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Dark World Sacrifice REDUX


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Lore: (QUICK-PLAY) You cannot conduct your Battle Phase the turn you activate this card. Tribute 1 "Dark World" monster on your side of the field, add 1 "Dark World" monster to your hand, then switch control of this card. Discard the card added to your hand after control has been switched. If this card was activated during your opponent's turn, during your Standby Phase, discard the card you drew on your Draw Phase. 

 

Basically i read the comments on the previous version of Dark World Sacrifice, and i noticed that it was a bit under powered. In this edit, i went with one of the ideas presented by Dramatic Crossroad and added upon it. Now i doubt that it would be Under powered this time, but if i made it too Over powered this time, let me know. i just want to make a good support card for the Dark Worlds. 

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You cannot conduct your Battle Phase the turn you activate this card. Tribute 1 "Dark World" monster on your side of the field, add 1 "Dark World" monster to your hand, then switch control of this card. Discard the card added to your hand after control has been switched. If this card was activated during your opponent's turn, during your Standby Phase, discard the card you drew on your Draw Phase.

This card's effect is a bit weird, as most Spell Cards do not switch control (if they do at all), but I guess it is in order to activate the "stronger" effects of the "Dark World" cards. Though I am not so sure whether the game considers this an opponent's card, especially when referring to its lingering effect ("If this card was activated during your opponent's turn, during your Standby Phase, discard the card you drew on your Draw Phase.")  Also this control switching effect, can cause this card from restricting its own activation; if the opponent has no usable Spell & Trap Card Zones, you cannot switch control of this card and therefore not activate it. This probably won't be a big deal. 

 

There, however, is a little issue with its effect (or at least in my opinion); the effect which adds a card to your hand does not specify from where; it could be deck, Graveyard or banished zone. Futhermore I do not quite get the effect which causes you to discard during your Draw Phase: Is it supposed to be another drawback, or should it help you some more? In case of the first, "Dark World" monsters do not mind it that much; but in case of the latter, you have little control over what you discard (the "Mirror Force" you so desperatly needed); which makes it a drawback. For simplicity, I would leave this part out.

 

Assuming this card causes the "strong" effects to kick in; "Reign-Beaux, Overlord of Dark World" suddenly becomes quite devastating, destroying either all Monsters your opponent controls OR all their Spell/Trap cards. When you take the part that lets you choose which "Dark World" monster is discarded in consideration, and the fact that you can basically activate this card at any point in the duel; you can probably understand why I think this card is a tad overpowered. 

 

My suggestion for balancing this card out, is: Remove the part which lets you add a "Dark World" card to your hand. The effect that triggers upon being discarded by an opponent's card, should already be able to balance out this card's cost; having almost full control over which "Dark World" effect gets activated, is just plain overpowered. With everything in place, the effect would most likely become something like: "Activate by Tributing 1 "Dark World" monster you control. You can either: target 1 unused Spell & Trap Card Zone your opponent controls; place this card in the targeted Card Zone, then your opponent discards 1 card from their hand, OR: Discard 1 card from your hand. You cannot conduct your Battle Phase the turn you activate this card." I do have my doubts whether this activates correlty by the rules. Either way, this card can still be activated when your opponent has no room; but you do not get all beneficial effects if you do.

 

I hope my vision/suggestion is of some usage to you.

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You cannot conduct your Battle Phase the turn you activate this card. Tribute 1 "Dark World" monster on your side of the field, add 1 "Dark World" monster to your hand, then switch control of this card. Discard the card added to your hand after control has been switched. If this card was activated during your opponent's turn, during your Standby Phase, discard the card you drew on your Draw Phase. 

OP. Not being able to conduct your BP is hardly a downside considering this is a quick-play which can be activated on your opponent's turn. Tributing a Dark World isn't much of a cost either when Grapha just keeps coming back and back and back and... Being able to add a Dark World which you then discard is pretty silly. This card basically becomes a wildcard. Switching control of a card (especially a spell) that's spell speed 2 is odd and probably shouldn't be attempted.

 

I say "This card can only be activated if your opponent has an unoccupied Spell & Trap Card Zone. Tribute 1 "Dark World" monster you control then switch control of this card; Your opponent discards 1 card." Works much more simply.

 

-1 for using the card

-1* for tributing a monster

-1 for discarding a card

+1 because you'll undoubtedly discard a Dark World, or at least something that benefits you

+1 for secondary Dark World effects

*Tributing Grapha is not much of a -1

-1 overall, but I think it'd still be worth using. Touch it up however you like. Make it a +0/+1 somehow if you'd so like.

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