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Armageddon Breaker


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Had what I think is a cool idea for a card, so thought I'd share it (OCG may be a bit off).

 

7E7LDht.jpg

 

UPDATED LORE:

 

2 Level 3 monsters
Once per turn, during your Main Phase or your opponent's Battle Phase: You can detach 1 DARK Xyz Material from this card, then look at 1 random card in your opponent's hand, shuffle it into the deck, and if you do; Select 1 card in your opponent's Graveyard and add it to your opponent's hand. 
 
 
Without technically minus-ing your opponent, ideally, this card removes a potentially potent card from your opponent's hand and replaces it with something they would much rather have stay in the Graveyard. 
 
The amount of cards in their hand remains the same, but the idea is to disrupt your opponent's plays and consistency. 
 
Thoughts? 
 
Edit 1: Made to be during either players turn
Edit 2: Only during Battle Phases
Edit 3: Opponent's Battle Phase, Your own Main Phase
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Seems weak. It would be better if it was during either player's turn, that way you can actually disrupt their plays, instead of just making them rethink they're strategy. I also don't like the fact that it's Rank 3, mostly because it let's Dark Worlds use it with Tour Guide. 1400 ATK seems a bit low. Maybe raise to 1600 or 1700. Honestly, I have no idea what I'm talking about, so you should just ignore me.

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My only problem with this card is its attribute, you know, Armageddon looks more like a DARK attribute monster to me, and every armageddon monster released so far are DARK.

This is clearly another option for TGU, but its effect and stats dont make up for another TGU targets. You could make your opponent unable to use, Set or Summon the returned card until the next turn, and increasing its stats a bit wouldnt hurt. Limiting its effect for DARK monsters seems unnecessary imo, the effect is not THAT powerful, unless you make it work on either players turn, like satsuki already said. but then it would be pretty unfair for the opponent.

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Seems weak. It would be better if it was during either player's turn, that way you can actually disrupt their plays, instead of just making them rethink they're strategy. I also don't like the fact that it's Rank 3, mostly because it let's Dark Worlds use it with Tour Guide. 1400 ATK seems a bit low. Maybe raise to 1600 or 1700. Honestly, I have no idea what I'm talking about, so you should just ignore me.

 

 

No, you seem to have a good grasp on things. Either players turn would be much more effective and make the opponent have to think about their decisions more. 

 

@Zeaux

 

But this card is supposed to be a sort of 'anti-armageddon', whereas armageddon knight sends to the graveyard, this takes out of the grave. Plus attribute changes through archetypes isn't a new thing (i.e. evilswarm exciton knight). Being unable to use the returned card is a nice idea though. I don't think it would be too unfair on either players turn though since I agree its a probably a bit underwhelming at the moment. With 1400 attack it could still be ran over easily even with the either players turn clause.

 

Thanks for the feedback. 

 

Edit: Only during Battle Phase now, so your opponent can avoid the effect on their turn at the sacrifice of attacking. 4 dat balance.

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