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HomoSapientissimus

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Xyz Junction

Trap/Continuous

Activate only if you control an Xyz Monster, except a "Burning Abyss" Xyz Monster. When this card is activated: Banish all Fusion, Synchro, Ritual, and Pendulum monsters on the field and in both players' Extra Decks. Neither player can Fusion Summon, Synchro Summon, Ritual Summon, or Pendulum Summon. During either player's turn: You can banish this card from your Graveyard; Xyz Summon 1 Xyz Monster from your Extra Deck using monsters in your Graveyard as Xyz Materials, and if you do, the Xyz Monster Special Summoned by this effect gains these effects. You can only use this effect of "Xyz Junction" once per turn.

- Once per turn, this card cannot be targeted by card effects.

- You can discard 1 card; Xyz Summon an Xyz Monster from your Extra Deck that is 1 Rank higher than this card by using this card as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.)

 

Xyz Treasure

Spell/Quick-Play

Draw 1 card for each Xyz Monster on the field. You can only activate 1 "Xyz Treasure" per turn.

 

Pot of Cupidity

Spell/Normal

Send any number of monsters you control to the Graveyard; draw cards equal to the number of monsters sent to the Graveyard by this effect + 1. Any effects of those monster(s) that would activate in the Graveyard after this card resolves are negated. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Pot of Cupidity" per turn.

 

Pot of Rapacity

Spell/Normal

Shuffle up to 5 cards from your Graveyard into your Deck; draw 2 cards, and if you do, shuffle 1 card from your hand or Graveyard into the Deck, then if you shuffled a card from your Graveyard (rather than your hand) into your Deck for this effect, take 1000 damage. You can only activate 1 "Pot of Rapacity" per turn.

 

Pot of Avidity (Note: if this card were ever printed IRL, I would intend it to be immediately Limited.)

Spell/Quick-Play

Shuffle 1 card from your hand into the Deck; add up to 2 cards from your Deck to your hand. This turn, you can only activate 1 card whose name is the same as one of the cards you added to your hand by this effect. You cannot Special Summon or conduct your Battle Phase the turn you activate this effect. You can only activate 1 "Pot of Avidity" per turn.

 

Jar of Despair

Trap/Normal

Draw cards until you have 5 cards in your hand, then destroy cards you control equal to the number of cards you drew by this effect.

 

Choice of Trial

Trap/Normal

Offer your opponent a handshake; if they accept the handshake, both players gain 2000 Life Points, then Special Summon 1 monster from their Graveyards to their sides of the field.

 

Final Blast from Beyond

Spell/Quick-Play

If both players have 2000 or less Life Points: Inflict 1000 damage to both players, then both players draw 1 card.

 

Locksmith!

Spell/Quick-Play

If you cannot Special Summon, or if cards sent to your Graveyard are banished instead: Change all monsters your opponent controls to face-down Defence Position, also destroy all face-up Spell/Trap cards on the field, and if you do, your opponent cannot activate any Set Trap Cards during this turn. Cards and effects cannot be activated in response to this card's activation.

 

Backwards Lapse

Trap/Continuous

Pendulum Monsters and their effects cannot be used. If you take more than 2000 damage from a single attack or card effect: Destroy this card.

 

Brain Crush

Trap/Normal

Declare 1 card name; if a card(s) with that name is in your opponent's Main or Extra Deck: Send those card(s) to the Graveyard, then reveal 5 cards from your Deck to your opponent.

 

Tier Jump

Spell/Quick-Play

If you have no monsters that you can Summon in your hand, and you have no "Burning Abyss", "Shaddoll", "Qliphort", "Nekroz", "tellarknight", "HERO", "Yosenju", or "Ritual Beast" cards in your Main or Extra Deck: Add up to 3 cards from your Deck to your hand, then if it is your opponent's turn, it becomes the End Phase of this turn.

 

Unfair Ruling

Trap/Continuous

If your opponent calls a Judge, and that Judge issues a Ruling in your favour: You can inflict 2000 damage to your opponent. If either players calls a Judge, and that Judge issues a Ruling in your opponent's favour: You can toss a coin, then apply the appropriate effect based on the result.

- Heads: Discard 2 cards; negate that Ruling.

- Tails: Take 5000 damage.

 

Atlantis, Last Stand of the Merlanteans

Spell/Field

If you have no WATER monsters in your hand or on your side of the field, destroy this card. All "Mermail" and "Atlantean" monsters you control gain 500 ATK and DEF and cannot be targeted by card effects. Once per turn: You can shuffle any number of WATER monsters from your hand into the Deck; add that number of WATER monsters from your Deck to your hand. Once per turn, during either player's turn: You can target 1 Rank 3, Rank 4, or Rank 7 Xyz Monster you control; return that target to the Extra Deck, then Special Summon the Xyz Materials from your Graveyard that were attached to that target, and if you do, declare a Level between 1 and 10, then those monster(s) become that Level until the end of this turn. Once per turn, during either player's turn, when your opponent activates a monster effect: You can discard 1 card; negate that effect, then apply the corresponding effect depending on that monster's attribute. The discarded card is treated as being discarded to activate a WATER monster's effect.

- LIGHT: Until the end of the 2nd turn after that effect's activation, your opponent cannot add LIGHT monsters from their Deck to their hand or Special Summon LIGHT monsters from their Graveyard.

- DARK: Banish that monster, and if you do, banish all other copies of that card from your opponent's hand, Main Deck, Extra Deck, and Graveyard.

- FIRE: Until the end of the 2nd turn after that effect's activation, your opponent cannot activate Continuous Spell Cards, banish monsters from their hand or Graveyard, or activate cards or effects that would destroy cards on the field.

- WATER: While this card is face-up on the field, your opponent cannot Special Summon more than once per turn. Until the end of this turn, any card sent to your opponent's Graveyard is banished instead.

- EARTH: All monsters your opponent currently controls, and all monsters your opponent Special Summons for the rest of the duel (even if this card leaves the field), lose 1000 ATK. Your opponent cannot activate Continuous Trap Cards or activate the effects of monsters Tributed for Tributed Summons.

