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Wizard of 1000 Plagues


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So, for my 1000th post decided I'd make a probably really badly designed card, woo!

Basically just wanted to use 1000 somehow and this is what came to mind.

 

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"If this card is sent from the field to the Graveyard: The controller sends all cards in their hand to the Graveyard. Once per turn, you can pay 1000 Life Points; Reveal the top card of your opponent's Deck. Activate the appropriate effect, based on the type of card (Monster, Spell, or Trap) that was revealed:
- Monster: When your opponent Summons a monster, Your opponent loses Life Points equal to the Level of the Summoned monster x 300.
- Spell: When your opponent activates a Spell Card, they must discard 1 card or send the top 2 cards of their Deck to the Graveyard.
-Trap: Before your opponent sets a Trap Card(s), they must reveal it.
"

 

I know it's probably bad grammar and I'm sure it'll need a lot of work but I wanted to see what you all thought.

 

There's a place deep in the Kerull Swamp which is littered with bodies, mangled and twisted beyond recognition. They say a demon lives here; a demon who lives only to create new ways to cause misery and pain.

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This isnt a complete fix, as much as it is a step in the right direction, but try this:

 

If this card is sent from the field to the Graveyard: The controller discards all cards in their hand. Once per turn, you can pay 1000 Life Points; Reveal the top card of your opponent's Deck. Activate the appropriate effect, based on the type of card (Monster, Spell, or Trap) that was revealed:
- Monster: When your opponent Summons a monster, Your opponent loses Life Points equal to the Level of the Summoned monster x 300.
- Spell: When your opponent activates a Spell Card, they must discard 1 card or send the top 2 cards of their Deck to the Graveyard.
-Trap: Before your opponent sets a Trap Card(s), they must reveal it.

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This isnt a complete fix, as much as it is a step in the right direction, but try this:

 

If this card is sent from the field to the Graveyard: The controller discards all cards in their hand. Once per turn, you can pay 1000 Life Points; Reveal the top card of your opponent's Deck. Activate the appropriate effect, based on the type of card (Monster, Spell, or Trap) that was revealed:
- Monster: When your opponent Summons a monster, Your opponent loses Life Points equal to the Level of the Summoned monster x 300.
- Spell: When your opponent activates a Spell Card, they must discard 1 card or send the top 2 cards of their Deck to the Graveyard.
-Trap: Before your opponent sets a Trap Card(s), they must reveal it.

Hmm, thanks for that, it does look nicer this way.

But I'd like some thoughts on how the card itself is too, if you would be so kind. :)

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Ok...let's see

 

If this card is sent from the field to the Graveyard: The controller discards all cards in their hand.

 

Well, this is actually a nice idea. The fact that you worded with control discarding means you have options. You could creature swap to opponent and destroy their hand, or drop this into a dark world deck...Oh wait...Dark Worlds would abuse this card to no end. To avoid that, I might suggest altering this to say something like 

If this card is sent from the field to the Graveyard: The controller sends all cards in their hand to the Graveyard.

That or ho many cards are discarded.

 

Once per turn, you can pay 1000 Life Points; Reveal the top card of your opponent's Deck. Activate the appropriate effect, based on the type of card (Monster, Spell, or Trap) that was revealed:
- Monster: When your opponent Summons a monster, Your opponent loses Life Points equal to the Level of the Summoned monster x 300.
- Spell: When your opponent activates a Spell Card, they must discard 1 card or send the top 2 cards of their Deck to the Graveyard.
-Trap: Before your opponent sets a Trap Card(s), they must reveal it.
"

 

This is actually a bit OP. Here's why: 

 

As it's worded right now, these effects last as long as the monster is out. The wording I gave you is just a bit of OCG polishing. To balance it, you should probably make the effects last only 1 (maybe 2, but thats pushing it IMO) turn. My suggestion:

 

Once per turn, you can pay 1000 Life Points; Reveal the top card of your opponent's Deck. Activate the appropriate effect, based on the type of card (Monster, Spell, or Trap) that was revealed:
- Monster: When your opponent Summons a monster this turn, Your opponent loses Life Points equal to the Level of the Summoned monster x 300.
- Spell: When your opponent activates a Spell Card this turn, they must discard 1 card or send the top 2 cards of their Deck to the Graveyard.
-Trap: Before your opponent sets a Trap Card(s) this turn, they must reveal it.
"

 

Over all, a good idea...just needs to be balanced out a bit

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This card is kind of meh, decent.

 

The Monster Burn will probably deal 2400 at most I would think (Summon 2 Level 4's and Rank 4 kill you)

The Spell Effect *Facedesk*  Milling top cards of your opponent Deck HELPS your opponent.  Why do so many player's make this effect like it's harmful.

