GarlandChaos Posted May 8, 2015 Report Share Posted May 8, 2015 Lore: 1 Fiend-type Tuner + 2 or more DARK non-Tuner Monsters There can only be 1 face-up "Skeletal Swordsman of the Red Capote" on the field. Once per turn, during your Main Phase 1: You can target 1 Non-Pendulum Monster your opponent controls; gain control of that target until "Skeletal Swordsman of the Red Capote" leaves the field. During your opponent's turn: -If your opponent activates the effect of a card that would Special Summon a monster(s): That effect instead Special Summons "Capote Token(s)" (Level 1/Wind/Fiend-type/ATK 0/DEF 0) equal to the number of monsters that would have been special summoned. These Tokens cannot be Tributed or destroyed by battle. During your opponent's Standby Phase: Your opponent loses 500 LP for every "Capote Token" they control. When "Skeletal Swordsman of the Red Capote" leaves the field, destroy all "Capote Tokens". -If an Xyz Monster your opponent controls would detach an Xyz material to activate an effect; negate the effect's activation and increase your LP by an amount equal to the Xyz material's Level x200. -If your opponent would Pendulum Summon a Monster to their side of the field; banish that Monster instead. -If a Monster would be Summoned by banishing any number of Monsters from their hand or Graveyard; negate any Effects that monster may have and halve its ATK and DEF. I apologize for the on-card Lore once again being very hard to read. As per usual, any criticisms and suggestions are appreciated and encouraged. ^^ EDIT1: MAJOR tweaking to the effects and summon requirements. EDIT2: Added an extra effect. EDIT3: Tweaked the stats and summon requirements and added a few new effects. Link to comment Share on other sites More sharing options...
cardffreakxx Posted May 8, 2015 Report Share Posted May 8, 2015 you need to work on the writting for this. You dont tribute monsters for synchro summoning, Also, once per turn you can target 1 monster your opponent controls;It cannot declair an attack unless it is the only monster they control. Then you can apply the appropriate effect depending on the type of monster targeted. -Tuner: -Effect: Xyz: Synchro: Pendulum: Link to comment Share on other sites More sharing options...
GarlandChaos Posted May 8, 2015 Author Report Share Posted May 8, 2015 you need to work on the writting for this. You dont tribute monsters for synchro summoning, Oh, whoops, I forgot. XD What do you do, then? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 9, 2015 Report Share Posted May 9, 2015 "I swear, by my sword and capote, that I will once again prove victorious!" 2 Fiend-Type Tuners + 1 or more Zombie-Type non-Tuner monsters Cannot be Special Summoned from the Graveyard. There can only be 1 face-up "Skeletal Swordsman of the Red Capote" on either side of the field at any given time. It cannot be Special Summoned from the Graveyard. Once per turn: You can target select 1 monster from your opponent controls; field It cannot attack as long as there is your opponent controls 2 or more than one monsters, also apply on their field. Add 1 of these following effects based on its Card Type: -If it is a Tuner: monster, It cannot be used as a tributed for Synchro Material Monster Summoning until "Skeletal Swordsman of the Red Capote" leaves the field. -If it is an Effect: monster, switch Gain control of it, also change it to to your side in face-down Defense Position. When "Skeletal Swordsman of the Red Capote" leaves the field, the chosen banish that monster becomes banished. -If it is an Xyz: monster, remove all overlay units Detach all Xyz Material from it and halve its ATK and DEF, also it cannot activate any effects until "Skeletal Swordsman of the Red Capote" leaves the field. -If it is a Pendulum: Monster, Destroy either all Spell/Trap Cards or all Monster Cards, depending on its state. "Skeletal Swordsman of the Red Capote" cannot activate any more its effects for the rest of the Duel match and is switched to Defense Position. When you realize that you card text is so long that it's practically unreadable, it's time to consider shortening it. Beauty in simplicity, after all. Double Tuning for this card is already a pretty tight restriction considering its relatively low Level, but when you're also specifying the Types of monsters you can use for it, the Summoning restriction has crossed into the realm of impractical. Almost like Chaos Goddess. You do realize that a majority of monsters are Effect monsters on top of their other types? For example, Odd-Eyes Rebellion Dragon is an Xyz Monster, Pendulum Monster, and Effect Monster all at once. Fortunately, you are only allowed to choose one of the effects. Many would choose to seize control of it, even if it ends up face-down under their control for the turn. Controlling effects are just that powerful. All this text and nothing about Fusion and Ritual Monsters. Pendulum Monsters placed in a Pendulum Zone are not considered to be Monsters, rather as Continuous Spell Cards. Thus this card's effect cannot target cards in Pendulum Zones, and its part of the effect that says "depending on its state" is practically redundant. The boardwipe also does very little to counter Pendulum Monsters as they just slide into the Extra Deck and await the next Pendulum Summon. Honestly, you can dispense with pretty much the rest of the effects and retain the "take control of target Effect monster, but flip it face-down" part since nearly everything else pales in comparison, and this is the mode that will be used 90% of the time. So, yeah, it tries so hard, didn't get really far, and in the end, that didn't really matter. Link to comment Share on other sites More sharing options...
