BatMed Posted July 1, 2014 Report Share Posted July 1, 2014 **Effect** Must be Special Summoned by "Mask Change", and cannot be Special Summoned by other ways. When this card is Summoned; Negate the effects of all face-up Attack position monsters your opponent controls whose ATK is higher than its DEF (You cannot conduct your Battle Phase during the turn you activate this effect.) When this card leaves the field: You can target 2 “HERO” monsters in the Graveyard; add those targets to your hand. Any suggestions? also, criticisms are welcome (rep) :D Link to comment Share on other sites More sharing options...
Sander Posted July 1, 2014 Report Share Posted July 1, 2014 Cannot be Summoned, except by Mask Change and yet, monster nuke applies when Fusion Summoned. Yup, perfect sense. Anyways, another example on how the person who made this card has no idea how this would impact the game. Sure, let's turn any Level 6 or lower WATER monster into an all field monster nuke, because hey, that's perfect card design. Link to comment Share on other sites More sharing options...
BANZAI!!!! Posted July 1, 2014 Report Share Posted July 1, 2014 So, a better absolute zero that nets you more HEROs when it leaves. Yeah no. Its got weaker stats, but those are rendered moot by the fact that this thing can't die, meaning that it gets sumoned, nukes, and stays there long enough for you to mask change it into something more beefy (vapor/acid are viable if i remember correctly) while netting you more HEROs when it does so. It needs a hard nerf. Being a nuke is ok, i guess, though since zero is a thing i dont have any idea why HEROs need another one, especially one you can readily access via mask change. but it shouldn't net you more HEROs when it leaves, and nor should it be unkillable. Drop those two effects and it would be alright, i guess, though you can still mask change it inot a more viable beater afterward so it might be borked even after that nerf. Link to comment Share on other sites More sharing options...
BatMed Posted July 1, 2014 Author Report Share Posted July 1, 2014 Cannot be Summoned, except by Mask Change and yet, monster nuke applies when Fusion Summoned. Yup, perfect sense. Anyways, another example on how the person who made this card has no idea how this would impact the game. Sure, let's turn any Level 6 or lower WATER monster into an all field monster nuke, because hey, that's perfect card design. Yeah O.O anyway.. I fix that, and, you know, thanks... I guess So, a better absolute zero that nets you more HEROs when it leaves. Yeah no. Its got weaker stats, but those are rendered moot by the fact that this thing can't die, meaning that it gets sumoned, nukes, and stays there long enough for you to mask change it into something more beefy (vapor/acid are viable if i remember correctly) while netting you more HEROs when it does so. It needs a hard nerf. Being a nuke is ok, i guess, though since zero is a thing i dont have any idea why HEROs need another one, especially one you can readily access via mask change. but it shouldn't net you more HEROs when it leaves, and nor should it be unkillable. Drop those two effects and it would be alright, i guess, though you can still mask change it inot a more viable beater afterward so it might be borked even after that nerf. seems legit, It is kind of nonsense making another Absolute Zero :P, that why I removed the nuke effect and get rid of the battle immunity... I hope I didn't make something worse XD Link to comment Share on other sites More sharing options...
Starry-Eyes Enigma Dragon Posted July 2, 2014 Report Share Posted July 2, 2014 The new effect is much improved, makes it a much more balanced card. Not super original, but hey, doesn't mean it's not good. Really, though, I have to complement you on your artwork choices; both this card and your Inferno card have perfect art, so props for that. The ATK higher than DEF clause does limit it to make it a little random and situational. I understand why you included that, but I'm not sure if it's necessary. Maybe make the limitation relate to the card itself, for example make it so that any monsters your opponent controls whose ATK is within 500 points (lower or higher) of this card's ATK's effect is negated...? Just brainstorming. Overall, I say good work. Link to comment Share on other sites More sharing options...
BatMed Posted July 2, 2014 Author Report Share Posted July 2, 2014 The new effect is much improved, makes it a much more balanced card. Not super original, but hey, doesn't mean it's not good. Really, though, I have to complement you on your artwork choices; both this card and your Inferno card have perfect art, so props for that. The ATK higher than DEF clause does limit it to make it a little random and situational. I understand why you included that, but I'm not sure if it's necessary. Maybe make the limitation relate to the card itself, for example make it so that any monsters your opponent controls whose ATK is within 500 points (lower or higher) of this card's ATK's effect is negated...? Just brainstorming. Overall, I say good work. Thank you, and I think I'll change that limitation to relate with the card as you suggest :) ... Link to comment Share on other sites More sharing options...
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