Daigusto Sphreez Posted November 11, 2014 Report Share Posted November 11, 2014 Discard 1 Thunder-Type monster; Special Summon all "Watt" monsters that your opponent destroyed this turn, and if you do, inflict 500 damage to your opponent for each. Best fan art ever. http://srarlight.deviantart.com/art/Commission-Watt-World-362382792 Anyway, Watts have trouble keeping board presence but usually always have a big hand thanks to sea horses and cobras. This card taps in on alleviating that weakness of watts, by trading in hand advantage for board presence and damage. It also makes hopper variants slightly more viable too. C&C welcome. Link to comment Share on other sites More sharing options...
Hydra Iron Man Posted November 11, 2014 Report Share Posted November 11, 2014 N/A Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted November 11, 2014 Report Share Posted November 11, 2014 Ouch! For a discard of 1 card, even if it is a Watt, you can potentially Summon a bleep load of monsters! And inflict damage! I think it is OP. You can deal 2.5k WHILE Summoning 5 monsters at best! That is crazy! Tone it down... please. Well for that, you must have a full board already, and your opponent must destroy all of them. It's...underwhelming, really. in practice, it's pretty much a Starlight Road/THRiO with a bit more versatility and burn but with a cost and is archetype specific. Not really sure on how to fix this one though. Link to comment Share on other sites More sharing options...
Hydra Iron Man Posted November 11, 2014 Report Share Posted November 11, 2014 Neither do I. It is OP but, it is UP simultaneously. I have no idea what to do with this. Effect, great! Change it, it sucks! We are between a rock and a hard place. Link to comment Share on other sites More sharing options...
Daigusto Sphreez Posted November 12, 2014 Author Report Share Posted November 12, 2014 @Hydra Iron Man Well I'm not sure if you play Watts, but it's hard to get 3 watts onto the field, never mind 5. So yes, technically it can get crazy but it's highly unlikely. Plus they have to be destroyed, so banishing and shuffling and all that jazz is still as annoying as ever. This card just takes the prevalence of not wanting your opponent to attack (Waboku, TR etc) toward more of an 'attack me and destroy my monsters if you dare' approach. @Nai When playing level 4 watts, I just find myself having a hand full of monsters but minimal board presence. The destruction clause makes it a bit underwhelming in today's meta maybe, but if it was changed to simply 'leaves the field' it would be crazy, so it's hard to balance. Thanks for the feedback both of you. Link to comment Share on other sites More sharing options...
razzy Posted November 12, 2014 Report Share Posted November 12, 2014 I was thinking it was a bit overpriced. And would think it would be fine by discarding 1 card (not a specific one). And like you said yes it can be devastating but it is hard to get 5 watts on board and on top of that keep this card on board and have your opponent destroy all 5 watts... so I don't think it is OP at all. If you're looking for more ideas maybe something like Discard 1 Thunder-Type monster; Special Summon as many "Watt" monsters as possible from your Graveyard that where sent there last turn, and if you do, inflict 500 damage to your opponent for each monster Special Summoned by this effect. Link to comment Share on other sites More sharing options...
Rook Bishop Posted November 12, 2014 Report Share Posted November 12, 2014 Combine this with multiple Watts cards and it kind of OP since they don't leave the field. By itself it balanced since only a few cards in the Watt archetype allow you to hurt you opponent on their turn. Can see the benefits of getting Xyzs and Synchos out but then it would be even more OP Overall it balanced yet can be best gamble card when use right. Link to comment Share on other sites More sharing options...
Spinny Posted November 12, 2014 Report Share Posted November 12, 2014 Ouch! For a discard of 1 card, even if it is a Watt, you can potentially Summon a bleep load of monsters! And inflict damage! I think it is OP. You can deal 2.5k WHILE Summoning 5 monsters at best! That is crazy! Tone it down... please. Neither do I. It is OP but, it is UP simultaneously. I have no idea what to do with this. Effect, great! Change it, it sucks! We are between a rock and a hard place. Its not OP at all, just what are you on a about? ever heard of this? http://yugioh.wikia.com/wiki/Torrential_Reborn You dont even have to discard for it and its got a wider range, WATERs. Its a fine card but i feel it should either do A: make them more offensive B: Recycle Thunders in general Just to improve how useful it is. Also can we just remember that Watts are stupidly weak so a trap card like this is in no way gonna break them.... Link to comment Share on other sites More sharing options...
Hydra Iron Man Posted November 12, 2014 Report Share Posted November 12, 2014 Fine. I never usually play with Watts, i simply don't like their function. i did a bit of research on Watts and, its actually not broken compared to friking Torrential Reborn. Its fine Link to comment Share on other sites More sharing options...
