VCR_CAT Posted December 13, 2015 Report Share Posted December 13, 2015 A few months back I made 3 Machine-Type monsters that were designed to be high-risk high-reward monsters with a focus on being ridiculous beatsticks that are surprisingly easy to summon. Just recently, I went back and looked over the cards. I was disappointed with their design somewhat and felt they could be done better with better summoning conditions and more properly defined roles from each other. So take a look, and remember to Like, Comment, and Subscribe. Requires 3 Tributes to Normal Summon (cannot be Normal Set). You can Special Summon this card (from your hand) in face-up Attack Position by Tributing 1 Level 7 or higher Machine-Type monster you control. If this card attacks; at the end of the Damage Step: Change it to face-up Defense Position. If you control no other monsters, this card can attack your opponent directly. If this card leaves the field; destroy all monsters you control. You can only control 1 face-up "Assault Brigadier". 1 Tuner + 2 or more Non-Tuner Machine-Type MonstersYou can also Synchro Summon this card by banishing 1 Level 7 or higher Machine-Type Synchro Monster and 1 Tuner from your Graveyard while you control no monsters. If this card attacks; at the end of the Damage Step: Change it to face-up Defense Position. If this card battles a monster with higher ATK: At the start of Damage Calculation; this card gains ATK equal to half the ATK of the monster it's battling. If this card leaves the field; destroy all monsters you control. You can only control 1 face-up "Assault Commander". 3 Level 10 MonstersYou can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 7 or higher Machine-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks, it is changed to face-up Defense Position at the end of the Battle Phase. This card can attack all monsters your opponent controls once each. If this card leaves the field: Destroy all monsters you control. You can only control 1 face-up "Assault Marshal". Link to comment Share on other sites More sharing options...
NobodySovereign Posted December 13, 2015 Report Share Posted December 13, 2015 I'm going to start off with the fact that I'm a fan of people revisiting cards to give them some love and attention. You go! :D - I feel like, even if you only have Brigadier out, 3.8k is an awful lot to be swinging directly at an opponent, regardless of whatever Summoning Conditions it has. The fact that it switches to Defense after attacking isn't much of a comfort either. The only thing that pops into my mind immediately is Performapal Call, and I'm sure other cards can block against direct attacks, but still... - The idea that this thing (Commander) almost certainly gets to go over anything that the opponent brings out to deal with it is, again, concerning... I'm starting to get the idea that you mean for these things to be dealt with by Spells and Traps, since you've got no built in protection against them. - The last one (Marshal) is the most terrifying; unless your opponent has something to respond to it (either more powerful or an aforementioned spell/trap card), it can basically traipse across their entire front row like it was nothing. This whole set concerns me (when really I don't know why; all the decks I run (Lightsworns, BA, Infernoids, and even Performapals) have ways to deny you their power in some way or another) and I don't know how to make them any better because you've accomplished what you set out to do: they strike me as really high risk/reward cards. So... kudos? I dunno, maybe I've said something helpful. Link to comment Share on other sites More sharing options...
VCR_CAT Posted December 13, 2015 Author Report Share Posted December 13, 2015 Ah, thanks for the attention to these cards! - For Brigadier, the defense-position swap is actually quite the setback, as it makes it much easier for any deck to deal with. Most decks can breach 1700 ATK or more quite easily, and especially if you're using Brigadier to supplement your existing field, this can lead to some huge losses for little effort from your opponent. 3800 is a lot of damage to swing for, but one attack is not terribly difficult to take or deal with for most decks. It definitely makes him scary with some big drawbacks, but that was the intention ;) - Commander's design, as opposed to Brigadiers push-for-damage strategy, is to be able to get over singular, huge targets. While his "I can top anything!" style looks concerning at first, remember his switch into defense position. If you're using his effect pro-actively, any deck can deal with him because, again, his effect affects his attack and not his defense (which is still painfully low). Now, the situation that's probably troubling you is how your opponent is going to get over it. Well, if the stat-modifying effect were to be useful during your opponent's turn, you would need to either not attack with Commander, or somehow negate his position-switch. Again, it is a strong effect, but it's one that isn't really good for defensive plays as it is offensive. So again, remember that its position is forced to switch and that its defense is painfully low. - Marshal's design is the opposite to Commander's; instead of dealing with one, big monster, it deals with lots of smaller monsters. In the situations of lots-of-monsters, this card would be an absolute beast. But in the case of a single, big beatstick, this card is probably not the best choice. Right now, I would say my main concern would actually be Commander's alt-summon-condition. I felt that having no monsters on the field would be adequate to prevent OTK supplementation, which might be enough, but I might need to add summoning restrictions after it's summoned that way. Link to comment Share on other sites More sharing options...
NobodySovereign Posted December 13, 2015 Report Share Posted December 13, 2015 Another thing to note is that for Commander, it's conditions can almost certainly be met for its alt summon condition after your opponent takes out Brigadier, since you'll have a nice Level 10 Machine-Type there in your grave and, possibly, a Tuner. Marshal is a Rank, not a Level, so you're fine on that front. Speaking of Marshal, did you have any particular Machine Rank 7's in mind when you made him? I don't run any machine decks or any Rank 7's so I don't know. Link to comment Share on other sites More sharing options...
VCR_CAT Posted December 13, 2015 Author Report Share Posted December 13, 2015 It's worth noting that Commander requires Synchro monsters for its alt-summon condition. For Marshal, it was made in particular with some other customs I had made, but for Rank 7 you have Dracossack and Galaxy Tomahawk (who runs that? pffff). But, it means rank 7 or higher, and there's a good plethera of solid machines in the higher ranks to choose from. Link to comment Share on other sites More sharing options...
NobodySovereign Posted December 13, 2015 Report Share Posted December 13, 2015 I stand corrected. Comment respectfully withdrawn. I see. I forget about Drackosack all the time until I play someone using Harpies. That makes sense now. Theoretically you could also use a Rank Up Magic to get there with even more Xyz Materials, but I don't see the point since it doesn't have a detach effect. In fact, I'd say it almost needs to have it's "attack all" effect to require a material, and detach a material during each end phase. But that's just me musing. Link to comment Share on other sites More sharing options...
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