ENMaker Posted December 23, 2015 Report Share Posted December 23, 2015 I'm enjoying making things for old cards now so I'm doing this. If this card is Summoned, you can destroy 1 card you control: Add 1 "Guardian of the Gate" monster from your Deck to your hand. If this card is destroyed, you can add 1 "Gate Guardian" from your Deck or Graveyard to your hand. You can only use each effect of "Priestess of the Gate" once per turn. If you have a "Guardian of the Gate" card in your other Pendulum Zone, this card's Pendulum Scale is 1 when in the left Pendulum Zone, and 8 when in the right Pendulum Zone. Otherwise, this card's Pendulum Scale becomes 4. When this card is activated, you can add 1 "Kazejin" from your Deck or Graveyard to your hand. If you Summon a Level 7 Spellcaster-type monster(s), you can destroy this card: Draw 1 card.If this card battles an opponent's monster, you can destroy 1 card you control: The ATK of the opponent's monster becomes 0 during damage calculation only. You can only use this effect once per turn. All battle damage your opponent takes from battles involving this card is halved. If you have a "Guardian of the Gate" card in your other Pendulum Zone, this card's Pendulum Scale is 1 when in the left Pendulum Zone, and 8 when in the right Pendulum Zone. Otherwise, this card's Pendulum scale becomes 4. When this card is activated, you can add 1 "Suijin" from your Deck or Graveyard to your hand. If you Summon a Level 7 Spellcaster-type monster(s), you can destroy this card: the Summoned monster(s) gain 1000 ATK.If this card battles an opponent's monster, you can destroy 1 card you control: The ATK of the opponent's monster becomes 0 during damage calculation only. You can only use this effect once per turn. All battle damage your opponent takes from battles involving this card is halved. If you have a "Guardian of the Gate" card in your other Pendulum Zone, this card's Pendulum Scale is 1 when in the left Pendulum Zone, and 8 when in the right Pendulum Zone. Otherwise, this card's Pendulum scale becomes 4. When this card is activated, you can add 1 "Sanga of the Thunder" from your Deck or Graveyard to your hand. If you Summon a Level 7 Spellcaster-type monster(s), you can destroy this card: destroy 1 card on the field.If this card battles an opponent's monster, you can destroy 1 card you control: The ATK of the opponent's monster becomes 0 during damage calculation only. You can only use this effect once per turn. All battle damage your opponent takes from battles involving this card is halved. When this card is activated, you can add 1 "Priestess of the Gate" from your Deck or Graveyard to your hand. Each time a card you control is destroyed by a card effect you control, place 1 Gate Counter on this card. This card gains effects based on the number of Gate Counters on it. ●1+ Cannot be destroyed by card effects. ●2+ Once per turn, you can target 1 monster you control and declare 1 card name: The targeted monster's name is treated as the declared name. ●3+ All monsters you control gain ATK equal to their Level/Rank x 100. ●4+ Once per turn, if you control a monster whose printed name is "Gate Guardian", you can draw 1 card. ●5+ Once per turn, if a monster(s) you control would be destroyed by an opponent's card or effect, it is not destroyed. That's it for now. I'm entirely unsure about the field spell and I think I may scrap the whole idea and rework it with a totally different effect. The pendulums have the stats of their parent card -1000 and a watered down effect of their parent card also. The lack of variety in the effects is reflective, again, of the parent cards but it does make them a bit boring. Didn't make a Priestess a pendulum because a recurring double searcher would tend the deck more toward rank 4 spam than bringing out the 7s. Thinking of making an Xyz for the 4s and the original 7s, will probably divide the current effects of the field spell among them if I do. Anyway, comments get reps unless they're absolutely terrible, so if I don't rep you, know that your comment was terrible and go read the advanced clause or something. Link to comment Share on other sites More sharing options...
Dova Posted December 23, 2015 Report Share Posted December 23, 2015 I don't know if this "Like for posts reminder" thing of yours is stupid or brilliant. Monster-wise: Wow. How do you keep making interesting Pendulums that support old cards? I salute you. The destruction eff allows for multiple pends, which in turn adds the entire monster. The non-pendulum monster is also interesting in itself, being the only one that searches Gate Guardian. My only complaint is probably the fact that you still need Guardian in hand in order to Summon him, but still, minor, because of searchability. Also, I didn't see any protection on the field. It would be nice if you could remove a counter to protect itself. Link to comment Share on other sites More sharing options...