- WIND: While this card is face-up on the field, cards cannot be returned from your opponent's side of the field to their hand. During the End Phase of this turn, send all cards that were returned to your opponent's hand this turn to the Graveyard.

 

Trap Booster

Spell/Quick-Play

Discard 1 card; this turn, you can activate up to 3 Trap Cards from your hand, except Trap Cards whose effects would allow you to draw cards.

 

Absolute Buster

Trap/Continuous

Once per turn, this card cannot be destroyed by card effects. If your opponent activates a card or effect during the Battle Phase: Negate it. This card's activation and effect cannot be negated.

 

Ultimate Mystical Typhoon

Spell/Quick-Play

Activate one of the following effects. Cards and effects cannot be activated in response to this card's activation.

- Destroy up to 2 Spell/Trap cards on the field.

- If a Spell/Trap card or its effect is activated: Negate the activation or effect, and if you do, banish that card.

 

Denko Haretsu

Spell/Quick-Play

Target any number of cards on the field; discard that many cards, and if you do, destroy those targets, then draw 1 card. You cannot conduct your Battle Phase the turn you activate this card. If your opponent controls 3 or more monsters, you can activate this card from your hand.

 

Deep Dark Hole (Note: if this card were ever printed IRL, I would intend it to be immediately Limited.)

Spell/Normal

Banish all monsters on the field.

 

Sophia's Divine Judgment

Spell/Quick-Play

If you have 2000 or less Life Points, and it is your opponent's turn: It becomes the end of this turn, then if, during the Draw Phase of your next turn, you do not draw a Monster Card, and you have not used any card or effect that allows you to place a card on top of your Deck during this Duel, you win the Duel. You can only activate 1 "Sophia's Divine Judgment" per Match.

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Just a forewarning, if you don't want to get them to be moved, then you have to actually put in the effort to make them balanced.

 

Xyz Junction does way too much.

 

There is a reason Xyz Treasure wasn't printed, it is a really dumb card that rewards you with plusses for spamming Xyzs (since it counts both sides of the field)

 

Pot of Cupidity is.. actually okay. Could probably do without the +1 though.

 

Pot of Rapacity is just Avarice, but hits spells/traps too, and you can easily prevent shuffling a card rom your hand, just by adding another staple from your grave to your deck. the taking 1000 damage doesn't balance this at all.

 

Pot of Avidity is dumb. It is a super generic, SEARCH ANYTHING YOU WANT IN YOUR DECK.

 

Jar of Despair is heavily abusable, especially by Burning Abyss, Scraps, and Yang Zing

 

Choice of Trial is.. okay, I guess, although I'm a bit confused by what it is supposed to do.

 

Final Blast from Beyond is okay. There is nothing wrong with it.

 

Locksmith is too specific and it does too much

 

Backwards Lapse is a good meta call as of this time. It's balanced, and not too hard to undo.

 

Brain Crush needs some sort of backlash if you call it wrong. Other than that, restrict it to monsters only and it should be fine.

 

Tier Jump is no... just no.

 

Unfair Ruling defeats the purpose of calling a judge. Its a severely dumb idea.

 

Didn't fully read Atlantis, but that second effect seems too strong, a simple discard to negate something AND THEN APPLY A RESTRICTION is too much. To top it off, it also sets off your atlanteans

 

Trap Booster is fine, could see some problems, but it shouldn't be that much of a problem.

 

Absolute Buster stops battle phase shenanigans for free, and stops its destruction once each turn. No thanks.

 

Ultimate Mystical Typhoon.. you're joking right? FREE NEGATION or MST Upgrade. Get rid of it.

 

Denko Haretsu would be okay if it didn't discard and wasn't a quickplay. 

 

Deep Dark Hole is broken. Keep it away please. Dark Hole "destroying" things is what made it okay for the format, because you often didn't plus off of it. Whereas, this, pretty much guarentees you will.

 

Sophias Divine Judgment is an alt win condition. We don't like alt win conditions here, and yours is oddly specific, splashable, and easy to accomplish for basically a super easy activation condition.

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Just a forewarning, if you don't want to get them to be moved, then you have to actually put in the effort to make them balanced.

 

Xyz Junction does way too much.

You could say the same for any card with multiple effects. Please explain further.

 

There is a reason Xyz Treasure wasn't printed, it is a really dumb card that rewards you with plusses for spamming Xyzs (since it counts both sides of the field)

Given that Xyz spam usually results in you taking -1s, I think it's OK. If you really think it's necessary, I could write something like 'Draw 1 card for each Xyz Monster on the field (max.  2)' or something like that.

 

Pot of Cupidity is.. actually okay. Could probably do without the +1 though.

 

Pot of Rapacity is just Avarice, but hits spells/traps too, and you can easily prevent shuffling a card rom your hand, just by adding another staple from your grave to your deck. the taking 1000 damage doesn't balance this at all. This is just Jar of Avarice (from CROS) in Spell form, but with added restrictions to compensate. No-one's saying Jar of Avarice is broken and this isn't either.

 

Pot of Avidity is dumb. It is a super generic, SEARCH ANYTHING YOU WANT IN YOUR DECK. But you can only use max. 1 of the cards you searched this turn, and besides, is searching any card really that broken? I mean, most archetypes have a card that searches the entire archetype, so this just equalises things for archetypes that Konami didn't give a searcher to.

 

Jar of Despair is heavily abusable, especially by Burning Abyss, Scraps, and Yang Zing I thought about making it banish instead of destroy, but thought this might be too much. But since you mention abusability I'll think further about changing it.

 

Choice of Trial is.. okay, I guess, although I'm a bit confused by what it is supposed to do. It's just a random card for the flavour.

 

Final Blast from Beyond is okay. There is nothing wrong with it.

 

Locksmith is too specific and it does too much Given that most people don't want to hit Vanity's/Dark Law/the Djinn lock, there need to be many more outs to these broken cards.

 

Backwards Lapse is a good meta call as of this time. It's balanced, and not too hard to undo.

