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Number 90: Judgement Tech Destruction Drive


ShiosaiIke

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Xyz, EARTH, Machine-Type, Rank 7

 
3 Level 7 Machine-Type Monsters
If this card would be destroyed by card effect while it has Xyz Material: You can detach all Xyz Material from this card; negate that effect, and if you do, place this card in an unoccupied Spell/Trap Card Zone and treat it as a Continuous Spell Card with the following effect:
• During each player's Standby Phase, Place 1 Judgement Counter on this card. While this card has 2 or more Judgement Counters on it, this card cannot be destroyed by card effects. During either player's turn, when your opponent activates a card (Spell, Trap, and Effect Monster) on the field, while this card has 4 or more Judgement Counters on it: You can negate the activation and banish them face-down. (This is a Quick Effect.) When this card has 6 Judgement Counters on it: Both players take 8000 damage.
 
ATK/3000 DEF/3000
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well u do know that Dracossack is a card right? this card is completely outclassed by that, y i will summon a - 2 3k that cant do anything if not destroyed by an effect, and even u use ur own card to destroy it, its eff not worth that much, 4 turn is not a short period for ygo, u have very high chance to lose b4 that judgment time come, and what's the points to do that? since it also burn urself, so unless u run some LP recovery cards, this card is pretty useless imo

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While I do agree with most of the above, it is does have 3000 ATK. So it does have that going for it. That being said it still isn't much, considering it doesn't really offer any protection (aside from putting itself in the spell/trap zone). 

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well u do know that Dracossack is a card right? this card is completely outclassed by that, y i will summon a - 2 3k that cant do anything if not destroyed by an effect, and even u use ur own card to destroy it, its eff not worth that much, 4 turn is not a short period for ygo, u have very high chance to lose b4 that judgment time come, and what's the points to do that? since it also burn urself, so unless u run some LP recovery cards, this card is pretty useless imo

I believe the point is to draw, not win.

 

Outclassing by other cards is also irrelevant.

 

The effect he gains as a spell is a bit off. He becomes a skill drain, but he banishes cards? Doesnt work quite like that. Would probably do what you planned better as such:

 

If a card effect is activated, negate the activation and banish that card face-down.

 

 

Makes a good/ok deck goal I suppose; a replacement to SDB that is harder to deploy and easier to respond to/prevent.

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I believe the point is to draw, not win.

 

Outclassing by other cards is also irrelevant.

 

The effect he gains as a spell is a bit off. He becomes a skill drain, but he banishes cards? Doesnt work quite like that. Would probably do what you planned better as such:

 

 

 

Makes a good/ok deck goal I suppose; a replacement to SDB that is harder to deploy and easier to respond to/prevent.

Skill Drain? i think u misunderstanding sth. that eff only work when he have 8 counters, which i already said that it need 4 turns.

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And I don't really understand the point of needing to negate, banish, and inflict 8k. Wouldn't banish this card inflict 8k damage, cards and effects cannot be activated in response. Or to even start negating effects sooner (at say 5-6 counters) then banish itself at 8.

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Kano was right; the card was designed to be a backup with a fail safe. If a monster you control with 3000 ATK/DEF is destroyed, your obviously not doing so well, so this card is basically designed to become a ticking time bomb to put pressure on both players. The owner would feel safer, knowing that if he couldn't beat his opponent in the four turns allotted, then he could at least tie: The opponent may begin to panick, realising this may not be something they could win. I added the skill drain as an addon of the banishing effect, so that monsters spells or traps couldn't be activated to counter the banishing. The reason the card banishes is to give a clean slate; Should both players somehow survive the damage, both would be severely weakened, but one would most likely gain a huge advantage over the other.

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Kano was right; the card was designed to be a backup with a fail safe. If a monster you control with 3000 ATK/DEF is destroyed, your obviously not doing so well, so this card is basically designed to become a ticking time bomb to put pressure on both players. The owner would feel safer, knowing that if he couldn't beat his opponent in the four turns allotted, then he could at least tie: The opponent may begin to panick, realising this may not be something they could win. I added the skill drain as an addon of the banishing effect, so that monsters spells or traps couldn't be activated to counter the banishing. The reason the card banishes is to give a clean slate; Should both players somehow survive the damage, both would be severely weakened, but one would most likely gain a huge advantage over the other.

u talk like u were at 5 years ago or b4 that, not now. with many various today meta that can do anything in a single turn, nobody will panick in that 4 turns left, Fire Fist and Geargia will just spam and take all of ur LP in just 1-2 turns, Bujin can banish Centipede or Quilin to get rid of that card in S/T zone as well as Infantry for Mermail, not to mention that 6 MST Artifact, well tbh this is not the age of Spell/Trap ace at all

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u talk like u were at 5 years ago or b4 that, not now. with many various today meta that can do anything in a single turn, nobody will panick in that 4 turns left, Fire Fist and Geargia will just spam and take all of ur LP in just 1-2 turns, Bujin can banish Centipede or Quilin to get rid of that card in S/T zone as well as Infantry for Mermail, not to mention that 6 MST Artifact, well tbh this is not the age of Spell/Trap ace at all

That doesnt make this a bad card. Not that I would expect you to know that.

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The design and concept is kinda cool, just that as a "Number" Xyz monster, I  do expect the usual "Numbers" scripture in the card design (it would be nice if it does).

About the effect, as this TCG's pace has becoming very fast, the effect needs a bit of an adjustment (to make up for the hardship to Summon it). Also, I suggest adding 1 moderate effect while treated as Monster (other than S/T zone-placement effect). 

 

My suggestion on effect adjustment (plus some OCG fixes):

 

If this card would be destroyed by card effect while it has Xyz Material: You can detach all Xyz Material from this card; negate that effect, and if you do, place this card in an unoccupied Spell/Trap Card Zone and treat it as a Continuous Spell Card with the following effect:
• During each player's Standby Phase, Place 1 Judgement Counter on this card. While this card has a Judgement Counter(s), this card cannot be destroyed by card effects. During either player's turn, when your opponent activates a card (Spell, Trap, and Effect Monster) on the field: You can negate the activation and banish them face-down. When this card has 6 Judgement Counters: Both players take 8000 damage.

 

Changes:

-Standby Phase instead of End Phase, this would speed up the effect a bit

-Added the destruction-immunity effect (but still affected by effect that returns/banishes/sends to Grave from effect that activates from hand/Grave/banished zone).

-Put "activation" instead of "effects", monsters with Continuous-type effect wouldn't be affected.

-Reduce no. of counter from 8 to 6.

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