0DST Posted September 2, 2014 Report Share Posted September 2, 2014 Let's try my hand at this Realistic Card m'larky... If this card is Summoned: Place 5 Soulfire Counters on it and switch it to Defence mode. Once per turn: You can remove 1 Soulfire Counter from this card; banish 1 Level 5 or lower monster your opponent controls. If this card were to be destroyed by battle; You may remove a Soulfire counter instead, and if you do Banish the attacking monster until the End phase. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted September 2, 2014 Report Share Posted September 2, 2014 Well, at one side, it's a very easy banish card that works the moment it's placed on the field, the other is that it will probably not last very long. Even with 5 Counters, it probably won't stay for very long. Then you also have to consider that most powerful monsters these days are either Xyz Monsters, or high Level monsters. Level 6 or lower is not as common, and while it hurts if your opponent hasn't quite made that monster yet, it's probably not always going to be useful, and might be dead sometimes. It also doesn't do anything else, and with such low ATK, it can't really do much else. So, it's alright, it feels Archetype-y with that name and all, and if you are intending on making it an Archetype, reduce the Counters it gives, since 5 is way too much. If this card is Summoned: Place 5 Soulfire Counters on it. Once per turn: You can remove 1 Soulfire Counter from this card; banish 1 Level 6 or lower monster your opponent controls. Link to comment Share on other sites More sharing options...
LordCowCowCowCowCowCowCowCow Posted September 2, 2014 Report Share Posted September 2, 2014 So you're getting a chance to banish a Monster when it's summoned, plus another on on the opponents turn (Since it simply says once per turn). That seems a bit much, even if you can't keep it around for longer than the initial turns. Especially since you can do it at any point during those turns. It's either going to be way too strong, or do nothing if your opponent doesn't have level 6 or lower monsters. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted September 2, 2014 Report Share Posted September 2, 2014 So you're getting a chance to banish a Monster when it's summoned, plus another on on the opponents turn (Since it simply says once per turn). That seems a bit much, even if you can't keep it around for longer than the initial turns. Especially since you can do it at any point during those turns. It's either going to be way too strong, or do nothing if your opponent doesn't have level 6 or lower monsters. Ehm, no. You have clearly no idea how Quick Effects work. It needs to say "during either player's turn" or have a "(this is a Quick Effect)" at the end of the text for that to be true. Link to comment Share on other sites More sharing options...
Spinny Posted September 2, 2014 Report Share Posted September 2, 2014 Ok my problem is that if your opponent xyz or synchro summons (a synchro with a level higher than 6.) then this card becomes dead. Quick suggestion. Reduce the counters to 3. Reduce the level limit to 5 or lower. (So when melodious become the big stuff, elegy still wont stand a chance.) Increase the Defense by 800 and reduce attack by 800. When it enters the field it go's to the defense position (hence the stat changes). instead of it being destroyed by battle you can remove a soulfire counter instead and if you do you can banish the attacking monster until the end phase. I suggest these ideas so then you can still have the main-theme going on but its a bit more of a problem to deal with. Since now if a xyz or synchro monster thats out of its normal banish limitations you can banish it by getting attacked. Its not too OP because the Opponent can easily work around him by using card effects. Link to comment Share on other sites More sharing options...
LordCowCowCowCowCowCowCowCow Posted September 2, 2014 Report Share Posted September 2, 2014 Ehm, no. You have clearly no idea how Quick Effects work. It needs to say "during either player's turn" or have a "(this is a Quick Effect)" at the end of the text for that to be true. Kay then. Either way, still iffy about being able to so easily banish a monster, especially because it's not guaranteed you won't be able to keep this around. But if this is the case it's not as bad as I thought. At least not in that way. Now instead it seems like a really situational card. Also, in case it's not your intent, somewhat of a arrogant tone in the wording. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted September 2, 2014 Report Share Posted September 2, 2014 Kay then. Either way, still iffy about being able to so easily banish a monster, especially because it's not guaranteed you won't be able to keep this around. But if this is the case it's not as bad as I thought. At least not in that way. Now instead it seems like a really situational card. Also, in case it's not your intent, somewhat of a arrogant tone in the wording. Sorry, I didn't mean to sound arrogant. Link to comment Share on other sites More sharing options...
0DST Posted September 2, 2014 Author Report Share Posted September 2, 2014 ... Starting to think that I should have posted the familiar here... Thanks for the feedback on the card. In response to Zaziuma, thank you for the OCG fix. I knew it was slightly clunkly when I wrote it, but I couldn't think of how to fix that. This effect is far more streamlined. Also, I was thinking of making it an Archetype, I just made this as a proof of concept. I will probably lower the number of counters on it, I just put down five due to the card art (I'm sorta into that kinda thing). In response to Lord CowCow, I understand your concerns, but there are cards that can banish monsters quite easily. Whole decks are based around it. However, I do accept this is normally affects both players. In response to KingofOblivion, I really like this idea. I will probably end up putting these into effect. Right, well, give us a day and I shall have these all put into place. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted September 2, 2014 Report Share Posted September 2, 2014 I will probably lower the number of counters on it, I just put down five due to the card art (I'm sorta into that kinda thing). Ah, didn't even notice that, I guess that makes more sense now. Link to comment Share on other sites More sharing options...
0DST Posted September 3, 2014 Author Report Share Posted September 3, 2014 Right, posted the updated card. Took the advice of all who posted, so now it has more than just a low-level banishing effect. The only thing I didn't do was lower the number of Soulfire Counters on this card (the picture has 5, so for me to be happy with it it needs 5) Also increases the length of time it can be effective. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted September 3, 2014 Report Share Posted September 3, 2014 Right, posted the updated card. Took the advice of all who posted, so now it has more than just a low-level banishing effect. The only thing I didn't do was lower the number of Soulfire Counters on this card (the picture has 5, so for me to be happy with it it needs 5) Also increases the length of time it can be effective. Well this changes things a lot. Battle protection that also banishes? Xyz Monsters will hate this card. I guess since you need to put it in Defense Position, that will be a little slower. Your opponent still needs to get rid of this somehow, so destroying it by battle will take a while, though I guess that since it does take away the Counters, you using them to banish won't be as frequent. It's annoying still, but it has become a bit more useful. OCG fix: If this card is Summoned: Place 5 Soulfire Counters on it and switch it to Defense Position. Once per turn: You can remove 1 Soulfire Counter from this card; banish 1 Level 5 or lower monster your opponent controls. If this card would be destroyed by battle with an opponent's attacking monster, you can remove 1 Soulfire Counter from it instead, and if you do, banish the attacking monster until the end of this turn. Link to comment Share on other sites More sharing options...
0DST Posted September 3, 2014 Author Report Share Posted September 3, 2014 Thanks for the fix to OCG. Link to comment Share on other sites More sharing options...
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