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We really DO need a better Wildheart. [Sanctuary Survivor Milly]


Not-so-Radiant Arin

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[spoiler='In order to defend the homeland I love most, I will change my past. I will let go of my friends. I will hunt the one known as Lurie.']This card is unaffected by Trap Cards. Once per turn, during either player's turn, when a Trap Card is activated: You can send 1 card from your hand to the Graveyard; Negate the activation of that Trap Card and destroy it. When a Trap Card your opponent controls is activated while this card is in the Graveyard: You can Special Summon it, and if you do: Target 1 facedown Spell/Trap card you control and 1 facedown Spell/Trap your opponent controls; Destroy both targets. This effect of "Sanctuary Survivor Milly" can only be activated once per turn.[/spoiler]

 

Title says it all.

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Last effect is too powerful. A trap-immune trap negater is good enough, but when you add a free self-recurring effect and a pseudo heavy storm, it's too much. And who's Lurie?

Lurie is, in a nutshell, the main villain of the CCG I'm creating. It was pretty much a copy-paste flavour text. If you want the long version and a bit of backstory, click here:

 

[spoiler='Here']Lurie was once originally a devout faithful to protecting the world, but since the abundance of a new material known as Originia surfaced on the world, she has sent a multitude of her own subjects in order to find as much of this new material as possible. A young upstart girl, named Milly, founded the lands of "Sanctuary", which is a prosperous haven that can only be accessed via the "Door of Origins", a temporal anomaly capable of sending inhabitants to other lands or even dimensions. "Sanctuary" later became known as the "Castle in the Sky" for it's abundance of Originia, and Lurie saw this as an opportunity to strike "Sanctuary". In the cataclysm, nearly everyone in "Sanctuary" died due to Lurie's rampage, save for a few survivors, which gave birth to the "Sanctuary Survivor" cards you see before you.

 

In lore, Lurie has also done some more villainous deeds, including manipulation by coercion, stepping out of line from her betters, disrespecting the teachings of Helena (a young girl who is essentially the catalyst of restoring the world's order, and is also the answer to restoring order within the "Door of Origins"), and worst of all, mass genocide. Eventually, Lurie is struck down by Helena and Seven (another key figure in the story) and order is restored throughout the land.

 

tl;dr: Lurie is a bad bitch.[/spoiler]

 

What kind of restriction should be on the last effect? I might change it to once per duel.

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Holy hell it's like you have absolutely no idea what "power boundaries" are.

To start things off, you made it 1800 and immune to traps. If this was all that it was then it would most probably be fine and never be touched because it doesn't have Elemental Hero in it's name, which is one of the reasons why Wildheart is still played. (This is relevant fyi, because it shows that you strictly 1-up'd a card that is still being used.) Then to continue, you made it able to negate a Trap once a turn for a discard. Honestly this cost might as well be as trivial as Naturia Beast / Barkion because it's still a +0 that puts your opponent in a significantly worse position than you. This is where it starts to go off track, but it's not reached "emergency ban" status yet.

It reaches emergency ban status when you actually get to the last 2 lines. "When a Trap Card your opponent controls is activated while this card is in the Graveyard: You can Special Summon it, and if you do, destroy all facedown Spell/Trap cards on the field." Um... Excuse me? How is this any incarnation of fair in the slightest? I don't think you quite thought this through at all. You see, this card would only be played so that you could play Heavy Storm @3. But it's generic, that's actually the best part. You get to play 3 of them and get absolutely no repercussions for it. It could be Bottomless/Compulse'd/etc! Nope, because you made it do too much for only 1 card.

tl;dr: This is awfully designed and little to no thought was obviously put into this. The last effect being able to be used once a turn instead of once a duel shows that you honestly have no thought this through as much as you should have. Moved to Any Other Cards, feel free to post a MUCH weaker version of this card in Realistic Cards - Singles when you actually begin to think about it.

Tips on improvement:
- Lower the attack so it isn't solid by itself.
- Remove effects (An abundance of effects makes a card too versatile, eg. Dragon Rulers)
- Make the last effect once per duel, not once per turn. This is because it goes against every other card that can self rev from the game for no cost being once per duel and this literally coming out to nuke the board once every turn.

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