GarlandChaos Posted May 9, 2015 Author Report Share Posted May 9, 2015 "I swear, by my sword and capote, that I will once again prove victorious!" And thus everyone that played Nocturne had PTSD. When you realize that you card text is so long that it's practically unreadable, it's time to consider shortening it. Beauty in simplicity, after all. Yeah, I was going to shorten it, but that would most likely result in me removing a lot of important details of the card. Double Tuning for this card is already a pretty tight restriction considering its relatively low Level, but when you're also specifying the Types of monsters you can use for it, the Summoning restriction has crossed into the realm of impractical. Almost like Chaos Goddess. Well, to be honest, you'd be using the card for its effect anyway and not much else. I'll tone down the requirements like you said, though. You do realize that a majority of monsters are Effect monsters on top of their other types? For example, Odd-Eyes Rebellion Dragon is an Xyz Monster, Pendulum Monster, and Effect Monster all at once. Fortunately, you are only allowed to choose one of the effects. Many would choose to seize control of it, even if it ends up face-down under their control for the turn. Controlling effects are just that powerful. I was aware of that, I was just out of ideas of what I should do for Effect monsters. I'll probably either remove the effect monster option entirely or make it the only option. All this text and nothing about Fusion and Ritual Monsters. In all honesty, I didn't consider them to be anything ground-breaking enough to deserve their own effects, and if I did add any, they'd probably just be relegated to Polymerization-esque cards and Ritual Summoning cards and negating those effects, along with some other nastiness. Pendulum Monsters placed in a Pendulum Zone are not considered to be Monsters, rather as Continuous Spell Cards. Thus this card's effect cannot target cards in Pendulum Zones, and its part of the effect that says "depending on its state" is practically redundant. The boardwipe also does very little to counter Pendulum Monsters as they just slide into the Extra Deck and await the next Pendulum Summon. I had no idea Pendulums were a thing until late last month, and I knew next to nothing about them, so I kinda threw something together in panic. Honestly, you can dispense with pretty much the rest of the effects and retain the "take control of target Effect monster, but flip it face-down" part since nearly everything else pales in comparison, and this is the mode that will be used 90% of the time. As I said earlier, I'll probably do just that. So, yeah, it tries so hard, didn't get really far, and in the end, that didn't really matter. Yeah, there were A LOT of things that I didn't take into consideration, so from what I knew I expected it to be ground-breaking, but the restrictions and overshadowed effects I gave it just weren't enough. Thanks for the feedback, Gadjiltron. There was a lot of it, and I really appreciate what you told me. ^^ Are there any other suggestions you'd like to make? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 9, 2015 Report Share Posted May 9, 2015 A very simple way to be groundbreaking is to have an effect that affects all other Special Summoned monsters, or Special Summons in general, seeing that a player would Special Summon 1-3 times a turn on average. Link to comment Share on other sites More sharing options...
GarlandChaos Posted May 10, 2015 Author Report Share Posted May 10, 2015 A very simple way to be groundbreaking is to have an effect that affects all other Special Summoned monsters, or Special Summons in general, seeing that a player would Special Summon 1-3 times a turn on average. That's a pretty good idea. Gimme a second to edit. ~ Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 10, 2015 Report Share Posted May 10, 2015 ...1 non-Flip, non-summon-triggered, etc. Effect Monster... What's this mean? Link to comment Share on other sites More sharing options...
