shadowstorm913 Posted February 14, 2015 Report Share Posted February 14, 2015 So, yeah, finally finished this card. Just need some help with the OCG... Suggestions welcome! :) "While this card is face-up on the field, players must pay 100 Life Points to Normal and Special summon monsters. Each time a monster you control is destroyed, Draw cards equal to the total level of the monster destroyed. Each time a monster your opponent control is destroyed, discard cards equal to the total level of the monster destroyed. For each of your Standby Phases, place a Chaotic Counter on this card. If there are 20 Chaotic Counters on this card, destroy this card. When this card leaves the field, you lose 1000 Life Points." Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted February 15, 2015 Report Share Posted February 15, 2015 As it is...this is OP. I'l run through the effects and explain: Cost to summon is fine. Just needs a bit of rewording (I'll come back to that). Draw power is way too strong. Most decks have plenty of level 3 and higher monsters which breaks this card already. I would suggest this for the second sentence: When a monster you control is destroyed, draw cards equal to half of the destroyed monster's level (max 2). This prevents too much plussing and still gives you great draw power. Discard in today's meta is actually a good thing. There are too many cards that want to be in the grave (some of which want specifically to be discarded). Maybe have it send to grave or just discard 1 card instead Counter gain is fine, but it's slow enough that you almost don't need it. I would suggest dropping it from 20 to 10 or losing this effect all together. burn on destruct is fine, but IMO could be more interesting if you said lose LP equal to number of counters x 100 (if you keep it at 20 turns) or x 200 (if you drop it to 10)... that'll make the opponent have to decide what they want more...a bigger burn or for you to stop plussing all over the place. Here are OCG fixes to the effect as you have it now: Each player must pay 100 Life Points to Summon a monster(s). During each of your Standby Phases, place 1 "Chaotic Counter" on this card. When there are 20 or more "Chaotic Counters" on this card, destroy it. When a monster you control is destroyed, draw cards equal to the level of the destroyed monster. When an opponent's monster is destroyed: Discard cards equal to the level of the destroyed monster. When this card leaves the field: You lose 1000 Life Points. and here is 1 possible alternative: Each player must pay 100 Life Points to Summon a monster(s). During each of your Standby Phases, place 1 "Chaotic Counter" on this card (max 10) or destroy it. When a monster you control is destroyed, draw cards equal to half the level of the destroyed monster (max 2). When an opponent's monster is destroyed: Send cards from your hand to the Graveyard equal to half of the level of the destroyed monster (min 1). When this card leaves the field: You lose Life Points equal to the number of "Chaotic Counters" on this card x 200. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 15, 2015 Report Share Posted February 15, 2015 Slow down there. He's also got an effect that forces you to discard when your opponent's monsters are destroyed. Admittedly, this effect quickly loses its bite after the first time it happens, because subsequent occurrences means you discard while you have no hand. And given the nature of Yugioh it's relatively easy to empty out your hand and leave only the cards that you don't mind discarding. When you put it side-by-side with the original crazy draw effect, the forced discards don't hurt that much and don't do much to offset what you're getting. Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted February 15, 2015 Report Share Posted February 15, 2015 lol forgot that part somehow...will edit previous post... Link to comment Share on other sites More sharing options...
Techi☺ Posted February 15, 2015 Report Share Posted February 15, 2015 The card should definitely provide some kind of cost. Just... Doesn't feel like a card that should be allowed to do so much. Honestly, with the amount you're trying to do here, this card could easily be chopped down to three separate continuous spell cards. Just a suggestion: I would have the card gain counters when a monster is destroyed. And when the card reaches two counters the card is destroyed and you can draw two cards. I'm not great with OCG, and barely relevant with what is meta/balance. So, forgive me if I can't exactly help you here. I can say that It is a good sign that you haven't attempted to remake the game all in this one card, like I've seen in the past with new user submissions. (I'm assuming you're new-ish. Forgive me if I am wrong here.) Another tip is that you should probably try to re-generate the card before getting a link for it: I think this is meant to be a continuous spell card and the Maker didn't render it's continuous icon. (Or at least I don't see it.) Link to comment Share on other sites More sharing options...
