Plorks Posted May 23, 2015 Report Share Posted May 23, 2015 Hi everyone, i hope you all enjoy my cards, maybe a bit op. The point of the Deck is clean your opponent's field, then Special Summon 5 Spooky monsters and then Xyz Summon to Spooky Knight and practicaly win. I didn't want to limit their effects for more velocity. :Kappa: (yes, some of their arts are from digimon :D) I accept suggestions for improvement the cards. Link to comment Share on other sites More sharing options...
Xeroxys Posted May 23, 2015 Report Share Posted May 23, 2015 Design-wise, the gimmick/mechanics of the Deck aren't bad, but currently, they're not just a little OP, they're a lot OP. Here are some thoughts to consider when making future changes to the cards for the sake of balance: - Banishing without destroying is a really powerful effect, and there's not much reason for a simple low-Level Pendulum Monster to do it. - Drawing 1 card for each "Spooky" monster in your Pendulum Zones is very OP, essentially allowing you to draw 2-3 (or more) cards every Draw Phase. - Destroying 3 Set cards per End Phase is very OP. It's actually a cool effect, but there's no reason for it to be 3 rather than 1, which would be much more balanced. - 500 Damage of burn per turn for each "Spooky" card on the field is way too much, especially given that this is a Pendulum archetype. Being able to reliably set up 2500-3500 burn per turn is just too much. I would lower this to 100-200 per card. - "Spooky Knight" is far too OP, considering you can easily bring him out (with 5 Materials) with a single Pendulum Summon. I can't say exactly how you should balance him, but he shouldn't be able to banish 5 cards per turn (more like 1) and it should cost an XYZ Material to activate that effect, and he shouldn't be able to attack directly twice per turn (twice per turn is probably the better of the two effects to keep, rather than attacking directly). - "Spooky Night" should be a Normal Spell, rather than a Continuous. You're always going to have a "Spooky" monster on board, and a free Special Summon every turn is a little excessive. - "Spooky Skyscraper" is a very powerful card, even considering the low ATK of monsters in the archetype. Even if it didn't apply to "Spooky Knight" (assuming you remove his ability to attack directly), all it would take is a single card to raise your monsters' ATK by 200-300 each, and you've got a huge amount of damage on the board each turn. - The combination of "Spooky Graveyard", "Spooky Lake," "Spooky Skyscraper", and "Spooky Temple" is insanely powerful. Yes, it's a four-card setup, but the archetype has no trouble getting to those cards and every one of them is powerful in its own right. In addition to the thoughts posted above, I would consider nerfing "Spooky Temple" in particular, making it so that it only protects monsters, and only one monster once per turn. So something like "Once per turn, during either player's turn: You can have 1 "Spooky" Pendulum Monster you control be unaffected by your opponent's card effects until the End Phase." - Finally, and possibly most importantly: the monsters' abilities when Summoned are far too OP as it stands (activated on any kind of Summon and no once-per-turn limit). This is a Pendulum archetype, so you're often going to be getting 5 or more of those effects per turn, and some of them are pretty powerful as is. If you want to keep them, I would limit them either to Normal Summons or Special Summons (except from the Extra Deck). And even then, you should probably consider revising a couple of their effects, particularly "Spooky Dragon", because it's a very open-ended and powerful effect for a monster that can be Normal Summoned without Tributing, and "Spooky Ghost", for reasons discussed earlier. Overall, not a bad archetype at all. I quite like the gimmick/mechanics, but as it stands, it's very OP and I wouldn't want to play against it. Link to comment Share on other sites More sharing options...
LegoLord91 Posted May 24, 2015 Report Share Posted May 24, 2015 I agree wholeheartedly with Xeroxys. I could ramble on and end up just repeating everything he did from the perspective of an opponent, but instead I will offer a perspective as a person who would play this archetype. My hope is to help you realize why these cards are so broken. First, I wouldn't even play Spooky Knight. The deck can win without. Seriously, I would only play Blaster, Dragon, Puppet, and Shadow. Blaster and Dragon control the field, while Puppet and Shadow create insane advantage. Besides, they are respective scales of 3 and 5. Secondly. I would abuse the heck out of Rescue Hamster. Not only he is also scale 5, but he takes the craziness of these effects and amplifies them. One Blaster in the Extra Deck, turns Hamster into 4 banished cards. One Puppet in the Extra Deck, turns Hamster into 4 free Spooky Monsters. Historically, pendulum archetypes have had underwhelming effects or exclusive restrictions, simply because the actual pendulum mechanic is very powerful. Qliphorts and Zefras are restricted to the monster they can summon. The only unchecked pendulum archetype is the one that supports normal monsters. And rightfully so, it only supports NORMAL MONSTERS. These guys need to have a hard once per turn clause, plus some serious nerfed effects. Like Xeroxys said, being able to banish 2 cards for nothing is incredibly, incredibly, broken. Link to comment Share on other sites More sharing options...
Plorks Posted May 24, 2015 Author Report Share Posted May 24, 2015 Thanks for the suggestions, I will consider that :D Link to comment Share on other sites More sharing options...
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