HomoSapientissimus Posted February 16, 2015 Report Share Posted February 16, 2015 Re-Conquest Spell/Normal During your Main Phase 2, if the total (combined) ATK of all monsters you control is less than your opponent's LP: Shuffle all monsters you control into the deck; inflict damage to your opponent equal to their total (combined) ATK. Offerings to the Fallen Ones Trap/Normal Target 1 monster you control and 2 cards your opponent controls; shuffle all 3 targets into the Deck, then draw 1 card. Rebornekroz - Decisive Armor Monster/LIGHT/Warrior/Effect/Level 4/2000 ATK/2000 DEF Cannot be destroyed by battle. When this card is Summoned: Banish all "Nekroz" and "Djinn" cards on the field, in both players' hands, and in both players' Graveyards. Neither player can use any "Nekroz" or "Djinn" cards. Discount Effect Spell/Quick-Play If you activate a card effect that has a Cost: You can activate this card before paying that Cost; you do not have to pay that Cost. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Discount Effect" per turn. Xyz Strike!! Trap/Counter If an Xyz Monster you control battles an opponent's monster, and your opponent activates a card or effect during the Battle Step or the Damage Step: Negate the activation and banish that card, then draw 1 card and reveal it, and if the drawn card is a monster, inflict 1000 damage to your opponent. Bujinterlude Spell/Quick-Play Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; return the first target to your hand, then return the second target to your Graveyard. Bujingi Spider Monster/LIGHT/Beast/Effect/Level 4/1800 ATK/1600 DEF During either player's turn: You can discard this card; Special Summon 2 "Bujin" Beast-Warrior-Type monsters from your Deck and/or Graveyard, and if you do, send 1 "Bujingi" card from your Deck to the Graveyard. You cannot Special Summon any other monsters, except "Bujin" monsters, the turn you activate this effect. An Xyz Monster that was Xyz Summoned using this card as Xyz Material gains these effects. - Once per turn, this card cannot be destroyed by battle or card effects. - Once per turn: You can detach 1 Xyz Material from this card; this turn, all "Bujin" monsters and Rank 4 Xyz Monsters you control can attack your opponent directly. Bujin Regalia - The Shadow Trap/Continuous While you control a face-up "Bujin" monster, or a face-up Rank 4 Xyz Monster that was Xyz Summoned by using a "Bujin" monster as Xyz Material, neither player can Special Summon, except "Bujin" monsters. Nuclear Wave Trap/Normal If you have 20 or less cards in your Graveyard: Inflict 200 damage to your opponent for each card in your Graveyard. Exodian Completion Spell/Quick-Play If you have exactly 4 "Forbidden One" cards in your hand: Add 1 "Forbidden One" card from your Deck or Graveyard to your hand. Number 24: Heraldic Warrior Turbo Leo Monster/DARK/Warrior/Xyz/Effect/Rank 4/2100 ATK/1900 DEF 2 Level 4 Warrior-Type monsters Once per turn: You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; this card gains 500 ATK, also that target's ATK is halved, and if this card destroys it by battle this turn, banish it instead of sending it to the Graveyard. These changes last until the end of this turn. Number 29: Backfiring Archfiend Monster/DARK/Fiend/Xyz/Effect/Rank 4/0 ATK/2500 DEF 2 Level 4 monsters Once per turn, if your opponent controls a monster with 2000 or more ATK: You can detach 1 Xyz Material from this card; this card's ATK becomes that monster's ATK + 500, then if that monster is "Apoqliphort Towers", look at your opponent's hand and send 1 card from it to the Graveyard. Number 67: Ghostrick Wizard Monster/DARK/Spellcaster/Xyz/Effect/Rank 2/1300 ATK/1000 DEF 2 Level 2 monsters Once per turn: You can detach 1 Xyz Material from this card; change all monsters on the field, except "Ghostrick" monsters, to face-down Defence Position, and if you do, "Ghostrick" monsters can attack your opponent directly this turn, but battle damage inflicted by them to your opponent is halved. Once per turn, during your Standby Phase: You can add 1 "Ghostrick" card from your Deck to your hand, then shuffle 1 card from your hand into the Deck. When this card is destroyed and sent to the Graveyard: You can target up to 2 "Ghostrick" cards in your Graveyard and up to 2 cards in your opponent's Graveyard; return the targets in your Graveyard to your hand, also banish the targets in your opponent's Graveyard. Number 68: Extellarknight Betelgeuse Monster/LIGHT/Warrior/Xyz/Effect/Rank 5/2900 ATK/2300 DEF 2 Level 5 LIGHT monsters You can also Xyz Summon this card by using a Rank 4 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) The effects of all WATER and EARTH monsters in the hand, on the field, and in the Graveyard are negated. While this card has Xyz Material, all "tellarknight" monsters you control, except this card, gain 500 ATK. You can send this card from your Extra Deck to the Graveyard; Special Summon 1 "tellarknight" monster from your hand or Deck, but its effects are negated. You can only use this effect of "Extellarknight Betelgeuse" once per turn. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; all cards that would be sent to your opponent's Graveyard this turn are banished instead. When this card is sent to the Graveyard, except from the Extra Deck: You can Special Summon 1 "tellarknight" monster from your hand, Deck, or Graveyard. Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects. - Target 1 card on the field; attach it to this card as an Xyz Material. - Shuffle all "tellarknight" monsters from your Graveyard into the Deck, then draw 2 cards. Number 71: Fool's Heritage Monster/LIGHT/Fiend/Xyz/Effect/Rank 1/100 ATK/100 DEF 2 Level 1 monsters Cannot be destroyed by battle, also you take no battle damage from battles involving this card. When this card is Summoned: You can add 1 Level 1 monster from your Deck to your hand, then if you control no other monsters and have less than 3 cards in your hand, you can draw 2 cards. Once per turn, during either player's turn: You can target 1 card on the field; banish it until the end of this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Level 1 monster in your Graveyard; Special Summon that target. If this card is banished from your Graveyard to Special Summon "Black Luster Soldier - Envoy of the Beginning" or "Chaos Sorcerer": You can add 1 Level 1 monster from your Deck to your hand. Number 97: Chimaera, Noble Archfiend Emperor Monster/DARK/Fiend/Xyz/Effect/Rank 4/1900 ATK/1700 DEF 2 Level 4 monsters You can detach 1 Xyz Material from this card, then target 1 Spell/Trap card in your Graveyard; return that target to your hand, then take 1000 damage. You can only use this effect of "Number 97: Chimaera, Noble Archfiend Emperor" once per turn. Number 100: Numeron Dragon Monster/LIGHT/Dragon/Xyz/Effect/Rank 1/0 ATK/0 DEF 2 Level 1 monsters When an opponent's monster declares an attack: You can Special Summon this card from your Extra Deck, then change the attack target to this card, and if you do, your opponent cannot declare attacks with any other monsters during this Battle Phase. The ATK of any monster that battles this card becomes 0 during the Battle Phase only. When this card leaves the field: Shuffle all monsters on the field into the Deck, also return all Spell and Trap Cards that were sent to the Graveyard this turn to the same position they were in before they were destroyed. Once per turn: You can detach 1 Xyz Material from this card; during each Battle Phase this turn, this card gains ATK equal to the total Levels and/or Ranks of all face-up monsters currently on the field x 1000, until the end of the Battle Phase. Destiny!! Spell/Quick-Play If your Life Points are 0: You can activate this card (before you lose the Duel); Special Summon as many monsters as possible from your Graveyard, ignoring their Summoning conditions, then your Life Points become 16000, and if they do, draw until you have 5 cards in your hand. If your Life Points are 2000 or less, and your opponent declares an attack while you have no monsters on your side of the field: You can banish this card from your Graveyard; the Duel becomes a DRAW. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted February 16, 2015 Report Share Posted February 16, 2015 *sees Destiny!!* Um, game is over when Life Points are 0. That means that is useless since the very act of the Life Points becoming 0 means you lose. You can't di anything after that. Aside from that, broken as fuck. Massive reset in your favor, and a draw if you blow that up? No thanks. Since others have tried, I'll say it again: no broken/unrealistic/etc. stuff in AoC. *sees Exodian Completion* Yea, no. Exodia support is a big no-no. All it does is add consistency to a terrible Deck for the game, and Exodia should have died a long time ago. It is the reason we can't have nice things (balanced nice), so yea. This card's boost to Exodia not good. Those two stood out to me in the worst of ways. Link to comment Share on other sites More sharing options...
Cierfrost Posted February 16, 2015 Report Share Posted February 16, 2015 I am so lucky you decide to post this in Advanced Cards. Otherwise I'd get heat for having simple replies... but... you seriously have this card on here?: Destiny!! Spell/Quick-Play If your Life Points are 0: You can activate this card (before you lose the Duel); Special Summon as many monsters as possible from your Graveyard, ignoring their Summoning conditions, then your Life Points become 16000, and if they do, draw until you have 5 cards in your hand. If your Life Points are 2000 or less, and your opponent declares an attack while you have no monsters on your side of the field: You can banish this card from your Graveyard; the Duel becomes a DRAW. How exactly is it not a joke/overpowered post when you created a card that is arguably more broken than Yami Yugi/Atem/the entire anime ever was? Link to comment Share on other sites More sharing options...
Slinky Posted February 16, 2015 Report Share Posted February 16, 2015 Okay, you clearly learned nothing about balance. Get out. Link to comment Share on other sites More sharing options...
