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Golden Leo Dragon


JackThompson400

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Golden Leo Dragon: Level 8 LIGHT Wyrm-Type
Non-Tuner Effect Synchro monster 3000 Attack and 2500 Defense

1 Tuner + 1 or more non-Tuner monster(s)
When this card is Synchro Summoned: You can Special Summon 1 Level 4 monster with more than 2000 ATK or 1 Level 4 monster with less than 500 DEF from your Graveyard in Defense Position. During either player's turn: You can pay 1000 Life Points; destroy all other cards on the field, then this card's ATK and DEF becomes 0 until the End Phase. During each of your End Phases: Excavate the top 5 cards of your Deck, send any excavated monsters to the Graveyard, also place the other cards on the bottom of your Deck in any order. You can only use 1 "Golden Leo Dragon" effect per turn, and only once that turn.

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1 Tuner monster + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can Special Summon 1 Level 4 monster with more than 2000 ATK or 1 Level 4 monster with less than 500 DEF from your _____. During either player's turn: You can pay 1000 Life Points; destroy all other cards on the field, then this card's ATK and DEF is halved until the End Phase. During each of your End Phases: Excavate the top 5 cards of your Deck, send any excavated monsters to the Graveyard, also place the other cards on the bottom of your Deck in any order.

The only thing I'm taking away from this is that it's an improved Judgment Dragon that freely fetches something to go with it - by the way, do specify where it's supposed to Summon from. It's a major detail.

 

Yes, the boardwipe effect leaves it weakened, but it can do it repeatedly at Quick Effect speed, especially when it's being threatened. The milling effect is also improved, as there are very few situations where one would want S/Ts in the Graveyard.

 

Please, tone down its boardwipe effect even further.

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Make it mill all cards you find there because currently it eliminates one of its weaknesses.

Make the board wipe during your turn only.

This easily summons YZ's from the grave and then you can destroy them for their floats which is nice.

It needs to require something specific for its kind of power I.E tuner has to be LIGHT.

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Unlike Judgment Dragon, this card is in your Extra Deck, and therefore doesn't have a risk of accidentally being milled. It also doesn't need Lightsworns to be Summoned. Thus, it's generic and doesn't accidentally get milled. And always available.

 

Compared to the current pool of Level 8 Synchro monsters, only one of them nukes the field: Hot Red Dragon Archfiend (and even then, it only nukes face-up Attack Potion monsters and has a restriction for using this effect). Even if this card could only nuke the field once, it would already be better than it. Except, this can nuke multiple times, and during either player's turn. It can also Special Summon monsters for you (even if a bit specific) and set your Graveyard up even more. It doesn't even mill your Spells or Traps, which you usually don't want to mill unless it's BTS sometimes... so yeah, this card does way too much.

 

It doesn't matter what happens to this card's stats when it nukes, because it can still toss out nukes left and right. I mean, you can activate one nuke, have your opponent chain a negation effect, and then chain another nuke to that. All it costs you is an additional 1000 Life Points. This was a terrible cost for Judgment Dragon, and it's terrible here too.

 

If you for some reason want to keep the nuking effect, it can NOT be able to activate during either player's turn (Exciton, who is really easy to play around during the opponent's turn, can nuke during the opponent's turn. Despite being that easy to play around, it still gets beef for being able to nuke during your opponent's turn), nor should it be a quick effect. It could probably be ok to let this activate multiple nukes if this card manages to stay on the field for a while (like giving it a once-per-turn clause), but still, there needs to be some sort of restriction for using this effect like how Red Hot Dragon Archfiend doesn't let other monsters attack during the turn it nukes. Because this card can hit more cards, and your opponent can't place his/her monsters in Defense to avoid being nuked, the restriction should be bigger. Nerfing this card's stats to zero doesn't do it because you can just nuke at the start of your turn, then play your cards and get off tons of damage in direct attacks.

 

Flavor-wise, I have no idea why Wyrm'd Judgment Dragon has a Special Summoning effect. This could probably just go. And, given how Yang Zings could just slap their Fire or Earth onto the field with it, then have it explode to start cycling through their monsters, it just makes your nuke even more beneficial to you. (Also, they could fetch the Light one to tune with this for a Level 9, and then this card's stat debuff restriction that it gets for nuking doesn't matter at all.)

 

The milling effect makes more sense for a Wyrm'd Judgment Dragon than the Special Summoning one, but you've worded it so that the milling hurts you much less than it normally would, while still filling up your Grave with monsters for whatever purposes. A simple milling effect isn't going to add very much to this card, but the whole "make sure you don't accidentally mill <insert important Spell/Trap here>" takes out all of the risk and only leaves reward in an effect that is supposed to be a risk.

 

Finally, for safety purposes, the idea for an Attribute requirement would be nice to put onto here.

 

Minor nitpick: Judgment Dragon's DEF is 2600. So, if you're going to make a Wyrm'd version of it, it might need to boost its DEF up by 100 for flavor.

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