girostrike Posted July 28, 2013 Report Share Posted July 28, 2013 This is my 2nd try at a group of cards that are difficult to use but totally blow your opponent away when you pull them off. The following cards are broken into "General", which give a sense of how the archetype is set up, and into ."KEY" , which are the cards you really want out. I'd love feedback and comments on any part of these cards/archetype. General Cannoneer of the Mad God: This card cannot attack unless you banish 1 "Mad God" monster from your Graveyard and Tribute 1 "Mad God" monster you control control. Your opponent takes half the Battle Damage they would have taken from a battle involving this card. You take double the Battle Damage they would have taken. Key Cards Captain of the Mad God: 1 "Mad God" Tuner + 1 or more non-Tuner "Mad God" monsters Special Summon this card on your opponent's side of the field. This card cannot attack. During the End Phase of this card's controller, your opponent Special Summons 1 "Mad God" monster from either Graveyard to your side of the field. Cenobite of the Mad God: 1 "Mad God" Tuner + 1 or more non-Tuner "Mad God" monsters Special Summon this card on your opponent's side of the field. During the End Phase of this card's controller, your opponent Special Summons 1 "Mad God" monster from either Graveyard to your side of the field. You can activate this effect during your opponent's End Phase. The Mad God: 1 "Mad God" Tuner + 2 or more non-Tuner "Mad God" monsters Special Summon this card on your opponent's side of the field. This monster cannot be Tributed under any conditions. This card cannot attack or destroyed by card effects. When this card is Synchro Summoned, destroy all monsters. This card's controller takes all Battle Damage and Damage from card effects. During each player's End Phase, Special Summon 1 "Mad God" monster from either Graveyard. Enemy of the Mad God: 1 "Mad God" Tuner + 2 or more non-Tuner "Mad God" monsters Any effect that would inflict damage to this card's controller increases their Life Points by the same amount instead. All effects that add or subtract ATK or DEF are reversed. "Mad God" effects that target your cards can target your opponent's cards instead. Link to comment Share on other sites More sharing options...
girostrike Posted August 1, 2013 Author Report Share Posted August 1, 2013 *bump* :P Come on guys. I know you have something to say... Link to comment Share on other sites More sharing options...
Megaman91 Posted August 2, 2013 Report Share Posted August 2, 2013 I have to, actually. The images you found are pretty good, but most importantly well appropriate for your cards. Then I'll get to the OGC lores. I see pretty clearly the point of your archetype, cards that penalyze yourself at first but, if the set gears up, it can give you a damn strong advantage on the Opponent. However, this set has still some problems. First of all, the only 2 cards that can reverse the suicidal effects of your cards are both synchro monsters that require at least 3 monsters each. And, with this archetype, it seems pretty difficult to achieve that, especially since the Opponent will do mostly anything to win. Also, the Mad God seems overpowered to me, since the only way to make it destroyable is to negate its effect. And since players mainly use destruction cards on top of effect-negating cards, that would mean giving an untributable monster to the Opponent that won't likely attack that will also make you completely invulnerable. That's why it seems OP to me. The written OCG is good, altough it can be improved. My vote about your cards is 7/10: the images you used are really good, but, as it is now, it's a too suicidal archetype to choose for a real match. Link to comment Share on other sites More sharing options...
girostrike Posted August 2, 2013 Author Report Share Posted August 2, 2013 I have to, actually. The images you found are pretty good, but most importantly well appropriate for your cards. Then I'll get to the OGC lores. I see pretty clearly the point of your archetype, cards that penalyze yourself at first but, if the set gears up, it can give you a damn strong advantage on the Opponent. However, this set has still some problems. First of all, the only 2 cards that can reverse the suicidal effects of your cards are both synchro monsters that require at least 3 monsters each. And, with this archetype, it seems pretty difficult to achieve that, especially since the Opponent will do mostly anything to win. Also, the Mad God seems overpowered to me, since the only way to make it destroyable is to negate its effect. And since players mainly use destruction cards on top of effect-negating cards, that would mean giving an untributable monster to the Opponent that won't likely attack that will also make you completely invulnerable. That's why it seems OP to me. The written OCG is good, altough it can be improved. My vote about your cards is 7/10: the images you used are really good, but, as it is now, it's a too suicidal archetype to choose for a real match. I thank you tremendously for the time and effort you put/took to write this review. This archetype is far from perfect and I will take the time needed to fix these cards. (RC here I come XD) Many thanks once again. Also, the Mad God seems overpowered to me, since the only way to make it destroyable is to negate its effect. I believe my opponent could still banish the card or use a card to return it to the hand/Extra Deck. Link to comment Share on other sites More sharing options...
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