Cierfrost Posted February 16, 2015 Report Share Posted February 16, 2015 Okay, you clearly learned nothing about balance. Get out. C'mon man. Balance isnt his real issue here. Be nice in that regard. He just has the mindset of the Wormhole Aliens from Star Trek Deep Space 9. In otherwords: "what is time?" Though these cards by large are in fact more broken and a joke than the last time. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 16, 2015 Report Share Posted February 16, 2015 Going to handle the non-archetype cards. Re-Conquest reminds me of the new Ring of Destruction. Can't end games, and furthermore sets you back a bit. I have trouble seeing situations where you'd use it, but I don't see major issues with it. Offerings to the Fallen Ones is a generic doped-up Icarus Attack that eventually +1s. And even if it gets negated you don't lose your monster. Remove the draw effect and it becomes a more acceptable 2-for-2. Rebornekroz... Welp, we're back in saltyville. You despised going against floodgates but here you are, creating even more of those things. I can't fix this without dramatically altering its function. Discount Effect is awkwardly worded because it's part of a game mechanic that all costs have to be paid before you Chain on anything. I would instead word it like "When you would pay a cost for an effect, you can discard this card instead." That said, you can't Discount for costs you can't already pay - meaning you can't say use this card to cast Icarus Attack for free if you don't have Winged Beasts. Xyz Strike!! is very restrictive, and sees competition with Trap Jammer which doesn't need an Xyz Monster. At least the draw effect gives players reason to use it. Nuclear Wave can still deal a devastating 4000 damage tops. I would still use that in my Chain Burn as it as a Trap on its own can do so much more damage than the other damage Traps. Compare Just Desserts that caps off at 2500, Prepared Explosives that caps off at 3000 (+1000), but those need the opponent to be hemorrhaging field advantage. Halve the damage output of Nuclear Wave, or tighten its restriction to 15 cards or fewer, and it'll be okay. No, Exodian Completion is going to earn our ire. The forum as a whole has a beef with Exodia, especially with Library draw loops making it an FTK. Enabling the search for the final piece adds ridiculous consistency to Exodia and makes the FTK even more consistent. I presume you haven't even lost before you got your first turn? Destiny sums up to "If I get this card off I can't lose period", and rewards players for trying to lose. You try being on the other side of this card's activation. Not the card you want to see. That is, if it's not functionally unusable. Once your LP drops to 0 the game ends, there and then. You can't activate anything, you lose. Period. Game over. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted February 16, 2015 Report Share Posted February 16, 2015 What is this now, the 8th or 9th time, we're telling you that your stuff is broken as hell? There's a reason why Nai or I move your stuff to JOC; by now, you should've figured that out. But looks like you haven't. I'm too tired to CnC the other cards, since Gadjiltron has helpfully given remarks on the bulk of them, but Destiny is essentially the same level as some broken anime villain card / any lucksacks that main characters tend to pull. Exodian Completion is a definitive no; there's a good reason why people hate Exodia over here. Rebornekroz has Necloth hate written over it, seriously. Yeah, they're getting very predominant lately, but Archetype hate is not good design. Bujin Shadow is a floodgate for them, if you even get Susanowo or whatever R4s Bujins like to churn out. Essentially, it locks down almost every other relevant Deck that exists; save for Yosenjus, Monarchs and whatever Deck that doesn't care about the SS lock. Destiny will never work, based on the game mechanics. Once you hit 0 LP, the game ends. This is NOT the anime/manga, where that sort of thing would be plausible. --- Also, even if you DID have balanced cards in this thread; this is the wrong section. Do you even read the section announcement at the top of the forum saying "Use the multiples section for 2+ cards", because it appears that you don't. There's a limit to how long we're going to keep putting up with your cards and their general OPed-ness. Either you learn to design properly, or your YCM life will be a living hell in this section. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted February 16, 2015 Report Share Posted February 16, 2015 Swear to god people I'm trying to post ffs. Not very comfortable with Reconquest for some reason. Yeah, you lose your frontrow, but still. Offerings to the Fallen Ones is a generic Icarus Attack that comes with non-destruction removal and gives you a free draw when Icarus Attack isn't even necessarily bad. Since it's generic, you could probably cut it to spinning one of your opponent's cards (or, rather, limit which of your opponent's cards you can spin like how 101 can't hit any card) instead of two. Rebornecroz is just another "you can't do this" card, except Necroz can't get around it at all (barring eff negation, but this is a "stop this or die" to them). :/ Discount Effect, for the most part, is redundant. The costs that you're going to want to stop are discard costs, and you're losing this to stop a discard. But at the same time, this reduces the cost for extreme huge-cost-huge-effect (like Final Destiny) to becoming way too undercosted to be healthy for the game. It's just another card that can only be good by being abused, really. Bujinterlude has no real reason to be a Quick-play. It's also a take on Bujincarnation, and Bujincarnation already is a one-card ED Summon that lets you re-use Hare/Turtle/Quilin/shitBujins, which isn't