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Preview card of my upcoming set: New Horizons! Shadow Sorceror Halkub of the Void Oath


AsterikcAde

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It's been 5 long years since I've been on this website and now I'm back with an urge to create yu gi oh cards again! The card I'm posting is one of the monsters from my new archetype called "Void Oath" for my upcoming set "New Horizons". This set will contain a bunch of cards from this archetype and I will also introduce a WATER attribute archetype in the set as well, just stay updated with me if you really give two shits about what I'm working on XD. So here's the card!

 

 

 

 

 

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[spoiler=Card's Effect]This card's other type is treated as Fiend while in your hand, face up on the field or in the graveyard.

Cannot be Normal Summoned or Set. Must be first Special Summoned (from your hand) by sending 3 Fiend-type monsters in your graveyard or sending 3 cards from your banished area to the top of your Deck. Cannot be destroyed by non-DARK monsters. Other face up DARK Fiend-type monsters you control can't be affected by card effects as long as this is face up on the Field. If a card's effect would negate a summon of a DARK Fiend-type monster you control while this is face up on your side of the field: You can return this to your hand to negate that effect. If this would be returned to the hand by its own effect: You can banish a card from your hand. If you do, during this turn's end phase: Special Summon it from your hand onto the Field face up in any position.

 

Comments are always welcomed!

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It seems to have too much going on. This card reminds me of a food fight: different colored and textured food flying everywhere, but its all still food. I think its cool how it wants to be a boss monster, but is lacking the simplicity to do so. I really can't say anything that might get retorted on because including this card into today's meta without knowing the rest of the archetype applies little to its playability. Though I do think that there needs to a review on this "Preview" and I think a review would only hold ground in its opinion if this card's other archetype members were present. If I had to say anything about it, the cost to summon it is barely a cost, and provided with what it does, the effect seems a little OP, IF: its easily brought out turn one, and is sitting on the field while its controller starts spamming stuff OR has a loop with another monster(s) in its archetype. I do however really like the art.

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Text fix:

"This card also treated as Fiend-Type while in on the field, hand or Graveyard.
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by placing 1 Fiend-Type monster in your Graveyard or Banished Zone to the top of your Deck. Cannot be destroyed by a non-DARK monsters. All face-up DARK Fiend-Type monsters you control is unaffected by card effects. If a card's effect would negate a summon of a DARK Fiend-Type monster you control: You can return this card you control to your hand; negate that effect. If this card is returned to the hand by its own effect: During this turn's End Phase, Special Summon this card from your hand.
"

 

The text in bold: i'm not sure about it, do you mean end phase? or end of this phase? (like end of main phase or draw phase), the wording you write is step, as far as i know, only Damage Step that has "step" in it. (It's a part of Battle Phase)

 

I dunno what other cards might be, so i'll say what i think about this card as a single card.

 

Let me be honest: It's too strong . . .

 

> Easy summoning conditions, 1 Fiend-Type is easy, after looking at the effects, oh no pls . . .

> Effects, Cannot be destroyed by a non-DARK Fiend-Type seems fine, but it's followed by "unaffected by card effects" thing, also this card is treated as a Fiend-Type while on the field, so it's also immune to card's effect. So you have a monster, cannot be destroyed (battle or card effects) and unaffected by card effects, while other DARK-Fiend-Type monster you control also unaffected by card effects because of this + protection against summon negation. So no . . . . just no, this card on the field would be like "immortal being that stays on the field until the end of the Duel".

 

So yes it's too strong, so my suggestions is:

> Summon, maybe you can make it harder? like place 2-3 Fiend-Type from your Graveyard to the top and/or bottom of the Deck?

> Effects, maybe instead of "unaffected by card effects", you can limit it to certain type of card (only Spell, Trap, or monster.) or just keep the first effect of cannot be destroyed but it also affects to all DARK Fiend-Type monsters and remove the "unaffected things".

> Last effect, my favorite! Yes, 'cause i hate my summon being negated! returning to hand and SS again is uhh, too easy for a cost, maybe need discard from hand/pay LP/banish card from grave? Dunno, your choice btw (you can keep it as it is, but i prefer the bold text.)

