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for the sake of old times - Flare Paladin


BatMed

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995734LVF7FlarePaladin.png

 

**Effect**
"Buster Blader" + "Flame Swordsman"
①: Must first be Fusion Summoned. ②: If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters from your Main and Extra Deck as Fusion Materials for this card's Fusion Summon. ③: Once per turn, during either player's turn: You can send 1 FIRE or Warrior-type monsters, except this card, from your hand or face-up from your side of the field to the Graveyard; This card is unaffected by other cards effect until the End Phase. ④: When this card destroys a monster by battle and sends it to the Graveyard: You can Special Summon 1 FIRE or Warrior-type monster from your hand or graveyard whose ATK is equal to or less than the ATK of the destroyed monster in the Graveyard. ⑤: This card gains 500 ATK for each Dragon-Type monster on the field or in either player's Graveyard.
 
A warrior-type counterpart for "Dark Paladin", it comes to my mind suddenly while I was shopping XD ... 
Any suggestions ? Also, constructive criticisms / reviews are needed and appreciated.
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The effect seems simple enough, a thematic combination of the Blader and Swordsman. Art used is a little blurry, unfortunately, but oh well on that. Piercing damage and getting a buff from dead dragons are all quite common.

Unfortunately, its main draw seems rather underwhelming, so to speak. Taking a net -3 for just a single turn's immunity? I'd probably just let the Flare Paladin die instead, keeping a glorified piercing beater around for only 1 turn is NOT worth 3 cards, especially because I probably didn't even have to sink that many resources to summon it anyways; if my opponent has an extra-deck monster, I just need a single fusion card of any sort to get this guy out, so losing him isn't even that much of a lost sunk-cost anyways.

An easy fix in my opinion would be banishing the FIRE and/or Warrior-Type monsters from the hand, field, or graveyard instead; making it 2 banished cards per turn of immunity sounds like a far more playable upkeep cost, really.

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The effect seems simple enough, a thematic combination of the Blader and Swordsman. Art used is a little blurry, unfortunately, but oh well on that. Piercing damage and getting a buff from dead dragons are all quite common.

Unfortunately, its main draw seems rather underwhelming, so to speak. Taking a net -3 for just a single turn's immunity? I'd probably just let the Flare Paladin die instead, keeping a glorified piercing beater around for only 1 turn is NOT worth 3 cards, especially because I probably didn't even have to sink that many resources to summon it anyways; if my opponent has an extra-deck monster, I just need a single fusion card of any sort to get this guy out, so losing him isn't even that much of a lost sunk-cost anyways.

An easy fix in my opinion would be banishing the FIRE and/or Warrior-Type monsters from the hand, field, or graveyard instead; making it 2 banished cards per turn of immunity sounds like a far more playable upkeep cost, really.

 

okay, if you say so.. I was afraid from making it OP, but then I remember stardust spark Dragon...  I'll change the cost.

EDIT: Updated

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For effect number 3, you can make a very interesting protection effect that doesn't make this card broken:

 

-You can send 3 FIRE and/or Warrior-Type monsters from your hand and/or field to the grave; this card gains the following effect: It is unaffected by other card effects.

 

So there you have it, a very strong immunity that costs a lot, but only once.

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For effect number 3, you can make a very interesting protection effect that doesn't make this card broken:

 

-You can send 3 FIRE and/or Warrior-Type monsters from your hand and/or field to the grave; this card gains the following effect: It is unaffected by other card effects.

 

So there you have it, a very strong immunity that costs a lot, but only once.

 

Once but forever O.O

anyway, I have changed the 3rd and 4th effect to make it more balanced and generic ... 

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So sorry!

 

3 is the revised protection effect. Powerful but, in my opinion, very expensive for what it is. I guess that's the cost for protecting a monster that can easily gain up to 4000 attack. 4 creates field presence and rewards you for playing this card as a beatstick, and in the right conditions, you end up special summoning the monster you discarded. I like the clause where the special summoned monster has a lower ATK than the opponent's one that you destroyed. A creative way to restrict the loop I just mentioned. 

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So sorry!

 

3 is the revised protection effect. Powerful but, in my opinion, very expensive for what it is. I guess that's the cost for protecting a monster that can easily gain up to 4000 attack. 4 creates field presence and rewards you for playing this card as a beatstick, and in the right conditions, you end up special summoning the monster you discarded. I like the clause where the special summoned monster has a lower ATK than the opponent's one that you destroyed. A creative way to restrict the loop I just mentioned. 

Well, now done... ^^

thank you for reviewing this card. I gave you a rep :D

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