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Mechalephant


Galkin

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qnNd0ju.jpg

 

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
●This card inflicts Piercing Battle Damage. Once per turn, if this card destroys an opponent's monster by battle: It can attack once again in a row. If this card would inflict Battle Damage: You can halve that Battle Damage; permanently increase this card's ATK by 400 OR, until the End Phase, increase this card's ATK by 1000.


This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
●This card inflicts Piercing Battle Damage. Once per turn, if this card inflicts Battle Damage to your opponent: You can discard 1 card; this card gains 1000 ATK and can attack once again in a row.

ATK: 1900

Well, here's something intresting. It pretty much says that if you leave any weaklings around, this guy will most likely get the ATK bonus to run over your boss (probably). Really...there ain't much for me to say here...

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I'm hoping that the ATK gain isn't supposed to be permanent. Otherwise, you've got a 1900 ATK Raging Flame Sprite that can attack twice per turn and inflict piercing. Also, I feel that an ATK gain of 1000 is pushing it quite a bit. I'd say bring it down to about 500-600 instead, that way it can still run stuff over without being too massive of a Beatstick.

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This card is way overpowered. For the very small price of discarding one card, you gain 1000 atk and attack again?  if the atk power was lower it would be slightly better or if this card required tributes, that might make it balanced. untill you update it, i cant really say that it is balanced. i like the pic though.

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Balance/Playability

Well, yes, the ATK gain is clearly permanent. Since it is once per turn, it would require 2 turns to break the 3000 threshold, and since it is Gemini, it is safe to assume 3 turns would be needed. The effect is very good, for a -1 you can attack again with a very strong beater. It is somewhat enemy reliant, requiring your opponent to have a monster that has less then 1900 ATK/DEF OR having the means to pave the way for this card. I don't like how he can hit for 1900 and then for an additional 2900 in the same turn, as it seems flat out unfair even for a Gemini. Being a Gemini is an excuse for some powerful effects, but not that powerful, even when combined with a discard. I'm just really glad it's a Beast and not a Machine, as this would be insane with Limiter Removal.

 

Flavour/Originality

Original. I don't get the flavour whatsoever, but the name is perfect for the picture (and perfect regardless).

 

Suggestions/Additional Comments

I would suggest halving any and all battle damage it inflicts. Also, perhaps make the ATK boost only be when he destroys an opponent's monster. This would balance him in most ways, but still leave him powerful (which Gemini Sub-Type deserves, imo).

 

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
●This card inflicts Piercing Battle Damage. Any Battle Damage inflicted by this card is halved. Once per turn, if this card inflicts Battle Damage to your opponent: You can discard 1 card; this card can attack once again in a row. When this card destroys an opponent's monster by battle and sends it to the Graveyard: This card gains 1000 ATK.

 

Alternatively, just make both the ATK gain and the extra attack Kachi Kochi style and require destroying a monster.

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I've made quite a -unexpected- change. For one, the ATK was reduced by 100 (significant if you ask me; 1900 is where many good monsters find themselves). Secondly, I've modified the effects:

 

- It can only call another attack if it destroys a monster

- The cost for increasing its ATK was changed to "halve the Battle Damage" and you now have to 2 options for increasing its ATK: Permanently (A recent mechanic) by 400 or temporarily by 1000.

 

I just felt that what I wanted for this to be was a powerful monster capable of inflicting decent damage and destroying monsters. Trying to balance heavy damage with crushing force was a bit tricky. It was giving me a headache trying to change this to fix it (still is).

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