Arimetal Posted September 27, 2015 Report Share Posted September 27, 2015 Tin GarbarianFiend/Pendulum/EffectLV 3DARKPS 21000/1000 Pend:Once during either players turn, when your opponent activates a card effect that targets any number of cards on the field, you can activate this effect: Negate that effect, if you do, shuffle that card into the Deck. Monster:When this card is destroyed: Special Summon 1 "Garbarian" monster from your hand or Deck. Iron GarbarianFiend/Pendulum/EffectLV 6DARKPS 82000/2000 Pend:Once during either player's turn, When your opponent would add any number of card(s) to their hand (except by drawing), you can Banish them instead Monster: When this card is destroyed add 1 "Garbarian" card to your hand from your Deck or Graveyard. Garbarian SackNormal Spell Eff: Add 1 "Garbarian" card from your Deck or face-up in your Extra Deck to your hand. Garbarian CycleNormal Spell Eff: Discard 1 "Garbarian" card; Draw 2 cards. Garbarian CapFiend/Tuner/EffectLV 1DARK100/100 Eff: When you Special Summon a DARK monster while this card is in your Graveyard, you can Special Summon this card. If this card is summoned by its own effect: Banish it when it leaves the field. Twice per turn, this card cannot be destroyed. Garbarian Land FillField Spell Eff: While you control a "Garbarian" card in each Pendulum Zone: All monsters you control gain 800 ATK and DEF. Once per turn, you can discard 1 card; Draw 1 card. Link to comment Share on other sites More sharing options...
jackelgull Posted September 27, 2015 Report Share Posted September 27, 2015 As is Tin Garbarian is way too strong. It means your opponent can't draw any cards, and thus not play the game. I'd add the clause except for their draw phase to the banish cards ability. Link to comment Share on other sites More sharing options...
Arimetal Posted September 27, 2015 Author Report Share Posted September 27, 2015 As is Tin Garbarian is way too strong. It means your opponent can't draw any cards, and thus not play the game. I'd add the clause except for their draw phase to the banish cards ability. That's what I meant to do... thnx for pointing that out... Switched Tin and Iron's monster effs Link to comment Share on other sites More sharing options...
Forest Fire Posted September 28, 2015 Report Share Posted September 28, 2015 Can we talk about the field? Good. We're gonna talk about the field. Here it is nice and simple: No. Nothing should have that sort of power. Ever. Susceptibility to MST/ Raigeki/ name a removal card does nothing to help this. The card is literally: "You wanna play? How about no?". Sure your opponent can still use Solemn Warning to stop the summons, sure the archetype is small and basically dies to being banished like other pendulum archetypes, that does not make that field ok. Nothing will. Link to comment Share on other sites More sharing options...
Arimetal Posted September 28, 2015 Author Report Share Posted September 28, 2015 Can we talk about the field? Good. We're gonna talk about the field. Here it is nice and simple: No. Nothing should have that sort of power. Ever. Susceptibility to MST/ Raigeki/ name a removal card does nothing to help this. The card is literally: "You wanna play? How about no?". Sure your opponent can still use Solemn Warning to stop the summons, sure the archetype is small and basically dies to being banished like other pendulum archetypes, that does not make that field ok. Nothing will. You are completely right... I didnt realize how much power that really was. Completely changed the first effect. Link to comment Share on other sites More sharing options...
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