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Eyes of God


dedavii

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oOhJDFz.jpg

 

 

Alpha Stigma - Eyes of God

Continuous Trap

Once per turn, during either player's turn, you can pay 1000 life points during your turn or 1500 during your opponent's turn and select 1 Spell or Trap card in either player's Graveyard: This card gains the selected card's effect until the end of the turn or until activated. You cannot activate the selected effect during your opponent's turn if it is a Spell card. You cannot activate the selected effect unless it is either player's Battle Phase if it is a Trap card. If you use the selected effect: Gain 800 Life Points. If this card is destroyed: Inflict 1500 damage to this card's controller for each effect selected by this card. You can only activate 1 "Alpha Stigma - Eyes of God" per duel.

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Looks really complicated.

 

I believe it would be far simpler to just Set the targeted card on your side of the field (and allow it to be activated that turn it is Set), and avoid all the activation condition baggage that would come with this card copying the target (as the activation conditions are an inherent nature of the S/T's type). Of course, ensure that the card is sent to the owner's Graveyard at the end of the turn.

 

Having this card accumulate counters helps the player in tracking how many times they have used the effect. The issue of said card losing those counters should be non-existent barring a very niche use, especially since this card has an "activate once per Duel" restriction.

 

I'm uncertain how variable costs under certain conditions would be worded. It could be something novel for future official cards to venture into.

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That pic is from black Butler. Maybe move to pop? Never mind that, lets get started,, shall we? Way, way, WAAAAAAAAAAAAAAAAAAAAY to many drawbacks to revive a card that can only work till the battle Phase. This is as bad as Grave Robber if not worse. 800 LP drop instead of 1000 or 1.5k. Drop the whole only battle thing, and the Spell draw back. keep the once per duel thing because to limit the possibilities. Nice idea, but please fix up the pic.

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Personally, I believe giving an addendum like "Once per turn, during either player's turn, you can pay 1000 life points to (insert effect here). If you activate this card on your opponent's turn, you must pay an additional 500 Life Points." or something similar to that.

 

It's...too risky for a once-per duel deal, and generally you'll kill yourself first if you try to abuse this card with the more abusable cards (things like Soul Charge), though then again, most dangerous things this can copy are usually limited. Though, some applications could be pretty dangerous since this card can also copy Continuous effects, so maybe being once per duel is somewhat justified. Still too risky though, especially with MST turning this into a suicide card.

 

I believe, to make it less confusing, you can make this banish the Spells/Trap and gain its effect, but when it's activated, return it to the graveyard. Would be easier to track that way. The burn when it's destroyed is completely unnecessary and makes this card too risky, since at least you'll lost 1700 life points from a single MST. If you remove that part, it'll be fine enough as a Once per Duel deal, but if you want to keep it, then the Once Per Duel wouldn't be too necessary imo.

 

Also, I'd rather just reduce the cost of the spell/trap's activation rather than a heavy activation cost and a heal later on. Won't matter all that much aside from some rarer occasions thanks to the effects technically being a Quick effect.

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As it has been stated above, the card's copy clause is very complicated for an effect, taking into account that not all effects are trigger or ignition ones, and even with such a long wording it still seems to need more clauses to further explain what happens in certain situations. 

 

On top of that, if you are gonna get back some LP from using said effects, you might as well ditch that clause and make the costs cheaper.

 

Maybe you are trying to grab too many possibilities within too little space, and you could very well focus on a kind of card (Spell OR Trap) and/or even a specific Icon or range of Icons (example: Only Normal Trap Cards. OR Only Equip Spell Cards, etc.). That way it'd be easier to word this taking into account the right timings and whatnot.

 

 

In addition, it has no real cost except for a heavy-ish LP one, so it is basically making pointless the limiting of certain Spell/Trap Cards with such an easy trigger. I also don't like how it seems to be able to "stack" effects of what it copies and store them for when the right time to use them is, but it doesn't have a real clear mechanic to demonstrate them. I think that attaching them to the card and banishing them after use would be at least a helper when it comes to balancing this card not using the same card to base itself off of more than once AND keep track of what it can do if it does indeed save up effects.

 

Finally, I'm not a big fan of "Once per Duel" effects. If you could find a way to have this card be something more than just tech-worthy due to the nature of "Once per Duel", that'd be great, even though I do admit this seems somewhat hard to balance out.

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