sethreid1212 Posted April 21, 2015 Report Share Posted April 21, 2015 the lucky magician light/3/spellcaster/effect 1000/1200 when this card is summoned it gains 500atk dark mage dark/5/spellcaster/effect 2000/1800 for every turn this card is face up on the field your opponent loses 500 life points wind mage wind/4/spellcaster/effect 1500/1000 During each of your End Phases: Place 1 wind Counter on this card. When this card is destroyed: You opponent must discard cards equal to the amount of Countdown Counters that were on this card before this card was destroyed. fire mage fire/6/spellcaster/effect 2500/1500 once during your turn you can destroy two cards on the field Link to comment Share on other sites More sharing options...
Supreme Gamesmaster Posted April 21, 2015 Report Share Posted April 21, 2015 Er. I don't see what any of these have to do with their names. How does being "lucky" translate to "gain 500 ATK when Summoned?" And actually, what's even the point of that effect? It may as well be a 1500 ATK Normal monster. Wow, Dark Mage is boring. I think the burn isn't significant enough to force any choice or strategy on the part of the player or the opponent. And what does a simple burn effect have to do with darkness? Wind Mage places Wind Counters on itself, but then requires Countdown Counters to activate its effect... Also, you may want to cap the maximum number of Wind (Countdown?) Counters. Though I must say, for a card that depends on being on the field as long as possible, it's rather squishy. At least this one fits the flavour - I can kinda see how this effect would apply to a wind mage. Fire Mage is deeeefinitely broken. For one thing, there's no "once per turn" clause on it, so it can nuke the whole field whenever it wants. Even besides that, it doesn't target, so it will destroy those two cards, and there's no cost whatsoever for the destruction effect! Even Dark Armed Dragon put a limit on its destruction. (Also, again: nothing about this effect screams "Fire Mage" to me.) Link to comment Share on other sites More sharing options...
sethreid1212 Posted April 24, 2015 Author Report Share Posted April 24, 2015 Er. I don't see what any of these have to do with their names. How does being "lucky" translate to "gain 500 ATK when Summoned?" And actually, what's even the point of that effect? It may as well be a 1500 ATK Normal monster. Wow, Dark Mage is boring. I think the burn isn't significant enough to force any choice or strategy on the part of the player or the opponent. And what does a simple burn effect have to do with darkness? Wind Mage places Wind Counters on itself, but then requires Countdown Counters to activate its effect... Also, you may want to cap the maximum number of Wind (Countdown?) Counters. Though I must say, for a card that depends on being on the field as long as possible, it's rather squishy. At least this one fits the flavour - I can kinda see how this effect would apply to a wind mage. Fire Mage is deeeefinitely broken. For one thing, there's no "once per turn" clause on it, so it can nuke the whole field whenever it wants. Even besides that, it doesn't target, so it will destroy those two cards, and there's no cost whatsoever for the destruction effect! Even Dark Armed Dragon put a limit on its destruction. (Also, again: nothing about this effect screams "Fire Mage" to me.) i was not done the fire mage!!! Link to comment Share on other sites More sharing options...
MetalRock547 Posted April 24, 2015 Report Share Posted April 24, 2015 Er. I don't see what any of these have to do with their names. How does being "lucky" translate to "gain 500 ATK when Summoned?" And actually, what's even the point of that effect? It may as well be a 1500 ATK Normal monster. Wow, Dark Mage is boring. I think the burn isn't significant enough to force any choice or strategy on the part of the player or the opponent. And what does a simple burn effect have to do with darkness? Wind Mage places Wind Counters on itself, but then requires Countdown Counters to activate its effect... Also, you may want to cap the maximum number of Wind (Countdown?) Counters. Though I must say, for a card that depends on being on the field as long as possible, it's rather squishy. At least this one fits the flavour - I can kinda see how this effect would apply to a wind mage. Fire Mage is deeeefinitely broken. For one thing, there's no "once per turn" clause on it, so it can nuke the whole field whenever it wants. Even besides that, it doesn't target, so it will destroy those two cards, and there's no cost whatsoever for the destruction effect! Even Dark Armed Dragon put a limit on its destruction. (Also, again: nothing about this effect screams "Fire Mage" to me.) Way to teach the noob!!!!!! Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted April 24, 2015 Report Share Posted April 24, 2015 MetaRock, be respectful towards other members in this section and do not call them noob (I'm referring to the TC). Supreme Gamemaster's CnC is perfectly acceptable. That being said, you also broke the Advanced Clause. Instead of calling the member out, what are your thoughts on the cards themselves? Link to comment Share on other sites More sharing options...
MetalRock547 Posted April 27, 2015 Report Share Posted April 27, 2015 MetaRock, be respectful towards other members in this section and do not call them noob (I'm referring to the TC). Supreme Gamemaster's CnC is perfectly acceptable. That being said, you also broke the Advanced Clause. Instead of calling the member out, what are your thoughts on the cards themselves? Thanks. I will know for next time. Link to comment Share on other sites More sharing options...
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