Heinken111 Posted March 27, 2015 Report Share Posted March 27, 2015 Hello again, too those who remember I am making an Ultraman Archetype for the shows upcoming 50th anniversary. Ive changed most of the cards are summoned, originally they were summoned by WARRIOR monsters getting destroyed in battle. Now its more like Mask Change, annoying but the good news is they can be stopped from summoning by Cursed Seal of the Forbidden Spell and there can only be one Ultraman or Ultrawoman on the field at a time. However in the style of the series they are the big guns, the user has to work to make sure they use them wisely!!! This card can only be used when your opponent has a monster with 1000 or more ATK than the strongest WARRIOR monster on your side of the field. Sacrifice WARRIOR monster(s) with at least half the attack of a "Ultraman", "Ultraseven", or "Ultrawoman" card(s) in the hand. After the effect resolves place this card back in the hand, you cannot use the effect of "Arrival from the Land of Light" for ten turns after this effect is activated. After this effect has been used three times in a duel remove all copies of this card and any "Ultra" card in your deck from play. Must be Ritual Summoned by "Arrival from the Land of Light" and cannot be Special Summoned by other ways. This card cannot leave the field by the effects of or an attack by Thunder-Type monsters. Once per turn this monster cannot be targeted for an effect. When this card leaves the field by an opponent's card (either by battle or card effect): Return this monster to the deck, then Special Summon the monster used to Ritual Summon this card (from your Graveyard). During your 3rd End Phase after you Ritual Summon this card: Return it to the hand, and when you do, Special Summon the monster used to Ritual Summon this card (from your Graveyard). Link to comment Share on other sites More sharing options...
VCR_CAT Posted March 27, 2015 Report Share Posted March 27, 2015 Your scope on the archetype is too big. I understand that you're trying to make this closer to the show, but Arrival's effect is ludicrously long with way too many uses. I don't think anyone would actually be able to read the card if they were holding it in their hand, not to mention the card grammar is atrocious. Ultraman's effect also needs a huge retooling on its grammar. Besides that, there's no reason the card should be a Fusion Monster if it essentially functions exactly like a Ritual Monster. If this were the casual card section I would say "whatever", but Advanced these cards are not good examples of proper card building. Link to comment Share on other sites More sharing options...
Lumin567 Posted March 27, 2015 Report Share Posted March 27, 2015 Cat is right, but you can fix this archetype. The monsters should just say that they can be summoned by the spell card if....... Also, the spell card lets you summon a monster depending on it's type, which is wrong, considering that many of the requirments you listed have nothing to do with type. Needs more examples for a full balance rating. Link to comment Share on other sites More sharing options...
Heinken111 Posted March 28, 2015 Author Report Share Posted March 28, 2015 Alright, Ive adjusted Ultraman and Arrival from the Land of Light: Alright Round 3 Fight! This card can only be used when your opponent has a monster with 1000 or more ATK than the strongest WARRIOR monster on your side of the field. Sacrifice WARRIOR monster(s) with at least half the attack of a "Ultraman", "Ultraseven", or "Ultrawoman" card(s) in the hand. After the effect resolves place this card back in the hand, you cannot use the effect of "Arrival from the Land of Light" for ten turns after this effect is activated. This monster cannot be summoned except by the effect of "Arrival From the Land of Light." This monster can only remain on the field for 3 of your turns, at the end of the third turn place this monster in the hand and bring the tribute back to the field from the grave. If an effect activates that affects this card flip a coin, negate the effect if called correctly,otherwise allow the effect to proceed. If this monster is removed from the field by the opponent place it in the hand and bring the tribute back to the field. This monster cannot be removed from the field by the effect or attack of a THUNDER monster. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted March 28, 2015 Report Share Posted March 28, 2015 Please keep any/all updates to your set in the MAIN POST. Thank you. Anyway, I'll fix your OCG and review this properly. However, you need to learn how to write it yourself; use Zaziuma's thread in Advanced Singles. Ritual Activate only if your opponent controls a monster with 1000 or more ATK than the Warrior-Type monster with the highest ATK you control. Tribute 1 Warrior-Type monster with an ATK equal to or greater than the ATK of a "Ultraman", "Ultraseven", or "Ultrawoman" monster in your hand; Special Summon that "Ultra" monster (from your hand). When this card's effect resolves: Return it to the hand. You cannot activate "Arrival from the Land of Light" until your 5th End Phase after this card was activated. (I had to add in a SSing clause; otherwise this card would make zero sense, and how would you explain Ultraman's summoning?) Ultraman Must be Ritual Summoned by "Arrival from the Land of Light" and cannot be Special Summoned by other ways. This card cannot leave the field by the effects of or an attack by Thunder-Type monsters. When this card is targeted by an effect: Toss a coin and call it. If you call it right, negate that effect. When this card leaves the field by an opponent's card (either by battle or card effect): Return it to the hand, then Special Summon the monster used to Ritual Summon this card (from your Graveyard). During your 3rd End Phase after you Ritual Summon this card: Return it to the hand, and when you do, Special Summon the monster used to Ritual Summon this card (from your Graveyard). ---- In terms of Ultraman's Ritual of sorts, keep in mind that it'd probably be better off as a regular Spell Card; and Ultraman himself as an Effect Monster; given that it basically messes with existing Ritual mechanics. That being said, the requirement is more/less situational to pull off; depending on your field setup (and that of the opponent). In Ultraman's case, you basically need to Tribute a Warrior with 1800+ ATK, and in most Decks, that isn't hard to pull off. On to Ultraman himself; he's a walking 3500 beatstick that can basically screw off Chidori, Batterymen, Watts and other relevant Thunders; though the latter is not really used much lately. Remember that you opted to post this in Advanced, so you will have this graded against existing cards in the game. Basically, said effect is situational and will fail against other Types. That being said, I would also say 101 / Castel can screw with this, but even then Ultraman has a chance to negate them if you happen to be lucky with the coin toss. Either way this card leaves (either your opponent uses Raigeki or some non-targeting removal to kill this [or gets enough power to cream this straight on] OR its own forced bounce; it returns to the hand and the Ritual Material gets re-summoned). In that respect, it does too much; considering the effort needed to pull this out; even factoring that you cannot summon it again for 2 turns (the 5 needed to "recharge" the Ritual minus 3 turns for keeping this out) ---- Basically, if your opponent doesn't find a way to get rid of this early on; they're basically screwed against it. I would put an OPT clause on its negation effect though. Yes, Raigeki and non-targeting removal will kill this; but remember that it'll just float itself anyway. Link to comment Share on other sites More sharing options...
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