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Lunar Origins

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If a monster(s) you control would be destroyed (either by battle or card effect):  You can return this card to the top of your Deck;  That card(s) is not destroyed.  When this card is sent to the Graveyard:  Target 1 card on the field;  When that card is removed from the field, draw 1 card.

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Creates an interesting choice for the opponent. Either it protects a monster from a nuke, or it gets blown up, you target the monster, and you draw after it's nuked. Safe Zone is similar but punishes you if your opponent has Spell/Trap destruction.

 

Not sure.

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Creates an interesting choice for the opponent. Either it protects a monster from a nuke, or it gets blown up, you target the monster, and you draw after it's nuked. Safe Zone is similar but punishes you if your opponent has Spell/Trap destruction.

 

Not sure.

Well it's a bit over, for it save the whole field, then even when you discard the card/ or when it's milled you draw...no it's a tad overpowered. 

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I would tend to agree that the card is a tad overpowered. The idea that it can stop entire nuking of the field, or rather monster card zones, is a bit much, imo. While only being able to protect 1 monster might be overkill in the process of nerfing it, I think it is a much better option than letting the card protect all your monsters. I would hope that you can find a medium in between these two extremes, however, because I don't want the overall playability/usability of the card to suffer too dramatically in the attempt of balancing it.

 

In regards to the flavor of the card, I really do like it. The name and the picture correlate well with the effect and the intended purpose of the card. This aspect of card making, in my opinion, is arguably the most important and you have hit the nail on the head. Furthermore, that picture is absolutely beautiful. Where did you get it? And can I have a link? :P

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I would tend to agree that the card is a tad overpowered. The idea that it can stop entire nuking of the field, or rather monster card zones, is a bit much, imo. While only being able to protect 1 monster might be overkill in the process of nerfing it, I think it is a much better option than letting the card protect all your monsters. I would hope that you can find a medium in between these two extremes, however, because I don't want the overall playability/usability of the card to suffer too dramatically in the attempt of balancing it.

 

In regards to the flavor of the card, I really do like it. The name and the picture correlate well with the effect and the intended purpose of the card. This aspect of card making, in my opinion, is arguably the most important and you have hit the nail on the head. Furthermore, that picture is absolutely beautiful. Where did you get it? And can I have a link? :P

I want the link too! :lol:

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The balance issue is, that, in the process of protecting your monster (note this doesn't negate or prevent a card effect), you effectively cancel out your next turn's combo in a pinch; drawing this card, when you could be drawing combo pieces, is not something that a lot of people would like, especially since this does nothing bar protect monsters or allow you a draw when it's sent to the graveyard (and that in itself is situational).  I do agree the second effect is insanely strong, but I think the protection forces your opponent to make smarter plays when dealing with it.

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The balance issue is, that, in the process of protecting your monster (note this doesn't negate or prevent a card effect), you effectively cancel out your next turn's combo in a pinch; drawing this card, when you could be drawing combo pieces, is not something that a lot of people would like, especially since this does nothing bar protect monsters or allow you a draw when it's sent to the graveyard (and that in itself is situational).  I do agree the second effect is insanely strong, but I think the protection forces your opponent to make smarter plays when dealing with it.

 

That's true, I didn't really consider this wrecking your draws. My argument is withdrawn then, and I do like how it forces more strategic, thought out plays, ultimately boosting player interaction. I no longer have any qualms with the card

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The second effect is honestly better in turbo/mill decks, where it offers protection arbitrarily due to mills.  In that case, it can be used to enforce quicker combos with Lightsworn monsters.

 

Right, I understand. My praise was based on the fact that it will force your opponent to gauge whether or not field advantage is worth hand advantage and the like. Of course, there is always the option of choosing your own card that you know you can get sent to the graveyard rather quickly, but still. Besides, having a back up effect like this is almost essential for non-archetype specific cards nowadays

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