shadowstorm913 Posted February 15, 2015 Author Report Share Posted February 15, 2015 As it is...this is OP. I'l run through the effects and explain: Cost to summon is fine. Just needs a bit of rewording (I'll come back to that). Draw power is way too strong. Most decks have plenty of level 3 and higher monsters which breaks this card already. I would suggest this for the second sentence: When a monster you control is destroyed, draw cards equal to half of the destroyed monster's level (max 2). This prevents too much plussing and still gives you great draw power. Discard in today's meta is actually a good thing. There are too many cards that want to be in the grave (some of which want specifically to be discarded). Maybe have it send to grave or just discard 1 card instead Counter gain is fine, but it's slow enough that you almost don't need it. I would suggest dropping it from 20 to 10 or losing this effect all together. burn on destruct is fine, but IMO could be more interesting if you said lose LP equal to number of counters x 100 (if you keep it at 20 turns) or x 200 (if you drop it to 10)... that'll make the opponent have to decide what they want more...a bigger burn or for you to stop plussing all over the place. Here are OCG fixes to the effect as you have it now: Each player must pay 100 Life Points to Summon a monster(s). During each of your Standby Phases, place 1 "Chaotic Counter" on this card. When there are 20 or more "Chaotic Counters" on this card, destroy it. When a monster you control is destroyed, draw cards equal to the level of the destroyed monster. When an opponent's monster is destroyed: Discard cards equal to the level of the destroyed monster. When this card leaves the field: You lose 1000 Life Points. and here is 1 possible alternative: Each player must pay 100 Life Points to Summon a monster(s). During each of your Standby Phases, place 1 "Chaotic Counter" on this card (max 10) or destroy it. When a monster you control is destroyed, draw cards equal to half the level of the destroyed monster (max 2). When an opponent's monster is destroyed: Send cards from your hand to the Graveyard equal to half of the level of the destroyed monster (min 1). When this card leaves the field: You lose Life Points equal to the number of "Chaotic Counters" on this card x 200. Well, imagine that in this card you have the same chance to lose quickly the same amount of card you draw. Just depends on the monsters each player control. Yeah, I know still OP, but would make things interesting. Maybe shuffling cards back into the deck instead of discarding them? Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted February 16, 2015 Report Share Posted February 16, 2015 I see where you're coming from, but this card still needs drawbacks/restrictions for all it can do. Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted February 19, 2015 Report Share Posted February 19, 2015 Really? 20 turns and you expect the Duel to still be going? Anyway, both effects needs a hard OPT clause and you should probably amend the last effect to 10 turns. Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted February 20, 2015 Report Share Posted February 20, 2015 Infernities would hate this card. They don't want to discard; they want to Set stuff to empty the hand! Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted February 20, 2015 Report Share Posted February 20, 2015 It's far too inconsistent for Infernity to consider, and the discards are of a random number. Infernity have loads of ways to dump from Deck, and the problem isn't dumping stuff, so they wouldn't want this; the problem with them at the mo is not enough Summon power with only 1 Archie. Link to comment Share on other sites More sharing options...
VampireofDarkness Posted February 20, 2015 Report Share Posted February 20, 2015 Discarding loads up the graveyard. The fact that you can pretty much control when you discard means that you'll most likely be able to draw Phantom Hand immediately means that you can graciously dodge the negative effects. Sooooo... yeah. As an Infernity player, I am disappointed to read this. Phantom Hand is not only unviable and way too slow, but usually said techs you mentioned are usually just staples..... At least good Infernity Decks. The current Hero variant has no time for silly techs like Wonder Balloons and other wumbo jumbo, and this card would be no exception. Infernities don't need draw power, they need controlled Graveyard setup (Hence Lavalval Chain abuse) and access to their combo starters like Necromancer and Launcher. I have no clue where you are getting this other nonsense from, but I find it rather displeasing to read it Link to comment Share on other sites More sharing options...
Echochan Posted February 20, 2015 Report Share Posted February 20, 2015 The multidraw is too OP. even with the discard effect. You can force a monster tou control to be destroyed (B.A. says hello) and draw 3, 4 or even more cards. It's too much. also it MUST have a "once per turn" limit. Or you can control 3 of them and draw 3x more cards, or destroy 3 monster you control drawing your entire deck, or worse: both. But I liked the idea. xD Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted February 21, 2015 Report Share Posted February 21, 2015 As an Infernity player, I am disappointed to read this. Phantom Hand is not only unviable and way too slow, but usually said techs you mentioned are usually just staples..... At least good Infernity Decks. The current Hero variant has no time for silly techs like Wonder Balloons and other wumbo jumbo, and this card would be no exception. Infernities don't need draw power, they need controlled Graveyard setup (Hence Lavalval Chain abuse) and access to their combo starters like Necromancer and Launcher. I have no clue where you are getting this other nonsense from, but I find it rather displeasing to read it THANK YOU INFERNITY HERO FTW (fucks the world) Link to comment Share on other sites More sharing options...
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