VlausHieme Posted September 6, 2014 Report Share Posted September 6, 2014 Can you play without Special Summoning anything?Fatalverse, the Doom's Plane: Field Spell CardYou can not Special Summon. The activtion of continuous spell cards can not be negated. Pendulum cards you control can not be destroyed by card effects. If this card would be destroyed you can pay 800 Life Points and place 1 Doom counter on this card instead. During your Opponent's End Phase you gain 100 Life Points for every face-up card you control and every card in your opponent's Graveyard then, inflict 200 damage to your Life points for every Doom counter on this card. If this card have 10 Doom counters, banish this card and if you do; you win the Duel. You can only activate "Fatalverse, the Doom's Plane" once per turn.Blessedbound Hevean Morphed Hand: Continuous Spell CardYou can not Special Summon. If this card would be destroyed; shuffle 1 other card you control into your Deck instead. If this face-up card you control was destroyed and sent to the Graveyard except the turn this card was sent to the Graveyard, during your Standby Phase activate this card directly from your Graveyard. During your Standby Phase except the the turn this card was activated; draw 1 card. You can only activate "Blessedbound Hevean Morphed Hand" once per turn. You can only control 1 face-up "Blessedbound Hevean Morphed Hand".Cursedbound Hell Morphed Hand: Continuous Spell CardYou can not Special Summon. If this card would be destroyed; shuffle 1 other card you control into your Deck instead. If this face-up card you control was destroyed and sent to the Graveyard except the turn this card was sent to the Graveyard, during your Standby Phase activate this card directly from your Graveyard. During your Standby Phase except the the turn this card was activated; add 1 level 4 or lower non-pendulum monster from your Deck to your hand then, during you Main Phase 1 immediately Normal Summon 1 level 4 or lower monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only activate "Cursedbound Hell Morphed Hand" once per turn. You can only control 1 face-up "Cursedbound Hell Morphed Hand".Temptationbound Earth Morphed Tail: Continuous Spell CardYou can not Special Summon. If this card would be destroyed; shuffle 1 other card you control into your Deck instead. If this face-up card you control was destroyed and sent to the Graveyard except the turn this card was sent to the Graveyard, during your Standby Phase activate this card directly from your Graveyard. During your Standby Phase except the the turn this card was activated; add 1 level 6 or lower pendulum monster from your Deck to your hand. You can only activate "Temptationbound Earth Morphed Tail" once per turn. You can only control 1 face-up "Temptationbound Earth Morphed Tail".Blessedbound Looming Angel: Level 4 LIGHT Fairy-TypeEffect Pendulum monster 1700 Attack and 1800 Defense Scale 3-3Pendulum Effect:When your opponent activates a Trap Card while you control a Spell or Trap card: you can banish this card and 1 Trap card in your Graveyard; negate the effect activation, and if you do, destroy that card. You can only use this effect of "" once per turn.Monster Effect:When this card is Normal Summon; until the End Phase your opponent can not activate any Spell cards. When this card is banished; add 1 level 4 or lower EARTH Warrior-Type monster from your Deck to your hand.Cursedbound Looming Demon: Level 6 DARK Fiend-TypeEffect Pendulum monster 2300 Attack and 1400 Defense Scale 7-7Pendulum Effect:When your opponent activates a Spell card while you control a Spell or Trap card: you can banish this card and 1 Spell card in your Graveyard; negate the effect activation, and if you do, destroy that card. You can only use this effect of "" once per turn.Monster Effect:When this card is Normal Summon; until the End Phase your opponent can not activate any Trap cards. When this card is banished; add 1 level 4 or lower EARTH Warrior-Type monster from your Graveyard to your hand.Temptationbound Looming Surivor: Level 4 EARTH Warrior-TypeEffect monster 1900 Attack and 1300 DefenseWhen this card is Normal Summon; add 1 Continuous Spell Card from your Graveyard or Deck to your hand. When this card is banished; add 1 banished pendulum monster to your hand. During your Main Phase 1 while this card is in your Gravyard, you can banish 1 monster and 1 non-monster card from your Graveyard and if you do your Opponent send 1 monster they control to the Graveyard.If you are not going to post right, dont post at all, I wanted a propper critique which you did not do at all and your thoughts? Link to comment Share on other sites More sharing options...
