Jumanjii Posted July 9, 2014 Report Share Posted July 9, 2014 [MAGIC/FIELD] When this card is activated, your Opponent cannot decrease your Life Points by way of battle for 5 turns.Your Opponent cannot Flip any card face-up during his next turn. It would be nice if someone could check and/or correct this plain little effect, I've been inactive for like a year and want to work on a little Archetype but i need help from someone who's good with the OCG and with balancing and such. Link to comment Share on other sites More sharing options...
Dragonawsed Posted July 9, 2014 Report Share Posted July 9, 2014 When this card is activated, your opponent cannot decrease your Life Points by way of battle inflict battle damage for 5 turns. Your opponent can only set monsters cannot Flip any card face-up during his/her next turn. This card is simply too powerful. This card looks like a more powerful version of Sword of Revealing Light but with a little twist. Granted your opponent card can attack during when this card is activated but no damage is received to the opposing player. The secondary effect is fun, but can completely destroy any type of advantage towards your opponent. To balance this out I would recommend you bring down the 5 turns to something more tolerable, such as 2 or 3. Link to comment Share on other sites More sharing options...
Jumanjii Posted July 9, 2014 Author Report Share Posted July 9, 2014 The reason why i chose five turns is because it's not forbidding the opponent to play a card destroying Trap card out of his/her Hand. I thought that would offer the balance but i'll reduce it to 3. Thank you for your input! Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 9, 2014 Report Share Posted July 9, 2014 Your opponent can only set monsters cannot Flip any card face-up during his/her next turn. Um, why are you changing the effect in your supposed OCG-correction and then reviewing that instead? No wonder why you think that this card is broken. ._. Anyways, it's a less effective Swords of Revealing Light (opponent can still attack, but you take no damage), but for a longer duration. A longer duration probably won't justify letting your opponent be able to mop up your frontrow, so in this case it would be worse than Swords. It's also comparable to Spirit Barrier, which shields you from all battle damage while you control a monster (but is permanent). Then there is the other effect, which basically means your opponent can't CotH during their turn. Instead, they'll probably just activate it during your End Phase, which basically means you can use Breakthrough Skill's second effect on the monster if that monster has an effect that activates upon being Summoned (like Batteryman 9v). Unless this archetype you're working on consists of ramming small monsters into your opponent's bigger monsters often or if this card is searchable by your archetype, I don't see this card receiving much play. Even if either of those (or both) were the case, it probably would not see much play anyway since all this does, on paper, is just preserve Life Points. When you design cards for an archetype, it becomes important for you to consider how useful the card would be in that archetype. Usually, cards that don't help you win or otherwise create a strong field aren't really useful. This doesn't mean that cards can't be defensive and still useful, though. Keep in mind that, currently, every relevant Deck has plenty of cards that can deal with a card in the backrow that may provide problems. This means that you can't always expect for this card to survive five turns. Link to comment Share on other sites More sharing options...
