Amyar Posted September 2, 2014 Report Share Posted September 2, 2014 Quick update: sorry i've been inactive (notthatanyonenoticed), I was just enjoying a holiday with friends. Anyway, I have a new idea for a sea of darkness deck, wanted to know if this card was any good, Thank you. card lore: Pay 1000 life points. As long as you control this card and a level 7 or higher water monster when a Lv 6 or lower monster your opponent controls has remained face up on the field for more then 3 turns since it was summoned (or 3 turns since this card was played, if that monster is already on the field), it is destroyed during your opponents main phase 1. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted September 2, 2014 Report Share Posted September 2, 2014 While this card can theoretically destroy many monsters at once, the time delay is too long - most monsters that would be legal targets for this card won't stick around long enough on the field - either you crush them, or they're used for a Summon. Add to the fact that you have to protect this card and a LV7+ WATER monster and it's too much effort to just destroy some monsters. Better off using spot removal for immediate effects. Link to comment Share on other sites More sharing options...
Atypical-Abbie Posted September 2, 2014 Report Share Posted September 2, 2014 This card is bad. It's way to slow to be use in any Deck, no stall Decks really play monsters with such a high Level, it has a hefty activation cost, it just doesn't really work. While the card is balanced, it's too balanced at the same time, making it not really worth it, since those monsters would be gone after 3 turns anyway. Link to comment Share on other sites More sharing options...
Dramatic Crossroad Posted September 2, 2014 Report Share Posted September 2, 2014 As it is right now, like everyone said - it is balanced, but too far from really useful. There are number of things you can do to fix it without warping the initial concept - Lower the cost or remove it entirely (it's 1/8 of your initial LP, and you give it away for something that might or might not ever destroy a monster). - Reduce the activation requirements. Even in the slowest stall decks, like Final Countdown and such, where you would normally strive to keep your defenses up, cards constantly leave the field, there are lots of reliable 1-shot defense cards that keep the flow of cards running without clogging the field. Or you can redo the card in this fashion - make it what seems overpowered to you, i think it's lot easier to weaken a card after you made it OP, rather than to actually figure out how you can make it balanced in the 1st try. My suggestion, which is a something totally different from what you have, but the effect is inspired from it: Dragged into the Abyss (SPELL / Continuous) Once per turn, during your opponent's End Phase: You can target 1 face-up Level/Rank 4 or lower monster on the field Summoned during this turn and 1 WATER monster in your Graveyard with a higher Level/Rank than it; destroy the 1st target and if you do, banish the 2nd target from your Graveyard. Link to comment Share on other sites More sharing options...
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