Sleepy Posted August 6, 2013 Report Share Posted August 6, 2013 During either player's turn: You can discard this card to target 1 monster on the field; if it's an Effect Monster, it's ATK and DEF are halved, but if not, it gains 400 ATK and DEF. Also, place 1 Honey Coat Counter on the target. If the monster would be destroyed, remove the Honey Coat Counter instead. During either player's turn: You can banish this card from the Graveyard; gain 400 Life Points. Link to comment Share on other sites More sharing options...
wightpower Posted August 7, 2013 Report Share Posted August 7, 2013 This is cute. I don't see any problems with the OCG, and I like the image. Not too sure about the name. Try saying it five times fast. Anyway, my only suggestion would be to improve the Life Points you get when you banish the card. I feel like 400 is way too small a payout. Other commenters might think up different amounts, but for banishing this card, I think you should at least get 800 Life Points. Link to comment Share on other sites More sharing options...
Sleepy Posted August 7, 2013 Author Report Share Posted August 7, 2013 This is cute. I don't see any problems with the OCG, and I like the image. Not too sure about the name. Try saying it five times fast. Anyway, my only suggestion would be to improve the Life Points you get when you banish the card. I feel like 400 is way too small a payout. Other commenters might think up different amounts, but for banishing this card, I think you should at least get 800 Life Points. That is actually very good news for me :3 You see, the Life gain is really small, but it's still a quick effect that has the value of being chainable, and the card itself pretty much already lived through it's use when it was in the hand, so I didn't want the Graveyard effect to do too much of an impact. In playtesting, it once helped me survive a "final attack" by a hair xD It's actually more for the combos than the actual amount. Like, there's a Trap that destroys something when you Gain Life, but I can't remember the card's name. There's also a card I'm planning on making in the near future that revives once per turn if you have gained Life this turn, which is mainly what I'm going for. Link to comment Share on other sites More sharing options...
FF Fan Posted August 7, 2013 Report Share Posted August 7, 2013 This one card seems to do wayy too much. The permanent halve is already quite powerful, but it also gives a boost to normal monsters or Geminis, Can be used to prevent a destruction and can gain Life Points. All of that one low level discard monster is too much. You need to pic an effect and run with it. I would say go with the halve and boost, but make the halve only last until the End Phase and only during your turn or your opponent's turn, not both. Link to comment Share on other sites More sharing options...
Sleepy Posted August 7, 2013 Author Report Share Posted August 7, 2013 This one card seems to do wayy too much. The permanent halve is already quite powerful, but it also gives a boost to normal monsters or Geminis, Can be used to prevent a destruction and can gain Life Points. All of that one low level discard monster is too much. You need to pic an effect and run with it. I would say go with the halve and boost, but make the halve only last until the End Phase and only during your turn or your opponent's turn, not both. The protection effect happens for 2 reasons: 1] Most decks would be more likely to use it to weaken an opponent's monster rather than to make yours stronger. Since that is a quick effect, the monster affected would normally be destroyed by battle. The counter actually protects the opponent's monster most of the time, because the protection is not an optional part. I just thought that an Honest that halves and destroys it right away was too much. Besides, Gale does it each turn and people are asking for it to go back to 3 nowadays, while this card is actually a -1 that will still make the monster survive 1 extra time. 2] I'm trying to promote a bit of vanilla love, and it's part of the same effect, and no, this doesn't work in Gemeni Monsters. Even when Gemeni Monsters are treated as Normal Monsters, it's due to an Effect, so their "Effect" bit wouldn't be erased because "Normal Monster" and "Non-Effect Monster" are not the same. Sooo it actually just has 2 different effects. -Discard to boost/halve depending on if its target has an effect or not, protect the monster that would be destroyed in that clash even if it's from the opponent. -Random Life boost. The Life gain effect I must admit, has no excuse. There's no need for it to be there if we speak of a card that focuses on it's own thing. I understand you mean that how useful the effect can be has nothing to do with a card doing too much, and I wouldn't have given it an extra effect if it had been something actually really useful. Gaining Life Points is probably one of the most underwhelming strategies in the game along with Senet effects and I thought it'd be ok to give my cards overall gimmiky small amounts of Life gain. Though then again, you are right that it's not complementing the other existing effect in any way, but being a random separate one. Other than the "does too much" is it really inbalanced? Link to comment Share on other sites More sharing options...
FF Fan Posted August 8, 2013 Report Share Posted August 8, 2013 I had read the card wrong at first. I thought the protection was on any monster on the field. It's fine after clearing that up. Link to comment Share on other sites More sharing options...
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