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Bringer of Justice


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Here's another attempt at card making. Avoiding cards with draw effects for now.

 

nU3DBL5.jpg

 

"(This card is also always treated as a FIRE Attribute.) You can Special Summon this monster during either player's turn when your opponent destroys 3 or more cards on your side of the field on the same turn. When this card destroys an opponent's monster by battle: Place 1 Wrath Counter on this card. During your End Phase: You take 600 damage for each Wrath Counter on this card. You can send this card with 2 or more Wrath Counters on it to the Graveyard; destroy up to 3 cards on the field."

 

With a all-consuming desire for justice, this angel just barely walks the line between good and evil. All it sets it's vengeful gaze upon will burn.

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(This card is also always treated as both a FIRE and Light Attribute.) You can Special Summon this monster when your opponent destroys 3 or more cards on your side of the field on the same turn. When this card destroys an opponent's monster by battle: Place put 1 Wrath Counter on this card it. At the During your End Phase: You Step of your turn; take 800 damage for each Wrath Counter on this card. You can send this card with 3 or more Wrath Counters on it to the Graveyard; destroy up to 3 cards on the field.

 
It's an odd answer to Exciton, but usually for effects like these, there's the question of when you can Special Summon this card. Without any "during either player's turn/____ Phase" clause it's implied you can only Special Summon it on your turn, and considering that few opponent's boardwipes are capable of activating on your turn, this complicates the Special Summon condition a bit.
 
Unless you have ways to enable more attacks on this card, you're more or less guaranteed to take 2400 damage before setting off this card's final effect. 2400 for 3 cards is a rather hefty cost, and by the time you've accumulated that many kills there are few valid targets left to immediately pop with this card. I would suggest reducing/removing the damage you take from this card to allow you to keep it on the field for a little longer, especially if you're on the ropes and need to turn the Duel around.

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Well extremely short review is better than no review, so...
In the OCG it's not end step it's End Phase. Other OCG is fine. Sort of hard to summon and use, so most decks wouldn't use this
because it's not worth the effect and it's slow and males you take dmg
Not males makes

Yeah I always forget that because of MTG.

 

 

 
It's an odd answer to Exciton, but usually for effects like these, there's the question of when you can Special Summon this card. Without any "during either player's turn/____ Phase" clause it's implied you can only Special Summon it on your turn, and considering that few opponent's boardwipes are capable of activating on your turn, this complicates the Special Summon condition a bit.
 
Unless you have ways to enable more attacks on this card, you're more or less guaranteed to take 2400 damage before setting off this card's final effect. 2400 for 3 cards is a rather hefty cost, and by the time you've accumulated that many kills there are few valid targets left to immediately pop with this card. I would suggest reducing/removing the damage you take from this card to allow you to keep it on the field for a little longer, especially if you're on the ropes and need to turn the Duel around.

Hmm, I see then, I'll fix that when I've got a bit of time. (Just coming on for a few minutes) So if I bring it down to 500 would that work? And I was thinking lowering the number of counters needed and/or the number for the special summon to 2.

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