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Thunder Support


hoom

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because almost none of it exists.

haven't made any cards in a while, so i had to borrow some text from previously existing cards hehe...

 

 

[spoiler=Raijin's Wrath]lVf3OCL.jpg[/spoiler]

 

 

 

[spoiler=Ancient Magic - Lightning Seal]hvI1NTw.jpg[/spoiler]

 

 

 

[spoiler=Thunder Break]6Hj2yRu.jpg[/spoiler]

 

 

 

 

 

 

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The first is absolutely stupid design when you actually realize what the Thunder-Type has.

 

Batteryman AAA.

 

The first one's especially stupid for multiple reasons; First off, it's an easyremoval card. Sure, it's a -1, but it's only temporary, not to mention Batteryman AAA is a card.

 

In addition, it allows Batteryman AAA, Pahunder, and Mahunder to totally dodge any form of effect negation that isn't Spell Speed 3, provided the opponent has a monster. Veiler, Breakthrough Skill, and Fiendish Chain all become total jokes where the opponent loses on a +0, before factoring in where the other cards that join the equation lead.

 

Though, this does mean people would have to realize that you're supposed to pre-emptively negate Ma and Pa, namely due to the existence of Book of Moon... but that's not an excuse that it's not something the deck would hesitate to use.

 

Though, if this was the only effect without it inherently beign a +0, it would be shit.

 

However, you deemed it fit to put another effect on it.... A Bujingi Quilin for any Thunder-Type monster. Wonderful. Clearly, nothing could be wrong with nigh generic removal from the Graveyard that works before you go into your actual combos, considering Thunder, as a type, only leads to spitting out a bunch of weenies that become Rank 4s. Or, in the case of Watts, trololing the opponent to death. Both of which this heavily aids in the wrong way.

 

The first effect's honestly not that good, other than the fact it's tied to the second effect and it's something hunders actually want; non-Xyz Dependant removal. And while supportign a deck is not, inherently, wrong, there are better ways to go about it than removalremovalremoval.

 

I'd just make it akin to Gemini Spark, if anything. The grave effect is not needed, and only being able to pop face-up monsters and get 1 draw i nexchange for a Thunder-type monster and a spell doesn't seem bad at all.

 

Second card's a dumb design. It's not outright broken atm, given the hefty cost, but it's something that will restrict future card designs and only serve as a sleeper card that could eventually ruin the gamestate for a while.

 

Again, spitting out Thunder-Types is not something that's difficult to do. Little unwieldy to get rid of them all, but in exchange, you get a spell card that outlives all 3 of the mst the opp can be runnign at a max, and completely shuts them down in the right scenarios. 

 

I mean, it's currently situational and probably not worth running, but given that Thunder can already throw a bunch of monsters out on a whim, giving them a card that shuts the opponent down in exchange for as little as one card (Recycling Batteries -> Grab Pahunder or Mahunder and 1 AAA with another in grave),  is really dumb.

 

Remove the protection effect. It's just a giant fuck you to the opponent. Make it so that neither play can SS non-Thunder types as well. Even then it's iffy, but it's not abhorrent.

 

And don't say that Pa/Ma + AAA w/AAA in grave is situational. It's a very, very common occurence in the deck.

 

Third card's shit. It's too slow to do anything, especially with the restriction and the fact that there are minimal Thunder-types that actually do anything when it comes to destruction.

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The first is absolutely stupid design when you actually realize what the Thunder-Type has.

 

Batteryman AAA.

 

The first one's especially stupid for multiple reasons; First off, it's an easyremoval card. Sure, it's a -1, but it's only temporary, not to mention Batteryman AAA is a card.

 

In addition, it allows Batteryman AAA, Pahunder, and Mahunder to totally dodge any form of effect negation that isn't Spell Speed 3, provided the opponent has a monster. Veiler, Breakthrough Skill, and Fiendish Chain all become total jokes where the opponent loses on a +0, before factoring in where the other cards that join the equation lead.

 

Though, this does mean people would have to realize that you're supposed to pre-emptively negate Ma and Pa, namely due to the existence of Book of Moon... but that's not an excuse that it's not something the deck would hesitate to use.

 

Though, if this was the only effect without it inherently beign a +0, it would be shit.

 

However, you deemed it fit to put another effect on it.... A Bujingi Quilin for any Thunder-Type monster. Wonderful. Clearly, nothing could be wrong with nigh generic removal from the Graveyard that works before you go into your actual combos, considering Thunder, as a type, only leads to spitting out a bunch of weenies that become Rank 4s. Or, in the case of Watts, trololing the opponent to death. Both of which this heavily aids in the wrong way.

 

The first effect's honestly not that good, other than the fact it's tied to the second effect and it's something hunders actually want; non-Xyz Dependant removal. And while supportign a deck is not, inherently, wrong, there are better ways to go about it than removalremovalremoval.

 

I'd just make it akin to Gemini Spark, if anything. The grave effect is not needed, and only being able to pop face-up monsters and get 1 draw i nexchange for a Thunder-type monster and a spell doesn't seem bad at all.

 

Second card's a dumb design. It's not outright broken atm, given the hefty cost, but it's something that will restrict future card designs and only serve as a sleeper card that could eventually ruin the gamestate for a while.

 

Again, spitting out Thunder-Types is not something that's difficult to do. Little unwieldy to get rid of them all, but in exchange, you get a spell card that outlives all 3 of the mst the opp can be runnign at a max, and completely shuts them down in the right scenarios. 

 

I mean, it's currently situational and probably not worth running, but given that Thunder can already throw a bunch of monsters out on a whim, giving them a card that shuts the opponent down in exchange for as little as one card (Recycling Batteries -> Grab Pahunder or Mahunder and 1 AAA with another in grave),  is really dumb.

 

Remove the protection effect. It's just a giant fuck you to the opponent. Make it so that neither play can SS non-Thunder types as well. Even then it's iffy, but it's not abhorrent.

 

And don't say that Pa/Ma + AAA w/AAA in grave is situational. It's a very, very common occurence in the deck.

 

Third card's shit. It's too slow to do anything, especially with the restriction and the fact that there are minimal Thunder-types that actually do anything when it comes to destruction.

 

After reading up on most of the Batteryman combos + effects, I guess I can see your point where cards 1+2 are broken, given the right plays/circumstances. I was never too familiar with the Batteryman and Hunder decks in general, but it helps that you are, and that you've listed out what can potentially work + be broken at times. I don't do this a lot, so I didn't really delve that deep into the potential combos that can work around these cards, so my bad on that.

 

As for the 3rd card, I was also aware of that during the process of creating it, and I had a basic idea of making it so that you would place counters when you used Spell Cards that involved the use of Thunder-Type, but I had absolutely no idea how to word it like that, and left it as is.

 

I know that a lot of Thunder support already leads to card destruction and whatnot, but I liked the effect negation dodging of #1 because most of the Thunder combos can really just die if the first step gets locked. The first effect also wasn't supposed to be good, but rather something to dodge/stop a card, but also give you breathing room for your next turn when you might actually be able to go off.

 

I am aware at how potentially powerful #2 can get; do you think If i change it's effect to "monsters that aren't Thunder cannot be SS'd" that affects both players, it'll tone it down a bit? It's ability to survive is pretty much what I want to keep about it, because of the hefty cost. Because the cost itself acts as fodder for it's surviving effect, do you think changing the cost to banishing instead of sending to the grave might help? 

 

anyways, thanks for the review.

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