Strangerism Posted July 7, 2014 Report Share Posted July 7, 2014 The nature is helping our duelists to enhance their archtypes-attributed decks. Here are some cards of each nature. All of them fit their natural function. I'll release some cards as this set gets more views... [spoiler=WATER] [/spoiler] [spoiler=FIRE] [/spoiler] [spoiler=DARK] [/spoiler] [spoiler=LIGHT] [/spoiler] [spoiler=EARTH] [/spoiler] [spoiler=WIND] [/spoiler] [spoiler=OTHERS] [/spoiler] Link to comment Share on other sites More sharing options...
krakonfour Posted July 7, 2014 Report Share Posted July 7, 2014 Some of the field spells are very powerful, bordering on the overpowered, while the Normal Spells are consistently useless.... The very powerful Field spells are those that offer: -Free draws with a very minor condition (having a water monster on the field?) -Free destruction with a very minor condition. Since it is extremely easy to get a specific attribute on the field in archetype decks (Mermails, Fire Fists ect.), these cards would provide endless advantage without requiring much gameplay. Get a monster on the field by any way, +1. It's just too simple, too strong. I suggest you harshen the condition (like requiring three Water/Fire monsters on the field) or add a break-even cost, like tributing a Water monster for an extra draw, or discarding a card to destroy monster. The other Field spells are on the underpowered side. Milling the opponent's deck by 1, returning 1 graveyard card to the deck... they do not provide immediate advantage, they do not allow you to start combos and most of the time, they are helping the enemy. Even with the tiny attack boost, no-one would consider playing them. I suggest you multiply their effects: Mill by 3, return TWO cards to the deck, ect. Link to comment Share on other sites More sharing options...
Strangerism Posted July 8, 2014 Author Report Share Posted July 8, 2014 Thanks for the feedback. I'll make some adjustments and fix them correctly. Link to comment Share on other sites More sharing options...
Eatorl Posted July 8, 2014 Report Share Posted July 8, 2014 Maybe you can combine the effects into one Continuous Spell card, there are many Field Spells out there that already got a very specific effect, take Umi as example. Otherwise I liked the ELEMENTS style and it would be interesting to add specific monsters to work with those cards :D Link to comment Share on other sites More sharing options...
Strangerism Posted July 27, 2014 Author Report Share Posted July 27, 2014 Released the first monsters of this set. The wolf spirits. I hope you liked it... strange. Link to comment Share on other sites More sharing options...
RazorTheDragon Posted July 28, 2014 Report Share Posted July 28, 2014 what would the Stone Levitation really do your opponent cant you on your turn Link to comment Share on other sites More sharing options...
Strangerism Posted August 31, 2014 Author Report Share Posted August 31, 2014 Updated. - Nerfed the field spell cards. - Fixed stone levitation lore. - Added one card. More coming soon! Link to comment Share on other sites More sharing options...
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