exactly good for design. But then again, The Sword or whatever their TWRA is is pretty meh. Spider is Bujincarnation from the Deck (albeit minus the Gravetrap re-use). The Summon restriction is mostly irrelevant unless you really need Castel, since Susan is crazy good. As for its extra effects, the OPT destruction immunity is ok, you basically get more Hare. The other one is theoretically an extra 2400 damage (or more with Honest), and 2400 is a lot (especially since you're losing nothing for that). But anyways, Yamato is already rather searchable, and giving it even more searching is just overkill rather than actually trying to fix the problems with the Deck (mostly speed). The Shadow is a Vanity's Emptiness that Bujins flat-out ignore, and floodgates are pretty irritating to deal with. I mean, just look at Vanity's Emptiness. This is virtually one-sided and won't even kill itself. Could we try to stray away from the idea of "no Special Summons ever" cards, since they are a "stop this or die" card most of the time. Nuclear Wave promotes Chain Burn way too well, as mentioned above, and Chain Burn is one of the least fun Decks to play against as they play their own game right in front of you rather than having the interactions the normal Decks have. Exodian Completion is Nuclear Wave, but to a lesser extent since you actually don't want your Exodia pieces until your Deck is nearly gone or something IIRC. Really, the problem isn't this card, it's Exodia. #24 is, for the most part, a worse Dark Rebellion Xyz Dragon or Excalibur. The banishing isn't enough of a boost to it as you could just spin the card with Castel instead. #29 is also worse than DRXD in virtually every way. Like really, the only perk it has over it is that it doesn't affect Towers, so you can still beat over it. This doesn't even include the free hand hit. No idea on #67 since I don't even play Ghostricks. #68 is too good for a generic (and semi-generic, if you're playing Level 5s), and then it gets like eighty extra effects if you're running Satellars. It's Dark Law for a turn, for up to three turns, as well as a flat-out negation for any EARTH or WATER monsters, and you can just absorb any card you want as an Xyz Material. The "no EARTH/WATER effects ever" absolutely kills Decks that have EARTH or WATER cards, the Dark Law effect offers disruption and could probably outclass Abyss Dweller (especially since this has 2900 ATK), and the card absorption makes #101 look like utter trash as you can absorb anything. Face-up SSed monsters in Attack? Facedown backrow? Check. Your opponent's Set Mathman or whatever? Check. And then, in Satellars it's a free SS from the hand or Deck that doesn't even cost you a card since you're ditching it from the Extra. Sirius can just recycle this if you need to. Speaking of Sirius, this outclasses it as you can shuffle any Satellars (even if just one) to get a +2. This does way too much way too well. Not to mention that this card ignores card flavor. Their Xyzs aren't named after stars, their Maindecks are. Not sure on #71 either since I don't play whatever Deck was intended for that. I'm pretty sure it abuses Kinka-Byo to hell and back though. #97 has way too many good targets to exist, really. BTH, TT, Compulse, and the list goes on and on. #100 is basically "you're attacking me directly? NOPE. FRONTROW SPIN. RECYCLE BACKROW THAT WAS KILLED." And then if you Xyz Summon it, it might get too much ATK from its effect, but I'm not 100% sure. And then there's Destiny, which everyone already pointed out even though someone else already pointed it out. It isn't really "stop this or die," but you get a free Soul Charge out of it, probably a lot of cards, and enough Life Points to survive a few more turns. EDIT: Wait, what? I was busy posting. Did I miss something? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 16, 2015 Report Share Posted February 16, 2015 Well, at least, thank you ABC for taking the time to go through every card. I was going to do that until "4 new replies (Show me)" appeared, then I decided to just cover the generic things. Link to comment Share on other sites More sharing options...
UltimateIRS Posted February 16, 2015 Report Share Posted February 16, 2015 tl;dr - If you don't want your cards moved to Joke/Overpowered, learn how to shot web. Link to comment Share on other sites More sharing options...
HomoSapientissimus Posted February 16, 2015 Author Report Share Posted February 16, 2015 @All: No matter how many times you give me warnings, tell me my cards are the most broken thing since CED-EoTE, whatever, I don't care, 'coz I know in my own mind that these cards are all perfectly balanced. @Striker: If there is a discrepancy between the basic rules and a card’s effect, the card effect takes precedence - according to the rulebook. Also, there need to be many more cards to help you come back from the broken fields that meta decks can create. Exodia is a perfectly balanced and legitimate deck - please explain why in your opinion it isn't. @Icyblue: Please give a logical explanation as to why it is broken. @Dyson: Please explain your viewpoint and stop harassing me with such posts. @Gajiltron: Offerings to the Fallen Ones: A +1 is not that strong. WE. ARE. NOT. IN. 2005. Rebornekroz: A floodgate is OK if the thing it combats is broken, and Nekroz are essentially the new TeleDAD (they are unbeatable - took entire top 8 of YCS Tacoma - and cost £1000) Discount Effect: Like I said to Striker, If there is a discrepancy between the basic rules and a card’s effect, the card effect takes precedence - according to the rulebook. (and some prior warning - some future cards I have planned break the rules much more than this card) Nuclear Wave: Chain Burn needs good support since it can suffer from running out of traps and not drawing enough stall cards, at