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The Dream Ripper


Marx

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Just an idea for a card I had based on one of my monster design concepts.

What I'm trying do here is make an interesting, powerful (but mostly interesting) compliment to my favorite Monster type the D.D.s. But I'm really not tring to make something overpowered. Not really sure how I did... Esspecially since I'm not familiar with all the new cards, and whether or not this guy breaks anything.

Further more, since I am a bit out of the loop as far as terminolgy and modern archtypes go. Please feel free to inform me about any inconsistencies in my card text with the current style. Or any idea you might have to improve the card. In fact I'd really appercate it. Thanks.

 

[attachment=39339:createcard.php copy.png]

 

 

P.S.

I haven't been around in here in a very long time, I use to have a thread with a bunch of Mega Man Zero cards. But this is my first card to feature my own original character. Woo!

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I love the artwork! This card should have better stats if it requires 5 Lv.4 monsters to pull out. If it was, say, a 2800 attacker, that might work better for it. Now, if I'm reading the effect correctly, regardless if I detach XYZ Materials from this monster, it'll still be Banished, right? Okay, I think that by allowing the card to be Banished, you're "protecting" it from being destroyed, then recalling it on your Standby Phase (pretty clever). You might want to think about changing the amount of XYZ Material monsters required to summon this thing (5 shots to Banish cards seems OP to me).

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Ok, card lore fix.

 

"You can detach 1 Xyz Material from this card in order to banish 1 card from the field to target 1 card on the field; banish that target. At the end of your Battle Phase: banish this card until your next Standby Phase. If this card exists in the Banished Zone at the end of your next Standby Phase and you control less than 5 monsters, place it on your side of the field in face-up Attack Position."

 

5 LV4 monsters? I expect an awesome card for jumping through this high hoop. Fortunately, it doesn't disappoint. Because of its strange quirk that allows it to dodge removal but, ironically, wastes all its unused Xyz Materials, I'd be pressured to use all 5 of its Materials in one go before it starts flickering on and off the field. Unfortunately, this will also encourage OTK pushes since it has the capability of utterly wrecking the field in a way that's hard to prevent. Its slightly disappointing stats are irrelevant.

 

I... honestly have difficulty determining if it has crossed the line between "amazing" or "broken".

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I love the artwork! This card should have better stats if it requires 5 Lv.4 monsters to pull out. If it was, say, a 2800 attacker, that might work better for it. Now, if I'm reading the effect correctly, regardless if I detach XYZ Materials from this monster, it'll still be Banished, right? Okay, I think that by allowing the card to be Banished, you're "protecting" it from being destroyed, then recalling it on your Standby Phase (pretty clever). You might want to think about changing the amount of XYZ Material monsters required to summon this thing (5 shots to Banish cards seems OP to me).

 

Thanks. Glad you like the artwork. It got compressed a little weird by the Card Maker though. I tried to adjust it a bit. Hopefully it's looks a little better now.

But personally? I think 2800 might be too high, especially for something that can be so disruptive to your opponents set up. Of course that effect might need tweaking as you pointed out. I may have to turn that number down or the cost of materials up, an then adjust the attack accordingly. I guess we'll see were it goes.

And thanks for the imput.

 

Ok, card lore fix.

 

"You can detach 1 Xyz Material from this card in order to banish 1 card from the field to target 1 card on the field; banish that target. At the end of your Battle Phase: banish this card until your next Standby Phase. If this card exists in the Banished Zone at the end of your next Standby Phase and you control less than 5 monsters, place it on your side of the field in face-up Attack Position."

 

5 LV4 monsters? I expect an awesome card for jumping through this high hoop. Fortunately, it doesn't disappoint. Because of its strange quirk that allows it to dodge removal but, ironically, wastes all its unused Xyz Materials, I'd be pressured to use all 5 of its Materials in one go before it starts flickering on and off the field. Unfortunately, this will also encourage OTK pushes since it has the capability of utterly wrecking the field in a way that's hard to prevent. Its slightly disappointing stats are irrelevant.

 

I... honestly have difficulty determining if it has crossed the line between "amazing" or "broken".

 

Yeah...broken and Amazing usually walks a fine line.

But thank you so much for the card text, I'll be sure to update it.

Boy that really trims a lot of fat, huh? If I had written this card out with the original wording, I probably would've had to say "remove from play" like six times :P . Anyways, I like how you worded the "banish this card until your next Standby Phase" clause. That makes it sound like the effect can't be abused by banishing it any other way. However what exactly happens if all your monster zones are full on your next stand by phase? I'm guessing it'll stay banished permanently.

 

If it banished itself before the battle phase you could have it be 3 level 4 monsters and it would be a good mass removal option without enabling otks.

 

Very good points. Except I really like the idea of a hit & run style monster.

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However what exactly happens if all your monster zones are full on your next stand by phase? I'm guessing it'll stay banished permanently.

If you use an effect that attempt to Summon a monster, but do not have enough available space before the effect fully resolves (e.g. opponent uses Ojama Trio to clog your Card Zones), you do not Summon. For this card (and other similar "banish until ____" effects), if you have no vacancies, the monster stays banished until you fetch it back with another card effect.

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If you use an effect that attempt to Summon a monster, but do not have enough available space before the effect fully resolves (e.g. opponent uses Ojama Trio to clog your Card Zones), you do not Summon. For this card (and other similar "banish until ____" effects), if you have no vacancies, the monster stays banished until you fetch it back with another card effect.

I was pretty certain if a monster was banished and you have no available monster zones upon which you can summon the monster back it just goes to the GY... 

 

     example: Call Of The Haunted is chained to a Pot of Duality to SS Thunder King Rai-Oh. You'd resolve PoA as you normally would but since Rai-Oh prevents you from adding the selected card to your hand, it just goes to the grave instead. Since "Pot of Duality" does more than just add a card to your hand. It reveals the top 3 cards of your Deck. This action is not prevented by "Thunder King Rai-Oh", and so it is still carried out if he is on the field at resolution. But since the picked card cannot be added to the hand, nor can it be shuffled back into the Deck, you have a floating card with nowhere to go therefore it goes to the graveyard.

Same principle with with having all monster zones filled and not enough space to bring back the banished monster, since the monsters eff is forcing itself to be special summoned back to the field and is in process of being special summoned this is when it gets stuck in between the remove zone and the field because it has no where to go as all zones are filled up, so it goes to the graveyard instead because it is "Floating".  this is also similar to the change of heart ruling that was made a while back.

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