 

And lastly, i hope it's gonna be interesting archetype~

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It seems to have too much going on. This card reminds me of a food fight: different colored and textured food flying everywhere, but its all still food. I think its cool how it wants to be a boss monster, but is lacking the simplicity to do so. I really can't say anything that might get retorted on because including this card into today's meta without knowing the rest of the archetype applies little to its playability. Though I do think that there needs to a review on this "Preview" and I think a review would only hold ground in its opinion if this card's other archetype members were present. If I had to say anything about it, the cost to summon it is barely a cost, and provided with what it does, the effect seems a little OP, IF: its easily brought out turn one, and is sitting on the field while its controller starts spamming stuff OR has a loop with another monster(s) in its archetype. I do however really like the art.

I fixed its effect and change its ATK to 1000.

Text fix:

"This card also treated as Fiend-Type while in on the field, hand or Graveyard.

Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by placing 1 Fiend-Type monster in your Graveyard or Banished Zone to the top of your Deck. Cannot be destroyed by a non-DARK monsters. All face-up DARK Fiend-Type monsters you control is unaffected by card effects. If a card's effect would negate a summon of a DARK Fiend-Type monster you control: You can return this card you control to your hand; negate that effect. If this card is returned to the hand by its own effect: During this turn's End Phase, Special Summon this card from your hand."

 

The text in bold: i'm not sure about it, do you mean end phase? or end of this phase? (like end of main phase or draw phase), the wording you write is step, as far as i know, only Damage Step that has "step" in it. (It's a part of Battle Phase)

 

I dunno what other cards might be, so i'll say what i think about this card as a single card.

 

Let me be honest: It's too strong . . .

 

> Easy summoning conditions, 1 Fiend-Type is easy, after looking at the effects, oh no pls . . .

> Effects, Cannot be destroyed by a non-DARK Fiend-Type seems fine, but it's followed by "unaffected by card effects" thing, also this card is treated as a Fiend-Type while on the field, so it's also immune to card's effect. So you have a monster, cannot be destroyed (battle or card effects) and unaffected by card effects, while other DARK-Fiend-Type monster you control also unaffected by card effects because of this + protection against summon negation. So no . . . . just no, this card on the field would be like "immortal being that stays on the field until the end of the Duel".

 

So yes it's too strong, so my suggestions is:

> Summon, maybe you can make it harder? like place 2-3 Fiend-Type from your Graveyard to the top and/or bottom of the Deck?

> Effects, maybe instead of "unaffected by card effects", you can limit it to certain type of card (only Spell, Trap, or monster.) or just keep the first effect of cannot be destroyed but it also affects to all DARK Fiend-Type monsters and remove the "unaffected things".

> Last effect, my favorite! Yes, 'cause i hate my summon being negated! returning to hand and SS again is uhh, too easy for a cost, maybe need discard from hand/pay LP/banish card from grave? Dunno, your choice btw (you can keep it as it is, but i prefer the bold text.)

 

And lastly, i hope it's gonna be interesting archetype~

Thanks for the review, I checked over the card and yes it does seem too overpowered, I fixed the OCG errors, the effect, and his stats.
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I'm not sure if me reply twice to this tread is spamming or not, not sure if its allowed either, hopefully I'm good. But one thing that you could do to make it a bit more balanced is probably not have it be counted as a fiend type as well. Don't know if its important to have that effect or not to, but if it was a spellcaster that supplied those kinds of protection then it again might seem way more balanced. Hope to see more of the Archetype and set too! =^_^=

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I'm not sure if me reply twice to this tread is spamming or not, not sure if its allowed either, hopefully I'm good. But one thing that you could do to make it a bit more balanced is probably not have it be counted as a fiend type as well. Don't know if its important to have that effect or not to, but if it was a spellcaster that supplied those kinds of protection then it again might seem way more balanced. Hope to see more of the Archetype and set too! =^_^=

Well, the theme to the archetype is for the Void Oath monsters to have dual types, like for example: Warrior type but if the monster is in your hand, graveyard, or on the field he's considered a demon as well, a "fiend" to be precise.
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