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Midnight Express (Card to help speed games along, at a cost)


Manpole

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This card should help speed up your games, whether it helps you to win or lose is up to you!

 

gLrU02y.jpg

 

"Draw 2 cards during each of your Draw Phases. During each of your End Phases destroy 1 card you control, except this card, if you control no other cards during your End Phase inflict 6000 points of direct damage to your Life Points."

 

 

All cnc is welcome!

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it was a normal spell which have to activate during ur Main Phase so u have to take its drawback before its benefit, also this card have a high chance to be destroyed during ur opponent's turn, well i like most of high risk high reward cards' concept including this one :)

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Okay, the first big problem about this card is that it currently allows 2 cards in addition to the one you draw, because the card just says "draw two cards"; not sure if this is intentional or not. Activating in the Draw Phase does hinder it a lot, because you need to activate the card during your turn and make it last through your opponent's turn. Now, draw decks might be able to maintain field presence enough to take advantage of this card, and thanks to Hope for Escape, they don't care that much about Life Points. (Also, Self-Destruct Button if it wasn't banned) Otherwise, acceptable MST bait, maybe.

Commendable image, though.

 

it was a normal spell which have to activate during ur Main Phase so u have to take its drawback before its benefit, also this card have a high chance to be destroyed during ur opponent's turn, well i like most of high risk high reward cards' concept including this one :)

This goes entirely against the idea of the card itself, unless you mean as a Lingering effect, in which case, no, just no. No drawbacks except completely crippling ones justifies that kind of effect.

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First, this should be "lose 6000 Life Points", not "take 6000 damage", because damage can be prevented. This drawback cannot be preventable.

 

Second, this is far too much draw power. In Fire Kings this would be a huge boost to speed and consistency. In Dark World this would be game-breakingly powerful since you can sac Grapha to it each turn and revive it. In Psychics this would be basically free with Witch, Wizard and Cleric. There needs to be a greater limitation or condition to this.

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I did mean for it to be draw 2 instead of 1 during each draw phase. I guess I could change it to lose 6000 LP because I don't think that's to much of a difference. If overall you think its still a bit to powerful I could maybe change it to banish 1 card you control, where there are less decks that could bring back banished monsters. I didn't even think about cards you control that have their eff activate when destroyed by a card effect (such as fire kings) so either have it banish the target, or destroy 1 card and the destroyed card cannot activate its effects?

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Drawing two cards each turn, but needing a sacrifice from the field, is too powerful. It does not matter that it's a 1-for-1 trade; you are making Decks that run it draw into their power cards faster, giving them more choices, and leaving them the ability to break this card with MST if the cost can't be paid (similar to Mirage of Nightmare, a Forbidden card).

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