Phatt Mann Posted October 12, 2014 Report Share Posted October 12, 2014 ...So here's a card of a sniper rifle. Effect lore: This card can attack your opponent directly. If this card is Normal Summoned: Place 4 Ammo Counters on it (max. 4). When this card attacks, remove 1 Ammo Counter from it at the end of the Damage Step. This card cannot declare an attack if there are no Ammo Counters on it. If I need quotations on the words Ammo Counter, let me know before I post anymore cards. No harsh criticism please. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted October 12, 2014 Report Share Posted October 12, 2014 Counters don't need quotations. Usually that's for Tokens. It's a neat card with its dash of flavour, but it's a pity that the general monster life expectancy is about a turn or so without any protection to back them up, and so this card won't really last long enough to see all its ammo used up. Not like your opponent is willing to let the card whittle them to the point they get within drastic killing range within 4 turns. Still, I suppose a surprise 1800 damage through an otherwise impenetrable defense can mean game, especially if this is used to make Cowboy afterwards. But that's a relatively rare scenario. Link to comment Share on other sites More sharing options...
Phatt Mann Posted October 13, 2014 Author Report Share Posted October 13, 2014 I'm thinking about what kind of Defense these "Weapon Monsters" I can make. And something like Ammo Depot to add some Ammo Counters to these monsters once per turn if there are any counters on the card. Question is whether I make Ammo Depot a Continuous or a Field Spell Card. Link to comment Share on other sites More sharing options...
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