 

Brain Crush needs some sort of backlash if you call it wrong. Other than that, restrict it to monsters only and it should be fine. I feel that revealing 5 cards from your Deck (thus revealing what deck you're playing) is a good enough restriction.

 

Tier Jump is no... just no. Why not? All it does it give a consistency boost to lower-tier decks that got severely shafted in terms of support by Konami.

 

Unfair Ruling defeats the purpose of calling a judge. Its a severely dumb idea. The fact that if you roll heads, you have to go -2, and that if you roll tails, you take a massive 5000 damage, makes this balanced in my opinion. If you must, I could make the coin toss effect mandatory.

 

Didn't fully read Atlantis, but that second effect seems too strong, a simple discard to negate something AND THEN APPLY A RESTRICTION is too much. To top it off, it also sets off your atlanteans It's the boost Mermails need, because at the moment they have no answers to Winda/Dark Law/Qlis and their ridiculous ATK and plussing/Nekroz negating all the Xyz, et cetera, and in addition, they are severely hindered by the fact that they are rather slow for the current meta: their usual first turn play, if they open up average, is just play Undine/Pike and pass.

 

Trap Booster is fine, could see some problems please explain so I can fix the card, but it shouldn't be that much of a problem.

 

Absolute Buster stops battle phase shenanigans for free, and stops its destruction once each turn. No thanks. Armades exists, and we need more counters to BA floating.

 

Ultimate Mystical Typhoon.. you're joking right? FREE NEGATION or MST Upgrade. Get rid of it. Wiretap/Magic Jammer (most decks would plus off the discard) exist, and we need more counters to broken floodgates. Also, I just liked the idea of having an MST that negates because it's fun and it's makes things easier for noobs who think the existing MST does negate.

 

Denko Haretsu would be okay if it didn't discard and wasn't a quickplay. Everyone says the fact you can plus off Mask Change II is the fault of BA, not the card itself. The same applies here - in a normal situation (i.e. Konami not making broken cards that float from anywhere), this would be a perfectly balanced +0.

 

Deep Dark Hole is broken. Keep it away please. Dark Hole "destroying" things is what made it okay for the format, because you often didn't plus off of it. Whereas, this, pretty much guarentees you will. We desparately need an answer to untargetable and undestroyable monsters. Also, with this Limited as I mentioned, it would be something you would rarely see that often.

 

Sophias Divine Judgment is an alt win condition. We don't like alt win conditions here why not? Over at Pojo.biz they seem to love them (most people want to put Exodia and Self-Destruct Button to 3)., and yours is oddly specific, splashable, and easy to accomplish for basically a super easy activation condition. No, it's not easy, the fact you have to draw a Spell/Trap makes it completely luck-based (and there's a specific clause saying you can't cheat with Lavalval Chain/Plaguespreader Zombie). Besides, its purpose is to be a last resort card in desparate situations, not an Alt Win. And it's Once per Match.


Then maybe you should try making things more realistic.
For starters, saying "This card is made to be limited right away" is a shitty excuse.

Konami makes many immediately limit/banworthy cards, e.g. Dragon Rulers and Spellbook of Judgment. I know people have said to me in the past that we shouldn't try to emulate Konami's brokenness on this website, but in my opinion, surely given that this is the section for realistic cards and the current meta, emulating Konami is exactly what we should be doing.

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I never get any feedback in other sections.

well there are proper sections for this stuff, and if no one reads your posts, just try bumping and maybe someone will read your posts. now i will make the effort to read the effects.

 

Xyz Junction: My god, i thought i made broken stuff...this is just game killing right here, and if i played monarchs, i have a new tactic. get 2 monarchs out, summon Bounzer, activate that, win. WAY too OP

Xyz Treasure: We do not need an XYZ exodia deck, even otherwise, it is still WAY TOO OPa!

Pot of Cupidility: Well, at least BA won't abuse the effects, but a potential draw 6 and a minimum draw 2 is still too much

Pot of Rapacity: So Pot of Avarice that i can get spells from too? still too OP

Pot of Avadility: Probably the most broken because there is no luck, just search ANYONE you want.

Jar of Desparity: A total mess. Super abusable in today's game, and the OCG makes the rulings very weird, as it seems like a mandatory effect. so if i don't have an appropriate amount of cards on the field, what happens?

Choice of Trial: What is this i don't even...is this possible in Yugioh?

Final Blast from Beyond: Oh burn decks are going to have one hell of a day

Lockdown!: Super OP, and the rulings and typing is very off as well as the OCG. If you made it a counter trap fine, but this is very weird, and if it's a solemn, then you can do nothing as a quickplay due to spell speed

Backward Lapse: QLIPHORTS MUST DIE!!!111!!! that is really all i read from that.

Brain Crush: This is...actually not a bad card. Now granted it is like it's cousin which can make things super predictable, but if it has the show effect, then fine. 

Tier Jump: That perfectly describes it, but will immediately be outdated quick and be super abusable by oh, i don't know THE CANCER RULERS!

Unfair Ruling: That's not even a thing that can happen, and what if you play casually...then screw that card to hell

Atlantis: I don't care to indulge in other Mermail decks, but considering what it is, you are essentially giving them a near permanent Winda, and that is a horrible idea...the more and more i read that card, the more and more horribly broken it gets

Trap Booster: Makyura and pre-errata Temple of Kings are banned for a reason, even if it doesn't make easy exodia plays

Absolute Buster: makes setting cards for the battle phase incredibly useless. Lance? D-Prison? Mirror Force? Cylinder? ALL USELESS NOW!

Ultimate Mystical Typhoon: The amount of broken crap that is being made here is absurd, and this is no exception, mainly due to the no response part. It wasn't good when super poly did it, and it isn't good here

Denko Haretsu: First of all, SO MUCH BROKEN MATERIAL FOR BURNING ABYSS. Second, that typing with the last effect make absolutely no sense. if it's a spell, then i can activate it from my hand anyways

Deep Dark Hole: heh heh, sex jokes...anyways, this card is not healthy, but then again in this day and age, i guess it wouldn't hurt at 1, but not anywhere else...Actually, readin Dyson's post, screw this being at 1, never should be made status.