ENMaker Posted December 23, 2015 Author Report Share Posted December 23, 2015 I don't know if this "Like for posts reminder" thing of yours is stupid or brilliant. Monster-wise: Wow. How do you keep making interesting Pendulums that support old cards? I salute you. The destruction eff allows for multiple pends, which in turn adds the entire monster. The non-pendulum monster is also interesting in itself, being the only one that searches Gate Guardian. My only complaint is probably the fact that you still need Guardian in hand in order to Summon him, but still, minor, because of searchability. Also, I didn't see any protection on the field. It would be nice if you could remove a counter to protect itself. It seems to work, relatively. I don't want to completely change the way Gate Guardian himself is summoned as that was the coolest part about the card when I first saw it as a younger version of myself back in the day. I think the fact that you can search the field spell to search the Priestess to search Gate Guardian gives it enough accessibility, relative to what it requires anyway. The field gets self-protection from destruction effects off the first counter, not sure if you mean something else. It's basically Ancient City Rainbow Ruins for this. Link to comment Share on other sites More sharing options...
Face McShooty Posted December 23, 2015 Report Share Posted December 23, 2015 I really like the pendulum effects, cause it's an easy way to get out one of the hardest monsters that has a specific summon requirement. Hopefully you can draw into the 3 pieces pretty early, if not the same turn you draw both scales then you can play both scales then pendulum summon all 3 pieces, and do 1 of 3 things, potential OTK, 3 mat R7, or just a wall til you draw Gate Guardian Link to comment Share on other sites More sharing options...
ENMaker Posted December 23, 2015 Author Report Share Posted December 23, 2015 I really like the pendulum effects, cause it's an easy way to get out one of the hardest monsters that has a specific summon requirement. Hopefully you can draw into the 3 pieces pretty early, if not the same turn you draw both scales then you can play both scales then pendulum summon all 3 pieces, and do 1 of 3 things, potential OTK, 3 mat R7, or just a wall til you draw Gate Guardian Anything that you'd change, specifically with the field spell because I'm iffy on that in particular? I think Gate Guardian itself should probably be made more searchable because at the moment this is more oriented towards swarming the 7s and hitting massively, the field spell does do that albeit indirectly, but I can't help but feel the focus has been brought away from the boss. Link to comment Share on other sites More sharing options...
Face McShooty Posted December 23, 2015 Report Share Posted December 23, 2015 I think since you're going with a counter based field, you should add an effect where you can remove a certain number of counters to add Gate Guardian from your deck to your hand. Link to comment Share on other sites More sharing options...
ENMaker Posted December 24, 2015 Author Report Share Posted December 24, 2015 I think since you're going with a counter based field, you should add an effect where you can remove a certain number of counters to add Gate Guardian from your deck to your hand. This is a logical progression, since I am likely to redo the entire field spell effects I'll be incorporating this, unsure of I'll have it remove or do it a Kyouto Waterfront-esque search and destruction protection. Link to comment Share on other sites More sharing options...
