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Third Attempt at a well made Ice Barrier Field Card


Rechordian

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The changes have been made. i think it's perfect now, but i might still divide it's effects into multiple cards because it has a lot more than most field cards.

 

4PjY2S6.jpg

 

Effect: When an Ice Barrier monster is summoned, the controller of the summoned monster can switch it's battle position.
When a monster with a Barrier Counter is destroyed, special summon 1 Ice Effigy Token in defense position to the side of the field of the player who controlled the monster (Aqua-Type/WATER/Level 1/Atk 0/Def 0). Increase it's defense equal to 1000 + the number of ice counters on the destroyed monster x 500. Ice Effigy Tokens are unaffected by trap cards, cannot change battle position, and cannot be tributed for the tribute summon of a monster. Neither Player takes battle damage from battles involving Ice Effigy Tokens. Both players can only control up to 2 Ice Effigy Tokens, and cannot special summon an Ice Effigy Token if they control more than 2 monsters. neither player can summon a monster during the turn that an Ice Effigy Token is summoned, unless an Ice Barrier monster on their side of the field was destroyed.
Once per turn, both players can activate these effects:
• Pay 500 life-points to Special Summon 1 Ice Effigy Token in defense position (Aqua-Type/WATER/Level 1/Atk 0/Def 0).
• At the cost of 500 life-points, distribute up to 2 Barrier counters on a face up Ice Barrier monsters on the field. (max 3 on each monster)
• Tribute an Ice Effigy Token to special summon an equal number of Ice Barrier monsters from your graveyard (this counts as a normal summon)
 

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This card is ridiculous.  Here is what i think needs to be done:

 

1) The Ice Tokens have WAAAAAAAAY to many benefits for a once per turn and an unlimited substitute.  The mass summoning is fine, so long as they are just defense, like MPB tokens.  If you want them to be so strong, you need to limit that quantity.

 

2) The Once per turn token has no cost.  You should at least pay like 500 life or discard a card.

 

3) The counter placing effect allows so ridiculous token summoning.  I think you just need to limit the number of monsters, like 1 face-up or 2 face-up.  On a side note, you have to state the max number of counters, for example: place 1 barrier counter on 1 face-up monster you control (max 1.)

 

4) The grave summoning is actually fine so long as you weaken and slow the Token summoning.  It adds a lot of speed that Ice Barriers really don't have.

 

Other than that, I really like this card.  All you need to do is weaken the token effects and the counter placing effect

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This card is ridiculous.  Here is what i think needs to be done:

 

1) The Ice Tokens have WAAAAAAAAY to many benefits for a once per turn and an unlimited substitute.  The mass summoning is fine, so long as they are just defense, like MPB tokens.  If you want them to be so strong, you need to limit that quantity.

 

2) The Once per turn token has no cost.  You should at least pay like 500 life or discard a card.

 

3) The counter placing effect allows so ridiculous token summoning.  I think you just need to limit the number of monsters, like 1 face-up or 2 face-up.  On a side note, you have to state the max number of counters, for example: place 1 barrier counter on 1 face-up monster you control (max 1.)

 

4) The grave summoning is actually fine so long as you weaken and slow the Token summoning.  It adds a lot of speed that Ice Barriers really don't have.

 

Other than that, I really like this card.  All you need to do is weaken the token effects and the counter placing effect

think it's balanced now or do i still need some more tweeking?

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Yes with those restrictions I think its pretty balanced, although since you can't summon the tokens with more than 2 monsters,  I would change the counter effect to: "Distribute 2 Barrier Counters to face-up monsters you control (Max 3)" or something of that nature.  If you do something like that I think the cost for that effect seems unnecessary 

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This is insane, but it still won't let Ice Barriers top, lol.

 

Also, your OCG is horrible, correcting with changelog below.