Jumanjii Posted July 9, 2014 Author Report Share Posted July 9, 2014 Um, why are you changing the effect in your supposed OCG-correction and then reviewing that instead? No wonder why you think that this card is broken. ._. Anyways, it's a less effective Swords of Revealing Light (opponent can still attack, but you take no damage), but for a longer duration. A longer duration probably won't justify letting your opponent be able to mop up your frontrow, so in this case it would be worse than Swords. It's also comparable to Spirit Barrier, which shields you from all battle damage while you control a monster (but is permanent). Then there is the other effect, which basically means your opponent can't CotH during their turn. Instead, they'll probably just activate it during your End Phase, which basically means you can use Breakthrough Skill's second effect on the monster if that monster has an effect that activates upon being Summoned (like Batteryman 9v). Unless this archetype you're working on consists of ramming small monsters into your opponent's bigger monsters often or if this card is searchable by your archetype, I don't see this card receiving much play. Even if either of those (or both) were the case, it probably would not see much play anyway since all this does, on paper, is just preserve Life Points. When you design cards for an archetype, it becomes important for you to consider how useful the card would be in that archetype. Usually, cards that don't help you win or otherwise create a strong field aren't really useful. This doesn't mean that cards can't be defensive and still useful, though. Keep in mind that, currently, every relevant Deck has plenty of cards that can deal with a card in the backrow that may provide problems. This means that you can't always expect for this card to survive five turns. So I'm thinking maybe I should also throw in an effect that prevents monsters with flip effects to be used for as long as this card is up (max. 5 turns) ? Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted July 9, 2014 Report Share Posted July 9, 2014 Well, that makes it a faster but temporary version of [url=http://yugioh.wikia.com/wiki/Royal_Command]this card[/url] as well as Swords, though Flip monsters aren't really ran (aside from Shadolls, who have Flip effects for all of their Maindeck monsters, but then again, Shadolls are pretty good in the OCG). Throwing in that effect makes it a hard counter against that Deck, but I'm not really for the idea (as annoying as many people say Shadolls are) since the effect says that the Deck cannot play the game as it negates all of their Flip monsters' effects (even the ones that do not trigger when they're flipped). Basically, they would have to only use their Fusion monsters unless they can get rid of the card. I'd prefer for something that applies to a lot more Decks, but not as powerfully as a theoretical shut-down like the "no Flip effects" thing. Link to comment Share on other sites More sharing options...
Excalibur the Divine Posted July 10, 2014 Report Share Posted July 10, 2014 When this card is activated, your opponent cannot decrease your Life Points by way of battle for 5 turns inflict Battle Damage to you for 5 turns.Your opponent cannot flip any card face-up during his next turn. Fixed OCG Sort of like a flip shutdown for one turn and no battle damage is helpful, and it's not worse than swords of revealing light, since opponent can destroy monsters yes but if this card is destroyed the effect is still there and its longer effect with an added anti-flip effect. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 10, 2014 Report Share Posted July 10, 2014 In a nutshell, this essentially acts like Spirit Barrier or something along those lines for 5 turns [can kill monsters, but you can't take battle damage] and prevents activation of face-downs/Flip Effects. As ABC already mentioned, this pretty much messes with Shaddolls (since their Main Deck members are Flip Summon based), Ghostricks, Rock Stun or something. Also prevents activation of Traps such as Torrential, Call of the Haunted or whatever certain Decks run to achieve their efficiency. While the 5 turn duration is considerably long, any respectable Deck would have some form of S/T removal. If you intended for this to be part of an Archetype, then designing cards that can effectively neuter an entire Deck or so are a big no, since this pretty much means your opponent either flat out attacks or is forced to use Spells if they fail to get rid of this. As mentioned, lower it to 3 turns; as 5 is seemingly excessive (despite the abundance of card removal) Link to comment Share on other sites More sharing options...
Trebuchet MS Posted July 10, 2014 Report Share Posted July 10, 2014 My usual job of fixing OCG is being done for me. But I'm not sure if I should be glad when it's done to varying degrees of success. The no-battle damage bit appears to be a lingering effect that doesn't go off even after this card is destroyed. We've seen how particularly potent One Day of Peace is, creating a lingering damage prevention that lasts for 1 turn, and people tend to grumble when it gets played. Then there's the no-Flip for the next turn after you activate this card. Once again, looks like a lingering effect - destroying this card won't do anything about the no-Flips. Messes up Flip Summons, Set S/T activations, more or less what the others said. But after those two effects expire, what then? The Obelisk sits there meaninglessly on the field. It being a Field Spell has no impact on its functionality except perhaps being able to be searched by Terraforming. You could change it to a Normal Spell and there's almost no difference. Link to comment Share on other sites More sharing options...
Jumanjii Posted July 10, 2014 Author Report Share Posted July 10, 2014 Maybe it's best for me to observe the current meta and what the game is all about before i dare my way into Archetypes and leave this for what it is now. I enjoy the abundance of help I'm getting together with all the information everyone is giving me! I'll adjust and add the necessary things like changing it to a Normal Spell card and maybe entirely revise the use of this card. Thank you all! Link to comment Share on other sites More sharing options...
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