ENMaker Posted December 26, 2015 Author Report Share Posted December 26, 2015 I'm going off now, in the morning any post within 12 hours of this one will get 2 reps as opposed to the usual one. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 26, 2015 Report Share Posted December 26, 2015 Gate Guardian is indeed long overdue for some support, though might not help that he requires at least 6 Tributes alone for a 3750 monster that pretty much does nothing.Anyway, let's see... (I use the word "component" for Sanga, Kazejin and Suijin for the purpose of this review. If you get confused, that's what I'm referring to.) Priestess pops either itself or another card to search the Pendulums (or yeah, even Gate Guardian itself, which makes it a 2-for-1 thing).Normally, double searching on one card isn't great, but Gate Guardian isn't up to our current standards as-is, so you should be fine with it. The Pendulums are where things start to get interesting, and offer the support they sorely need, well at least in terms of summoning the components faster.One thing I need to mention is the WATER and LIGHT ones have the WIND one's P-effect for Level 7 Spellcasters. Sanga is Thunder (kind of obvious) and Suijin is Spellcaster; I'll assume you forgot to modify those parts for them because otherwise it just pluses off Kazejin's summoning. Saves you the time of having to Tribute Summon them (like you still have to right now in the real game).Considering the effort needed to even get Guardian going, they help a lot with the speed. Field Spell builds off of the amount of times you pop cards (and all of them have some form of it), so the Counters will definitely add up over time.(It is still prone to non-destructive removal, but I think that applies to pretty much everything else, bar some exceptions) 2 counter effect helps to get certain names out if you either don't have them on hand (namely the components). I worry that someone might find a way to abuse that effect in some other Deck (besides Gate Guardians) for the purpose of grabbing another name, but don't think it's likely right now (least the way things are going). Like someone mentioned earlier, you can probably add in a counter removal effect to add "Gate Guardian" or one of the components; probably similar to what Shrine does in Yosens. The components have their Pendulums to get them, but nothing for the boss (well, you already have Priestess for that purpose). At least the Field lets you search (or retrieve) it, so there's something. You can make it like Waterfront if you want, but probably should have something to protect Gate Guardian from common removal.Right now, it's vulnerable to pretty much everything (and considering the effort you take to get it in the first place, should have some degree of protection). ----I don't think these new supports will push Gate Guardian to fully playable status, but at the very least, it's much less of a pain to get out.Now if only Konami made a retrain of this card that actually did something useful. Link to comment Share on other sites More sharing options...
ENMaker Posted December 26, 2015 Author Report Share Posted December 26, 2015 Gate Guardian is indeed long overdue for some support, though might not help that he requires at least 6 Tributes alone for a 3750 monster that pretty much does nothing.Anyway, let's see... (I use the word "component" for Sanga, Kazejin and Suijin for the purpose of this review. If you get confused, that's what I'm referring to.) Priestess pops either itself or another card to search the Pendulums (or yeah, even Gate Guardian itself, which makes it a 2-for-1 thing).Normally, double searching on one card isn't great, but Gate Guardian isn't up to our current standards as-is, so you should be fine with it. The Pendulums are where things start to get interesting, and offer the support they sorely need, well at least in terms of summoning the components faster.One thing I need to mention is the WATER and LIGHT ones have the WIND one's P-effect for Level 7 Spellcasters. Sanga is Thunder (kind of obvious) and Suijin is Spellcaster; I'll assume you forgot to modify those parts for them because otherwise it just pluses off Kazejin's summoning. Saves you the time of having to Tribute Summon them (like you still have to right now in the real game).Considering the effort needed to even get Guardian going, they help a lot with the speed. Field Spell builds off of the amount of times you pop cards (and all of them have some form of it), so the Counters will definitely add up over time.(It is still prone to non-destructive removal, but I think that applies to pretty much everything else, bar some exceptions) 2 counter effect helps to get certain names out if you either don't have them on hand (namely the components). I worry that someone might find a way to abuse that effect in some other Deck (besides Gate Guardians) for the purpose of grabbing another name, but don't think it's likely right now (least the way things are going). Like someone mentioned earlier, you can probably add in a counter removal effect to add "Gate Guardian" or one of the components; probably similar to what Shrine does in Yosens. The components have their Pendulums to get them, but nothing for the boss (well, you already have Priestess for that purpose). At least the Field lets you search (or retrieve) it, so there's something. You can make it like Waterfront if you want, but probably should have something to protect Gate Guardian from common removal.Right now, it's vulnerable to pretty much everything (and considering the effort you take to get it in the first place, should have some degree of protection). ----I don't think these new supports will push Gate Guardian to fully playable status, but at the very least, it's much less of a pain to get out.Now if only Konami made a retrain of this card that actually did something useful. I didn't realise that at all until you mention it there, had just thought they were all spellcasters for whatever reason. Will change that so as to have them mirror their parent card types. That does hurt it a bit though, that's a massive oversight on my part. The name altering thing is of course as you mentioned mainly for getting the names on the board quicker if you can't search them out fast enough, with that being the most (probably only) effect with generic applications I did look into it a bit but I can't think of any deck that would run this just for that, nothing needs names enough. I think I will make that change, and I think I will go with the Kyouto route of anti-destruction use of counters in exchange for free searches. Being vulnerable to Castel and Ignister and such, I think it has to be. It's Castel bait at the very least, and it prevents it from being near impossible to get rid of. Lastly on the retrain thing, I had considered making one myself for this, but it'd probably just end up with its anime effect (as that was actually something worth bringing out) and that's less interesting than creating new things. I hope there is some sort of legacy support for it at the very least, it's the card that needs it the most. As the only participant in the 2 rep bonanza, you will now receive and additional 3rd because why not. Spend them wisely. Link to comment Share on other sites More sharing options...