Sleepy Posted November 13, 2014 Report Share Posted November 13, 2014 Well for that, you must have a full board already, and your opponent must destroy all of them. It's...underwhelming, really. in practice, it's pretty much a Starlight Road/THRiO with a bit more versatility and burn but with a cost and is archetype specific. Not really sure on how to fix this one though. It is more along along the lines of this card:http://yugioh.wikia.com/wiki/Torrential_Reborn and by "along the lines" I mean an archetype-specific clone with a discard cost. I think it could get rid of the discard cost, for starters. The card has the plus that it revives all of the potential monsters that were destroyed this turn, unlike Torrential Reborn which only revives monsters destroyed at a certain time, but in exchange it can revive ANY monsters as long as a WATER was among them, unlike this OP's card which only revives Watts. IMO it could also get away with Thuder-Type in general rather than just Watts. It isn't like Thunder-Type has a lot more potential than WATER does anyways. That's about all I can think of. The burn will rarely go above 1500 so although it'd also be fine at 300 or 400 per card, I don't think it is too alarming... Link to comment Share on other sites More sharing options...
Daigusto Sphreez Posted November 13, 2014 Author Report Share Posted November 13, 2014 I was thinking it was a bit overpriced. And would think it would be fine by discarding 1 card (not a specific one). And like you said yes it can be devastating but it is hard to get 5 watts on board and on top of that keep this card on board and have your opponent destroy all 5 watts... so I don't think it is OP at all. If you're looking for more ideas maybe something like Discard 1 Thunder-Type monster; Special Summon as many "Watt" monsters as possible from your Graveyard that where sent there last turn, and if you do, inflict 500 damage to your opponent for each monster Special Summoned by this effect. I like your idea for the effect, makes the card more versatile and gives actually quite solid dragonfly synergy. Although last turn rather than this turn makes the card a bit slow. The deck is inherently slow though so I don't suppose that's a big deal, could even be MST bait. Combine this with multiple Watts cards and it kind of OP since they don't leave the field. By itself it balanced since only a few cards in the Watt archetype allow you to hurt you opponent on their turn. Can see the benefits of getting Xyzs and Synchos out but then it would be even more OP Overall it balanced yet can be best gamble card when use right. Well IMO Watts are usually better to go into xyzs in main phase 2 after a giraffe stun, so your opponent can't respond to what you make. As you say though watts often dont leave the field with the stall support, so I guess this can actually be dead if you're running waboku/tr, although chances are you'll be in a good place and it wont matter by that point. Its not OP at all, just what are you on a about? ever heard of this? http://yugioh.wikia.com/wiki/Torrential_Reborn You dont even have to discard for it and its got a wider range, WATERs. Its a fine card but i feel it should either do A: make them more offensive B: Recycle Thunders in general Just to improve how useful it is. Also can we just remember that Watts are stupidly weak so a trap card like this is in no way gonna break them.... Well the card does make them more offensive by keeping their field presence, or at least that's the idea anyway. I think Necloth Exomirror's suggested edit makes the card a bit more consistent. And I agree that Watts need more support and are generally outclassed, but they are still a viable rogue deck. Decks that are monster heavy are surprisingly vulnerable to the deck when they don't have backrow to deal with your monsters, effect negation traps and mountains of stall power. It is more along along the lines of this card:http://yugioh.wikia.com/wiki/Torrential_Reborn and by "along the lines" I mean an archetype-specific clone with a discard cost. I think it could get rid of the discard cost, for starters. The card has the plus that it revives all of the potential monsters that were destroyed this turn, unlike Torrential Reborn which only revives monsters destroyed at a certain time, but in exchange it can revive ANY monsters as long as a WATER was among them, unlike this OP's card which only revives Watts. IMO it could also get away with Thuder-Type in general rather than just Watts. It isn't like Thunder-Type has a lot more potential than WATER does anyways. That's about all I can think of. The burn will rarely go above 1500 so although it'd also be fine at 300 or 400 per card, I don't think it is too alarming... Not a bad shout, although the likes of Batterymen have plenty of graveyard revival already and see no harm in the card being specialized for Watts. Removing the discard cost completely would make it better and lets face it the deck needs something good, although usually the hand will have lots of monsters anyway so the downside doesn't even hurt that much. Perhaps making it a quick play spell would be better instead? Overall, I was just under the impression that this card was more useful for the deck it supports than Torrential Reborn in water decks because Watts have trouble keeping board presence that most water decks do not (hell, even ice barriers have prior). Link to comment Share on other sites More sharing options...
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