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HB15-RND01 - Nootaikok, Glacier Wicked Overlord


hectorbastida

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Hi guys, this is random support card for WATER monsters, any feedback is welcomed :D Peace, Hopefully its quite balanced, Enjoy if you can x)

 

nootaikok__glacier_wicked_overlord_by_ba

 

Nootaikok, Glacier Wicked Overlord

Spellcaster / Xyz / Effect

Monster effect:

3 Level 4 WATER monsters
During the turn you Xyz Summon this card, you cannot Special Summon monsters, except WATER monsters. All WATER monsters you control gain 200 ATK for every other WATER monster you control. Once per turn, you can detach 1 Xyz Material from this card; this turn, you can Normal Summon 1 Level 4 or lower WATER monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card with Xyz Material is sent to the Graveyard: You can Special Summon 1 Level 4 or lower WATER monster from your Deck or Graveyard.

 

Note: I do not own the artwork

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This card's overall effects are way too good, and it does way too much.

For one thing, the attack gain effect basically grants a miniature United We Stand for practically every monster you control. This effect should instead either apply only to the monster itself, or target one monster you control. This is especially overpowered when you consider that there's no real cost for this effect. The attack reduction is also way too powerful, especially when it grants the attack boost. I would honestly only pick one effect or the other and give it a cost; not both. Finally, with all of this in consideration, the destruction effect is just absurd. Considering that this card is nigh un-topable for at least three battles, the most common alternative grants you basically another Xyz to go, or walls you up comfortably.

I see the ideas here, but they need to be retooled and rebalanced. Right now, this card basically grants the Machina Fortress dilemma where there aren't enough ways of dealing with it without hurting yourself in the game. A suggestion would maybe grant the United We Stand effect only to itself as a detach-to-activate effect, except that you can activate it during either battle phase. I would then maybe restrict the Special Summon effect down to one monster instead of two.

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This card's overall effects are way too good, and it does way too much.

For one thing, the attack gain effect basically grants a miniature United We Stand for practically every monster you control. This effect should instead either apply only to the monster itself, or target one monster you control. This is especially overpowered when you consider that there's no real cost for this effect. The attack reduction is also way too powerful, especially when it grants the attack boost. I would honestly only pick one effect or the other and give it a cost; not both. Finally, with all of this in consideration, the destruction effect is just absurd. Considering that this card is nigh un-topable for at least three battles, the most common alternative grants you basically another Xyz to go, or walls you up comfortably.

I see the ideas here, but they need to be retooled and rebalanced. Right now, this card basically grants the Machina Fortress dilemma where there aren't enough ways of dealing with it without hurting yourself in the game. A suggestion would maybe grant the United We Stand effect only to itself as a detach-to-activate effect, except that you can activate it during either battle phase. I would then maybe restrict the Special Summon effect down to one monster instead of two.

What the hell are you on about?

 

This card is terrible in any realistic scenario, at least at present.

 

Its stats are bad, its summoning conditions are bad, and its effects are entirely reactive, bar the ATK gain. Sure, the ATK gains' strong, but you have to pay 3x Water and then spam more waters for it to work. Anything that breaks that effect eitehr does it in a slow roll or is the problem, not this card. 3x Level 4 WATER is a hefty cost, and 3x Level 4 would only make the first effect slightly more powerful.

 

The when targeted effect is no better than C69 or any other card that says "hurr you can't attack, so just use removal". So you can't pop it... Okay? Castel exists, and most decks have a means to remove it without playing into it. Even then, if they summoned this with the state of WATER as it is, they deserve the float.

 

It's not even relatable to Machina Fortress, as it's much, much harder to summon and doesn't give you near as much reward... which says a lot cause Machina Fortress doesn't give you a ton anymore.

 

It is in no way overpowered, and the design only has overall slight flaws that are only as bad as the cards that summon it, as is the case with most ED cards.


Tha ATK boost only occurs during your Battle Phase only.

Thanks for the feedback, will balance it hard, with a cost x)

No, ignore his post.

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Decided to work with one of the section mods to fix this, so here goes.
 
Theoried Fix:
3 Level 4 WATER Monsters
During the turn you Xyz Summon this card, you cannot Special Summon monsters, except WATER monsters. All WATER monsters you control gain 200 ATK for every other WATER monster you control. Once per turn, you can detach 1 Xyz Material from this card; this turn, you can Normal Summon 1 Level 4 or lower WATER monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card with Xyz Material is sent to the Graveyard: You can Special Summon 1 Level 4 or lower WATER monster from your Deck or Graveyard.
2500/2000
 
I apologize if we trampled on any flavor that we aren't aware of.

This gives you an incentive to summon it, use it, and maintain it, while not making it too good, and only slightly nerfing and/or buffing the other effects.

The original detach effect was slow, and far too passive. It gave you no incentive to summon it. This gives it a means to be used, but not too much of a means. It's been changed to work in tandem with the first effect while giving you advantages that cost a good deal.

The first effect now gives you 100 points less per monster per monster and only for every OTHER monster, but it is a continous buff. And its 25/20 itself.

The way you had it originally, it could be wrecked by simply banishing Breakthrough Skill from your Graveyard, which means it would be a ton of wasted effort. Now it's not super offensive, but it's not weak either.

A condition applied to its summon, to make it a bit more restrictive while making it more offensive and powerful.

The floating was made much more versatile, but slightly weaker in what it grabs.

So, let's break it down:
No summon drawback -> WATER only for the turn
300 boost for all WATER during BP only -> 200 boost for every other WATER constantly
Detach effect for protection scrapped -> Double summon detach effect
Latter effect when destroyed by card effect while it has material, get 2 from deck/grave -> Get only 1, but much more loose float condition.
20/20 -> 25/20 stats

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Decided to work with one of the section mods to fix this, so here goes.
 
Theoried Fix:
3 Level 4 WATER Monsters
During the turn you Xyz Summon this card, you cannot Special Summon monsters, except WATER monsters. All WATER monsters you control gain 200 ATK for every other WATER monster you control. Once per turn, you can detach 1 Xyz Material from this card; this turn, you can Normal Summon 1 Level 4 or lower WATER monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card with Xyz Material is sent to the Graveyard: You can Special Summon 1 Level 4 or lower WATER monster from your Deck or Graveyard.
2500/2000
 
I apologize if we trampled on any flavor that we aren't aware of.

This gives you an incentive to summon it, use it, and maintain it, while not making it too good, and only slightly nerfing and/or buffing the other effects.

The original detach effect was slow, and far too passive. It gave you no incentive to summon it. This gives it a means to be used, but not too much of a means. It's been changed to work in tandem with the first effect while giving you advantages that cost a good deal.

The first effect now gives you 100 points less per monster per monster and only for every OTHER monster, but it is a continous buff. And its 25/20 itself.

The way you had it originally, it could be wrecked by simply banishing Breakthrough Skill from your Graveyard, which means it would be a ton of wasted effort. Now it's not super offensive, but it's not weak either.

A condition applied to its summon, to make it a bit more restrictive while making it more offensive and powerful.

The floating was made much more versatile, but slightly weaker in what it grabs.

So, let's break it down:
No summon drawback -> WATER only for the turn
300 boost for all WATER during BP only -> 200 boost for every other WATER constantly
Detach effect for protection scrapped -> Double summon detach effect
Latter effect when destroyed by card effect while it has material, get 2 from deck/grave -> Get only 1, but much more loose float condition.
20/20 -> 25/20 stats

Thank you guys for your time :D i updated the card effect with yours, works better that way.

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