When an "Ice Barrier" monster is Summoned, the controller of the Summoned monster can change its battle position. When a monster with an Ice Counter is destroyed, Special Summon 1 Ice Effigy Token (Aqua-Type/WATER/Level 1/ATK 0/DEF 0) in defense position to the destroyed monster's controller's Field.  Ice Effigy Tokens are unaffected by Trap Cards, cannot change battle position, and cannot be tributed for the Tribute Summon of a monster. Neither player takes battle damage from battles involving an Ice Effigy Token. Each player can only control up to 2 Ice Effigy Tokens, and cannot Special Summon an Ice Effigy Token if they control more than 2 monsters. Neither player can Summon a monster during the turn that an Ice Effigy Token is Summoned, unless an "Ice Barrier" monster on their Field was destroyed during that turn. Increase this Token's DEF by 1000 + the number of Ice Counters on the destroyed monster x500. Once per turn, on their own turn: both players can activate these effects:
• Pay 500 life-points; Special Summon 1 Ice Effigy Token (Aqua-Type/WATER/Level 1/ATK 0/DEF 0) in defense position.
• Pay 500 life-points; distribute up to 2 Ice counters on a face up "Ice Barrier" monsters on the Field. (max 3 on each monster)
• Tribute 1"Ice Effigy Token" you control to Special Summon an equal number of "Ice Barrier" monsters from your Graveyard. (This counts as a Normal Summon.)

[spoiler='Changelog']

  • Corrected many capitalization errors
  • Removed illegal line breaks
  • Moved special-case Summon effect to AFTER Token properties
  • Corrected second LP payment cost
  • switch -> change
  • Added name-contains quote marks to all mentions of "Ice Barrier" monsters
  • Made all counters Ice Counters (all mentions of Barrier Counters removed)
  • 's side of the Field -> 's Field

[/spoiler]

 

Also, this list of effects:

  1. Ice Effigy Token
  2. (Aqua-Type/WATER/Level 1/ATK 0/DEF 0)
  3. Ice Effigy Tokens are unaffected by Trap Cards, cannot change battle position, and cannot be tributed for the Tribute Summon of a monster.
  4. Neither player takes battle damage from battles involving an Ice Effigy Token.
  5. Each player can only control up to 2 Ice Effigy Tokens, and cannot Special Summon an Ice Effigy Token if they control more than 2 monsters.
  6. Neither player can Summon a monster during the turn that an Ice Effigy Token is Summoned, unless an Ice Barrier monster on their side of the field was destroyed during that turn.

Is all Token Properties? Seriously? That's one hell of a Token and it's no wonder you need a microscope to read this card. If that is all properties of the Token, great golden cock of Ra it's a good thing Tokens only need their properties listed ONCE.

 

Personally, for the sake of legible text, I'd break the 3 effects at the end off and stick them on a Continuous Spell instead.

 

Also for text size reasons, and proper formatting, the ONLY times a line break is acceptable in a card's text are between effects and Material lists for Fusion/Synchro/Xyz Monsters, and immediately before a bullet point effect as seen on Gemini Monsters and cards like Star Drawing.

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This is insane, but it still won't let Ice Barriers top, lol.

 

Also, your OCG is horrible, correcting with changelog below.

[spoiler='Changelog']

  • Corrected many capitalization errors
  • Removed illegal line breaks
  • Moved special-case Summon effect to AFTER Token properties
  • Corrected second LP payment cost
  • switch -> change
  • Added name-contains quote marks to all mentions of "Ice Barrier" monsters
  • Made all counters Ice Counters (all mentions of Barrier Counters removed)
  • 's side of the Field -> 's Field

[/spoiler]

 

Also, this list of effects:

  1. Ice Effigy Token
  2. (Aqua-Type/WATER/Level 1/ATK 0/DEF 0)
  3. Ice Effigy Tokens are unaffected by Trap Cards, cannot change battle position, and cannot be tributed for the Tribute Summon of a monster.
  4. Neither player takes battle damage from battles involving an Ice Effigy Token.
  5. Each player can only control up to 2 Ice Effigy Tokens, and cannot Special Summon an Ice Effigy Token if they control more than 2 monsters.
  6. Neither player can Summon a monster during the turn that an Ice Effigy Token is Summoned, unless an Ice Barrier monster on their side of the field was destroyed during that turn.

Is all Token Properties? Seriously? That's one hell of a Token and it's no wonder you need a microscope to read this card. If that is all properties of the Token, great golden cock of Ra it's a good thing Tokens only need their properties listed ONCE.

 

Personally, for the sake of legible text, I'd break the 3 effects at the end off and stick them on a Continuous Spell instead.

 

Also for text size reasons, and proper formatting, the ONLY times a line break is acceptable in a card's text are between effects and Material lists for Fusion/Synchro/Xyz Monsters, and immediately before a bullet point effect as seen on Gemini Monsters and cards like Star Drawing.

1 of those properties is just a name, and another two are to make them balanced

this card has less text than 20+ cards currently in the tcg.

the point of this is to let ice barriers stay on the field for long enough to make ice barriers viable, and from the feedback i've been getting, it's good enough to make ice barriers tier 1, which is my intention

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