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A Dragon Spell, since I created Anti-Dragon last time


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It's the opposite of my last card:
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Lore:
Once per turn, during either player's turn, you can place 1 Dragon Breeder counter on this card. Dragon-Type monsters you control gain 100 ATK and DEF for each Dragon Breeder counter on this card. You can send this card with 5 or more Dragon Breeder counters to the Graveyard, Special Summon up to 2 Dragon-Type monsters from you hand or Graveyard.

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100 ATK for each turn it is on the field basically... ok. Then we get to the part that actually matters: the mass spam effect.

 

Summons three Dragons after three counters are on it... Well, it gets to the third counter by your next turn. Ok, so where do these Dragons come from? The hand? Ok. The Graveyard? Kinda pushing it. The Deck? What the actual f*ck? There's also no level restriction on this as well, so you can spam out Drulers for sudden setup, Dr. Red to Summon EVEN MORE DRAGONS. But wait, your opponent can kill this card! Yeah, except there's a protection effect slapped on this card. Your opponent has to spend twice as many resources on killing this, which indirectly makes your other backrow much less likely to be taken out. This card basically wins you the game if your opponent can't tack on two kills on this card within their turn, since three Dragons is a lot, especially since you can grab them from the Deck (meaning no setup, and this card won't be dead early game) and there's no Level limit (which lets you Summon the more notorious and powerful Dragons).

 

Mass-summoning cards have a very big tendency to be very stupid. Look at Rekindling and Soul Charge, which both fill up your field with monsters. Hell, Soul Charge prevents you from getting a Battle Phase and eats your Life Points like it's Thanksgiving, and it's still notorious for stealing games. This doesn't Summon five monsters on its own, sure, but three monsters from the Deck is still a lot.

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The problem with mindlessly creating a polar opposite of a card is that when card advantage is involved, there are no clear opposites.

 

This is largely because of the plays that can ensue afterwards, and how readily available the targets are.

 

Compare summoning with destruction. Destruction takes targets off the field, but unless you have other cards to provide further combos off things getting destroyed, there isn't much that can develop afterwards. For Summoning, you put monsters on the field, allowing you to use them as costs to fulfill other plays, or use their effects to create massive wumbo combos.

 

As you can see, completely unrestricted Summoning is not a safe opposite to destruction.

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Alright, deep breaths. You can do this without exploding in anger and hate, Toyo.
*inhales*
Here goes nothing.

So, let's dissect the cards 3 main effects. Once every turn, you get to place a counter that boosts all your dragon's ATK by 100. Okay, not that crazy. I would say that having the ability to place counters literally every turn is a bad concept and promotes degenerate stall, but I digress.

And then, there's the second effect. "Once every two turns: You win the duel." Is essentially what it says. If you can get this card to survive two turns in a row (which isn't difficult, because you slapped on a OPT immunity to make it as badly designed as possible), you get to summon 3 dragons out of nowhere and win immediately. Dragons are already a swarming deck with Rulers and REDMD, so having more swarming, especially one that comes from the deck is a stupid idea. Summoning from the Hand can still be acceptable, if not underpowered. Graveyard is very much pushing it, but Deck? Deck, Hand OR Graveyard? That's like, the reverse trinity! In the name of Cheapness, Brokeness and the Bad Design. There is no restriction, as well. So you can literally play this, wait until your next turn, lolDarkHole and win by summoning 3 BEWDs. Also, I like how you said "Up to 3" dragon types so you pretty much fill out your field every time you use this without having to worry about having too many dragons on the field, because that would've made it slightly more acceptable, and that's clearly not what you're aiming for here.

So, let's recap. OTK fuel, no restrictions, innate protection, and, worst of all, summons from the deck. Put all that together and you have a really unpleasant card, to say the very absolute least.

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