Jump to content

Darth Kan (blood mage with leeching effect) [updated]


Darth Kan

Recommended Posts

I haven't really seen any leeching effects on any cards, so I decided to try it. This is my first attempt, so feedback would be appreciated.

LPqoIAc.jpg

[spoiler='Effect'] This card can only be Ritual Summoned with the effect of 'Tomb of Kan'. When this card is Ritual Summoned, Target 1 face-up monster on your opponents side of the field. Your opponent must pay 2500 Life Points in order to sacrifice or tribute this card. Once per Standby Phase, as long as the targeted card remains face-up on the field, your opponent takes 1500 damage directly to their Life Points, and you gain 1200 Life Points. If the targeted card is sent to the graveyard as result of battle, this card gains 500 ATK. [/spoiler]

37FliCk.jpg

[spoiler='Effect'] This card is used to Ritual Summon 1 'Darth Kan' from your hand or graveyard, face-up on the field, by sacrificing 2 level 4 or higher monsters from your side of the field, to the graveyard. You can sacrifice 1500 Life Points to shuffle this card back into your deck. [/spoiler]

Link to comment
Share on other sites

Leeching isn't completely absent in Yugioh, but it is quite rare. There's um... uh... Vampire Koala.

 

As for this card, the 150 Life Points your opponent is forced to pay in order to Tribute the card is a very slight amount. Compared to simple burn cards such as Tremendous Fire, Meteor of Destruction, or Ookazi, the 150 is very small and will scarcely even influence your opponent. I'm not even taking into account the fact that Tributing monsters is rare nowadays, except in a few Decks. The deal-50, heal-25 effect is also incredibly marginal, even in slow formats where this card could be on the field for many turns.

 

Give the card a Ritual Spell, since it kinda needs one (apparently according to the rules, a Ritual Monster + its Spell count as a single card, though I personally don't really agree with this) in order to be Ritual Summoned; there's only Contract with the Abyss and Advanced Ritual Art going for it right now. Make sure that when you make this Ritual Spell, the card does something extra in addition to just Ritual Summoning the monster from the hand. You could have it Ritual Summon from the Deck, or offer you some other bonus. I'm saying this because the old plain Ritual Spells are highly lackluster and will overall make the monster weaker if you play it with that Ritual (compared to Advanced Ritual Art, which thins your Deck slightly). As a Level 6 Ritual, you can afford to give the monster 200-400 more ATK. Both effects need their numerical values increased, and the first one needs to be broadened so that you can use it to have your opponent to pay for more things like using the monster as a Synchro or Xyz Material. Keep in mind that most of the time, your opponent won't want to leave a monster out that could become an Xyz Material later since it's much more vulnerable, so this effect may never be exactly good. Anyways, this value can be raised to, uh, 800 I guess. The other one could be multiplied by ten or even twenty, as 50 is really, really small. Maybe you can have this monster be able to designate more than one monster, though not all at once for the sake of making this card more potent, and the end result could be a rather fun card to play with.

Link to comment
Share on other sites

This card can be Ritual Summoned by "(name of Ritual here)". When this card is Ritual Summoned: Target 1 face-up monster your opponent controls; during each Standby Phase, if the targeted monster is face-up on the field, your opponent takes 50 damage and you gain 25 Life Points. Your opponent must pay 150 Life Points to destroy this card.

 

First of all, you are missing the Ritual Card needed to summon this. When posting Rituals, you MUST provide the monster and their specific Ritual Spells (they count as a single card here).

 

This card's effect is extremely underpowering; 50 damage doesn't do anything remotely useful and the opponent can simply get rid of the monster for their own Fusion/Synchro/Xyz or whatever. In the long run, it amounts to 100 damage for the opponent; 50 points of restoration for you.

 

If you really want it to have it burn, increase the LP loss to 500 or something; and have it boost yours by same amount.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...