Raviel the Phantom Posted August 28, 2013 Report Share Posted August 28, 2013 1 Fiend-Type Tuner + 1 or more non-Tuner monsters When this card is selected as an attack target, both players roll a six-sided die once. The player with the lowest result takes the resulting Battle Damage. If the controller of this card does not take Battle Damage due to this effect, this card is not destroyed by battle. Link to comment Share on other sites More sharing options...
~Shin~ Posted August 28, 2013 Report Share Posted August 28, 2013 The idea is great, it's (in a way) a #54/96 on a synchro body. However, if you are not lucky you get none of that, you get nothing at all, that makes it unplayable. Luck should only factor into a part of the effect. And since its materials somewhat drag it down, IMO it should give you no damage and be made immune to battle destruction. Then, your opponent taking damage would be the luck based part. With that, I would say it is playable. You still probably can add other effects without it being too much, just keep close to its theme. Also, although its materials are not that great, its stats are, just wanted to point this out. I hope this helps. Link to comment Share on other sites More sharing options...
magemeek22 Posted August 31, 2013 Report Share Posted August 31, 2013 I mean, this is a cool card. It works great for stalling, but the question arises: Why? Why would I run this card? Over what is this card preferable? The problem, as you will come to see, is that the answer to all of the above is simply No. Why would you run it? No, I wouldn't. Over what? Nothing. Over nothing would I run this card. Now, moving on past my rude remarks above, the point is that your card lacks a playability factor for a variety of reasons: Specific Materials: there is little reason to run this card, and the fact that it requires a Fiend tuner means even fewer will want to run it. You have to consider that Fiend-type monsters are, in all honesty, EXTREMELY offensive. Think Dark World, Fabled, Archfiend, etc: these Decks don't stall for a moment. They swarm and destroy. High number of Materials: why use your monsters to Synchro this level 8 0-ATK chance-based monster? Stardust Dragon, Black Rose Dragon, Ancient Fairy, plus a bunch of others - these are reliable monsters with high ATK and either defensive, destructive, or utility effects. Your monster, no offense, lacks all of these; it is based on chance, has no ATK, and still requires a total of 8 levels to Summon. A mediocre effect: You need to roll to see if your opponent's ATK works, and if you roll higher, it doesn't and your opponent takes damage. But if you do, your monster is destroyed and you take damage? Hmmmm.... its very risky, plus the benefits of rolling higher aren't really beneficial. Attack-based effect: Why would your opponent attack this in the first place? Any card effect would just run it over. I hope you understand my harsh criticisms; they are meant to show that your monster is frankly unplayable. That said, there are solutions. Foremost, you NEED TO MAKE THE MATERIALS UNLIMITED. Next come the solutions. One potential solution, as the commenter above said, is to make the monster indestructable by battle. But even that is less than substantial; your opponent could simply use a card effect; thus, to make this effect work, you would need to let the effect proc when you attack as well. Thus: 1 Tuner + 1 or more non-Tuner monsters When this card attacks or is attacked, both players roll a six-sided die once. The player with the lowest result takes the resulting Battle Damage. This monster cannot be destroyed by battle. Another potential solution is to simply make the monster indestructable by card effects. That way, your opponent has to attack. 1 Tuner + 1 or more non-Tuner monsters This card cannot be destroyed by card effects. When this card is selected as an attack target, both players roll a six-sided die once. The player with the lowest result takes the resulting Battle Damage. If the controller of this card does not take Battle Damage due to this effect, this card is not destroyed by battle. Still another potential solution is to reduce the Level of the monster to 4, 5, or maybe 6 Link to comment Share on other sites More sharing options...
Sora1499 Posted September 1, 2013 Report Share Posted September 1, 2013 We have enough Level 8s as-is. This thing wouldn't even come close to competing with Jeweled RDA, Stardust, Stardust Radiance, or Scrap Dragon. So I'd make it a level 7, we're lacking in control-based 7s anyways. I'd also make the mats generic. It doesn't need to be limited in its applications, it's not so broken that a random synchro deck would take advantage of it. Also, here's an idea: What if Phantom had battle immunity permanently and instead the bonus for rolling higher than the opponent would be him gaining ATK equal to the damage inflicted to the opponent? The card would be much more usable that way. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.