thlch Posted September 27, 2014 Report Share Posted September 27, 2014 Hey folks, I just had the idea to come up with some 'Madoor' cards, just because I always loved the original 'Aqua Madoor' and 'Neo Aqua Madoor' - and I think they deserve to be supported :P I ended up with making exactly what you would expect from a Rank 8 'Madoor' card imo - mooooaarrrrr DEF, and a protective effect. I also plan on making more 'Madoor' cards in thr future, just because the world needs an alternative to 'Superheavy' stuff :P Feedback would be appreciated, especially because of the Summoning conditions (I think it's fair though, because there are only 3 other 'Madoor' cards). Thanks! EDIT: Changed the card to be able to survive two card effects each turn. Thanks to 'CybZer0'! --- Lore: 2 Level 8 WATER monsters You can Xyz Summon this card by using 2 ''Madoor'' monsters from your field and/or hand as Xyz Materials. Twice during either player's turn, this card cannot be destroyed and/or banished by card effects. --- Link to comment Share on other sites More sharing options...
CybZer0 Posted September 27, 2014 Report Share Posted September 27, 2014 I'm no expert on OCG, so I can't help you there if you do/don't have grammatical errors. In my opinion, I find this card to be weak, specifically it's defensive effect b/c there are plenty of destruction removal now a days that can eliminate this card, also plenty of ways around it. The stats are fine with me b/c it is a defensive card and has no actual offense besides it's atk. I would suggest having a up to twice per turn non-destruction/banished effect. Having to protect itself once a turn from destruction isn't enough, your opponent wont mind using 2 cards /effects per turn. Twice a turn, however, would definitely bug your opponent, for they would have to use 3 cards/effects. Or maybe you can lower it's defensive stats in the 2000's or 1000's and include an effect which reads: "This card cannot be destroy by battle, card effects, or be removed from play." I don't know, it's up to you. Those were my ideas and suggestions. A thousand apologies if my feedback was not helpful. Link to comment Share on other sites More sharing options...
thlch Posted September 27, 2014 Author Report Share Posted September 27, 2014 I'm no expert on OCG, so I can't help you there if you do/don't have grammatical errors. In my opinion, I find this card to be weak, specifically it's defensive effect b/c there are plenty of destruction removal now a days that can eliminate this card, also plenty of ways around it. The stats are fine with me b/c it is a defensive card and has no actual offense besides it's atk. I would suggest having a up to twice per turn non-destruction/banished effect. Having to protect itself once a turn from destruction isn't enough, your opponent wont mind using 2 cards /effects per turn. Twice a turn, however, would definitely bug your opponent, for they would have to use 3 cards/effects. Or maybe you can lower it's defensive stats in the 2000's or 1000's and include an effect which reads: "This card cannot be destroy by battle, card effects, or be removed from play." I don't know, it's up to you. Those were my ideas and suggestions. A thousand apologies if my feedback was not helpful. Thanks for your suggestions, they're helpful indeed! The OCG should be fine, but I'm not an expert at OCG, too. :') I think I'll just go with the twice-per-turn protection effect as I want to stay as close as possible to the other 'Madoors' as possible (as they increase their DEF by 1000 going from Level 4 to Level 6 -> So this one at Rank 8 should have 4000 DEF). Nonetheless do I like your other suggestion and I'm going to consider it for another 'Madoor' card. Thank you very much again! Link to comment Share on other sites More sharing options...
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