GarlandChaos Posted May 11, 2015 Author Report Share Posted May 11, 2015 What's this mean? If it has an effect that triggers via any form of summoning, I can't switch control of it to me. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 11, 2015 Report Share Posted May 11, 2015 1 Fiend-Type Tuner + 1 or more non-Tuner Monsters There can only be 1 face-up "Skeletal Swordsman of the Red Capote" on the field. Once per turn, before your attack during your Main Phase 1: You may can target 1 non-Flip, non-summon-triggered, etc. Effect Monster your opponent controls; gain control of that targeted Monster until "Skeletal Swordsman of the Red Capote" leaves the field. During your opponent's turn, if your opponent activates the effect of a card they control allows them to that would Special Summon a monster(s): That effect instead Special Summons change the monster(s) being summoned into "Capote Tokens" (Level 1/Wind/Fiend-type/ATK 0/DEF 0) equal to the number of monsters that would have been Special Summoned. These tokens cannot be Tributed or destroyed by battle or tributed. During your opponent's Standby Phase: Your opponent they loses 500 LP for every "Capote Token" they control. When "Skeletal Swordsman of the Red Capote" leaves the field, so do these destroy all "Capote Tokens". Funny thing is, too many things have effects that trigger off Summoning. Also, trying to specify that in an effect would result in something too wordy. What's the point, anyway? Even if you can or can't take control of that monster, its effect means nothing to you once it has done its job. I'm also not sure why you're also specifying non-Flip Effect monsters either. Regardless, the ability to take control of monsters is still very powerful, and will need a different kind of nerf instead of narrowing its scope so far that there's too little to take. The other effect is also incredibly powerful, exchanging potentially SS'd monsters for dead weight that clogs the field, with exception to Tuners which can clean them off. Take note that inherent Special Summons stay unaffected by this, so Matador here isn't going to be able to stop that BLS Summon. What's worse is that it only affects the opponent's card effects, leaving you free to swarm the field and push for damage when you choose to put the Tokens in Attack Position. Or let the opponent bleed themselves out as they have incredible difficulty Summoning anything with card effects. So the fastest way for the opponent to deal with Matador involves: S/T-based monster removal Normal Summoning a monster that can almost immediately get rid of Matador with its effects Using inherent Special Summons to summon a similar monster While the effect is unique and never-seen-before, try to imagine being on the receiving end of the card. It's not a very pleasant sight. Link to comment Share on other sites More sharing options...
GarlandChaos Posted May 27, 2015 Author Report Share Posted May 27, 2015 I'm giving this card an overhaul. Be sure to check back in a half-hour or so if anyone is interested. Link to comment Share on other sites More sharing options...
Xeroxys Posted May 27, 2015 Report Share Posted May 27, 2015 The revised effect is much better (although still bordering on too long, I would say). Most of the effect are fine, but the following Special Summoning restriction stands out to me: -If your opponent activates the effect of a card that would Special Summon a monster(s): That effect instead Special Summons "Capote Token(s)" (Level 1/Wind/Fiend-type/ATK 0/DEF 0) equal to the number of monsters that would have been special summoned. These Tokens cannot be Tributed or destroyed by battle. During your opponent's Standby Phase: Your opponent loses 500 LP for every "Capote Token" they control. When "Skeletal Swordsman of the Red Capote" leaves the field, destroy all "Capote Tokens". This is essentially a much better Vanity's Emptiness that is also much harder to get rid of. I realize that this card is harder to get on the field than Vanity's Emptiness, but assuming your deck is built for it, it's not hard to do. In order to balance this particular effect, I would probably add a once-per-turn clause to this effect (if you want to also add similar clauses to the other effects for consistency, that would be fine, but I don't think it's necessary). Link to comment Share on other sites More sharing options...
Red_X Posted May 28, 2015 Report Share Posted May 28, 2015 This is just "no" in a card. I'm all for cards that limit opponent's options, but this just makes certain decks absolutely dead till they can get an out, which won't be long considering you're stealing monsters. I'd tone down all of the effects, such as punishing your opponent for xyz rather than just stopping them. The special summon stop should be once per turn, because a vanity and ojama trio combined is a bit insane. Theme wise, why is a monster that needs darks a wind monster? I like the idea of an antimeta synchro, but this is over the top. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 28, 2015 Report Share Posted May 28, 2015 Why do you keep giving it more things that are specially-crafted to hate certain categories of monsters? A single card that damages so many things at once will quickly become overcentralizing, where its presence in the game will soon result in Decks converging towards being able to make it or deal with it, or both at once. That is not the way you'd "rebalance the metagame". Link to comment Share on other sites More sharing options...
GarlandChaos Posted May 28, 2015 Author Report Share Posted May 28, 2015 Yeah, after reading all of this feedback, I can see why this isn't balancing anything out at all. If a mod could lock this thread, please, that'd be great. I'll completely overhaul just about everything this card has going for it at a later date, but don't expect it anytime soon. Link to comment Share on other sites More sharing options...
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