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I'M BACK BABY!


unbreakerable

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Hi everyone, alot of you probably don't remember me but I used to be a frequent card maker on this site. Now that the re-introductions are over and done with, allow me to show you my latest creations for general critique:

 

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This is all I have for now, please tell me what you think, Happy Holidays!

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Field Sigil: The ATK reduction is really random and hardly gets anything accomplished. At best, it lets you play #103 against any Deck instead of specific ones such as Fire Fists. The EARTH effect is a pretty ok boost, though it being a boost to everything lets you get off quite a bit of extra damage (and even push for game). With just three monsters, you get to deal an extra 2100 damage, which is slightly more than a fourth of the starting Life Points. It might be better if you just limit this to only boosting the one monster you chose, and increase the stat boost to 1000, or make it last until the end of the opponent's turn.

 

The FIRE effect is really meh and is easily one of the worse effects here. Plus, burn that isn't interactive isn't really the best in design. You're just saying "Here, have damage." You're either activating this effect because your opponent has 700 or less Life Points left or because your Deck is primarily FIRE (in this case, this card is most likely not good enough to run in here). In essence, it becomes Gagaga Cowboy the Field Spell; Cowboy never hits the field until it can win the game.

 

In contrast, the WATER one is by far the absolute best one. It's Confiscation. Four times at once (and without the Life Point cost, but that hardly does anything). T1, you can play this, Summon a WATER monster, and your opponent will only have two cards by the time their first turn comes around, instead of the intended six. It's also potent at any given time in the duel, unless your opponent put their entire hand onto the field (overextending) or if your opponent only has monsters that you shouldn't discard (like Dark World or Shaddoll monsters, but even against those Decks you can just take out the other cards). It's incredibly absurd, and would even be crazily dumb if it only discarded one card. This effect really needs to be completely redone.

 

The WIND one is two MSTs in one. A double-MST card might be ok now, but the thing about this Field Spell is that it could possibly activate a second or even a third time, meaning you get to blow away all of your opponent's backrow cards with really no cost at all. It's also searchable. If this destroyed only one Spell or Trap per use, it would be a lot more fair.

 

Against a lot of Decks, the LIGHT effect would actually help them to fill up the Grave. Against the Decks that wouldn't benefit as well from the random milling, it's a very minor effect that would probably not matter. This effect is just, well, there, and not worth running this card in LIGHT Decks. Unlike the FIRE one that you would use to win the game, this doesn't really have a specific opportunity to shine. It's just a big pile of meh.

 

The DARK effect is pretty cool. It offers some really potent Graveyard disruption, getting rid of things like Lightsworns, Shrit/Mirrors, BTS, and many more. But, like the WIND one, two might be too much when considering that you can get multiple uses out of this card. One banish per turn might be better to not singlehandedly wreck Graveyard-based Decks.

 

And finally, for it, you should probably get rid of the "Once per turn" part and change it to a "You can only activate the effect of "Field Sigil" once per turn," meaning you can't pull off the same effect multiple times in a turn if you have two+ Sigils. This way, you won't have to worry about a certain effect being too good if you can possibly use it twice in a turn.

 

Battlebourne Maiden seems like it's just waaaay too specific about what it stops. Like, the only semi-relevant card it stops is D-Pris. Given how slow it is for a Union to become equipped to a monster (unless you can Special Summon, it takes two turns for you to Summon a monster and then put a Union on it), it's just much better if you run Wiretap or Seven Tools instead of this. If you plan on keeping this as a Union, I recommend making it better in several ways. You can let it equip itself from the hand (for speed), increase the equipped monster's ATK a little, increase the amount of cards it could counter, or something else.

 

I'm not too sure on how well Spellcasters can make their Spellcaster-specific Rank 4s, but I can easily see that Kindle Summoner is not worth the resources invested, except for the detach 5 effect (which basically lets you win the game by nuking your opponent's frontrow and dishing out up to 6400 damage). The attach effect is so incredibly costly that it's just so much better to just Xyz Summon this with the number of materials you want (you lose a monster, and then make another one the Xyz Material). The detach 3 effect gives you two tokens that, at best, are used as Tribute or Synchro material or to smack your opponent for 3k damage (in this case, you can use Gagaga Samurai instead). At worst, they just die. The detach 4 effect has very few decent targets. The best target is Dark Magician of Chaos, but since that's currently banned you could probably try to Summon Ice Queen instead. There's also World of Prophecy, but I really don't know if Prophecies can get the monsters out onto the field to use this effect. This card would be easier to use if you gave it cheaper effects (detaching 1 Xyz Material instead of 3), and probably nerfing some of the effects down since detaching 3 or so for that frontrow nuke is just insane.

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