Ren✧ Posted June 29, 2014 Report Share Posted June 29, 2014 At the start of your opponent's Battle Phase: Target 1 face-up Attack Position monster you control. The targeted monster can declare an attack this turn during your opponent's Battle Phase before they declare an attack with any monsters. Your opponent cannot activate cards or effects during that battle. During either player's turn: You can banish this card in your Graveyard; target 1 face-up Attack Position monster you control, then, increase its ATK by 500, until the End Phase. You can only activate 1 effect of "Offensive Charge" per turn, and only once that turn. "It's time to take the fight to them." -Battle Footballer A random trap that I think could turn out to be pretty useful. I don't know. Seemed like a unique idea. CONSTRUCTIVE criticism is always appreciated and will be +REPPED! [ Previous Card l Next Card ] Link to comment Share on other sites More sharing options...
Darj Posted June 29, 2014 Report Share Posted June 29, 2014 The effect is indeed unique, but it has a couple of flaws. First, as a Battle-Phase Trap it is too slow, as most likely your opponent will drop his/her Synchros, Xyzs and/or big monsters during the MP1 and by his/her BP any monster you control might not be able to beat any of those monsters, turning this card Trap useless. Second, the card doesn't generate any advantage by itself, and I believe you know how meta decks rarely have space for these kind of cards. Now, almost right after reading the card, I thought on 2 effects that would make the card better and perhaps even worth running in the metagame: 1. Allow the monster to attack during the opponent's Main Phase: That way, you "fix" the speed issue of the card, and it can become a nasty surprise by allowing you to attack either a would-be Synchro/Xyz/Fusion Material before the opponent performs the summon, or a rather weak Extra Deck monster before it activates its effect (e.g. chain this card to the Summon of, let's say, a Lavalval Chain). 2. Add an effect like "Your opponent cannot activate cards or effects during that battle": With an effect like this, you prevent the opponent from activating cards like Lance that would affect the outcome of the battle, ensuring that your monster destroys the monster it is attacking, effectively balancing indirectly the -1 you took from using this card. Link to comment Share on other sites More sharing options...
Ren✧ Posted June 29, 2014 Author Report Share Posted June 29, 2014 The effect is indeed unique, but it has a couple of flaws. First, as a Battle-Phase Trap it is too slow, as most likely your opponent will drop his/her Synchros, Xyzs and/or big monsters during the MP1 and by his/her BP any monster you control might not be able to beat any of those monsters, turning this card Trap useless. Second, the card doesn't generate any advantage by itself, and I believe you know how meta decks rarely have space for these kind of cards. Now, almost right after reading the card, I thought on 2 effects that would make the card better and perhaps even worth running in the metagame: 1. Allow the monster to attack during the opponent's Main Phase: That way, you "fix" the speed issue of the card, and it can become a nasty surprise by allowing you to attack either a would-be Synchro/Xyz/Fusion Material before the opponent performs the summon, or a rather weak Extra Deck monster before it activates its effect (e.g. chain this card to the Summon of, let's say, a Lavalval Chain). 2. Add an effect like "Your opponent cannot activate cards or effects during that battle": With an effect like this, you prevent the opponent from activating cards like Lance that would affect the outcome of the battle, ensuring that your monster destroys the monster it is attacking, effectively balancing indirectly the -1 you took from using this card. I was a bit wary of add on to the effect for fear of breaking it. After all, being able to attack on an opponent's turn is a relatively unheard of tactic. I like both of your suggestions, but think I might go with the second. I definitely see your point with your opponent already having their key monsters on the field, but I feel like being able to attack during the main phase might be pushing the boundaries a bit. EDIT: also threw in something extra there at the end. If it is too much for the card, please tell me and I'll get rid of it, but thought it would be a nice way to get some use out of the card in case it was negated/fell victim to s/t removal. Link to comment Share on other sites More sharing options...
BatMed Posted June 29, 2014 Report Share Posted June 29, 2014 Well, this is something new O.O Declare an attack during your opponent's Battle Phase, I dunno if it is balanced or not until we try it :D I suggest adding a cost or a restriction, like changing that monster to DEF mode after it attacks and it cannot change its position until your Next End Phase, or it cannot declare an attack during your next Battle Phase... by the way, I love the art, where did ya get it from ?? Link to comment Share on other sites More sharing options...
Ren✧ Posted June 30, 2014 Author Report Share Posted June 30, 2014 Well, this is something new O.O Declare an attack during your opponent's Battle Phase, I dunno if it is balanced or not until we try it :D I suggest adding a cost or a restriction, like changing that monster to DEF mode after it attacks and it cannot change its position until your Next End Phase, or it cannot declare an attack during your next Battle Phase... by the way, I love the art, where did ya get it from ?? I'd rather take away the second effect that activates in the graveyard than add a cost. After all, it isn't even guaranteed that the attack will carry through. EDIT: Not entirely sure where the art is from, I've had it on my computer for a little while. I know that it is one of the links provided by Aix in his stickied tutorial. I want to say that it is in one of the last two archives. Definitely not in JazinKay's or Kyng's Link to comment Share on other sites More sharing options...
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