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Gate Keepers


TheGameMastr

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Welcome to Realistic Cards. The first issue we need to clear up is the use of the DIVINE Attribute and non-official Types.

 

Specifically, DIVINE monsters and monster Types that are not any of the more common 22 Types in the game are not allowed in Realistic Cards.

 

Nest, we'd like it if you post your card text under each card you've posted. It makes it easier to copy-paste the card effects into the post whenever we need to quote it. Like what I'm about to do.

 

So, with that out of the way, let's see what the gatekeepers do and how good they are at it.

 

[spoiler Banisher of Heaven]Cannot be Normal Summoned/Set. This card Must be Special Summoned (from your hand or Graveyard) by banishing 3 monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Cannot be This card is unaffected by any player's spells, traps, and monster other card effects. Once per turn: You can banish 1 random card from your opponent's hand, and if it was a monster, inflict 1000 damage LP to your opponent.[/spoiler]

[spoiler Forbidden Crusader]Cannot be Normal Summoned/Set. This card Must be Special Summoned (from your hand or Graveyard) by banishing 3 monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Cannot be This card is unaffected by any player's spells, traps, and monster other card effects. Once per turn: You can banish 1 monster from your hand or from either player's a Graveyard.[/spoiler]

[spoiler Necromancer of Hell]Cannot be Normal Summoned/Set. This card Must be Special Summoned (from your hand or Graveyard) by banishing 3 monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways. Cannot be This card is unaffected by any player's spells, traps, and monster other card effects. Once per turn: You can target 1 special summon a banished monster; Special Summon that target (any player's).[/spoiler]

[spoiler Khaos]Cannot be Normal Summoned/Set. This card Must be Special Summoned by controlling 2 "Gate Keeper" monsters with different names. Must be special summoned (from your hand or Graveyard) by banishing 5 monsters from your hand and/or Graveyard while you control 2 "Gate Keeper" monsters with different names, and cannot be Special Summoned by other ways. Cannot be This card is unaffected by any player's spells, traps, and monster other card effects. This card gains 100 ATK for every banished monster.[/spoiler]

 

The general power level I see from the Gate Keepers proceeds in the following fashion, from strongest to weakest: Necromancer > Banisher > Crusader > Khaos.

 

Necromancer is the strongest among the bunch because you get to immediately Special Summon whatever you've invested for his Summon, essentially making him a roundabout pseudo-Monster Reborn. Banisher comes next because the ability to disrupt the opponent's hand is very potent, especially since it doesn't discard and circumvents Dark World, Fabled, and the like. Crusader's ability to banish from the opponent's Graveyard might be the only reason he might see play, but it's usually preferable if those effects are Quick Effects to interfere with the opponent's attempts to revive/retrieve their monsters.

 

Khaos is just downright disappointing for a "boss monster", sporting none of their control effects and instead gaining a pitiful ATK boost. You need at least 15 monsters banished before Khaos can threaten with his ATK, and while it counts both players' banished zones, the Gate Keepers don't have much in their repertoire that quickly piles on the opponent's banished zone. At least you can easily exceed 10 banished monsters while trying to meet Khaos' summon requirement, but that's a lot of monster dedication before you can put him on the field from scratch in one turn.

 

The way the Gate Keepers can Special Summon themselves from either Graveyard or hand while needing fodder from either location, combined with their blanket immunity to pretty much everything else, makes them very difficult to take down and easy to put on the field. It helps that the base Gate Keepers have 0 ATK, but 2500 DEF takes a little effort to trump in battle, and while the opponent's trying to answer them you've probably got Necromancer out on the field already and are coughing up the monsters out of your banished zone and enabling other wumbo combos. That's... far from ideal. I would make the Gate Keepers a little harder to summon by restricting where they can be Summoned from, and where their fodder must come from. In Necromancer's case, I would also negate the effects of whatever banished monster he Special Summons.

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What about divine-beast type?

Divine-Beast Type monsters that aren't the legal Egyptian God Cards are also generally disallowed in Realistic Cards. Support for that type and the DIVINE Attribute, on the other hand, provided it itself isn't DIVINE nor Divine-Beast Type, is perfectly fine.

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Divine-Beast Type monsters that aren't the legal Egyptian God Cards are also generally disallowed in Realistic Cards. Support for that type and the DIVINE Attribute, on the other hand, provided it itself isn't DIVINE nor Divine-Beast Type, is perfectly fine.

ok sorry im new. For khaos, if i add too much attack, he would be invincible. He is already immune to card effects, so if i did that, he would be too OP.

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To Summon Khaos from an empty field, you'll need to banish 11 monsters. This results in a... 2100/2500 monster at minimum. Not exactly worth the investment, even though he is immune to card effects and draws power off a source that can't be depleted easily by the opponent.

 

Suppose we clock him up to boosting 200 ATK per banished monster. This gives us a 3200/2500 monster on his first appearance, allowing him to kill pretty much anything in battle and be nigh-unstoppable barring some crazy combat trick. Like Honest. Considering you're giving up 11 monsters for him, it's almost a worthwhile investment.

 

But now we compare with the lesser Gate Keepers. Most notably, Necromancer. His ability to Special Summon banished monsters effectively reduces his Summon cost to needing to banish 2 monsters, while putting any 1 of the monsters you've used for that investment onto the field. 0/2500, yes, but that immunity to all card effects makes it difficult to take down when you're also juggling answers to whatever Necromancer puts out. Add on the fact that the Gate Keepers can revive themselves and welcome to world of hurt.

 

At least, remove or weaken their immunity to card effects. That way, at least you can reasonably dial up Khaos' boosting so that he's not incredibly OP as a result.

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To Summon Khaos from an empty field, you'll need to banish 11 monsters. This results in a... 2100/2500 monster at minimum. Not exactly worth the investment, even though he is immune to card effects and draws power off a source that can't be depleted easily by the opponent.

 

Suppose we clock him up to boosting 200 ATK per banished monster. This gives us a 3200/2500 monster on his first appearance, allowing him to kill pretty much anything in battle and be nigh-unstoppable barring some crazy combat trick. Like Honest. Considering you're giving up 11 monsters for him, it's almost a worthwhile investment.

 

But now we compare with the lesser Gate Keepers. Most notably, Necromancer. His ability to Special Summon banished monsters effectively reduces his Summon cost to needing to banish 2 monsters, while putting any 1 of the monsters you've used for that investment onto the field. 0/2500, yes, but that immunity to all card effects makes it difficult to take down when you're also juggling answers to whatever Necromancer puts out. Add on the fact that the Gate Keepers can revive themselves and welcome to world of hurt.

 

At least, remove or weaken their immunity to card effects. That way, at least you can reasonably dial up Khaos' boosting so that he's not incredibly OP as a result.

I know. Ill change Necromancer to the "boss" and Khaos to a lvl 10 card. nvrmind, ill just edit their levels and summon requirements

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