Trebuchet MS Posted June 5, 2014 Report Share Posted June 5, 2014 [spoiler Lore]3 Level 4 monsters All monsters your opponent controls lose 400 ATK and DEF. During each Standby Phase: Inflict 400 damage to your opponent. Once per turn, during either player's turn, if your opponent activates a card effect that would cause this card to leave the field: Toss a coin 2 times. If at least 1 of the results is Tails, this card does not leave the field. During either player's turn, when your opponent would Summon a Level 4 or Rank 4 monster: You can detach 1 Xyz Material from this card; negate the Summon, and if you do, destroy it.[/spoiler] (Italic text lifted from my entry in wightpower's Ten Days Contest) 4 is my favourite digit for its significance in life and various beliefs. Four elements, four cardinal directions, Four Horsemen of the Apocalypse, 4 being a basic number in rhythms, the Elite Four... but rather significantly, 4 is an inauspicious number in various Asian beliefs due to it being a homophone with "death" in the same language. In fact, in Cantonese, 24 and 14 are increasingly inauspicious, sounding similar to phrases that further confirm one's death in that language. So I designed a card with 4 effects of varying magnitude. At first, the 400 ATK/DEF decrease doesn't look like much, especially when this card needs 3 LV4 monsters to Summon. (No, I'm not going to make it 4 LV4 monsters. Too troublesome.) But when you factor in its 2400/1400 stats it effectively bumps it to 2800/1800 where a battle is concerned - sufficient to handle most big beaters in the current game, and a good deal for a 3-mat Rank 4. The second effect gives a mild-looking 400 burn - but unlike most other continuous burn effects it checks on both player's Standby Phases. Even when it's not doing anything it'll still be troubling the opponent. I had trouble deciding on the third effect, with the base design coming off having 4 cards in hand. Several drafts involved doing things that are either too troublesome (your opponent having a max hand size of 4) or too pointless (doing things if the opponent has more than 4 cards in hand) before I settled with targeting immunity while you keep a 4-card hand count. Think Unicore but not as frustrating. New third effect now gives the opponent a 1 in 4 chance of successfully taking this card out by a card effect - at least for the first time. Any subsequent attempts in the same turn will still work. The final effect would be its main selling point - the ability to negate the Summon of Level/Rank 4 monsters. Seeing that Rank 4 is master Rank in the current game, being able to interfere accordingly would be incredibly disruptive. I originally had this card have a hard-lock on Level/Rank 4 Summons, but that would push the envelope and not give the Xyz Material any proper use. Modifications since the contest entry include rephrasing of this card's effects and addition of a "during either player's turn" clause to the final effect. I might consider modifying the final effect to affect the summon of a single monster, knowing that negating a Pendulum Summon crushes every single monster involved. If I could make this "Number 4", I definitely would. I'm not satisfied at the "real" Numbers 1-4. Not to mention making this Number 4 opens up the possibility of making a "Number C4", which would have amazingly explosive results. Link to comment Share on other sites More sharing options...
Overfrost! Posted June 5, 2014 Report Share Posted June 5, 2014 This is needed: '4 Level 4 monsters' Also, 'Number 4444: Foul Fate Four Face'. If you're really serious about all fours. More, ATK/DEF 2200/2200. Four 2s and 0s, total of 4400 (in turn, 2 4s and 0s, AND 0 2s). For effects: From my point of view, its first to third effects are a bit random. Its fourth is good though. Some effect suggestions: Once per turn, if this card attacked or was attacked, during damage calculation: The monster this card is battling loses 2200 ATK and DEF. Once per turn, if this card would leave the field, toss a coin twice, and if at least 1 of the results is tail, this card is not removed from the field. Once per turn, during either player's turn, if your opponent controls exactly 4 face-up cards, 4 face-down cards, 4 monsters, or 4 Spell/Trap Cards: Shuffle into the Deck 4 cards your opponent controls. Once per turn, during the Standby Phase: Detach 1 Xyz Material from this card; inflict 2200 damage to both players. Hope those help, somehow. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 6, 2014 Author Report Share Posted June 6, 2014 I think I'll back away from the 2200 motif to make the 4 motif more apparent. As I've said before, 4 Level 4 monsters makes this card cumbersome. Third suggestion actually looks neat, but it looks more like something one would need to detach Xyz Materials for. Second suggestion would be a good replacement for the protection effect, giving the opponent a 1 in 4 chance of taking it out on the first try. Shame we can't specify 4-sided dice in Yugioh. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted June 9, 2014 Author Report Share Posted June 9, 2014 Third effect - the self-protection effect - has been adjusted it to be a double coin toss that creates a 1-in-4 chance for a card effect to successfully take it out for the first time each turn. Link to comment Share on other sites More sharing options...
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