Jump to content

Hold Your Positions!


HeroicHammer

Recommended Posts

 

2SDek10.jpg

 

This card can only be activated at your own battle phase. After this card is activated, all cards you control cannot be affected by card effect(s) until the end of this turn's battle-phase, excluding this card's effect.

 

+ Useful to negate CC and Strategic Bullying.

+ Quick-Play, which means it activates first.

+ Can't be predicted when used.

 

- It also negates your card's effect, so no Eye for an Eye tactics.

- Your monster cards can still be destroyed by battle.

- Easy to be negated by pretty much any counter traps.

Link to comment
Share on other sites

Quite a simple card (OCG seems a bit off), but at least to me, this seems very overpowered. While I understand the idea being a blanket lance, the card provides way too much OTK potential, even with negated effects. The fact that the card isn't limited to monsters, nor does it have any end (did you mean until the End Phase?) further increases its uses; the lack of any ATK drop means, as I said, otks for days, especially in a Qliphort deck - permanent protection and 2400/2800 atk?

 

I'm not sure of how I'd fix/balance the card exactly, but to start it should probably only last a turn.

Link to comment
Share on other sites

I'll make this card perfect with a single clause add:

 

After this card is activated, all cards you control are unaffected by card effects, until your next Standby Phase.

 

This effect is FAR too god damned powerful to not have a timeout.

Can a mod edit your user group to "shitposter" or something to warn all new members not to listen to you? ._.

 

This card is still a much more versatile Forbidden Lance in every way (you can even play it during your turn to make it immune to everything for twice as long, and that's just one card) except for the -800 ATK bit. Not only that, but it also saves your monsters from being Castel'd or 101'd or anything'd by your opponent's monsters as well. Even if it doesn't last forever, it single-handedly preserves your entire field from every single thing except battle destruction, which can be hard to achieve especially against huge beaters and/or you have CED or something.

 

@OP:

 

I don't see how this negates your own card effects by reading the effect, other than little things like ATK-gain. But you could still toss in a "negate effect" clause so that it does. Oh, and make it unaffected by other card effects, or else you're technically immunizing your own cards against this. Anyways, it is broken since you can use it to nullify one attempt of your opponent trying to get rid of a card you currently control via effect, and then solidify your field and make it impossible to break without battle destruction, which as I explained in my mini-rant above, can sometimes be difficult to accomplish if you have huge monsters, Lance, or removal Traps. Basically, this card compares a lot to cards like Forbidden Lance, which is a huge meta-level card at the moment. Lance affects only one card, specifically a monster, while this passes the immunity around to your entire current field. Lance only saves the monster from the effects of Spells and Traps, while this protects from Spells, Traps, and monster effects. Finally, Lance debuffs the monster's ATK by 800, which makes the protected monster easier to defeat in battle (it also doubles as a sudden drop in ATK for battling purposes, but we're looking at Lance only as a protect-own-monsters card right now).

 

Pretty much, in addition to being a one-sided Lance for your entire frontrow, it also can be used to protect your entire backrow from being messed with at all, protects your field from monster effects, and is permanent immunization. In the case of cards with huge ATK like BLS-EotB, there is absolutely no way for your opponent to get around this card without Summoning their own monster with 3k or more ATK. However, you can easily toss a Lance, Compulse, BTH, or whatever you want to ruin their attempt to conquer your monster.

 

This card does need a lot of fixes before it stops being broken. The first one that I recommend is having this card only affect one monster. Not just any card, but a monster. Not only for balance purposes, but it goes better with the card name since Spells and Traps aren't really the kind of thing to hold their position. Next is the permanency of the card, and this should not be a permanent effect. Normally, effects like these tend to last until the end of the turn that the card is played (e.g. Breakthrough Skill, Forbidden Lance). This does not mean that you have to do this, but it's usually the best duration for these kind of things. Next, is the power of the protection you are offering with this card. Again, look at Forbidden Lance. It protects against all other Spell and Trap cards for the turn, but decreases the ATK by 800. Spells and Traps can be quite vital at times, and so even with the debuff, Lance is still a very good protection card that, of course, can double as a sudden ATK-drop for your opponent's monster to win an important battle. Going by the name of the card, it might be better to simply protect the one monster from being removed by a card effect. I'll leave it up to you to decide whether you want to save against removal caused by effect destruction (Torrential, Bottomless, Fire Fist Bear) or any form of removal (Compulse, Phoenix Wing Wind Blast, Castel, in addition to the other cards I mentioned). Then there are potential drawbacks. These can range from the "discard 1" for Lightning Vortex's cost to the -800 ATK that comes with Lance. One tip on this part though, is that it is bad card design if you create some sort of drawback that the player can easily ignore, such as a drop in DEF. Also, discard costs are huge, so you might not want to go for one of those.

 

As for any future card designing you may want to do, I recommend that, in addition to the card creation guide thingies Sakura has in neon lights, that you lurk (not post, or else you might make a fool of yourself) in the TCG section, just below the Custom Cards section. Just look at various threads for some deal of time until you can understand the game a lot more than you do now. This would help you learn when to play a card, how to build better Decks, and overall improve your ability at this game.

 

Don't feel intimidated about people (especially me, I know I typed up a storm and fussed at one of the other members, but try not to worry), and don't feel bad that this card wasn't perfectly balanced by default.

Link to comment
Share on other sites

Don't worry if your card is a bit OPed; we're here to help you tone it down so it still does what you intend for it to do, while retaining good balance. Despite this section giving off a competitive vibe at times, non-competitive cards are allowed; provided you intended to design them properly and improve from your mistakes.

 

The TCG requirement there isn't mandatory, but it helps you to figure out why certain types of cards aren't exactly encouraged in this section. It's meant to give you an idea of what sorts of cards are out there that could possibly use your created things as set-up bait or fuel sets that already have enough/too much support already. Granted, there are a few Archetypes out there that do need some support in certain areas.

 

----

 

As your card is now, it offers protection from things such as Exciton Knight (considering that thing is run very frequently and can screw your field up), Mirror Force and other common things during the Battle Phase, so that's always a nice thing. It is an improvement over the original incarnation which granted your monsters immunity to other card effects for the rest of the duel [while they still remain on field]. This more or less ensures you don't trigger any backrow/effects your opponent may have waiting when you decide to strike at them [and conserves your own].

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...