Sophia's Divine Judgment: Insta-Win = Insta-Joke/OP card

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You have a severe distate for floodgates like Vanitys, but you fail to realize that Xyz Junction ITSELF is a floodgate.

 

Most decks actually take a 0 from Xyz Summoning these days

 

You just stated the problem for Rapacity. ITS A SPELL. And unlike Jar of Avarice, you DONT NEED 5 cards in the grave, since it says "up to". You also draw 2, compared to Jars draw 1. This is literally a better version of Pot of Avarice (which is actually banned btw)

 

for Tier Jump, you also have archetypes that DO NOT fit the Meta Requirements, yet would be boosted to Tier 1 Status themselves with this card (like Volcanics), there are many more archetypes that were not ignored by Konami, and are sitting just righttt outside of the Meta. (Monarchs, Heraldics, Madolche, etc. etc.) and all of them would be boosted too much.

 

Thats not the point, a card allowing you to ignore a judges ruling in the first place is ridiculously retarded.

 

Mermails really don't need the boost, and even if they did, Konami just gave them Neptabyss

 

My problem with Trap Booster, is that you can activate multiple CoTHs or other similar traps and then proceed to OTK/Make a really huge play

 

Armades isn't a trap. It actually requires you to perform a Synchro Summon. Your card also stops things that activate period in the battle phase, whether it has to do with an attack or not.

 

Ultimate typhoon OUTCLASSES MST. I've been stating forever that we need a card that nukes 2 at once instead of 1, but it SHOULD NOT be a quickplay. As for the other effect, you know whats so special about Wiretap/MAgic Jammer? They only stop 1 kind of card. This stops BOTH, and being able to choose between the effects is even worse.

 

Denko Haretso: Dark Worlds, Fableds. Enough said.

 

Deep Dark Hole, you know why Konami doesn't tread this path often? Because non-target, non-destruction removal is EXTREMELY RARE, and is the most powerful removal in the entire game, because it normally can't be stopped. Instant banish every monster for no cost is not even something Konami would do.

 

..Did you really just mention Pojo?

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Konami makes many immediately limit/banworthy cards, e.g. Dragon Rulers and Spellbook of Judgment. I know people have said to me in the past that we shouldn't try to emulate Konami's brokenness on this website, but in my opinion, surely given that this is the section for realistic cards and the current meta, emulating Konami is exactly what we should be doing.

As someone who has participated in Pojo's indulgence for a good while ( and i am not proud of that fact), i can easily tell it is best NOT to emulate Konami because, a good chunk of the time, they make the cards despite knowing it is broken to push the meta an profit from people spending 9000 dollars on a deck to win (Look at Nekroz), and that logic should not be followed even if it is true. It's about the players, not the Konami pockets, and that fallacy can cause major issues, and considering your cards, even Konami would ban those cards immediately.

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You have a severe distate for floodgates like Vanitys, but you fail to realize that Xyz Junction ITSELF is a floodgate. True. The idea was to stop broken Fusion/Ritual decks such as Shaddolls and Nekroz, so I'll have to rethink how I want to write this card.

 

Most decks actually take a 0 from Xyz Summoning these days

 

You just stated the problem for Rapacity. ITS A SPELL. And unlike Jar of Avarice, you DONT NEED 5 cards in the grave, since it says "up to". You also draw 2, compared to Jars draw 1. This is literally a better version of Pot of Avarice (which is actually banned btw) The Pots of Greed and Avarice should both be at 3, since they give an equal boost to all decks.

 

for Tier Jump, you also have archetypes that DO NOT fit the Meta Requirements, yet would be boosted to Tier 1 Status themselves with this card (like Volcanics), there are many more archetypes that were not ignored by Konami, and are sitting just righttt outside of the Meta. (Monarchs, Heraldics, Madolche, etc. etc.) and all of them would be boosted too much. Fine, I'll just modify the list of archetypes that you can't have in your Deck to include the ones you mentioned.

 

Thats not the point, a card allowing you to ignore a judges ruling in the first place is ridiculously retarded. Why? It's only a 50% chance that you'll get heads, and furthermore, losing 2 cards is effectively equal to a judge ruling against you.

 

Mermails really don't need the boost, and even if they did, Konami just gave them Neptabyss Neptabyss can't be played first turn to make the sort of fields that BA can consistently make.

 

My problem with Trap Booster, is that you can activate multiple CoTHs or other similar traps and then proceed to OTK/Make a really huge play True, I'll change it to say 'up to 3 Trap Cards with different names'.

 

Armades isn't a trap. It actually requires you to perform a Synchro Summon. Your card also stops things that activate period in the battle phase, whether it has to do with an attack or not. What would you activate in the Battle Phase that doesn't have to do with an attack? Furthermore, what is so broken about stopping Battle Phase effects? We need as many counters as possible to the brokenness that is BA.

 

Ultimate typhoon OUTCLASSES MST. I've been stating forever that we need a card that nukes 2 at once instead of 1, but it SHOULD NOT be a quickplay. As for the other effect, you know whats so special about Wiretap/MAgic Jammer? They only stop 1 kind of card. This stops BOTH, and being able to choose between the effects is even worse. You've just restated what the card does without stating why this is so broken. Negating ONE card is not that broken.

 

Denko Haretso: Dark Worlds, Fableds. Enough said. OK. I'll change it from 'discard' to 'send from hand to graveyard'.

 

Deep Dark Hole, you know why Konami doesn't tread this path often? Because non-target, non-destruction removal is EXTREMELY RARE, and is the most powerful removal in the entire game, because it normally can't be stopped. Instant banish every monster for no cost is not even something Konami would do. Hence why I would limit this card. Furthermore, we NEED non-targeting non-destroying removal to deal with the broken meta that we have.

 

..Did you really just mention Pojo? Um, yes I did.

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well there are proper sections for this stuff, and if no one reads your posts, just try bumping and maybe someone will read your posts. now i will make the effort to read the effects.

