I Hate Snatch Steal Posted August 21, 2013 Report Share Posted August 21, 2013 3 level 4 monsters Once per turn: when a set spell/trap card is activated: you can detach 1 xyz material from this card; negate that activation and if you do, destroy that card. During the next Standby Phase after this card was sent to the Graveyard while it had xyz material: Special Summon this card from the Graveyard. I designed this card for the new format, no heavy storm and a need for a good 3 material rank 4. It was also somewhat inspired by the yu-gi-oh 5d's episode where Yusei faces Frozen Fitzgerald (the fact that its ice and can revive). edit: aqua type so that it doesn't interact with bujins Bujincarnation http://yugioh.wikia.com/wiki/Bujincarnation Link to comment Share on other sites More sharing options...
magemeek22 Posted August 21, 2013 Report Share Posted August 21, 2013 An interesting card... So it can negate up to 1 Spell/Trap per turn and can theoretically revive if it is sent to the Graveyard? It doesn't seem overpowered and really doesn't seem underpowered, though its usefulness is questionable. Effect Usefulness/Playability: Well, I'll start by discussing each part of your effect in general: 3 level 4 monsters The Summoning requirements are fairly difficult to fulfill, even with the current XYZ-based meta. However, if the effect is powerful enough, then I suppose that the 3 Level 4 monsters needed are well worth using. As you mentioned before, you want this to be a sort of replacement for Heavy Storm; thus, it is good that there are no specific requirements for the monsters aside from Level. Once per turn: when a set spell/trap card is activated: you can detach 1 xyz material from this card; negate that activation and if you do, destroy that card. Okay, so from this, I decipher that this card is most useful in negating your opponent's set Spell/Traps. However, this is only applicable during your turn, which could limit its effectiveness. In addition, the effect can only be used once per turn, which could be a potential problem. During the next Standby Phase after this card was sent to the Graveyard while it had xyz material: Special Summon this card from the Graveyard. Here's the Fitzgerald part of the equation. So the monster revives when it's sent to the Graveyard while it has XYZ Material? That makes it well worth the 3 materials since you get two powerful summons (the original XYZ Summon and then the revival) in return. From my overall analysis of this card, it seems pretty powerful. It can negate up to 3 spells/traps in total, and for the most part, it will revive itself atleast once before becoming obsolete. Further, it is summonable by any Deck, as the requirements are any 3 Level 4 monsters. Thus, it does fill the void left by Heavy Storm. However, it has some serious drawbacks: You can only negate during your turn - a serious fiasco It is likely that the monster will only be able to negate a single Spell/Trap before it is destroyed, especially due to the fast pace of the current meta. Effect Balance: Okay, so here's where I get nitpicky. Your monster is useful, since it can destroy and negate set Spell/Traps. However, for the cost of 3 Level 4 monsters, this negation should apply during both player's turn. Further, I do not see the need for a once per turn clause; it is a limitation that prevents this monster from reaching its full potential. After all, as I mentioned earlier, I would only expect this monster to stay out for perhaps two turns; thus, it would be in your best interest to make it so that it can negate at all times. The second part of the card, the revival clause, is very well constructed. It gives the card an impressive advantage and makes it worthwhile to Summon since you know that even if it is destroyed before it can destroy 3 of your opponent's set card, you can still use it as a beatstick. I really like this effect; however, it is nowhere near perfect, but for a reason irrelevent to balance. See "Overall Quality" for more info. Finally, the last part of my analysis of your card's balance involves its general purpose. As you said, it is a semi-replacement for Heavy Storm; from the looks of it, the card you made focuses more on Set Spells/Traps than face-up ones. However, if the entire purpose of your card is to destroy Set cards, wouldn't it make sense that your monster cannot be destroyed by those same cards first? My proposition is a clause that prevents the Summon of your monster from being chained to. However, this would push the balance of this card to the overpowered end. How can we reciprocate? See "Overall Quality"! Artwork/OCG: The artwork is decent, though not my favorite by any means. Its actually a disappointment really, due to its one-dimensional, pokemon-esque style. However, I understand that it must have been difficult finding such a picture in the first place. As far as OCG is concerned, your card is pretty bad. I understand the effects, but the grammar is poor. However, at the end of this post, I have redone the effect with more suitable OCG (mine is still by no means perfect, but its certainly better). Overall Quality: Okay, so here's where we discuss the potential balance issues of my recommended changes and the imperfect quality of your revival effect. Basically, as I see it, the fact that this monster revives itself is completely irrelevent to the rest of its effect. Thus, the whole concept of revival doesn't fit in. Further, if you take my recommendation to prevent your opponent from chaining card effects to your monster's Summon, the revival effect becomes an overpowered, unnecessary element. However, seeing as you desire to keep that effect, there are certain ways to fix this issue. My preferred solution is as follows: make your monster revive ONLY while you control no Set cards and your opponent does. This way, there's a reason for it to come back to the field (presumably because it's task was incomplete when it left). The end result of all my recommendations is shown below: 3 level 4 monsters Your opponent cannot activate Set Spells/Traps in response to this card's Summon. During either player's turn, when your opponent activates a Set Spell/Trap, you can detach 1 XYZ Material from this card; negate the activation of that card, and if you do, destroy it (this is a Quick Effect). If this card is sent to the Graveyard while it has XYZ Material(s) attached to it, during your next Standby Phase, if your opponent controls at least 1 Set Spell/Trap, you can destroy all Set Spells/Traps you control (if any); Special Summon this card in face-up Attack Position. Ratings: Artwork/OCG: 6/10 Effect Usefulness: 8/10 Effect Balance: 8/10 Overall Quality: 8/10 I personally recommend you make at least some of the changes mentioned in the revised effect. And if you liked my review, don't forget to check out some of my cards! http://forum.yugiohcardmaker.net/topic/305560-new-archetype-the-sealbreakers/ http://forum.yugiohcardmaker.net/topic/306075-new-mini-archetype-the-requiem-for-all-of-you-whove-wanted-to-see-a-music-based-archetype/ Link to comment Share on other sites More sharing options...
Therrion Posted August 21, 2013 Report Share Posted August 21, 2013 Negating Set cards that flip up to activate is fair, and I like that it doesn't just negate any Spell since most will be played from hand anyways. It furthers this balance with a OPT clause, which again, is nice. Not sure what the SS from Grave would do, as it probably got destroyed by battle to go there anyways, meaning its return would just be to serve as a meatshield vs. the same monster, unless it was a Spellbook of Powered monster, which would probably be Kycoo anyways (which would banish this from the Graveyard). Aqua doesn't make sense, whereas Winged Beast does (and that would make it return for a next turn Icarus, if you just didn't feel like doing it when it would be destroyed the first time around, I guess). Ouroboros would be the offensive pusher whereas this would serve as the new defensive player for the Rank/Mat requirement, which is good. Nice job. EDIT: Mage, the words "When" mean that the following is going to be a Trigger, thus the effect works at any point the triggering action can be, and since S/Ts are activated during either turn, this effect can work on either turn. Also, making the Summon not reactable to is just silly, this guy can negate it (and would also leave you without a negate for the Battle Phase, which is fair enough of a trade for a +1). Redundant "During either player's turn" and "(this is a quick effect)" aren't needed, as I addressed the fact it is a trigger above. Making the revive conditional and have a drawback will do nothing but hurt the card as a whole, and thus I am not siding with that suggestion either. Link to comment Share on other sites More sharing options...
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