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[spoiler='Lore']

Spellcaster/Effect

Once per turn discard 1 card to select 1 monster your opponent controls: Equip that monster to this card. Neither player can summon cards of the equipped type. Return control of the monster during your opponent's next End Phase.

[/spoiler]

 

So, I thought this card might be OP, so I decided to post it here for people who know more about Yugioh than I do to say. Anyway rip it to shreds at your leisure 

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Is it intentional that the "Once per turn, discard 1 card" part is a mandatory effect? That is, the controller of this card is forced to discard once per turn to equip a monster from the opponent's side of the field. If it's actually meant to be mandatory, I might have fun using cards like Exchange to force my opponent to take this card while I stall with backrow to ruin my opponent's hand advantage.

There's a few syntax errors too but I'm not the most well-equipped to give pointers on those, I think. An obvious mistake 'summon cards' instead of 'summon monsters', though.

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Is it intentional that the "Once per turn, discard 1 card" part is a mandatory effect? That is, the controller of this card is forced to discard once per turn to equip a monster from the opponent's side of the field. If it's actually meant to be mandatory, I might have fun using cards like Exchange to force my opponent to take this card while I stall with backrow to ruin my opponent's hand advantage.

There's a few syntax errors too but I'm not the most well-equipped to give pointers on those, I think. An obvious mistake 'summon cards' instead of 'summon monsters', though.

This is quite more suiting than 

 

No, actually that was my bad, I meant to have it be optional, but deleted that part when I editted the card before posting it here.

But it's all up to you. 

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Spellcaster/Effect

Once per turn: Discard 1 card; target 1 monster your opponent controls, then, equip it to this card. Neither player can Summon monsters with the same Type as the equipped monster. Return control of the monster during your opponent's next End Phase.

 

I'll be the first to say that I am by no means perfect at OCG, but I think I have at least improved upon what you had above. The italicized and underlined portioned of the text is a bit tricky. Because the card is in the Spell/Trap Zone, returning control of the monster could simply mean it switches back to the opponent's side of the field, but still remains equipped. I thought about changing it to something like "During your opponent's next End Phase: Special Summon any monsters equipped to this card by its own effect to your opponent's side of the field." But that then leaves the card open to removal from BTH, Warning, Horn, etc. and it allows you to choose between switching the card between attack or defense position, giving you another possible advantage. You may want to look into that before editing the card further. Please note that none of these changes/suggestions are a comment on whether the card is broken or if they should/shouldn't be done. That comes next.

 

Flavor: The card is very flavorful. You stick with a constant theme/motif, which is something I really appreciate. The aesthetics of both the name and the picture correlate well with the effect and intended purpose of the card. While every card maker/reviewer has a certain set of things they would like a card to have, in my opinion, this is the most important. Having synergy between all characteristics of your card is very tasteful and appealing, and to me requires a certain, specific skill. 

 

Originality/Creativity: In reference to the rest of YCM, I think this card boasts a certain level of creativity and ingenuity behind it. Not that I've done an extensive search around RC lately, but I haven't ran across anything of recent like this. While most custom cards are looking to support a specific archetype or go simply for speed, you have taken a different route that is dependent on strategy and timing. An admirable path, if but outlcassed and outdated. Nevertheless, lockdown and control playstyles carry with them a timeless flair, which you capture very well here.

 

This card reminds me slightly of cards like Shapesnatch and Timeater. Level 5s with interesting, controlling effects. While powerful individuals, this card, along with the aforementioned, are for the most part outlcassed and useless in competitive style.

 

Playability/Usability: This card is much too slow to be of actual use in a competitive duel. With synchro summons, xyz summons, and now Pendulum Summons, the idea that you would get out a Level 5 that doesn't have its own special summon effect is fairly uncommon, especially if that card isn't further supported by others. This might be part of a fun, casual deck, but I don't really see it going beyond that. However, something interesting to note is how effective this card might be against an Xyz Monster that relies on its materials. Once equipped, I am pretty sure that the xyz monster would lose all cards attached. 

 

As a Whole: I like the card, I really do, but unfortunately the genre of dueling that this card fosters and thrives in, has long since come and gone. In the speed based dueling of today, a card that requires in depth set up for both summon and use is usually nothing more than a waste of deck space. However, this card does have potential to be a fun, casual deck element that does something that even the best cards, designed by the best of card makers have trouble achieving sometimes. Actual interaction between duelists. Player interaction is becoming less and less common in the 'draw' 'summon' 'attack' mantra of competitive dueling. This card requires forethought, communication, and tactical thinking to use appropriately, and for that, I commend you! :D

 

~Renegade~'s 'Weekly In-Depth Review:' 1/5

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Renegade's fix is spot on with the correction of the colon/semi-colon placements, so I'm just gonna ask you to look at that correction carefully.

At least to me, it's spot on.

 

As for the card, it is not completely reliable although in the right situation it can be an easy lockdown that stops single-type decks as long as you wanna discard. Decks are not usually single-type very commonly though, and even the ones that are still get help from a diverse Extra Deck. I find it an issue that it stops all forms of Summon and not just Special Summon, which I think in the right scenario is overkill.

 

Other than that, the rest of the features are acceptable and can even touch on the "underpowered" side.

A few suggestions from me would be to just seal Special Summons of said type rather than all Summons, and make the effect optional. In a way, the effect being mandatory works in favor of it's flavor, because you are also caging yourself into being forced to discard until it can no longer do it, but still I think it'd help a great deal if it was optional nonetheless.

 

Part of me wants to boost that ATK stat but at the same time Magician's Circle being able to Summon it sounds fun. Maybe keeping the ATK low and the DEF high is the way to go. 

 

Competitively speaking, Dark Renewal can bring this out with ease and you can always use it for a Summon before it gets a chance to return the monster, and that's about the most it can really offer. Sounds good to me.

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Also, forgot to mention, (although it is really quite obvious) that if you are running a deck consisting of a solitary type(spellcasters in this case) or a near solitary type deck, this card turns into a dead draw/obstacle for you if your opponent is playing a similar deck. 

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