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Undershirt


TFMegamanlan

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Flavour: Not many are a fan of using current YGO Artwork in another card. I cannot say this card is so special in terms of flavour in that respect. Furthermore, I cannot truly see where an undershirt is present on this card. I am not sure that an undershirt would save one from the brink of death, but I can see why you could make that association into the effect. In all honesty, I'm not seeing much flavour. Maybe it is just me.

Balance: This card is certainly not overpowered. It is rather situational in use, and can be very skilful in determining when to use it - of course it is most likely to be used as a last resort. I then see that it makes use of restrictions in the forms of preventing any other Continuous Spell/Traps you control, and threatens destruction when using another Trap Card. Odds are, though, you will not need to keep this for more than one turn. That doesn't unbalance this, though. Notable is that you could combo this with Self-Destruct Button. I guess this could be said to be skilful or cheap. I would rather say skilful.

Use: With the odds of a duel potentially in the balance due to this card's influence, it can be more useful than something like Negate Attack if Burn Damage is coming your way. It would definitely take consideration when to use it, to which I think is a good trait. Of course it could be regarded equally as cheap, especially combined with Dark Snake Syndrome or Self-Destruct Button,b ut with that being inherent in the design, you can't fix that. It definitely has uses, though, but may often serve as a gimmicky card, or a dead draw.

Fixes: I cannot find any fixes save a card overhaul, which I wouldn't recommend.
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  • 2 weeks later...

Good ol' Undershirt. Never played a MegaMan Battle Network/Star Force game without one. Well, starting from MMBN3 onwards, where I didn't need to draw into a Battlechip to enable it.

 

I'm not sure about Undershirt forcibly affecting all players, but then again, there are a number of ways of intentionally getting rid of it (Magic Planter, Uria, etc) so that your opponent also doesn't enjoy its benefits. Hilarity might ensue when you see your opponent trying to thwart your attempts to destroy your own Undershirt so that they will still enjoy its safety net.

 

I find this a little difficult to exploit, and that's perhaps a good thing. Best use I can see from this is to feed it to Magic Planter immediately after you get saved by it, netting you additional advantage after narrowly escaping defeat, and giving you the chance to turn the Duel around. Perhaps that's actually its intention.

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Well I didn't intend on it being Planter food, but then again I also don't want to stop every possible counter with it. Only really stupid combos that would be broken, like Mill or Burn decks running it effectively.
(This card was actually made for a 5D's RP. Awesome way to save yourself from an Earthbound Immortal!)
I did want it to be a card that decks can use but also have it that it's not OP either. I hope I did that. =)

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