittingly, a last stand. Personally, it feels kind of bland, but it defines a Last Stand situation rather nicely. In all honesty, I really don't know how you can change this card to something intresting without reworking its entire purpose, so I can't help you much here sadly.

 

thanks a lot ^_^

I've just changed the set ,,  

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