"Ha! I Just milled 2 of your monsters from your Deck HAHAHAH... *Opp activates Soul Charge*"  "Oh..."
Deck thinning is what Most Decks want.  

The Trap effect, although Nice, is next to useless.  The most it'll do is keep your mind at ease.  

The power of this card lies in it's resilience.  The longer you can keep this baheema on the field the better, since it'll stack on Monsters (600 DMG each Level if you activate this second turn and excavate monster).  

Also @Radiant.  Revealing cards from the Deck is now worded as Excavating (Thank Sylvans).  

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@Radiant. The Discard to sending cards effect sounds better. I'll fix that when I'm not so hungry/tired.

And to both of you, the idea I had was that the "plagues" would stack, so while the effects might not be all too powerful, combined they could be more dangerous.

At least, that was the idea. Which is why the Spell one is worded that way.

 

But right now I'm getting basically two opposite opinions (one too strong, the other too weak) so I think I need a bit more to go on.

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@Radiant. The Discard to sending cards effect sounds better. I'll fix that when I'm not so hungry/tired.

And to both of you, the idea I had was that the "plagues" would stack, so while the effects might not be all too powerful, combined they could be more dangerous.

At least, that was the idea. Which is why the Spell one is worded that way.

 

But right now I'm getting basically two opposite opinions (one too strong, the other too weak) so I think I need a bit more to go on.

Yes they stack but only monsters stack on monsters.

 

Excavating 2 Spells doesn't stack.

 

Excavating 2 Traps Doesn't Stack.  

 

Excavating 2 Monsters doubles the damage (3 triples and so on).

 

And I can explain why it's not powerful enough:
-You have to go out of your way to SS it

-Does not impede Spells (milling two from Deck is essentially Free)
-Does not impede Traps (although eliminates the unknown factor)

-Does not impede Monsters (except if LP is low, then it completely locks out monsters)

-Any Trap Card can Kill/impede him

-Any monster effect can kill him

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Yes they stack but only monsters stack on monsters.

 

Excavating 2 Spells doesn't stack.

 

Excavating 2 Traps Doesn't Stack.  

 

Excavating 2 Monsters doubles the damage (3 triples and so on).

 

And I can explain why it's not powerful enough:
-You have to go out of your way to SS it

-Does not impede Spells (milling two from Deck is essentially Free)
-Does not impede Traps (although eliminates the unknown factor)

-Does not impede Monsters (except if LP is low, then it completely locks out monsters)

-Any Trap Card can Kill/impede him

-Any monster effect can kill him

I mostly meant, the Spells and Traps and Monster ones all at once can happen.

Hmm....I see then. Well, the Trap one I'd like to stay, but the Spell one I could fix up if you've got any ideas.

I don't want to give him immunity, unless I also add a cost for the immunity, because otherwise I think it would be approaching OP territory once the Spell effect is fixed.

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An interesting card. I can remember a card with a revealed type effect but i cannot remember its name. On the whole this card seems alright but It might be handy to include a creature swap. With this you can activate the effect and then swap it and cause all kinds of damage. I do not know if this has shed new light on the cards balance but either way, it is an interesting card.

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My suggestion:

 

Once per turn, you can pay 1000 Life Points; Reveal the top card of your opponent's Deck. Activate the appropriate effect, based on the type of card (Monster, Spell, or Trap) that was revealed:
- Monster: When your opponent Summons a monster this turn, Your opponent loses Life Points equal to the Level of the Summoned monster x 300.
- Spell: When your opponent activates a Spell Card this turn, they must discard 1 card or send the top 2 cards of their Deck to the Graveyard.
-Trap: Before your opponent sets a Trap Card(s) this turn, they must reveal it.
"

 

I'm noticing a small timing problem with this edit. An ignition effect like this can't activate on the opponent's turn, so how would your opponent set off any effects? None of those actions can be done when it isn't your turn (except activating Quick-Play Spells). Allow me to fix it:

 

Once per turn, you can pay 1000 Life Points; Reveal the top card of your opponent's Deck. Until your opponent's next End Phase, apply the appropriate effect, based on the type of card (Monster, Spell, or Trap) that was revealed:
- Monster: When your opponent Summons a monster, your opponent loses Life Points equal to the Level of the Summoned monster x 300.
- Spell: When your opponent activates a Spell Card, they must discard 1 card or send the top 2 cards of their Deck to the Graveyard.
-Trap: Before your opponent sets a Trap Card(s), they must reveal it."

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