 

Xyz Junction: My god, i thought i made broken stuff...this is just game killing right here, and if i played monarchs, i have a new tactic. get 2 monarchs out, summon Bounzer, activate that, win. WAY too OP True, I'll rethink this since the original idea was to just stop broken non-Xyz cards such as Shaddolls and Nekroz.

Xyz Treasure: We do not need an XYZ exodia deck, even otherwise, it is still WAY TOO OPa! Xyz Summons are usually -1s. But if you must, I could change it to just count Xyz Monsters your opponent controls.

Pot of Cupidility: Well, at least BA won't abuse the effects, but a potential draw 6 and a minimum draw 2 is still too much It's still a +0. Also, Dyson said it's OK and I trust him more than you because (1) He's a VIP and you're just a member and (2) I like him anyway as Number C9: Chaos Dyson Sphere is one of my favourite cards.

Pot of Rapacity: So Pot of Avarice that i can get spells from too? still too OP Pot of Greed and Avarice should both be at 3 as they give an equal consistency boost to all decks.

Pot of Avadility: Probably the most broken because there is no luck, just search ANYONE you want. Which is broken why?

Jar of Desparity: A total mess. Super abusable in today's game, and the OCG makes the rulings very weird, as it seems like a mandatory effect. so if i don't have an appropriate amount of cards on the field, what happens? It's already been established that if you can't resolve a mandatory effect of a card, you can't activate it at all. Plus, I've already said I might change it to banish if it really proves to be that broken.

Choice of Trial: What is this i don't even...is this possible in Yugioh? Unity and Yu-Jo Friendship exist.

Final Blast from Beyond: Oh burn decks are going to have one hell of a day Dyson says it's OK and it's only 1000 damage.

Lockdown!: Super OP, and the rulings and typing is very off as well as the OCG. If you made it a counter trap fine, but this is very weird, and if it's a solemn, then you can do nothing as a quickplay due to spell speed I take pride in my use of correct PSCT compared to the many noobs on this website so GTFO mate. Also, a counter trap would counter the ACTIVATION of something specific, whereas this would be used to counter something continuous that's already on field such as Dark Law/Vanity's. We desparately need counters to these broken cards.

Backward Lapse: QLIPHORTS MUST DIE!!!111!!! that is really all i read from that. Dyson says it's balanced as not too difficult to trigger the effect that destroys itself.

Brain Crush: This is...actually not a bad card. Now granted it is like it's cousin which can make things super predictable, but if it has the show effect, then fine. 

Tier Jump: That perfectly describes it, but will immediately be outdated quick and be super abusable by oh, i don't know THE CANCER RULERS! Like I said in my other reply, I'll add them to the list of archetypes you can't have in your Main/Extra Deck to activate it.

Unfair Ruling: That's not even a thing that can happen, and what if you play casually...then screw that card to hell

Atlantis: I don't care to indulge in other Mermail decks, but considering what it is, you are essentially giving them a near permanent Winda, and that is a horrible idea...the more and more i read that card, the more and more horribly broken it gets

Trap Booster: Makyura and pre-errata Temple of Kings are banned for a reason, even if it doesn't make easy exodia plays Dyson says it's OK, especially if I change it slightly to say that the Traps must have different names.

Absolute Buster: makes setting cards for the battle phase incredibly useless. Lance? D-Prison? Mirror Force? Cylinder? ALL USELESS NOW! They're already useless because of MST & Denko.

Ultimate Mystical Typhoon: The amount of broken crap that is being made here is absurd, and this is no exception, mainly due to the no response part. It wasn't good when super poly did it, and it isn't good here Are you kidding me? Super Poly can clear a field of monsters and bring out some of the most ridiculously powerful cards in the game (the Shaddoll monsters). All this does is negate 1 card. ONE card.

Denko Haretsu: First of all, SO MUCH BROKEN MATERIAL FOR BURNING ABYSS. Second, that typing with the last effect make absolutely no sense. if it's a spell, then i can activate it from my hand anyways I mean you can use it if your opponent goes first during Turn 1. (there's the same wording on the card Typhoon (from Battle Pack 3).

Deep Dark Hole: heh heh, sex jokes...anyways, this card is not healthy, but then again in this day and age, i guess it wouldn't hurt at 1, but not anywhere else...Actually, readin Dyson's post, screw this being at 1, never should be made status. We need more answers to broken meta decks that can summon 5 monsters Turn 1.

Sophia's Divine Judgment: Insta-Win = Insta-Joke/OP card It's not an alt win, it's a last resort card if you have no other way to survive. And see my other reply for further comments.

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The following quote below (because YCM reply boxes are being weird) should be example enough as to the fallacy of your reasoning. It is not so much that it gives a boost to all decks, equal or not, but rather that it gives a boost to decks both past, present and future and to such an extent that it would knock all other decks off the tier list immediately. I'm not a fan of metagames or anything like that, but they are a necessary function of any games existence. 

 

A lot of the searchers are balanced by either being +0 or being dead when the cards you have are gone. You remove that from the equation.

 

And you're asking it not to be put in Joke/Overpowered Cards? You made a card that affects a decision outside the game and puts all rulings inherently in your favor just for being argumentative.

 

The Pots of Greed and Avarice should both be at 3, since they give an equal boost to all decks.
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well there are proper sections for this stuff, and if no one reads your posts, just try bumping and maybe someone will read your posts. now i will make the effort to read the effects.

 

Xyz Junction: My god, i thought i made broken stuff...this is just game killing right here, and if i played monarchs, i have a new tactic. get 2 monarchs out, summon Bounzer, activate that, win. WAY too OP True, I'll rethink this since the original idea was to just stop broken non-Xyz cards such as Shaddolls and Nekroz.

Xyz Treasure: We do not need an XYZ exodia deck, even otherwise, it is still WAY TOO OPa! Xyz Summons are usually -1s. But if you must, I could change it to just count Xyz Monsters your opponent controls.

