demonlord426 Posted January 2, 2015 Report Share Posted January 2, 2015 Cursed Rebirth Trap Card (Continuous) Effect: Once per turn, you can pay 1500 Life Points to select to Special Summon one monster from the Graveyard in face-up attack position. A monster Special Summoned by this card's effect have a Curse Counter placed on them and are treated treated as a DARK, Zombie-type monster with 0 DEF. The monster gains 500 ATK for every Curse Counter on it and cannot change battle position. This monster cannot be destroyed except by the effect of 'Cursed Rebirth'. If this monster does battle with a monster whose ATK is higher than this monster, you can pay 500 Life Points to place another Curse Counter on this monster (maximum of 3). If'Cursed Rebirth' is removed from the field, destroy all monsters Special Summoned by its effect. Nature of the Gambler Trap Card (Continuous) During the Battle Phase of your opponent's turn, you can activate one of the following effects in response to your opponent's attack. You can only use each effect once per turn. ●Discard one Monster Card from your hand. Add the ATK and DEF of the discarded monster to the attacking monster's target during damage calculation only. ●Discard one Spell Card from your hand. You and your opponent each roll two dice. For each player's first roll, increase the ATK of their battling monster by the number rolled x 300. For each player's second roll, decrease the ATK of the monster by the number rolled x 200. This effect lasts until the end of the Damage Step. ●Discard one Trap Card from your hand to negate the attack and flip two coins. If both are heads, inflict damage to your opponent's life points equal to the attacking monster's ATK, and send all cards your opponent controls to the graveyard. If One heads, destroy both battling monsters. If no heads, take damage equal to the attacking monster's ATK, and send all cards you control to the Graveyard. (While Nature of the Gambler is my own original creation, Cursed Rebirth is my attempt to fix the so badly broken Anime adaptation of 'Call of the Haunted'. I really felt that it had a lot of potential, but as any decent player/watcher of the original show knows, the effect was unusable in its state. So, how'd I do?) Link to comment Share on other sites More sharing options...
drakoron_99 Posted January 3, 2015 Report Share Posted January 3, 2015 I find Nature of the Gambler's first effect quite useful, it's like a more powerful Honest for all monsters :3 (Dark Worlds/Lightsworns/Chaos Dragons +1). However the name only works with the second and especally third effect. The second effect is absolutely luck-based, but sometimes quite useless. It could be useful for suriving by the skin of your teeth, but there is still a probability you would fail. For the third effect, destroying both monsters is both good and bad. It's good for cards that can't be destroyed by card effects and it's bad for others, but I wouldn't change it. I would decrease the penalty for the other two possibilities, but they are balanced in some way so keeping it would be fine. I can see why you would nerf the anime Call of the Haunted, but preventing your monster from being in Defense and making it's DEF 0 is just too much. The whole reason of the anime version was to bring back monsters so you could use them at their maximum potential, but this just shuts down shields. Sure, they would become Zombie-Type, but most shield-cards shoudn't be bothered by that. The "Curse" Counter idea is actually quite nice, but it won't be used much since: 1. The card would be MST'd / destroyed as soon as possible. 2. The monster that it battles will have much higher ATK, simply because people can read face-up cards (unless you are attacking). Anyway, the ideas are still great and I hope you can make some more of these. Keep up the good work ;) Link to comment Share on other sites More sharing options...
demonlord426 Posted January 3, 2015 Author Report Share Posted January 3, 2015 Well, I thought about making the effect that activates by discarding a monster something like 'discard the top card of your deck and, if it is a monster card, add its ATK/DEF to the ATK/DEF of the attacking monster's target.' However, I soon came to my own conclusion that it might be a bit much to discard a total of two cards to possibly save some life points. Actually, you know what? now that I think about it some more perhaps not. What do you think? As for MST being the inevitable fate of Cursed Rebirth, well as the game is supposed to be strategy based I think the player should know to prepare his/herself against such a thing. Now, about the whole DEF 0 and no defense position, such things are kind of irrelevant as through the effect of the trap monsters Special Summoned by it are only destroyed when the trap leaves the field. By the way, do you think I should place restrictions like level/no extra deck cards/etc on what can be Special Summoned like that? Or do you think it's a vulnerable enough card as it is if the opponent plays their cards right? i thought to not include a limit on curse counters, but that seemed like a bit of a risk of leaning toward OP, especially with so many cards that can increase life points in existence. Link to comment Share on other sites More sharing options...
drakoron_99 Posted January 3, 2015 Report Share Posted January 3, 2015 Discarding 2 cards for an ATK boost, which is uncertain if it will happen, is way too much. Leave it as it is for now, until someone makes a good idea. It is difficult to prevent something from being destroyed, especially since most cards preventing it are staples and I haven't found a deck where the amount of combo cards = staple cards. That would be really inconsistent (unless there is a lot of staple monsters, which I don't even know if things like that exist). Right, they are not destroyed, however, there are things like battle damage and the less used piercing damage, so setting things in Defense Position would prevent you from taking damage and possibly reduce piercing damage. The whole point of shields is to reduce/nullify damage as efficiently as possible. Limits on Cursed Rebirth are a bad idea, since the card is easily destroyed. There is literally no point in limiting it further. However, the Curse Counters are a bit OP, so lifting the limit is the most you could do without making it OP. Link to comment Share on other sites More sharing options...
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