wightpower Posted July 30, 2013 Report Share Posted July 30, 2013 So, I'll be honest with you guys, the only reason I made this card was so that I could draw a Blue-Eyes White Dragon with Groucho Marx glasses. Still, while I could've made this a joke card, the canon game is full of plenty of useful cards with funny images, so I wanted to come up with something to make this work. The effect below is the one I settled on, but because the artwork came first, I am perfectly willing to change the effect if you guys give me a better one. Also comment if I messed up the OCG, since I'm using a lot of effects I haven't seen too much on my own cards. (Original Card) Cunning Disguise Effect: Special Summon 1 monster from your Graveyard to an opponent's unoccupied Monster Card Zone, and equip it with this card. The equipped monster cannot attack, change its Battle Position, or be used as Tribute. If this card is destroyed, the equipped monster is destroyed. Once per turn, while the equipped monster is on your opponent's field, you can look at 1 card in your opponent's hand; If it's a Trap Card, it is sent to the Graveyard. If the equipped monster is removed from your opponent's field, send this card to the Graveyard. In any case, this was very fun to draw, and I hope you are at least mildly amused by the drawing. First time in a while I've drawn a blue-eyes. Comment, rate, review, and enjoy, and I'll be sure to rep you guys, or whatever the kids are doing these days, if you feed my own thirst for attention. Link to comment Share on other sites More sharing options...
InkedRose Posted July 30, 2013 Report Share Posted July 30, 2013 seems very OP, they lose a monster zone and a backrow zone with a monster they cant touch. and then you get to randomly choose a card in their hand revealing any strategy they could have, and if its a trap its gone. Since it says "once per turn" you can use it as soon as they draw for their turn and throw away any hope for survival. They'd have to waste an MST on this card. To balance it I suggest: Cunning Disguise/ Field Spell/ When this card is activated, Special Summon 1 monster from your graveyard to an opponent's unoccupied Monster Zone, the monster's effects are negated, it cannot change it's Battle Position, be used as Tribute or as a Material for a Synchro or Fusion. If this card is destroyed or removed from the field, all monsters Special Summoned by this cards effect are also destroyed. Once per your turn, you can choose a card in your opponents hand and reveal it to activate these effects; - Trap Card: Send the card to the Graveyard - Spell Card: Shuffle the card back into your opponents deck - Monster Card: Place the card in face down Defense Position on your opponents side of the Field, with its effects negated. You must pay 800 Life Points during every one of your Standby Phases to keep this card on the Field, if not destroy this card and all Monsters on the Field Summoned by its Effect. just a thought. cool concept though would work awesome for ghostricks. Link to comment Share on other sites More sharing options...
wightpower Posted July 30, 2013 Author Report Share Posted July 30, 2013 Thanks for the feedback. First, I don't think it'll take up one of their backrow zones, since your Equip Spells still go on your field, not your opponent's (unless I've been playing it wrong this entire time). I also don't want to make it a Field Spell simply because of the image. I feel like keeping it as an equip spell keeps the focus on the "monster in disguise" you're giving to your opponent. Still, I think you're right about it being OP, and I'll definitely add those extra effects, and we'll see if other reviewers (provided I get any) like it more. I definitely want to give it a Life Point cost to balance it out. (Revised) Cunning Disguise Effect: Special Summon 1 monster from your Graveyard to an opponent's unoccupied Monster Card Zone, and equip it with this card. The equipped monster cannot change its Battle Position, be used as Tribute, or be used as Material for a Fusion, Synchro, or Xyz Summon. If this card is destroyed, all monsters Special Summoned or Set by this card's effect are also destroyed. Once per your turn, you can choose a card in your opponents hand and reveal it to activate these effects; - Trap Card: Send the card to the Graveyard - Spell Card: Shuffle the card back into your opponents deck - Monster Card: Place the card in face down Defense Position on your opponents side of the Field, with its effects negated. You must pay 800 Life Points during every one of your Standby Phases to keep this card on the Field, if not destroy this card and all Monsters on the field Summoned or Set by its Effect. If the equipped monster is removed from the Opponent's field, send this card to the Graveyard. A lot longer than I like my effects, but we'll see if it catches on. At least there's a Life Point cost now. The reason I keep adding that final effect that sends this card to the Graveyard in the event the equipped monster is removed from the opponent's field is in case the owner uses "Owner's Seal" and gets their spy back, they don't suffer the negative consequences of this card while it's equipped. Again, thanks for the review. Link to comment Share on other sites More sharing options...
TheKaitoKid Posted July 31, 2013 Report Share Posted July 31, 2013 The card was actually perfectly balanced the first time around. The second one makes it a little more OP cause there's some effect for each card type, as opposed to just hitting trap cards. The Spell one forces your opponent to Set their Spells in order to even keep them. That's ridiculous. I'd say keep the first effect. the monster isn't totally useless cause worst case, they have a free meat shield, at best they can Synchro/Xyz with the card. Also the lore is pretty clunky. It should simply read: Target 1 monster in your Graveyard; Special Summon the target to your opponent's side of the field and equip it with this card. The equipped monster cannot declare an attack, be Tributed or change its Battle Position. Once per turn: You can look at 1 random card in your opponent's hand, and if it was a Trap Card, send it to the Graveyard. When this card is destroyed, destroy the equipped monster. As you can see, the card lore is much shorter and it removes all the unnecessary bits like the last line about the card being destroyed when the equipped monster is destroyed (it'll be destroyed by game mechanics, because it's an equip card). Overall the card is decent. Not sure it'd see too much play but it's a very interesting concept. Link to comment Share on other sites More sharing options...
wightpower Posted July 31, 2013 Author Report Share Posted July 31, 2013 Thank you very much! And I'm tempted to agree with you about the balance. I'm not finalizing it in case I can get more reviews, but I like your grammar fix, and I've added something that should give me the ending effect I wanted to keep: (Revised Again) Cunning Disguise Lore: Target 1 monster in your Graveyard; Special Summon the target to your opponent's side of the field and equip it with this card. While the equipped monster is on your opponent's field; it cannot declare an attack, be Tributed or change its Battle Position. Once per turn: You can look at 1 random card in your opponent's hand, and if it was a Trap Card, send it to the Graveyard. When this card is destroyed, destroy the equipped monster. This way, if the monster leaves the opponent's field (using "Owner's Seal" as an example again, so the owner of the card gets their spy monster back, and won't be hindered by the effect of their own card. It can still probably be better, but that's why I keep you guys around. Still, glad you like it. Link to comment Share on other sites More sharing options...
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