123katty Posted September 11, 2014 Report Share Posted September 11, 2014 I didn't really read all of it (sorry) But Seriously, Fatalverse, the Doom's Plane is OP. Link to comment Share on other sites More sharing options...
Silverhunter16 Posted September 22, 2014 Report Share Posted September 22, 2014 Fatalverse, the Doom's Plane is broken beyond belief. Since it doesn't specify that your opponent needs to be the one to destroy it, you can abuse it by using cards like double cyclone to build up counters on it to achieve the win condition. Also, you can gain an absurd amount of life points back just by allowing the opponent to play cards. I have no suggestions for this card because it's horribly broken so it needs to be completely reworked. Secondly, the continuous spells are greatly limited. They only work on the standby phase, meaning that you have to wait an entire round before any benefit comes from them, if your opponent doesn't successfully stop them that is. Also, why Pendulum monsters? You can't special summon so pendulums seem pointless. I'm sorry if I'm being overly critical but I'm just not seeing a clear objective with these cards, other than the win condition from Fatalverse. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted September 22, 2014 Report Share Posted September 22, 2014 Um, the alt-win condition isn't overpowered at all. It needs 10 counters to win, which means you would have to try to kill it ten times (your opponent won't even put counters on this, unless there's Exciton or Wingbeat of Giant Dragon or something) for it to work. You have to pay 800 Life Points to place each of these counters, which means you need to pay 8000 for it to even work. Sure, it heals you back 100 for each card in your opponent's Graveyard (and on your field) at the end of each of your opponent's turns, but that's still a lot, and your opponent can still easily beat down those Life Points. And you still need to spend ten destruction attempts to kill it. Like really, the only Deck that can even do that is Scraps, and they need to Special Summon the monsters that can do that, and they still spend FOREVER trying to do this. If you want to complain about cards being overpowered, complain about Heaven Morphed Hand. It's an extra draw every turn in alternative win Decks such as Exodia and Final Countdown, and the only real drawback that it offers is that they have to play Scarecrow instead of Battle Fader or Ghostrick Jackfrost. Your opponent can't even get rid of it, unless they use their Castel on it. The same thing could go for the Hell Morphed Hand (add an Exodia piece or Scarecrow every turn, anyone?), but I honestly have no clue if the extra Normal Summon is mandatory or not. By the way it's worded, it is, but that sounds dumb. And then there's the Earth Morphed Tail, which is a free card every turn like the other two. It's difficult to use because it works with Pendulums while restricting Special Summons for you, but you've also designed Pendulums that work perfectly fine with this (you know, those two Pendulums in the post). Plus, it really is a +1 every turn. The two Pendulums as Spells are... ok. They're a Spell or Trap negation at the cost of themself and some card in the Grave, but being face-up cards, they're visible so your opponent knows that they're there. The only problem that I have with them is that their interaction with the altwin card makes them impossible to play around without completely ignoring your Spells/Traps, with only a few cards like Castel or Lightning Chidori being capable of getting around them. As monsters, they're kind-of weak. The anti-Spell one will hardly stop anything except end-phase MSTs or other quickplays like Lance, and the anti-Trap one is pretty much completely outclassed by Jinzo. Yeah, you can activate your own Traps, but shutting down Traps for just one turn would only be useful if you're going to actually win that turn. These effects shouldn't really be buffed since shutting off parts of the game needs careful restrictions in order to work, they just need to do some other things instead. Then, there's Survivor. Who searches any Continuous Spell for some reason. Really, if you wanted to boost your own cards, then let it only search those cards. Because right now it searches Supply Squad, Black Whirlwind, Covenant cards for DDDs, quite a few Fire Formations, and Infernity Launcher among many other things. Really, these cards should not have a searcher. Then, there is the effect that works while it's in the Graveyard. It doesn't necessarily get rid of itself for this effect, it doesn't have an OPT limit, and is a +1 kill on each of your opponent's monsters. With a big enough Graveyard, it is a Raigeki that does bypasses destruction immunity, and can still go off in subsequent turns. Granting crazy good effects at the cost of not being able to Special Summon is a horrible idea because not only are they unusable for cutting off a vital part of the game to yourself, they are still overpowered and dumb. Link to comment Share on other sites More sharing options...
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