least in my experience of playing the deck. Exodian Completion: Like I said to Striker, Exodia is a perfectly balanced and legitimate deck - please explain why in your opinion it isn't. Destiny - again, If there is a discrepancy between the basic rules and a card’s effect, the card effect takes precedence - according to the rulebook. @Sakura aka mod who hates me: Exodian Completion: Please explain what said reason why people hate Exodia actually is. Rebornekroz:: Nekroz are unbeatable, and since Konami isn't willing to emergency ban every card with "Nekroz" in its name, we NEED hard counters to them. Bujin Shadow: So does Emptiness/Kaiser, and most people think that's balanced. Destiny: for the third time, If there is a discrepancy between the basic rules and a card’s effect, the card effect takes precedence - according to the rulebook. Your other comments: I never get any feedback in other sections. "Either you learn to design properly, or your YCM life will be a living hell in this section." - harassment and anyway I don't care about the thoughts of one man/woman/whatever you are who hates my cards. @A Bagel Character (awesome name btw!): Re-Conquest: Please explain why you're "not very comfortable with it". Offerings to the Fallen Ones: Like I said before, a +1 is not that strong. WE. ARE. NOT. IN. 2005. Rebornekroz: Like I said before, Nekroz are unbeatable, and since Konami isn't willing to emergency ban every card with "Nekroz" in its name, we NEED hard counters to them. Discount Effect: No, the costs I would use it with are definitely not just discards but also Tributing monsters, paying life points, etc... Bujinterlude: Yes, that's the point - to be a better "Bujin Regalia - The Sword". Spider: No, the card's not about searching, it's about SSing from Deck, and I don't know what planet you're on if you think SSing 2 monsters from Deck first turn doesn't count as speed. The Shadow: Most people think Emptiness/Kaiser are balanced. Please explain why they aren't. Nuclear Wave: Just because your shitty (i.e. non-Nekroz, coz burn still loses to Nekroz) meta deck isn't prepared for it, doesn't mean Chain Burn isn't a legitimate strategy. #24: You can't blame me for being too cautious with an effect when all I hear day in day out is that my cards are the most broken thing since Exchange of the Spirit or Magical Scientist. #29: Same thing. #68: The deck desparately needs this card as it provides (1) A strong first turn play, (2) A way of dealing with running out of monsters, (3) A counter to broken Nekroz/Qliphorts, and (4) The ability to compete with other decks that can put 5 monsters on board turn 1 (whereas at the moment Satellars can only summon 1 monster first turn). #97: Surely taking 1000 damage is enough of a cost, and in any case it would encourage skilful play in baiting out the re-added backrow. Also, 1900 ATK means it can easily be ran over. #100: It's needed as an answer to broken meta decks. Same stuff as I've said before basically. So in conclusion, I don't care what any of you think. Link to comment Share on other sites More sharing options...
UltimateIRS Posted February 16, 2015 Report Share Posted February 16, 2015 If you don't care what people think, don't post cards on this site. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted February 16, 2015 Report Share Posted February 16, 2015 Nuclear Wave: Chain Burn needs good support since it can suffer from running out of traps and not drawing enough stall cards, at least in my experience of playing the deck. As a Chain Burn player myself, I disagree. We just recently got Prepared Explosives and a Jar of Avarice, and it's still doing pretty well as far as my own experiences have told me. Adding another burn card - especially one with a pretty high cap on its own - would mean more options competing for space. What actually is holding back Chain Burn is relative lack of consistency. We only have generic draw cards for fluidity. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted February 16, 2015 Report Share Posted February 16, 2015 A broken meta does not give you an excuse to make stupid stuff. When will that get into your head? And you have a bit of reasoning on your side for Destiny!!! there (even though it belongs in EC), but broken shit like that shouldn't have crossed your mind. And have you seen Exodia Decks? Draw, draw, draw, solitare, draw draw, draw. No player interaction. That's why Exodia is bad. Link to comment Share on other sites More sharing options...
HomoSapientissimus Posted February 16, 2015 Author Report Share Posted February 16, 2015 And why is lack of interaction bad? You could say the same about Infernities and most people believe that they were unfairly hit in the October 2014 banlist. Link to comment Share on other sites More sharing options...
Nathanael D. Striker Posted February 16, 2015 Report Share Posted February 16, 2015 [quote name="HomoSapientissimus"post="6566565" timestamp="1424056738"]And why is lack of interaction bad? You could say the same about Infernities and most people believe that they were unfairly hit in the October 2014 banlist.[/quote] Yugioh is a two person game, is it not? Having player interaction reinforces that concept. And nice generalization here. Here's one: Infernities are looked down upon here. Why? Cause we value player interaction. Link to comment Share on other sites More sharing options...
Cierfrost Posted February 16, 2015 Report Share Posted February 16, 2015 @All: No matter how many times you give me warnings, tell me my cards are the most broken thing since CED-EoTE, whatever, I don't care, 'coz I know in my own mind that these cards are all perfectly balanced. So in conclusion, I don't care what any of you think. ... and there goes your good graces. Link to comment Share on other sites More sharing options...
