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Dark Soul Wyvern Card Redux - Tried to make it better


JoinedZero

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I had already posted this card to this site, but I then decided to re-due this card. Here is the new and Improved Dark Soul Wyvern.

 

xZF4HEx.jpg

 

Lore:This card cannot be Normal Summoned/Set. It must be Special Summoned by sending 2 monsters on your side of the field with Different Attributes to the Graveyard. When this card is Special Summoned to the Field, Depending on what Attribute were the Tributes, It gains the Following Effects . 1.Dark - When this card deals damage to your Opponent, deal an additional 1000 points of damage. 2.Light - Once per Turn, You can Special Summon 1 level 4 or below Monster from your hand. 3.Fire - During each End phase, Deal 500 points of Damage to your Opponent for every Card in their hand. 4.Water - During each End phase, You gain 200 Life points for every card on the Field, and in your Hand. 5.Earth - During the Battle Phase, Spell and Trap Cards cannot be activated. 6.Wind - Your opponent cannot Set Monster Cards.

 

This description is really long, so sorry about that, but I did Color-code the Effect areas. I am very proud of this card, but enough about me, let's talk about you. What is your opinion? Just say so below.

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I had already posted this card to this site, but I then decided to re-due this card. Here is the new and Improved Dark Soul Wyvern.

 

xZF4HEx.jpg

 

Lore:This card cannot be Normal Summoned/Set. It must be Special Summoned by tributing 2 face-up monsters on your side of the field with different Attributes to the Graveyard, and cannot be Special Summoned by any other ways. When this card is Special Summoned by this effect, depending on the Attributes of the monsters tributed for this effect, it gains the following effects:

  • DARK: When this card deals damage inflicts damage to your opponent, deal an additional 1000 points of damage.
  • LIGHT: Once per turn, you can Special Summon 1 Level 4 or below lower monster from your hand.
  • FIRE: During each End Phase, deal 500 points of damage to your opponent for every card in their hand.
  • WATER: During each End Phase, you gain 200 Life Points for every card on the field and in your hand.
  • EARTH: During the Battle Phase, Spell and Trap cards cannot be activated.
  • WIND: Your opponent cannot Set monsters.

 

This description is really long, so sorry about that, but I did Color-code the Effect areas. I am very proud of this card, but enough about me, let's talk about you. What is your opinion? Just say so below.

 

Fixed grammatical errors above in bold ^

 

Also, I understand your reasoning for color-coding the individual additional effects, but it was still difficult to read (and the color coding could be hard to read at times.) You would be better of just using bulletins for the additional effect(s) (Much like how the cards are worded.) While the concept of using the • Is not implimented into YGCMaker, you can still use the " * " symbol for the individual card effects, or just use the dot text symbol and place it in the space of the additional card effects (You can do this through Gimp/Imgur/Paint e.t.c)

Now onto the card effect(s) itself:

 

The summoning condition is certainly interesting, I will give it that, and the fact that it gains added effects depending on those attributes is neat to say the least. However, it would have been way too powerful if you did not add the "only could be special summoned by ___" clause (meaning it can be revived by the likes of Soul Charge/Call of the Haunted and what not.)

  • For DARK effect, I was not sure if you meant to say "battle" damage rather than damage in general, which kind of makes this card a bit too powerful. I would probably re-word it to battle damage (and since this guy is a freaking 3000 ATK body, I see no problem in wording it as such.) Plus. this card effect is pretty muc han FTK (based on how it is worded) meaning they literally take 1000+ damage each time (since there is no cap. limit OR it is not a once per turn effect either.)
  • I am a bit iffy on the LIGHT effect. The ability to Special Summon any Level 4 or lower monster from your hand can probably be abused to quite an extent (given the fact that this guy has a base ATK of 3000, meaning it is highly unlikely he will be destroyed by battle, which allows you to freely Special Summon monsters with ease.) I would probably add a restriction of some sort to make this effect a little more balanced.
  • The FIRE effect seems okay, but at the same time the amount of damage being inflicted can accumulate and turn this guy into a 3k +1000 inflicting wall. Also, if you so happen to send a FIRE and DARK monster, you will win the game so much as in turn 3 at most. What I do like about this effect is if your opponent wants to avoid taking heavy damage, they will have to commit to the board, but at the same time, I believe this effect is somewhat busted since their are effects that are similar to this effect but do less burn damage. I would say either lessen the amount of damage inflicted OR re-word dark so that this + DARK eff wont accumulate.
  • Okay, the WATER effect seems to give too much LP in my opinion. I mean for every card on the field seemed okay, but then in your hand as well? You can gain some pretty massive LP for simply saving your resources and not committing to the field too much.
  • I actually kind of like the EARTH attribute based effect. Shuts down the palyer(s) from using any form of backrow card that would otherwise absolutey destroy this guy (Mirror Force/Dimensional Prison/any chainable Spell/Trap effect during the BP.) Unforunately, it prevents you from using Spells/Traps of your own during the battle phase, so in a sense it is kinda like a double-edged sword, in which case I think is great (now if only you can find a way to word the other effects to follow this example lol.)
  • Dark Simorgh technically already does this, and with an easier summon condition. As a matter of fact, Dark Simorgh prevents the opp. from setting in general. So I am okay with this effect in particular.

All in all, I do like the concept you were going with this card, but you have to review your effects carefully and compare them to card's that have a similar effect. For the most part, it seemed you were trying to reference other effect(s) but made them unnecessarily more powerful then their predecessors. I suggest looking over some recommendations and compare how these effects would affect an actual Duel/Game and determine whether or not they need to be toned down or need to be buffed. Overall, I do like the card art as well as what you were deriving for the effects, just consider what I said as options. Keep up the work!

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