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Spell Book Destroyer(Feedback wanted)


cardffreakxx

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Remove the second effect. It's extremely inelegant design and doesn't actually add anything to the card.

 

Otherwise, it's actually fine. Really strong, but fine, and feels like Majesty's Fiend.

 

It doesn't stop Spells that are already face-up on the board (Qliphort Tool, Covenant with the Infernal Gate, Wind-up Factory, Supply Squad, etc.), so it's not shutting the mechanic off 100%, just like Majesty's Fiend.

 

It's a fine counterpart to Majesty's Fiend with the latter effect removed, because it's just inelegant overkill. Not much else to say.

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Cannot be Special Summoned. As long as this card is face-up on the field: Spell Cards cannot be activated or set from the hand. When this card leaves the field: You can banish all Spell Cards in your Graveyard; gain 100 LP for each card banished by this effect.

Your capitalization is a bit of, but I can look through that. But that is probably not what you wanted to hear, so lets take a look at the monster as a whole. Due to its stats, it is searchable by "Return of the Monarchs". While useful, it is not all that special.

 

Next is the effect which shuts down Spell Cards in some obscure way, not being able to activate / set Spells from your hand. Since this effect limits both players, you do not gain a major advantage; except that your deck is probably less hindered by it (or you are using it wrong). Either way, it still allows for set Spell Cards to activate; so you'd better set some of them prior to summoning it. And if I wanted I could still play my Quick-Play Spell cards, thanks to "Mecha Phantom Beast Jacruslan" (although it works, you should not take it too serious; it is more of a joke). Futhermore, this card seems like a nice "Artifact" counter, as your oppont can no longer set his/her beloved toys. There is howver a question I have regarding this effect: How do you intend to make sure a player does not set a Spell Card in the guise of setting a Trap Card? (Not that a player has anything to gain, as they get busted once they activate it.)

 

The last effect on this card, seems... of. Due to its first effect it is not really a good idea to run a lot of Spell Cards (or Pendulum Monsters you intend to activate, for that matter), as they become dead-draws once this card is on the field. Since you will probably not run a lot of Spell Cards when you run this card, the amount of Life Points you gain by this effect will be minimal. For it to make some sense, I would either: banish the cards from my opponent's Graveyard, banish all Spell from both player's Graveyards, or remove this effect.

 

That is about all I can think of regarding this card's effect, I hope it helps.

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Your capitalization is a bit of, but I can look through that. But that is probably not what you wanted to hear, so lets take a look at the monster as a whole. Due to its stats, it is searchable by "Return of the Monarchs". While useful, it is not all that special.

 

Next is the effect which shuts down Spell Cards in some obscure way, not being able to activate / set Spells from your hand. Since this effect limits both players, you do not gain a major advantage; except that your deck is probably less hindered by it (or you are using it wrong). Either way, it still allows for set Spell Cards to activate; so you'd better set some of them prior to summoning it. And if I wanted I could still play my Quick-Play Spell cards, thanks to "Mecha Phantom Beast Jacruslan" (although it works, you should not take it too serious; it is more of a joke). Futhermore, this card seems like a nice "Artifact" counter, as your oppont can no longer set his/her beloved toys. There is howver a question I have regarding this effect: How do you intend to make sure a player does not set a Spell Card in the guise of setting a Trap Card? (Not that a player has anything to gain, as they get busted once they activate it.)

 

The last effect on this card, seems... of. Due to its first effect it is not really a good idea to run a lot of Spell Cards (or Pendulum Monsters you intend to activate, for that matter), as they become dead-draws once this card is on the field. Since you will probably not run a lot of Spell Cards when you run this card, the amount of Life Points you gain by this effect will be minimal. For it to make some sense, I would either: banish the cards from my opponent's Graveyard, banish all Spell from both player's Graveyards, or remove this effect.

 

That is about all I can think of regarding this card's effect, I hope it helps.

@Bold: Same issue goes for Infernity. Immediate punishment if they abused the gamestate, I'd assume. It's cheating, and that's not the design's fault.

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@Bold: Same issue goes for Infernity. Immediate punishment if they abused the gamestate, I'd assume. It's cheating, and that's not the design's fault.

That is indeed what would probably happen to somebody who breaks the rules. Although I thik that you need to reveal the cards prior to setting them (similar to cards ). That would spoil the surprise of setting "Respect Play" :P. In any case, this card therefore also helps you and your opponent 'predict' what set cards your opponent controls. A nice hidden effect, wouldn't you agree?

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