AGATHODAIMON BANGTAIL COW Posted February 16, 2015 Report Share Posted February 16, 2015 @All: No matter how many times you give me warnings, tell me my cards are the most broken thing since CED-EoTE, whatever, I don't care, 'coz I know in my own mind that these cards are all perfectly balanced. ... So in conclusion, I don't care what any of you think. Didn't you say you didn't want these moved for replies? Then... what are you expecting from us? @A Bagel Character (awesome name btw!): Re-Conquest: Please explain why you're "not very comfortable with it". It deals a lot of damage, even if you're ditching your monsters. It might be balanced, but effect damage is just something that is often done very, very wrong in Yugioh altogether. The most well-received burn cards are typically ones like E-Hero Flame Wingman from way long ago. Yeah, it's bad now, but the way it handles burn can still be used. Offerings to the Fallen Ones: Like I said before, a +1 is not that strong. WE. ARE. NOT. IN. 2005. Power and plusses aren't the same thing, nor are they opposites. There's +1s like Volcanic Shell, which by themselves aren't powerful, but can become that way. Then there's +1s like Mathman's on-death effect (battle destruction doesn't make this a +0 in the same way Broww isn't a +0). But this is a +1 that shuffles any two of your opponent's cards into the Deck. I'm saying that, compared to another card that is not terrible (Icarus Attack), this is a +1 instead of the +0 Icarus Attack is, slips past destruction resistance and floating, and is generic. The thing is that this is already too powerful, and then you went and tacked on the extra draw. I suggested what I did so it doesn't completely outclass Icarus Attack, and the draw still being allowed means it won't be a necessarily worse Phoenix Wing Wind Blast (and it isn't necessarily better because you have to get rid of a monster from your field). Rebornekroz: Like I said before, Nekroz are unbeatable, and since Konami isn't willing to emergency ban every card with "Nekroz" in its name, we NEED hard counters to them. Necroz aren't that good where all of them need to be emergency-banned. Like every archetype before them, they can just hit some key cards (Brionac) and they would instantly become much weaker. This card isn't the solution because it then becomes a luck-fest that basically says if you get this you win, or else you lose. And does this still deserve to exist when Necroz get hit? Or would it just become a waste of space like White Hole? Discount Effect: No, the costs I would use it with are definitely not just discards but also Tributing monsters, paying life points, etc... The former isn't very common (and when it is, you want to Tribute; Hieretics and all that), while with the latter the Life Points are the better thing to pay than a card. Think of Life Point costs like this: They don't matter at all unless you're going to lose. And then, if you are, does the cost make you lose in one less attack than not paying the Life Point cost? It's like staring down Thunder King Rai-Oh with 1800 Life Points, and then activating Toon World or something. In this case, no, TKRO would kill you on its lonesome anyways. And even then, if you had 2300 Life Points, they could just Summon some other monster, so you would still lose. Bujinterlude: Yes, that's the point - to be a better "Bujin Regalia - The Sword". Spider: No, the card's not about searching, it's about SSing from Deck, and I don't know what planet you're on if you think SSing 2 monsters from Deck first turn doesn't count as speed. Not the speed they really need. They need to solidify their Grave with Hares and Turtles or else their faster Yamatos and Susans would still just die. The Shadow: Most people think Emptiness/Kaiser are balanced. Please explain why they aren't. Who the actual f*ck are these people? No they aren't balanced. Emptiness is a "stop this or die" card. Kaiser is less of an offense, but you can still mess up ED plays with it by sitting on one monster. The Extra Deck, Special Summons, and having more than one monster is too much an integral part to the game for these cards to be healthy. Not just to the meta Decks, this mindset goes back at least until the start of the Synchro era. Nuclear Wave: Just because your shitty (i.e. non-Nekroz, coz burn still loses to Nekroz) meta deck isn't prepared for it, doesn't mean Chain Burn isn't a legitimate strategy. That's not what I'm talking about at all. I'm saying that Chain Burn is a really boring Deck to play against because you aren't interacting with the opponent, you're just flipping cards for damage. And also, Chain Burn has the easiest time dealing with Trishula, from what I've seen, just by chaining their seven cards in the Spell & Trap Card zone to a Mirror. And even then, as mentioned above, this card has higher damage output possible than the other Chain Burn cards, when none of their burn cards are necessarily bad. #24: You can't blame me for being too cautious with an effect when all I hear day in day out is that my cards are the most broken thing since Exchange of the Spirit or Magical Scientist. When it comes to Extra Deck monsters, you need to look at what is available. Rather than try to make a card to compete with a relevant card like DRXD or Castel, make something that has a niche that has yet to be given to the pool of cards. #29: Same thing. #68: The deck desparately needs this card as it provides (1) A strong first turn play, (2) A way of dealing with running out of monsters, (3) A counter to broken Nekroz/Qliphorts, and (4) The ability to compete with other decks that can put 5 monsters on board turn 1 (whereas at the moment Satellars can only summon 1 monster first turn). And now Satellars can put 3 cards on the field turn 1 regardless of their hand, 4 with Deneb, 5 with Vega (and Deneb searches Sirius, who can just recycle this for three more free Summons). Not even Qlips or Necroz can just toss three monsters from their Deck turn 1 as a +3 regardless of their opening hand. Plus, Satellars need to be kept in check when it comes to Summons because of Rhongomiant. This card basically prevents your opponent from making any Summons on their next turn if you have a monster in your hand, or two if you have Vega. This is not a counter to Necroz or Qlips, this makes Satellars as bullshit stupid as them, if not even worse. And this is just about one of the things this card does, out of the... uh... how many? #97: Surely taking 1000 damage is enough of a cost, and in any case it would encourage skilful play in baiting out the re-added backrow. Also, 1900 ATK means it can easily be ran over. As I said, the 1k damage is not a cost at all unless it means you lose earlier. And you're saying "baiting" as if you always can bait the backrow. If you can, then why can't we just bait every backrow card ever? Even then, baiting costs you resources; you're going to lose something 99% of the time. #100: It's needed as an answer to broken meta decks. Same stuff as I've said before basically. This isn't an answer to broken meta Decks, it's a broken answer to being attacked at all. It punishes your opponent for trying to win, when winning is the objective of the game, and these cards have always been irritating. For example, look at Gorz, who was "a necessary counter to OTK Decks." In the end, it was a boon for backrow-light Decks that punished OTK Decks and every other Deck by giving you a 2700 beatstick and a Token, and a lot of times the Token was the biggest problem with Gorz. The meta Decks ARE beatable by non-meta Decks, albeit not as likely as the meta Deck is going to beat them. Even though Necroz and Qlips are crazy (yes, they do need to be hit), they aren't impossible. Mostly they lose to the player not knowing how to play them, and then there are cards like Vanity's (which isn't balanced, but it's available). Link to comment Share on other sites More sharing options...
J-Max Posted February 16, 2015 Report Share Posted February 16, 2015 And why is lack of interaction bad? You could say the same about Infernities and most people believe that they were unfairly hit in the October 2014 banlist. Lack of Interaction ruins the fun and spirit of the game. Nothing worse then a Deck on Autopilot pretty much. I main Madolche and I understand what it is like to see another person twiddle their thumbs while I go from Anjelly to Hoothoot to Leviar to another card and so on. Exodia is just as bad. The opponent is pretty much sitting there until Game Over. If the Exodia Player can play the chain on Turn 2 or 3 its over.... Exodia at least used to be a lot harder to pull of but a lot of cards today promote Non Interactivity and to me that is boring as hell. Link to comment Share on other sites More sharing options...
The Warden Posted February 16, 2015 Report Share Posted February 16, 2015 Okay, you sad, strange, demented little mind; what goes through it? I am legitimately curious about how your mind functions, because it is clearly not on a level normally associated with rational humans. See, we normal people, we take offence to your 'balanced design' because we see them as, let's see, stupid. You have some semblance of intelligent design, but we can barely see that due to the ocean's... no, a planet's worth of salt you happen to be forcing into them. You make cards that attack things you don't like because they're top. That alone is just so very very sad. You made a card that goes after Apoqliphort Towers why? In a year's time he won't even BE relevant anymore. You made a card that decides that, no, you don't lose the game after all. In fact, you just got a free restart for absolutely no cost beyond being terrible at this game. But of course, you're terrible at this game because probably, mentally, you still think this is back in the time when Legend of the Blue-Eyes or Metal Raiders were the only packs around. And it makes you oh so sad that your Dark Magician deck can't stand up to mean old Nekroz or Qliphort, right? Yes it does, yes it does. So, given that these are ALL balanced in your diseased mind, I offer the question: Why? Why try to be like Konami, exactly? We make cards NOT to be like Konami, but to prove we're better than they are. We like to prove that we can make rational and better designed cards than what they can create. All you ever seem to create are filthy messes filled with salt and bile over something that won't be relevant anymore WITHIN A YEAR! So, again, I ask: Why are you trying to be nothing more than the pond scum that is the company that created all those cards you just hate so much? Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted February 16, 2015 Report Share Posted February 16, 2015 Yo, Homo. Can I call you Homo for short? Or maybe Ho. Whichever one you prefer.Thank you for one of the most entertaining threads in quite a while. Those cards are quite hilarious, and are fitting in their new home.Though, next time, please make sure you keep these kinds of cards in this area of the Creative Cards.People might continue to get upset. ;) Link to comment Share on other sites More sharing options...
