card creator 123 Posted December 19, 2013 Report Share Posted December 19, 2013 This card can only be equipped by a water monster. Once per battle phase add one booster counter ( max. 3). The monster eqquiped gain 700 ATK and DEF points for each booster counter. This card is destroyed instead of the monster eqquiped. When this card is destroyed you gain LP equal to the booster counters x 700. Link to comment Share on other sites More sharing options...
Aerjeroy Posted December 19, 2013 Report Share Posted December 19, 2013 I like it but it needs to have a limit. I suggest 5 counters max. Link to comment Share on other sites More sharing options...
card creator 123 Posted December 19, 2013 Author Report Share Posted December 19, 2013 Good idea, but the limit will be 7 booster counters. so you gain 700 HP and the monster gain max. 2100 ATK and DEF. Link to comment Share on other sites More sharing options...
Ludisir Posted December 19, 2013 Report Share Posted December 19, 2013 I think 5 counters is a good limit, but instead of increasing the number of counters possible why don't you increase the amount of stats and life gain per counter so that it closer fits the desired amount of gain possible. But it is a great card and I like the artwork. Also some OCG fixes: This card can only be equipped by a level 4 or lower WATER monster. Each time the monster equipped declares an attack, add 1 booster counter (max. 7) to this card. The monster equipped with this card gains 300 ATK and DEF points for each booster counter. If the equipped monster would be destroyed, destroy this card instead. When this card is destroyed you gain life points equal to the booster counters x 100. Link to comment Share on other sites More sharing options...
Newton Vitas Posted December 19, 2013 Report Share Posted December 19, 2013 It's very difficult to take advantage from this card: Your monster has to stay alive for a lot of turns, which never happens. Effects such as increasing attack and gaining life points are okay as side effects, but a equip spell needs much more to be considered consistent. The only reason I would ever play this is the protection effect, but it is limited to level 4 or lower monsters anyways. Compare Water Booster to other cards: Axe of Despair increases the attack by 1000, what Water Booster needs four turns to do; Poison of the Old Man increases your life by 1200, what this card never does; Safe Zone protects a monster forever, while this card only does it once. Of course Water Booster does a lot of stuff at once, but it's just not enough. You should change this card so it can be equipped to any water monster, specially the high level ones which deserve protection. Also, adding one counter when any of your water monsters attack would make the attack boost much better. You can also do what Ludisir suggested: Decrease the maximum number of counters, but increase the boost of each one. Just do what you want, this is your card after all. Link to comment Share on other sites More sharing options...
newhat Posted December 20, 2013 Report Share Posted December 20, 2013 The LP and ATK gains are too small. After 3 turns this has barely outstripped the base ATK/DEF values of United we Stand. That is a huge amount of time for a monster to be on the field uncontested. Even 600 per turn isn't much. Link to comment Share on other sites More sharing options...
card creator 123 Posted December 20, 2013 Author Report Share Posted December 20, 2013 Already changed it again, nothing to change now, true?????? :huh: :huh: :huh: :huh: :huh: :huh: Link to comment Share on other sites More sharing options...
Aerjeroy Posted December 20, 2013 Report Share Posted December 20, 2013 Personally I feel like the card has become a little too powerful now sense you can equip it to ANY water monster. It now calculates into a 3500 attack increase. If you equip that to a level 5 or higher monster and back that monster up, (and it really isn't unthinkable to be able to do this by any means) its attack at very least translates to 5500 attack which is too much power. Especially if it has been effected by another card like aqua jet. Now under these conditions if you limit the counters to (max3) and increase the life point gain to also 700 per counter, that would be a 2100 increase both ways on top of what they already have. Such as if you equip it to a 1800 attack monster and hold it for 3 turns its power becomes 3900 and the monster on top of that won't take the fatal hit and can be used afterwards (if still alive) as an Xyz or Synchro. Stronger monsters of coarse would be even stronger than that. Perhaps that could be the balance your looking for? Link to comment Share on other sites More sharing options...
card creator 123 Posted December 20, 2013 Author Report Share Posted December 20, 2013 thanks for the idea, i'll apply it now to balance it Link to comment Share on other sites More sharing options...
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