Pot of Cupidility: Well, at least BA won't abuse the effects, but a potential draw 6 and a minimum draw 2 is still too much It's still a +0. Also, Dyson said it's OK and I trust him more than you because (1) He's a VIP and you're just a member and (2) I like him anyway as Number C9: Chaos Dyson Sphere is one of my favourite cards.

Pot of Rapacity: So Pot of Avarice that i can get spells from too? still too OP Pot of Greed and Avarice should both be at 3 as they give an equal consistency boost to all decks.

Pot of Avadility: Probably the most broken because there is no luck, just search ANYONE you want. Which is broken why?

Jar of Desparity: A total mess. Super abusable in today's game, and the OCG makes the rulings very weird, as it seems like a mandatory effect. so if i don't have an appropriate amount of cards on the field, what happens? It's already been established that if you can't resolve a mandatory effect of a card, you can't activate it at all. Plus, I've already said I might change it to banish if it really proves to be that broken.

Choice of Trial: What is this i don't even...is this possible in Yugioh? Unity and Yu-Jo Friendship exist.

Final Blast from Beyond: Oh burn decks are going to have one hell of a day Dyson says it's OK and it's only 1000 damage.

Lockdown!: Super OP, and the rulings and typing is very off as well as the OCG. If you made it a counter trap fine, but this is very weird, and if it's a solemn, then you can do nothing as a quickplay due to spell speed I take pride in my use of correct PSCT compared to the many noobs on this website so GTFO mate. Also, a counter trap would counter the ACTIVATION of something specific, whereas this would be used to counter something continuous that's already on field such as Dark Law/Vanity's. We desparately need counters to these broken cards.

Backward Lapse: QLIPHORTS MUST DIE!!!111!!! that is really all i read from that. Dyson says it's balanced as not too difficult to trigger the effect that destroys itself.

Brain Crush: This is...actually not a bad card. Now granted it is like it's cousin which can make things super predictable, but if it has the show effect, then fine. 

Tier Jump: That perfectly describes it, but will immediately be outdated quick and be super abusable by oh, i don't know THE CANCER RULERS! Like I said in my other reply, I'll add them to the list of archetypes you can't have in your Main/Extra Deck to activate it.

Unfair Ruling: That's not even a thing that can happen, and what if you play casually...then screw that card to hell

Atlantis: I don't care to indulge in other Mermail decks, but considering what it is, you are essentially giving them a near permanent Winda, and that is a horrible idea...the more and more i read that card, the more and more horribly broken it gets

Trap Booster: Makyura and pre-errata Temple of Kings are banned for a reason, even if it doesn't make easy exodia plays Dyson says it's OK, especially if I change it slightly to say that the Traps must have different names.

Absolute Buster: makes setting cards for the battle phase incredibly useless. Lance? D-Prison? Mirror Force? Cylinder? ALL USELESS NOW! They're already useless because of MST & Denko.

Ultimate Mystical Typhoon: The amount of broken crap that is being made here is absurd, and this is no exception, mainly due to the no response part. It wasn't good when super poly did it, and it isn't good here Are you kidding me? Super Poly can clear a field of monsters and bring out some of the most ridiculously powerful cards in the game (the Shaddoll monsters). All this does is negate 1 card. ONE card.

Denko Haretsu: First of all, SO MUCH BROKEN MATERIAL FOR BURNING ABYSS. Second, that typing with the last effect make absolutely no sense. if it's a spell, then i can activate it from my hand anyways I mean you can use it if your opponent goes first during Turn 1. (there's the same wording on the card Typhoon (from Battle Pack 3).

Deep Dark Hole: heh heh, sex jokes...anyways, this card is not healthy, but then again in this day and age, i guess it wouldn't hurt at 1, but not anywhere else...Actually, readin Dyson's post, screw this being at 1, never should be made status. We need more answers to broken meta decks that can summon 5 monsters Turn 1.

Sophia's Divine Judgment: Insta-Win = Insta-Joke/OP card It's not an alt win, it's a last resort card if you have no other way to survive. And see my other reply for further comments.

 

 

First, the whole "Xyz is a -1" argument is really not going to be valid if you can draw to a massive extent. Say i played Wind-Ups, Geargia, SatellarKnights, and any other deck that can abuse Xyz Summoning, then i can turn that minus one into a draw as many cards as i want. It's essentially the same problem as Qliphort Monolith in that sure, tributing is a -, but being able to draw that minus back to where you can return and make more advantages, then i don't find it to be a balanced card even if it does result in a +0

Second, 1. Same as the first one, second, saying that you trust Dyson is fine, but to completely invalidate my opinion because he has a higher rank than me is just asinine. But hey, that's from someone who holds everyone's opinion in equal regards

Third, DID YOU JUST SAY PUT POT OF GREED TO 3? WTF?

Fourth, being able to search ANY card you want is incredibly broken in many regards. 1.Search the Floodgates 2. Prep for next turn. 3, and my biggest reason, EASIEST EXODIA EVER!

Fifth, Banishing is actually more broken, so don't change that, and also i would like to point out Exodia and Mirage of Nightmare.

Sixth,...ok fair point on that one

Seventh, Going back to the higher rank fallacy, and really, it is the end game for burn heavy decks...but i will say that it is too situational to be usable, so fine. 

Eighth, Insulting me is going to instantly invalidate your opinion no matter what. Now while Vanity and Dark Law are rather problematic, it still is OP for it's own good. No counters to it, Semi-Cold Wave, Follow the Wind, and Free reign activation all in one? that's still too much for it's own good

Ninth, Higher rank Fallacy again, and i actually disagree with Dyson on this one. The requirements to be destroyed, while normal, that second one is just too much to really destroy it unless your opponent Direct Attacks. I actually see this as the Vanity of Pendulums, and essentially kills all decks using the function like Qliphorts, Yosenjus, DDD, and Performopals. In the meta, you can bring out Dante, activate that against Qliphorts, and essentially win. 

Tenth, Tier Jump if this was made and followed your logic on it, means that it would have to be reprinted every pack to accommodate for the game, and it's very perpectivism-esque, in that it can be manipulated.