Cute Rotten Yoshika Posted February 16, 2015 Report Share Posted February 16, 2015 fun story: rebornekroz is actually useless because its own continuous effect prevents you from using the trigger effect :^) Link to comment Share on other sites More sharing options...
evilfusion Posted February 16, 2015 Report Share Posted February 16, 2015 I must commend you. The attention this topic received has drawn my normally-indifferent gaze upon it, and actually prompted me to reply. But only because of Destiny!! As others have noted, when a player's LP hits 0, the game ends there. Nothing new can be activated. No other effects in the chain will resolve. Win conditions are checked between chain links and actions. TECHNICALLY, you are correct in saying that when a card conflicts with the rules, the card takes precedence. Normally, this is referring to things like attacking multiple times (opposed to once), performing additional Normal Summons (opposed to 1), Normal Summoning in face-up DEF (as opposed to Setting facedown, or only NS in face-up ATK), but that can vary. And technically, there is precedence for cards activating when your LP is 0. Specifically, the anime version of Relay Soul, which activates when a player's LP hits 0 and prevents them from losing. Obviously, when the card got released in RL, it did no such thing. It could be activated at any time, and prevented all damage while a monster Summoned by its effect was out. But both the anime and RL version made the player LOSE if that monster died. There was also the anime No.54, but even that seemed more like it reduced to 0 for the sake of the drama of it, and again, RL version doesn't do that. But really, what Destiny!! is doing isn't just going against normal gameplay rules. You are giving a card an effect that goes against the most basic fundamental aspect of ANY GAME EVER. The win condition. You have a card that explicitly overrules a win condition. And not just delays the judgment of the win condition, like the anime Relay Soul did, but outright overrides it, reverses the situation drastically by changing your LP to a ridiculous 16000, Summons a bunch of monsters, and draws a bunch of cards. Oh, and you can also pull a Self-Destruct Button to make the Duel a draw if the opponent nearly wins anyway. Such a blatant disregard for a game's win condition makes the design inexcusable. I'm sure creative card games like Magic/etc have made things like that, but probably only released in a joke set, because such a card would make every player infuriated at the notion that after WINNING a game, the opponent can just go "Nope! Game's still on, and I get all these bonus resources for free!" I find it comparable to a game of chess, where you get checkmated, but because you have a piece on a certain square, you can rearrange the board position with half your captured pieces back, and move your King to the other side of the board, behind 3 pawns. And if you get checkmated again, you call it a stalemate instead. Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted February 16, 2015 Report Share Posted February 16, 2015 I must commend you. The attention this topic received has drawn my normally-indifferent gaze upon it, and actually prompted me to reply. But only because of Destiny!! As others have noted, when a player's LP hits 0, the game ends there. Nothing new can be activated. No other effects in the chain will resolve. Win conditions are checked between chain links and actions. TECHNICALLY, you are correct in saying that when a card conflicts with the rules, the card takes precedence. Normally, this is referring to things like attacking multiple times (opposed to once), performing additional Normal Summons (opposed to 1), Normal Summoning in face-up DEF (as opposed to Setting facedown, or only NS in face-up ATK), but that can vary. And technically, there is precedence for cards activating when your LP is 0. Specifically, the anime version of Relay Soul, which activates when a player's LP hits 0 and prevents them from losing. Obviously, when the card got released in RL, it did no such thing. It could be activated at any time, and prevented all damage while a monster Summoned by its effect was out. But both the anime and RL version made the player LOSE if that monster died. There was also the anime No.54, but even that seemed more like it reduced to 0 for the sake of the drama of it, and again, RL version doesn't do that. But really, what Destiny!! is doing isn't just going against normal gameplay rules. You are giving a card an effect that goes against the most basic fundamental aspect of ANY GAME EVER. The win condition. You have a card that explicitly overrules a win condition. And not just delays the judgment of the win condition, like the anime Relay Soul did, but outright overrides it, reverses the situation drastically by changing your LP to a ridiculous 16000, Summons a bunch of monsters, and draws a bunch of cards. Oh, and you can also pull a Self-Destruct Button to make the Duel a draw if the opponent nearly wins anyway. Such a blatant disregard for a game's win condition makes the design inexcusable. I'm sure creative card games like Magic/etc have made things like that, but probably only released in a joke set, because such a card would make every player infuriated at the notion that after WINNING a game, the opponent can just go "Nope! Game's still on, and I get all these bonus resources for free!" I find it comparable to a game of chess, where you get checkmated, but because you have a piece on a certain square, you can rearrange the board position with half your captured pieces back, and move your King to the other side of the board, behind 3 pawns. And if you get checkmated again, you call it a stalemate instead.I also must commend you, because I have reached my like quota.That has never happened to me.Kudos.But srsly, you made a card that is a counter to WINNING. WTF, man?!? Link to comment Share on other sites More sharing options...
J-Max Posted February 16, 2015 Report Share Posted February 16, 2015 「Ru—Class」, I have repped Evilfusion on your behalf ^^ But yeah as Evilfusion just mentioned, once a player's Life hits zero it should be over. Of course if the other player hit 0 at the same time (with effects like Self Destruct Button or Ring of Destruction) then it would be a tie. I mentioned in Sakura's thread on how much advantange Destiny gives you. Its really like a 100m dash. The opponent is in front of you and suddenly you legally have Rocket Powered Skates and your opponent has to wear a Ball and Chain the last 20 metres. You fly past him and win the race. Or in the case of Destiny, you also go back to the start, run again and pass the opponent. If it was something along the lines of "If your Life Points would become 0, increase it to 1. When this card is removed from the field, you lose the Duel." But even that it messing with the fundementals of Life Points hitting Zero. Link to comment Share on other sites More sharing options...
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