Qliphort Tool Posted June 16, 2014 Report Share Posted June 16, 2014 This card is always treated as a "Fortune Lady" card. During either player's turn, if this card is in your hand or face-up on the field: You can target 1 face-up "Fortune Lady" monster you control; banish that target until the next Standby Phase. You can banish this card from your Graveyard; Special Summon 1 "Fortune Lady" monster from your Deck. You can only use 1 "Fortune Diva Lunar" effect per turn, and only once that turn. For anyone who have seen it, it was a card I used for 1v1 with magemeek22 and end up in the nearly landslide vote for my card, with just a vote from some bad member to another card saying it's OP. Should I weaken it because of that? or does it already good? EDIT: Alright another member just told me that this is OP, and this one is definitely not a bad member, so I guess if another comment critique about it being broken again, I will weaken it. Link to comment Share on other sites More sharing options...
Spinny Posted June 16, 2014 Report Share Posted June 16, 2014 if anything i would say it is under-powered because special summoning a fortune lady from your deck is powerful but they kinda need it since they are weak to begin with, also its not like it gives ALOT of xyz access since the levels of fortune ladies differ alot so its not like u can just normal summon and banish from grave and pop out an xyz. Link to comment Share on other sites More sharing options...
Qliphort Tool Posted June 16, 2014 Author Report Share Posted June 16, 2014 Underpowered? uh... well I will wait for more feedback :) Link to comment Share on other sites More sharing options...
Zauls Posted June 16, 2014 Report Share Posted June 16, 2014 Underpowered? Are you joking? This thing is broken as hell. Have this + Light, get Water, then you can draw 2 AND make a Rank 4. Restrict one of the effects to once per duel I think, or you will get like a +2 every turn. Link to comment Share on other sites More sharing options...
Qliphort Tool Posted June 16, 2014 Author Report Share Posted June 16, 2014 Underpowered? Are you joking? This thing is broken as hell. Have this + Light, get Water, then you can draw 2 AND make a Rank 4. Restrict one of the effects to once per duel I think, or you will get like a +2 every turn. I agree that it doesn't underpowered at all, but broken as hell? I think the global opt and the deck being weak is enough to balance that, or at least make the deck become revelant, not the level of brokenness. Link to comment Share on other sites More sharing options...
magemeek22 Posted June 16, 2014 Report Share Posted June 16, 2014 I can honestly say that when I saw that this was the card I had to compete against, I got legitimitely scared. This really is a solid card as far as I'm concerned. It work's excellently with the mechanics of the Fortune Lady archetype, letting you take advantage of lady light without actually having to Summon Lunar to the field. Actually, that's what makes it the most interesting. You can keep it in your hand and keep using it, turn after turn, to get Fortune Ladies out onto the field. Unless I had two of these in my hand, I would refrain from Summoning it at all costs. That said, this card really does little to generate field advantage. You could summon Lunar while you control Light and use Lunar's effect to Summon Water; the result is a rank 4 Xyz and you get to draw 2 cards. This really isn't overpowered, in my opinion, since you wind up eating your Normal Summon and really can't continuously spam this tech, seeing as you only have a certain number of Water's that you'll be able to get out in the first place. Really, this card lends itself to nice Fortune Lady summons and, on occasion, rank 4 +2 plays. Hypothetically, if you had Light and this card in your hand, you would: Turn 1: Summon Light, use the effect of Lunar, get Dark onto the field (or any other beatstick) Turn 2: Light returns to the field, Summon Lunar, use Lunar to banish Light and Summon Water, make a rank 4 Turn 3: Light returns to the fieldd An interesting combo to pull off, but in no way even remotely overpowered. Also, I would recommend making the banished monster revive during your standby phase - you want to be able to reuse it, especially if it was Light that you banished. Overall, excellent card that encourages interesting plays for Fortune Ladies without breaking them. The last effect is just icing, but really helps make this an all-around Fortune Lady support card. Nice OPT restriction for balancing. Very well thought out. Link to comment Share on other sites More sharing options...
Qliphort Tool Posted June 16, 2014 Author Report Share Posted June 16, 2014 I can honestly say that when I saw that this was the card I had to compete against, I got legitimitely scared. This really is a solid card as far as I'm concerned. It work's excellently with the mechanics of the Fortune Lady archetype, letting you take advantage of lady light without actually having to Summon Lunar to the field. Actually, that's what makes it the most interesting. You can keep it in your hand and keep using it, turn after turn, to get Fortune Ladies out onto the field. Unless I had two of these in my hand, I would refrain from Summoning it at all costs. That said, this card really does little to generate field advantage. You could summon Lunar while you control Light and use Lunar's effect to Summon Water; the result is a rank 4 Xyz and you get to draw 2 cards. This really isn't overpowered, in my opinion, since you wind up eating your Normal Summon and really can't continuously spam this tech, seeing as you only have a certain number of Water's that you'll be able to get out in the first place. Really, this card lends itself to nice Fortune Lady summons and, on occasion, rank 4 +2 plays. Hypothetically, if you had Light and this card in your hand, you would:Turn 1: Summon Light, use the effect of Lunar, get Dark onto the field (or any other beatstick)Turn 2: Light returns to the field, Summon Lunar, use Lunar to banish Light and Summon Water, make a rank 4Turn 3: Light returns to the fielddAn interesting combo to pull off, but in no way even remotely overpowered. Also, I would recommend making the banished monster revive during your standby phase - you want to be able to reuse it, especially if it was Light that you banished. Overall, excellent card that encourages interesting plays for Fortune Ladies without breaking them. The last effect is just icing, but really helps make this an all-around Fortune Lady support card. Nice OPT restriction for balancing. Very well thought out. Thx for the long review :lol: rep given, also could you explain what's that reviving you recommended me? They already come back at the next SP if you're talking about the banishing target Link to comment Share on other sites More sharing options...
magemeek22 Posted June 17, 2014 Report Share Posted June 17, 2014 Yeah, what I meant is make sure they revive during your next standby phase (on the card, you wrote the next standby phase, which would be your opponent's turn). The main reason I say this is because you wanna make sure you can keep spamming this effect, so you have to keep Light safe from destruction by battle. Link to comment Share on other sites More sharing options...
Qliphort Tool Posted June 17, 2014 Author Report Share Posted June 17, 2014 Yeah, what I meant is make sure they revive during your next standby phase (on the card, you wrote the next standby phase, which would be your opponent's turn). The main reason I say this is because you wanna make sure you can keep spamming this effect, so you have to keep Light safe from destruction by battle. Oh I got it, but I think since it can also banish FL during your opponent's turn, I'll keep that part as it. Link to comment Share on other sites More sharing options...
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