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[Written] Gandora Knight


Blake

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Destructive Dragon Knight Gandora

DARK

Rank 8

Warrior/Xyz/Effect

2 Level 8 Monsters

This card cannot be targeted by card effects, except its own. When this card is Xyz Summoned: Destroy all other cards on the field, and if you do, banish them, then this card gains 100 ATK and DEF for each card banished by this effect. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card and target 1 face-up monster; That monster gains 300 ATK and DEF for each banished card, but any battle damage it inflicts is halved until your opponent's next End Phase. When this card leaves the field: Shuffle all banished cards into their owner's deck. 

0/0

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I'm just going to lead off by saying I like the idea of another Rank 8 Dragon Knight thing. Honestly I really enjoy retrains of otherwise unplayed monsters. So + for that. Untargettable works because it's 0/0, and at the absolute max would end up 2600 if literally the entire field was nuked, but more realistically it'll probably end up on the low 1000s. I'm slightly concerned about the amount gained by the second effect, even with the damage restriction. Was there a certain number that you had in mind when drawing this up?

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I'm just going to lead off by saying I like the idea of another Rank 8 Dragon Knight thing. Honestly I really enjoy retrains of otherwise unplayed monsters. So + for that. Untargettable works because it's 0/0, and at the absolute max would end up 2600 if literally the entire field was nuked, but more realistically it'll probably end up on the low 1000s. I'm slightly concerned about the amount gained by the second effect, even with the damage restriction. Was there a certain number that you had in mind when drawing this up?

I started with 300, as per the OG, but then I made it 500. Then I realizeI should give him SOME sort of gain on the nuke, so I lowered it to 400 and made his natural gain 100. Could reduce it to 300 again, due to the 100 gain on-nuke.

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I really like this.

 

Reminds me of Knight Felgrand, and that's sort of flavorful. It's a nuke for Rank8s, plus that fun stat boosting Quick Effect that can be applied on other monsters to get over stuff.

 

EDIT:

How about +200 from the first effect and +300 from the second effect? That way, it will be able to reach more solid stat values after its Summoned without requiring too many cards on the field, and the 300 would be more flavorful.

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I'm just going to lead off by saying I like the idea of another Rank 8 Dragon Knight thing. Honestly I really enjoy retrains of otherwise unplayed monsters. So + for that. Untargettable works because it's 0/0, and at the absolute max would end up 2600 if literally the entire field was nuked, but more realistically it'll probably end up on the low 1000s. I'm slightly concerned about the amount gained by the second effect, even with the damage restriction. Was there a certain number that you had in mind when drawing this up?

 

So lets say this really does blow up every possible card on the field.  Thats 21 total (11 on your opponent and 10 from you), which yields 2100 attack

 

Use it's effect to gain 400 for each, thats +8400 for a grand total of 10500 attack.  Granted, that is never going to happen in the history of forever, so lets instead assume that half of the field is filled.  Lets say 10 cards.

 

thats 1000 attack + 4000 attack = 5000 attack for that turn.  I think that's perfectly fair.  A 300 boost would bring it to 4000 total with 10 cards destroyed, but I think a 400 boost is a bit more necessary.

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I started with 300, as per the OG, but then I made it 500. Then I realizeI should give him SOME sort of gain on the nuke, so I lowered it to 400 and made his natural gain 100. Could reduce it to 300 again, due to the 100 gain on-nuke.

Honestly, it's not a major problem, it mostly depends on how many you nuke initially. Maybe have something like 200 on nuke/2-300 on detach? Then you would have more room to play around with making other beaters while still letting it have a body of its own.

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So lets say this really does blow up every possible card on the field.  Thats 21 total (11 on your opponent and 10 from you), which yields 2100 attack
 
Use it's effect to gain 400 for each, thats +8400 for a grand total of 10500 attack.  Granted, that is never going to happen in the history of forever, so lets instead assume that half of the field is filled.  Lets say 10 cards.
 
thats 1000 attack + 4000 attack = 5000 attack for that turn.  I think that's perfectly fair.  A 300 boost would bring it to 4000 total with 10 cards destroyed, but I think a 400 boost is a bit more necessary.

Don't forget Pendulum zones, which add another 4 cards to make that 24 and 25 cards.

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Something I just noticed:

 

I believe the way you worded the card makes the attack boost perminent and only the 1/2 dmg last until your opponent's next end phase, due to the limit being separated by a "but" clause

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Something I just noticed:

 

I believe the way you worded the card makes the attack boost perminent and only the 1/2 dmg last until your opponent's next end phase, due to the limit being separated by a "but" clause

Well yes, that was the intent. I know it's permanent.

 

I guess I could bump its personal boost to 200, but my issue there is that means blowing up any number of cards makes it an untargettable 1600~+ in a lot of situations, and that's pre-boost. Use the boost after that, and if it's, say, the exact same number of cards (8 in this situation), that's an untargettable 4K.

 

At least like this, it's an untargettable 0/0 that gains only 100 per and 300 later, meaning that the earlier scenario makes it 3200, which is a number that Konami seems to be wantin to make relevant, if Black Skull Dragon retrain and D/D/D Caesar Ragnarok are an indicator, which I believe they are.

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Since the boost is permanent then +100/+300 should be fine in my opinion.

 

And now I'm a bit concerned with Wildflame's point: If you find a way to loop it, the recycling effect could lead to silly OTKs, FTKs, etc. especially because of the flexible "when this card leaves the field" clause. How about watering it down to "if this card on the field is destroyed and sent to the Graveyard"?; that way the effect won't go off if it used as fodder, plus opens options for the opponent to avoid it by using non-destruction removal.

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I'm a little confused by the additional pumo.  Is it +300 for every card that is currently in the banished zone, or every card that was banihsed by it's effect to start with, or every card that was banished at the beggining of the effect and is still banished?  Other than that I like the card, but this+trap stun is just plain mean, as I don't think there are any cards that aren't traps that can stop this card from blowing up the field, since it can't be targeted.

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I'm a little confused by the additional pumo.  Is it +300 for every card that is currently in the banished zone, or every card that was banihsed by it's effect to start with, or every card that was banished at the beggining of the effect and is still banished?  Other than that I like the card, but this+trap stun is just plain mean, as I don't think there are any cards that aren't traps that can stop this card from blowing up the field, since it can't be targeted.

It's all banished cards.
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ok, so OCG wise I think it's supposed to say "gains ATK and DEF aqual to the number on banished cards x300" (from looking at helios).  From that, I'm curious if a macro deck could make rank 8s to make this as a a closer, but probably not.

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