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Lightning Paladin


Tentishark

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[spoiler='Lore']2 Level 6 monsters
When this card is targeted for an attack during the turn your opponent activated a Spell Card(s): This card gains ATK equal to the number of Spell Cards activated x 300. Once per turn, during your opponent's Main Phase, if they activated a Spell Card(s): You can detach 1 Xyz Material from this card; inflict damage to your opponent equal to the number of Spell Cards activated x 500.[/spoiler]

 

What do you think? CnC will be repped!

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To be quite frank, I find this incredibly underwhelming. The non-generic requirement is frustrating, as I cannot come up with any super easy ways to even do 2 level 6's. The light bit just makes it more difficult. The effect is really only useful against incredibly spell-heavy decks, such as Prophecy (who will just remove is with High Priestess,) and spell counters (who will just kill you off with a Tempest Magician for like 5 times the damage this is gonna deal). Cool card, flavour is great, but it is not practical at all.

Strength: 4/10

Flavour: 8/10

Design: 6/10

 

Proposed changes: Replace 100 with 500.

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Well I've been wanting to get back into card creation, so best start with some reviewing...

 

I find the card overall underwhelming, my complaints more or less the same as Giga Drill Breaker's, although I did notice that you have edited some bits of the card. But the fact remains that your card would never see use. Rank 6s are slightly difficult to bring out, the only time that I consistantly bring out Rank 6s are in a Dark Magician/Gagaga variant that uses Magi Magi Magician Gal. The point is, is that all other Rank 6s heavily out class this card. To take a look at the generic Rank 6s, we have Gauntlet Buster, a 2400 beater and 2800 wall, that is able to pop a monster once per turn and then we have Bounzer who is able to wreak havoc against pretty much any deck with an effect monster. Notice how these cards turn out to be extremely versatile, able to be used in and against a variety of decks, while yours would almost never find itself preferred to those two. Like Drill pointed out, it is going to be useful against Spell heavy decks, and even then, it doesn't negate the spells or save itself from destruction, so you could very well just have this card destroyed with Dark Hole or something without even having to worry about it. 

 

When creating a card, you shouldn't be too worried about ATK gain unless you are making a massive beater. What you have here is the creation of an offensive wall, that loses most of its power come your turn. The monster only gains ATK during your opponent's turn and only during your opponent's turn and only when your opponent declares an attack against it. Unless you are playing against quite the idiot, or you have twisted some super gimmicky deck in your favor, this card won't see battle from your opponent on turns when it gains massive ATK. You could then make the argument that this card still gives you a potential burn and a 2600 beater come your turn BUT I can get a 2700 beater with Bounzer along with a useful effect. 

 

Burn effects, I find, are the least creative of effects. Burn decks, aside from Exodia decks, are the epitome of fostering a bad play style and a great way to pave the path towards the ruining of the game. So not only did you incorporate one of these effects, but you written the effect very awkwardly which could possibly lead to confusion. Notice how you say the effect can only be activated during the Main Phase and that damage happens as soon as you detach(unless I a misunderstanding). A better way to phrase that would be to have the effect activate during an opponent's End Phase, that way all the Spell Card used throughout the turn would be accumulated in one massive blow. Now that would cause your opponent to hesitate in playing too many spells(I'm looking at you Prophecies). 

 

All in all, your card lacks playability, originality, and proper design. Now I know that this review may seem overly critical and harsh, but please don't take it personally, I am really just trying to help you hone your skills. As bad as this review may seem, I do like the creativity incorporated in the card, even if it was used a bit recklessly. There is potential here, but you'll need a lot of practice to make full use of it. 

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R6 is easily the worst set of Xyz monsters right now because there are so few with any utility. I see some fun stuff you could do with Spell Counters here. I say drop him to R5 if you aren't making an atchetype that can make 6s, lower the attack a bit, then make him gain Spell Counters, or to make it so he can't be abused with Endymion or Tower, "Charge Counters," that grant attack boosts. Instead of burn damage, which is kind of uninspired, perhaps instead have the ability to discharge counters in certain increments to either blow up monsters or decrease their attack. Depending on how powerful you make the effect, possibly restrict it from attacking for the turn.

I'm also getting a Spell-hate vibe from the lore. Maybe gain counters that can be removed to neg Spells, if blowing up monsters is too cliche and reminiscent of a certain banned Thunderbolt.

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