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>>Magical Water Blast<< A New Concept by Icyblue


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Guest JoshIcy

[align=center]Here is another idea im gonna try, like my Spell Speed and Chain cards these will focus primarily on Spell and Trap Cards. Each Card will be a "Fusion" so to speak and feature an effect that is worthy of the cards you get rid of.... And it may change the format all together lol i dont know ;)

 

fsc1-2.jpg

 

This card might be the beginning of a new set of cards i am doing. But please, if you are to draw on the same concept, credit me in some way.[/align]

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Spiritual Earth Art - Aoi, eh? The Spiritual Earth Art is Kurogane, and Aoi is the Spiritual Water Art.

 

I see absolutely no reason to treat the activation of a Spell Card that has a cost of a face-down Spell and face-down Trap Card as the Special Summoning of a Fusion Monster. A new type of activation, maybe, but a summon? You're summoning a Spell Card when you activate it?

 

I don't really like the card itself, either. It can only be activated by losing 2 cards that really don't relate to each other at all (making this card's activation timing incredibly odd) that does nothing but Spiritual Water Art - Aoi with a random burn effect.

 

I would rather use Spiritual Water Art - Aoi and tribute a WATER monster than activate this card. Both of them enable a free look at your opponent's hand and discard, but the extra effect doesn't make this card's cost worth it, really.

 

6/10, assuming this set will include the Fusion Summoning of Spell Cards. >_>

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Guest JoshIcy

really? magical blast is a burn card... and water art is a discarding effect... and the fact that it is face-down card is just a miniscule requirement for the "fusion".... not only that, but Magical Blast gets added back to your hand...

 

what part isnt worth it?

 

btw i will fix that error right away lol...

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If ever there is a Deck where Spiritual Water Art - Aoi and Magical Blast belong together for this card to become useful, I would find using Magical Blast and Spiritual Water Art - Aoi alone much better than using this. This card is a literal combination of Aoi's effect and a twist on Magical Blast's effect. There's nothing unique to it, nothing that makes this card more appealing to use than the two "fusion material" cards.

 

For example: Horus the Black Flame Dragon LV6 is a decent card, with immunity to Spell Card effects. So why evolve it into its LV8 form? Because LV8 advances on its immunity effect, and turns it into an entire (optional) negation of Spell Cards. I'm sure 99% of duelists will tell you that they'd rather have LV8 on the field than LV6, because LV8 is better.

 

This card is not much better than the two cards used to activate it. That's what I'm saying.

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Guest JoshIcy

ok fine... but its the first card... im not looking for practicality, im looking for balance etc...

and its true that those 2 cards would never really work in the same deck, but it seemed like the only 2 cards at the time that matched that picture....

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I could see a funny idea for this set that could cut down on the cards required: Having the Spell Cards in the Fusion Deck, then activating them by sending the required Spell/Trap Cards to the Graveyard from your field.

 

I think the picture looks more like Spiritual Water Art - Aoi and Monster Reincarnation. That could be an interesting combination.

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Ah, a Spell/Trap Fusion theme?

 

Before I evaluate it, let me just say that I prefer Spell/Trap Fusion when there's just one Polymerization-like Spell that does the fusing (and perhaps some Dragon's Mirror-like spells that can conduct a limited range of Fusions with cards in the graveyard), and the other Spells sit in the Fusion Deck. The way you have it set up, the Fusion Spells will end up being a dead draw a lot of the time, since they can only be used in conjunction with two (or possibly more, depending on the spell) specific other cards. True, this allows Diamond Dude to activate them, but the fact that DDT hasn't yet started running Des Croaking implies that that won't make the cards of this type good - especially since they require specific three-card combos, and there are three-card combos that win games (such as Chain Gate OTK, Mantiloop OTK, a variety of Ojama Trio OTKs, DDT's winning combo, DAD's winning combo, and so on).

 

Now, this card in particular:

 

The first thing to look at is the Fusion Material Spells/Traps. Magical Blast would be used in...Spellcaster Burn Swarm? Spellcasters of some sort, anyhow. Spiritual Water Art would be used in Water Control. Here we have an immediate playability problem: Spellcasters and Water Control don't really overlap much. In fact, the only WATER Spellcaster that I can think of off the top of my head is Crystal Seer. Requiring incompatible Fusion Materials doesn't make the card any more playable.

 

The effect is basically a D.D. Designator that lets you look BEFORE declaring a card name (or an Aoi that removes), but with some burn added. Removing a card and getting a hand look is nice, but there are other ways of doing that, like Spiritual Water Art or D.D. Designator. Since most decks aren't very Trap-heavy, the burn would probably only be really useful if you had a deck that was able to mill lots of spells/traps quickly, in which case you might have a 3-card OTK here; unfortunately, the decks that have such mill power are generally Spell-heavy, especially since Reasoning and Monster Gate are needed for this mill.

 

I don't give numerical ratings, since nobody can agree on a scale (some thing 5/10 is average, some think 7/10 is average, and some will give a 9/10 to anything with a pretty picture and decent OCG), so I'll just say that I'd consider this card to be underpowered.

 

Also, unless there are some cards in the set whose effects activate when a Fusion Summon occurs, I'm not sure what treating this card's activation as a Fusion Summon does.

 

Also, I agree with Skyson that the whole ought to be greater than the sum of the parts, unless summing the parts makes them greater due to inherent synergy (see Reaper on the Nightmare).

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Guest JoshIcy

that fusion thing is just to "show" that you are fusing 2 spell/trap cards so to speak... but if it doesnt work ill just leave it out of the next one...

 

the rest of my comment is in the pm i sent you....

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I think a better idea would be to combine cards with similar effects, not two cards so completely different that they couldn't be used together. Don't restrict the cards that can be used based on the picture. That's a terrible way to limit the creativity you can have with this sub-type of cards. :/

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Guest JoshIcy

I think a better idea would be to combine cards with similar effects' date=' not two cards so completely different that they couldn't be used together. Don't restrict the cards that can be used based on the picture. That's a terrible way to limit the creativity you can have with this sub-type of cards. :/

[/quote']

 

usually my first card in a set is always the one that is made purely for the sake of how to write the effect of the next set of cards...

 

such is the case for this one....

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Guest JoshIcy

yeah its not perfect >.> but at least the text makes it a fusion and says how it can be done.... now no one else post, let this thread die lol

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