Nayt Posted December 23, 2013 Report Share Posted December 23, 2013 As always, full credit to the artists; I merely design the archetype and card text. Thoughts and criticism are welcomed. I'm interested in what you guys think. Link to comment Share on other sites More sharing options...
Darj Posted December 24, 2013 Report Share Posted December 24, 2013 I can't see the point of stating that you give full credit to the artists when their names are nowhere to be seen in the OP. Anyways: Recruitment: I think the LP payment is unnecessary. Tess: Card is good. It is essentially a 1-card Synchro but working only in MP2 should keep her at a bay. Gemini Sharpshooters: This one is too powerful because it removes 2 of your opponent cards with virtually no cost for you in terms of card advantage. I think it should only keep 1 of those 2 effects. Ranger: I see no problems with this card, but it is not impressive either. All it does is stalling until you get another monster for a Synchro/Xyz Summon. I would buff her a bit by allowing her 2nd effect to trigger with any kind of destruction, similar to "Celestial Wolf Lord, Blue Sirius". Blowback: Another good card, not too different to "Musakani Magatama". Great for protecting your War Sisters. Riot Control: I don't like this card because it is situational and requires you to be at disadvantage to work. Plus she uses your Normal Summon so if she is destroyed by an opponent's Trap after you Summon her, you will most likely end your turn with no monsters on the field and vulnerable to the opponent's attacks. Personally, I would remove the Special Summon restriction and give her a "Cyber Dragon" clause: "If your opponent controls 2 or more monsters and you control no monsters, you can Special Summon this card (from your hand)." Behind Enemy Lines: The card seems dangerous. Looks like it was intended to combo with Sentry Patrol for safely triggering her effect, but it can also let Riot Control or Overwhelming Force attack directly, inflicting 2600-3100 or 4800 damage respectively, which is really high. I would halve the damage inflicted by the direct attack. Sentry Patrol: I think this is a good card. Discarding is indeed a powerful effect, but with only 1000 ATK she won't be killing much stuff and thus needs the support from other cards to trigger her effect. Overwhelming Force: Again, I see no problems in this card. It is a beater that replaces herself, but she is only playable in a War Sister deck so she is more of the "reward" for playing said deck. Lia: This one is strange. She has not 1, but 2 effects that protect her from the opponent's cards, and yet she doesn't have more than 2000 ATK, underwhelming for a Rank 4 monster that doesn't generate immediate advantage nor sets you up in any way, and relies on other War Sisters to actually do something. And she is not even a "Sister of War" monster so she won't get support from Blowback or Behind Enemy Lines, the latter relevant in case you wanted to copy Sentry Patrol's effect for a discard. Now that I think about it, she wouldn't be supported by Behind Enemy Lines even if she was a proper target because she is not affected by Spell/Traps, including your own. I think you should rename her as a "Sister of War", remove the first effect in exchange of raising her ATK a bit, to 2100~2300, and let the copy effect last until the opponent's End Phase, so if she copies, let's say, Overwhelming Force or Run & Gunner, she will retain the ATK boost or attack negation effect, respectively, during the opponent's turn. After this, it might be wise to change her materials so it requires 2 "Sister of War" or Warrior-Type monsters, because it might be now too powerful for a generic Rank 4. Sure Shot: Personally, I don't like these kind of cards. The effect is situational but powerful, and I bet you are aware of that, which is why you gave it the heavy cost of 4000 LP, but I think it would be better if cards like this simply didn't exist. I know Konami gave a card with a similar effect to Bujins, but Konami giving powerful cards to archetypes doesn't mean we should give cards equally powerful to ours. Run & Gunner: Ninja Grandmaster Sasuke + Scrap Iron Scarecrow? Looks like it would be quite annoying to fight against, it encourages stall and it might be played in other decks such as Final Countdown. Maybe you could give the attack-negation effect some sort of condition, like controlling another "Sister of War" monster, to make it less abusable? Sprayfire: I find this card good. The effect is great for blocking powerful monsters, as anything with 2700 ot less ATK won't be attacking this. Scout of the Wreckage: I would say this is the gem of the archetype. She provides great control over the opponent's Graveyard. Plus, not being generic makes it kind of fair, although she could find a place in decks with FIRE monsters. Also, I want to point out that, if I am not mistaken, some cards may be able to resolve their effects even if they are banished with this card's second effect. For instance, I believe Dandylion and searchers (such as the currently banned Sangan) destroyed by another monster/card would still activate their effects since they still hit the grave before being banished by Wreckage. Link to comment Share on other sites More sharing options...
