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Singularity Dragon


shadowsapex

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Singularity Dragon

Lvl 12, 1/1, LIGHT, Dragon, Synchro

1 Tuner + 1 or more non-Tuner monsters

This card can attack your opponent directly. If this card inflicts battle damage to your opponent, its ATK is multiplied by the number of cards in both player's hand and field. This card cannot be destroyed by battle or card effects. If this card is targeted by a card effect: You can discard 1 card from your hand; negate that effect and destroy it.

 

This card isn't meant to be competitive or anything, I just wanted to make a direct-attacker with 1 attack.

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Keep in mind that cards in the real game usually end with values divisible by 50 (or 0).

In this case, I would say make it 100/100 stats.

 

Look at it this way; Earthbound Immortal Wiraqocha Rasca had 1/1 stats in the anime; but was changed to 100/100 in the real game (although no one uses it now, but you get it).

S39 has 2510 stats (from 2501), but I would personally recommend using 100 since it's more conventional.

 

Granted though, it'll get a lot stronger in the long run, and it'll make it work a lot better for its intended purposes.

It won't do much in the short run, but after it attacks, it'll get decently stronger; which makes it worth the effort of playing.

 

It also has Fiendish Chain / Breakthrough Skill / Castel protection and such (provided you have a card in hand / on field to send).

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First time won't be a problem, since at best it'll likely have 1500-2000 or something (although that's still a sizable chunk of damage).

But yeah, second time will get really nasty (which equates to at least 5-6K minimum; even into the 5-digits in normal cases).

 

Maybe have it start at 0, but just have it gain 100-200 ATK for every card on field/hand.

It would still get the same results from the first attack if it were at 100; but on subsequent ones, it shouldn't get extremely lethal. 

 

It will hit 2-3K, yes, but that's certainly more fair than it hitting the 10K mark if it got boosted to 100 ATK/DEF, and kept its effect.

 

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I suppose if we do boost it to 100, just have the ATK/DEF multiply after it deals damage; in a similar vein to Raging Flame Sprite.

Although yeah, a lower base ATK might be needed (although it will look awkward).

 

Or the TC can just alter the effect to boost by a constant amount (100 per card), and retain the suggested power.

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The card says "after this card attacks". Wouldn't that apply after damage calculation?

Having 1 ATK is the whole gimmick of this card, and so is the exponential damage, so I don't really want to change any of that. Besides, I did some calculations.

With 100 atk, the minimum card total to achieve a 4-turn kill is 4. The minimum cards for a 3-turn kill is 9. So you're giving your opponent 4 turns to find an answer to an indestructible, semi-untargetable monster.

With 1 Atk, 5 cards will get you a 7-turn kill and 10 cards will get you a 5-turn kill. I prefer that better.

 

How about the power level of this card? I think discarding a card from the field and hand might be a bit too much. Would it still be balanced if it was just a discard from hand?

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The card says "after this card attacks". Wouldn't that apply after damage calculation?

I may read "after this card attacks" differently from you. For me, any point "after attack" would be anywhere in the Battle Step after attack declaration, up to and including the end of the Damage Step.

 

It would be best to completely pinpoint the moment where the ATK buff applies - if it's as you intend, then the best phrasing will be "At the end of the Damage Step where this card attacked". This means a few things - the card doesn't boost before it connects, and it doesn't need to damage the opponent (i.e. it can run straight into a Defense Position monster) to get the boost.

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