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Wanted Criminals


Anarkist

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First of all, really nice graphics. Just great. As to the strategy, it could work, I think, but IMO Dark Fire Assasin and Criminal Mastermind are a bit too OP. I know that other monsters are rather weak, but still. And of course, this archetype realy lacks spell ang trap cards. You should think about them now ;)

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Neat idea, I do not think Dark Fire is overpowered, but Criminal is a bit. Also, virus reaper and time thief I know Konami would add ""____" can only be special summoned this way once per turn." the _____ is the name of the card. Otherwise, the deck would spam far too much. For example, say you have 2 viruses in grave and 1 in hand and you normal summon ice assassin. You would sspecial summon the virus from hand, then she would special summon a virus from grave, who would special summon a virus from grave, who would special summon another wanted from the grave, basically turning into a soul charge without the damage. The way they currently stand its far too easy. But with that stipulation I mentioned, it would only work as Ice Assasin summoned Virus who summons 1 other from grave, leaving u with 3 instead of 5, which is more like Konami's tastes. I would suggest a card like lightsworns has, send the top 3 cards to deck to add a wanted to hand from deck or something along those lines. Helps to get viruses and time thiefs in the grave. Also would suggest a continuous card that allows you to once per turn, tribute a Wanted you control to add a Wanted from your grave to your hand, allowing for a reuse of Ice Assasin pretty easily.

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Very nice concept. I'm curious to see this develop. Like EpicDrago says, mastermind is pretty OP. 2800 and can attack twice plus abusing spells to burn your opponent for 800 damage is a lot. Then you have the ability to either banish 2 monsters or negate 3 traps during the battle phase. Too many pluses not enough negatives. Like dark fire, he gets to destroy a card then you can burn your opponent for 1000. There just needs to be more balance, but I love the idea. You definitely need some Spell/Trap card support to go with the main monsters. They should have costs though.

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I guess its a nice concept, but you basically copied satellarknights and added a tuner. The only difference is that satellarknights get their effects whenever they're summoned, not just specifically normal or special summoned like your monsters.  And yeah mastermind is way too OP given how easy it is to get him out.

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http://yugioh.wikia.com/wiki/Tellarknight

 

This is what Mdoraz was talking about.

 

As noted, Mastermind is relatively easy to bring out due to their SS capacities. 2800/1200 is about right for a 3-mat Rank 4 monster, though it pretty much turns into a burn machine that can attack twice if a Spell is activated [keep in mind Spellbooks and other things that like recycling themselves will find some more ways to abuse them; but they don't exactly synergize with these cards]. As for its detach abilities, Trap negation during Battle Phase stops Mirror Force and some other common things; but that's about the extent of its powers. Banishing a monster it destroys does disrupt certain Decks, but conversely, a few don't care [though you can choose to banish the monster or not].

 

I'd advise toning down its first effect, especially since it already punishes your opponent for things that either you/they did in the game.

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http://yugioh.wikia.com/wiki/Tellarknight

 

This is what Mdoraz was talking about.

 

As noted, Mastermind is relatively easy to bring out due to their SS capacities. 2800/1200 is about right for a 3-mat Rank 4 monster, though it pretty much turns into a burn machine that can attack twice if a Spell is activated [keep in mind Spellbooks and other things that like recycling themselves will find some more ways to abuse them; but they don't exactly synergize with these cards]. As for its detach abilities, Trap negation during Battle Phase stops Mirror Force and some other common things; but that's about the extent of its powers. Banishing a monster it destroys does disrupt certain Decks, but conversely, a few don't care [though you can choose to banish the monster or not].

 

I'd advise toning down its first effect, especially since it already punishes your opponent for things that either you/they did in the game.

wohaaa that link led me to this whole constellar duel terminal story that's so interesting lol thanks for the suggestions!

Im working on fixes

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