Eleventh, HIGHER...RANK...FALLACY! Cards that i can easily abuse this with is Burn cards, Nurse Burn Gift Cards, Needlebug Nest, and any kind of sacky card like that.

Twelth, How the hell would MST make backrow Obsolete? Any skilled player would tell you Blind MST is a horrible idea, and to save it for the Vanity's and the Skill Drains. Denko...well that is just not a healthy card

Thirteenth, It can negate yes, OR you could destroy the backrow just like that, and your opponent can't respond to the destruction, so no Yosenju Barrier, or Compuls save, or Fire Lake counter, hell, even SOLEMN JUDGMENT can't stop it, and that is a major problem. Also what next on the Super Poly logic? that Cyber Fortress is broken for stealing Qliphorts?

Fourteenth, Typhoon is a TRAP, so it cam get away with something like that, but it's redundant since it is a Quick-Play, and for First Turn uses, that is incredibly situational and really make the whole no Battle Conduct useless, and any players that actually has Three monsters on the field on the first turn is doing something wrong if their deck name is not Quasar.

Fifteenth, again, anyone that summons five monsters turn one are probably doing something very wrong, because cards like Raigeki and Dark Hole exist, and punish the over-Summoning, and here we are punishing them further by creating a very broken counter. It's like saying "Spells are too powerful, BRING BACK IMPERIAL ORDER!"

Lastly, i will divert your attention to Last Turn...that is all.

 

 

Wow, this is really turning into a Pojo Forum...i feel ashamed of myself. 

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I think a lot of what I want to say here has been said already, but, I would like to throw this idea your way...IMO with a bit of tweaking...you could make this:

Ultimate Mystical Typhoon

Spell/Quick-Play

Activate one of the following effects. Cards and effects cannot be activated in response to this card's activation.

- Destroy up to 2 Spell/Trap cards on the field.

- If a Spell/Trap card or its effect is activated: Negate the activation or effect, and if you do, banish that card.

Into 2 fairly balanced cards

 

Ultimate Mystical Typhoon

Normal Spell

Destroy up to 2 Spell/Trap cards on the field.

(made it a normal spell to make up for the extra destruction)

 

Dimensional Space Typhoon

Quickplay Spell Card

Negate the activation of a Spell/Trap Card or its effect and banish it. 

(just shortened the eff a bit)

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I think a lot of what I want to say here has been said already, but, I would like to throw this idea your way...IMO with a bit of tweaking...you could make this:

Into 2 fairly balanced cards

 

Ultimate Mystical Typhoon

Normal Spell

Destroy up to 2 Spell/Trap cards on the field.

(made it a normal spell to make up for the extra destruction)

 

Dimensional Space Typhoon

Quickplay Spell Card

Negate the activation of a Spell/Trap Card or its effect and banish it. 

(just shortened the eff a bit)

 

those two are still ridiculously broken, btw.

 

I guess people already pointed everything wrong from this, so I'll finally move this to JoC.

 

Just remember the golden rules of card making next time. Futureproofing, never directly outclass something that already exists, remember about restrictions, expecting something to be hit on release is unrealistic, and ginormous plusses and really specific hate cards are bad.

 

Case closed.

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I've mentioned this before, but generic cards do not give equal boosts to every Deck at all. Raigeki is more effective against older Decks that don't resist destruction as much as the newer ones that do, and even if the newer cards did not have this destruction immunity, Raigeki would still not be equal. In Decks that can destroy your opponent's frontrow more easily (random example, Scraps since their Dragons are pretty decent at hitting the opponent's field), you can combat your opponent's monster threats more easily without Raigeki, and so Raigeki isn't as vital of a win card for you. Meanwhile, a Deck like Bujins could deal with any frontrow weaker than Susan the Yangzingslayer, but if they come up against a scenario where your opponent has multiple monsters stronger than Susan, then Raigeki would be rather necessary. Well, either that or Dark Rebellion Xyz Dragon.

 

Likewise, Pot of Greed is a bigger boon to archetypes whose plays aren't necessarily limited to making Normal Summons. The aforementioned Scraps could only at best use Orthrus, Supply Squad, or some defensive card or something to make immediate plays with what they drew, but they are definitely not Normal Summoning a second Chimera this turn. Meanwhile, Necroz have a chance of drawing the Ritual Spell they haven't used yet this turn, or draw Tribute fodder, or draw a Ritual monster to use its in-hand effect. If you are going to counter that by saying "well, Necroz are better than Scraps, so duhhhhh," then the point of Pot of Greed being more useful in Necroz than in Scraps would still stand. If anything, this would widen the gap between the faster Decks and the slower Decks. The same can be said of Pot of Avarice, but Avarice has the bonus of recycling monsters you've gone through, which isn't always a bad thing.

 

If you need yet another example, there's Fire and Ice Hand. They float each other upon being destroyed in any way, along with ushering destruction effects, but they grant an extra bonus to Synchro Decks or Level 4-based Decks (these more than Synchro-centric ones) in that they can also be used as material for their ED Summons. If the "it applies the same bonuses to everything logic" was actually true, then ALL of the neutral minions being played in any Hearthstone Decks would be the exact same, regardless of class (as in, every single Deck out there would run Chillwind Yeti. Yeti is really popular and nice and all, but it's not in every single Deck out there). Meanwhile, Hunters get better use out of Oasis Snapjaw because Houndmaster can turn it into a 4/9 taunt, which is much better than the 2/7 vanilla Snapjaw.