Nayt Posted December 24, 2013 Author Report Share Posted December 24, 2013 I can't see the point of stating that you give full credit to the artists when their names are nowhere to be seen in the OP. Anyways: Recruitment: I think the LP payment is unnecessary. Tess: Card is good. It is essentially a 1-card Synchro but working only in MP2 should keep her at a bay. Gemini Sharpshooters: This one is too powerful because it removes 2 of your opponent cards with virtually no cost for you in terms of card advantage. I think it should only keep 1 of those 2 effects. Ranger: I see no problems with this card, but it is not impressive either. All it does is stalling until you get another monster for a Synchro/Xyz Summon. I would buff her a bit by allowing her 2nd effect to trigger with any kind of destruction, similar to "Celestial Wolf Lord, Blue Sirius". Blowback: Another good card, not too different to "Musakani Magatama". Great for protecting your War Sisters. Riot Control: I don't like this card because it is situational and requires you to be at disadvantage to work. Plus she uses your Normal Summon so if she is destroyed by an opponent's Trap after you Summon her, you will most likely end your turn with no monsters on the field and vulnerable to the opponent's attacks. Personally, I would remove the Special Summon restriction and give her a "Cyber Dragon" clause: "If your opponent controls 2 or more monsters and you control no monsters, you can Special Summon this card (from your hand)." Behind Enemy Lines: The card seems dangerous. Looks like it was intended to combo with Sentry Patrol for safely triggering her effect, but it can also let Riot Control or Overwhelming Force attack directly, inflicting 2600-3100 or 4800 damage respectively, which is really high. I would halve the damage inflicted by the direct attack. Sentry Patrol: I think this is a good card. Discarding is indeed a powerful effect, but with only 1000 ATK she won't be killing much stuff and thus needs the support from other cards to trigger her effect. Overwhelming Force: Again, I see no problems in this card. It is a beater that replaces herself, but she is only playable in a War Sister deck so she is more of the "reward" for playing said deck. Lia: This one is strange. She has not 1, but 2 effects that protect her from the opponent's cards, and yet she doesn't have more than 2000 ATK, underwhelming for a Rank 4 monster that doesn't generate immediate advantage nor sets you up in any way, and relies on other War Sisters to actually do something. And she is not even a "Sister of War" monster so she won't get support from Blowback or Behind Enemy Lines, the latter relevant in case you wanted to copy Sentry Patrol's effect for a discard. Now that I think about it, she wouldn't be supported by Behind Enemy Lines even if she was a proper target because she is not affected by Spell/Traps, including your own. I think you should rename her as a "Sister of War", remove the first effect in exchange of raising her ATK a bit, to 2100~2300, and let the copy effect last until the opponent's End Phase, so if she copies, let's say, Overwhelming Force or Run & Gunner, she will retain the ATK boost or attack negation effect, respectively, during the opponent's turn. After this, it might be wise to change her materials so it requires 2 "Sister of War" or Warrior-Type monsters, because it might be now too powerful for a generic Rank 4. Sure Shot: Personally, I don't like these kind of cards. The effect is situational but powerful, and I bet you are aware of that, which is why you gave it the heavy cost of 4000 LP, but I think it would be better if cards like this simply didn't exist. I know Konami gave a card with a similar effect to Bujins, but Konami giving powerful cards to archetypes doesn't mean we should give cards equally powerful to ours. Run & Gunner: Ninja Grandmaster Sasuke + Scrap Iron Scarecrow? Looks like it would be quite annoying to fight against, it encourages stall and it might be played in other decks such as Final Countdown. Maybe you could give the attack-negation effect some sort of condition, like controlling another "Sister of War" monster, to make it less abusable? Sprayfire: I find this card good. The effect is great for blocking powerful monsters, as anything with 2700 ot less ATK won't be attacking this. Scout of the Wreckage: I would say this is the gem of the archetype. She provides great control over the opponent's Graveyard. Plus, not being generic makes it kind of fair, although she could find a place in decks with FIRE monsters. Also, I want to point out that, if I am not mistaken, some cards may be able to resolve their effects even if they are banished with this card's second effect. For instance, I believe Dandylion and searchers (such as the currently banned Sangan) destroyed by another monster/card would still activate their effects since they still hit the grave before being banished by Wreckage. Thanks for the feedback! This is only my second archetype, and I appreciate the criticism so I can grow into a better card-maker. In regards to the artists, I'll definitely do a better job at saving and posting my sources so they can be included with the set. Sharpshooters: I'm definitely considering adding a "one effect per turn, and only once that turn" clause. Riot Control: The reason I added the "Cannot be Special Summoned" condition is because of Tess. With Riot at L6, L8 Synchros are way too easy to summon, and if I bumped her down to L5, Black Rose would be another problem. But I do see your concern. Maybe I could make Riot a Special Summon monster, but only by her own effect? Behind Enemy Lines: Yes... Right after I posted this set, I instantly thought of comboing this card with Riot. I've since changed Riot so it cannot attack directly, but I'm considering making Enemy Lines only able to target L4 or lower monsters. Good catch. Sure Shot: I agree. I liked the idea of the effect, but it seemed really overpowered so I decided to have a substantial cost to balance it. I'll probably dilute it a bit, changing it to a 1000LP cost, and only banishing the target (and not all copies). Run & Gunner: Although I do like this effect, I see your concerns with it being splashable in stall. Maybe an attack decrease would solve the problem. Also, looking back, I've discovered a PSCT error with this card. Whoops. Scout: You're correct; this card was intended to banish, but not negate. I felt that negating would be wayyy too powerful, and banishing is still a pretty great way to control your opponent's grave. Again, thanks for the feedback. You've given me a lot to consider. Much appreciated. Link to comment Share on other sites More sharing options...
Darj Posted December 24, 2013 Report Share Posted December 24, 2013 Riot Control: The reason I added the "Cannot be Special Summoned" condition is because of Tess. With Riot at L6, L8 Synchros are way too easy to summon, and if I bumped her down to L5, Black Rose would be another problem. But I do see your concern. Maybe I could make Riot a Special Summon monster, but only by her own effect? I wouldn't worry about that. Masked Chameleon and Black Salvo can do 1-card Synchros as well and they have yet to be put in the banlist. Similar to Overwhelming Force, I think that "Tess + Riot Control" combo would be more of an incentive, or "reward", for playing a "Sister of Wars" deck. Again, thanks for the feedback. You've given me a lot to consider. Much appreciated. You are welcome. Link to comment Share on other sites More sharing options...
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