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Extreme Firepower Trap Card


drosen23

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When this card is activated, increase the ATK and DEF of all monsters that you control by 400 points. As long as this card remain face-up on the field, the ATK and DEF of all monsters that you control continues to increase by 400 points during each of your Standby Phases.

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Equip Trap Cards aren't realistic; please edit that.

 

As it stands, this card is more or less outclassed by most of the Equip Cards that exist nowadays.

For comparative reasons, even Blast with Chain is a better option (slightly better boost and also can destroy something when it leaves).

 

It's not a bad card, but given the game nowadays, a 400 ATK boost won't really do much, considering the other options.

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While it's still just raw power (and unlike a lot of other Equips lately, lacks an additional effect), the ATK boost is decent now.

So yeah, it's fine now.

 

Might want to change the thread title as well, considering it's not a Trap Card anymore.

 

 

Quick OCG fix:

 

"The equipped monster gains 800 ATK."

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When equipped to a monster, that monster gains 800 ATK points. 

 

While "United We Stand" has been limited in the past, it is unlimited now. Eventhough you can run it at 3, it is barely run at all (at least in my experience). This card ("Extreme Firepower") is greatly inferior to "United We Stand". That card gives the equipped monster 800 ATK for each monster you control; so it will be 800 at least. But that is not all it does, it also causes the equipped monster to gain that same amount of DEF. As you might have guessed, I find this card to be quite underwhelming.

 

There are a lot of options on making this card more useful, about everything you can think about. But I will supply a few suggestions on what you could do with the card; without further ado:

  • Increase the ATK gain some more, though I would not go above 1200 points;
  • Let it destroy a Monster/Spell/Trap Card(s) by its effect. If you do, include some sort of drawback or restriction on when it activates;
  • Allow it to be retrieved/replaced by its own effect when it is destroyed or removed from the field. Be warned though that 1 card is banned due to such an effect ("Butterfly Dagger - Elma"), but with the right restriction(s) you can get away with such an effect. 
  • Make it to be a generic "Gravity Blaster"; the equipped monster can 'permanently' gain some ATK each turn. Note that if you choose this option, the ATK gain might need to be a tad lower.

These are just a few suggestions on what you could do to actually have a reason to run the card, but I hope 1 (or more) of them is of some usage to you.

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While "United We Stand" has been limited in the past, it is unlimited now. Eventhough you can run it at 3, it is barely run at all (at least in my experience). This card ("Extreme Firepower") is greatly inferior to "United We Stand". That card gives the equipped monster 800 ATK for each monster you control; so it will be 800 at least. But that is not all it does, it also causes the equipped monster to gain that same amount of DEF. As you might have guessed, I find this card to be quite underwhelming.

 

There are a lot of options on making this card more useful, about everything you can think about. But I will supply a few suggestions on what you could do with the card; without further ado:

  • Increase the ATK gain some more, though I would not go above 1200 points;
  • Let it destroy a Monster/Spell/Trap Card(s) by its effect. If you do, include some sort of drawback or restriction on when it activates;
  • Allow it to be retrieved/replaced by its own effect when it is destroyed or removed from the field. Be warned though that 1 card is banned due to such an effect ("Butterfly Dagger - Elma"), but with the right restriction(s) you can get away with such an effect. 
  • Make it to be a generic "Gravity Blaster"; the equipped monster can 'permanently' gain some ATK each turn. Note that if you choose this option, the ATK gain might need to be a tad lower.

These are just a few suggestions on what you could do to actually have a reason to run the card, but I hope 1 (or more) of them is of some usage to you.

Edited. Thank you for the advice. 

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The new effect is interesting. Essentially does nothing first turn and gives opp time to consider whether or not to take this thing out. IMO the new eff and the name dont mesh well, flavor-wise, but w/e. The slow increase in ATK is nice. It's like a metamorphosis into a beater deck. That being said,

If this increases all monsters' ATK, then your opp gets the boost too. Was this on purpose?

your wording is a bit off. W/o changing what it does, the wording should probably read something like:

 

All monsters currently on the field gain 400 ATK and DEF. During each of your Standby Phases, all monsters currently on the field gain 400 ATK and DEF.

 

If you wanted the effect to only work for your monsters, then try this:

 

All monsters you control gain 400 ATK and DEF. During each of your Standby Phases, all monsters you control gain 400 ATK and DEF.

 

 

Also...the second version listed here seems OP, IMHO so would likely nee work...

 

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The new effect is interesting. Essentially does nothing first turn and gives opp time to consider whether or not to take this thing out. IMO the new eff and the name dont mesh well, flavor-wise, but w/e. The slow increase in ATK is nice. It's like a metamorphosis into a beater deck. That being said,

If this increases all monsters' ATK, then your opp gets the boost too. Was this on purpose?

your wording is a bit off. W/o changing what it does, the wording should probably read something like:

 

All monsters currently on the field gain 400 ATK and DEF. During each of your Standby Phases, all monsters currently on the field gain 400 ATK and DEF.

 

If you wanted the effect to only work for your monsters, then try this:

 

All monsters you control gain 400 ATK and DEF. During each of your Standby Phases, all monsters you control gain 400 ATK and DEF.

 

 

Also...the second version listed here seems OP, IMHO so would likely nee work...

Better Bro?

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Im glad you updated the effect, but the ocg/psct still needs work. Overall, the card is ok. I retract what I said earier about it being OP. This card will likely get popped before it can become too much od an issue. Slow transformation to beatdown, or just that little push you need to get over the opp monsters. Nice card. 

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Im glad you updated the effect, but the ocg/psct still needs work. Overall, the card is ok. I retract what I said earier about it being OP. This card will likely get popped before it can become too much od an issue. Slow transformation to beatdown, or just that little push you need to get over the opp monsters. Nice card. 

thank you 

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