 

--------------------------------

 

Anyways, Junction is a problem card because it completely shuts down Synchro-specific Decks (mostly irrelevant, but that's still not something you should do) on its lonesome, as well as Fusion-based ones like Shaddolls or HEROes. They're both part of your "omg meta dieeeeee" list, so I'm also going to include Gem-Knights into a list of what this kills. A non-meta Ritual Deck would be Gishki, even if they're pretty dumb in design (also, it technically doesn't work against Rituals because they're in the Maindeck). These Decks basically are reduced to near-death as most of their remaining options left are to Xyz Summon, but they won't be that good at it since it's not their primary function. Or they can prepare for this by giving them some way to Xyz well, or some Maindeck option or something, but this is still a "stop this or die card," and it is not the correct way to encourage more cards that can stop this from being ran. But not only this, but you also can banish it from the Grave to get a Xyz Summon. During either player's turn, even, and you can use monsters in your Grave as materials. So, not only do you take a move that's normally a -1 to make and turn it into a +1, but you also give it OPT target ignoring (how does this even work though? Does it just make itself not a target the first time it could be a target, or do you have to waste a target on it, or what?) and you can RUM it without facing restrictions. Opponent about to attack? Banish this for #52. Next turn, discard a card to turn it into a three-mat Pleiades and mess everything up. This card does do too much, and it does most of it too well. Not to mention Satellars can suddenly go LOL 5-MAT RHONGOMIAT lategame with it.

 

Xyz Treasure can end up drawing a lot of cards, which is risky in itself. It's a Quickplay for no reason at all, can easily become a better Upstart (even if you haven't Xyz Summoned yet), and your logic for defending this is that Xyzs are normally -1s. This is a +0 at worst, and there's a few Xyzs out there that can become +0s (#101, Castel, Gauntlet Launcher can be a +1). Even then, you're minusing yourself for good cards. I feel like this card only exists to be abused. The only time it would not be a Pot of Greed is when it is a more situational version of Upstart Goblin. Either this would be outclassed by Upstart Goblin, or it would give you too much to be healthy. This should probably just be redone. Before you pull the absurd "this benefits every Deck equally" logic, this actually is less equal than Pot of Greed. It's more powerful in fast Decks that can Xyz Summon a ton of times per turn than in slower Decks, and those Decks are more likely to pull off more stuff with the draws.

 

Pot of Cupidity is for the most part ok, but then again, it's a generic Trade-In. Just to make sure you don't use this on some random unvaluable thing, I guess you could make this only send Normal Summoned monsters for the draws.

 

Pot of Rapicidy is definitely much better than Jar of Avarice. It's a Spell, so you can play it the turn you get it (and benefit in the same turn) and it doesn't die to EP-MSTing, and you draw two cards whereas Jar of Avarice draws just one. The only time when I would shuffle a card from my hand into the Deck instead of the Graveyard is if I don't even have the 1k Life Points. I've mentioned in another of your threads that having a lot of drawpower makes the game even faster, makes OTKs easier, and causes other consequences.

 

Avidity doesn't really have a drawback. You can just Set it and your Special Summons + Battle Phase are still open, and you can use both of the searched cards come your next turn. Given the power of some cards out there, being searchable would make them a lot more broken than before. Warning, Soul Charge, pretty much any card on the banlist really. Even then, you can use this to have your power cards available sooner than before. Yes, both players can benefit from this, but they definitely do not benefit equally. The 2-card combos of some Decks are much more potent than others. In Necroz, you can have Trishula, Gungnir, or Valkyrus be the card you don't activate just for its in-hand protection effect to go off next turn. You aren't going to Special Summon them that turn anyway.

 

Jar of Despair is another card that will only be good by abusing it. It undoes your field presence for draws, which is bad. So, it'd only be useful if you pull off extra effects with it (Supply Squad, floating stuff, whatever), in which you actually end up plussing like crazy and undoing your field presence doesn't become detrimental. It's kinda like Dark Hole in Yang Zings; right now Dark Hole is bad because of the resistance it faces, but it triggers your Yang Zings.

 

While I see what Locksmith is supposed to combat, it... is a Book of Eclipse + Fairy Wind, which is really powerful. Technically, you can make it live yourself by playing Duality or by having Dark Law/Fissure/Cosmos/whatever, which I really don't like.

 

I'm not really fond of the "you can't do this!" cards like Backwards Lapse, but balance-wise it isn't too big of a deal. It probably kills Qliphorts by itself more than I'd like a single card to, and then there's other Pendulum Decks to consider like DDDs.

 

Brain Crush's "reveal 5 cards" isn't really a backlash if your opponent already knows what you're playing. Plus, you can reveal multiple copies of a card, so just say "I have 3 MST and 2 of whatever" or something, and bam. Even if it's different names, you can just figure out 5 must-have cards for the archetype you're playing and/or staples and you end up not relaying much information to your opponent. Meanwhile, unless your opponent mills the maximum possible cards of the name you declared (I think?), you can view their entire Deck and possibly get some information on what they might have in their hand (for example, you find they have only two of a card normally ran @3).

 

Tier Jump being an immediate end to your opponent's turn feels really unnecessary. And by the wording of the card, you either cannot play it if you have any monsters in your hand (I think all of the monsters can be Summoned somehow?) or you can just Normal Summon something then play this since you can't Normal Summon the other monsters. In case of the latter, then this can be played in your opponent's turn no matter what, and you can search another of this card. Even if it's the former, you can just add non-monsters and stock up on backrow during your opponent's turn while skipping three of their turns because you can keep searching this. And even if you took out the turn-skipping and stopped this from searching itself, you get a +2, and can search anything, which has the same problem as Avidity does.

 

Unfair Ruling sounds like something that should be in Experimental and never leave it. On one hand, you punish dumb players who don't know better, but on the other, you have a chance of claiming something outlandishly broken, then make it that way by discarding two cards.

 

Atlantis turns Abyssleed (and to a lesser extent, the 2400 guy) into Leo, pretty much. While avoiding targeting is already really powerful, this also does other things. This lets you search whatever WATERs you want, so this ensures you always have consistency better than even the meta Decks. The "return Xyz" effect is Quick, so you can chain it to your opponent activating something that would kill it so you can get a Monster Reborn or two. And then, it's a BTS that triggers Atlanteans and also applies extra effects, all of which range from potent to gamebreakingly powerful. I mean, the WATER one is a one-sided Vanity's Emptiness that doesn't kill itself, and the other effects look tailored to absolutely kill various Decks.

 

I might get to the rest of the cards later since I have to go now.

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