ENMaker Posted December 26, 2015 Author Report Share Posted December 26, 2015 Treble rep promotional offer from now to the end of time on all 4 threads. If this copy and pasted message and title in each thread doesn't get anything I don't know what the fuck to do. May as well just let the threads die after this because I'll not be bothered going any higher on incentivising people. Anyway, +1 post count. Link to comment Share on other sites More sharing options...
ENMaker Posted January 1, 2016 Author Report Share Posted January 1, 2016 I lied on all counts, this is coming back. Link to comment Share on other sites More sharing options...
ENMaker Posted January 11, 2016 Author Report Share Posted January 11, 2016 People pls. This is the actual final bump now. Link to comment Share on other sites More sharing options...
Fluffyfish Posted January 11, 2016 Report Share Posted January 11, 2016 To be fair, while the cards give a decent engine to search/summon the 3 guys, there's still virtually no reason to tribute 3 monsters with reasonable stats which are already kinda hard to summon for a 3750 Beatstick. Sorry but I don't see why anyone would try to summon Gate Guardian with these cards instead of Xyz Summoning them or whatever.The field-spell 2nd and 4rd effect (which should be the ones to boost it), are quite negligible as is. You can benefit from the bonus ATK with anything else and the difference in bonus gained from the trio to the boss is merely 400 ATK. The draw 1 is really meh since you already spent a bunch of resources anyway (plus, you wouldn't care to draw a bit if you already summoned your "boss monster", the effect should be more aggressive to close out games). Though I must say I really like the Pendulums for making summoning the trio viable (it seems to work quite well), and making them related to each one of the trio is really cool. But for the deck to focus on summoning "Gate Guardian", not the trio, they need something to keep them protected on the field (ie: "While this card is on the P.Zone, its parent card cannot be targeted by card effects your opp controls"), otherwise you will never be able to summon Guardian except if you summon the whole trio in a single turn (which is impractical, unlikely, and a waste of resources).By the way, I'm not sure if the self-destruction on the pendulums is really the best way for the deck flow. Maybe you actually wanted to make the deck revolved around summoning all of them + Guardian on the same turn, but that really cripples its consistency. Why destruct your P.Zone if it means you can't summon these monsters which are really hard to summon without them? Except if would close the game right way, that wouldn't be a good trade at all.And to make summoning the boss card itself worth it (without retraining it, ofc), I'do advise you to really go wild with the field spell or some other continuous card (may need more) with effects that activate while you control or summon that card. Examples: "The Summoning of "Gate Guardian" cannot be negated, when you Summon it, destroy all cards your opponent controls"; "a "Gate Guardian" you control cannot be targeted or destroyed by card effects"; "Once per turn, if you control a "Gate Guardian", you can banish 2 cards on the field". Or things like this. Otherwise, you are just making a R7 spam deck (not a good one at that, though). To summarize, I think this support needs:- A way to keep the trio alive on the field.- Making Summoning "Gate Guardian" really worth it (to make it feel more like a "boss monster").- Not be a R7 spam? (I'do advise including a couple effects to boost the trio as well, so you would rather keep them than to Xyz them). All in all, the idea to support these monsters is really interesting and I'do be really excited to play them.Wish you luck and best regards. Link to comment Share on other sites More sharing options...
ShinobiFingers Posted January 13, 2016 Report Share Posted January 13, 2016 After reading both the original post and all the comments, before I say my individual thoughts I have to echo some of Fluffy's ideas ^. Instead of just adding cards to make Gate Guardian more accessible, maybe make some cards that help him keep up with the current game (power creep). Moving on, I could be completely wrong here but the wording on Priestess kind of irks me."If this card is Summoned, you can destroy 1 card you control: Add 1 "Guardian of the Gate" monster from your Deck to your hand. If this card is destroyed, you can add 1 "Gate Guardian" from your Deck or Graveyard to your hand. You can only use each effect of "Priestess of the Gate" once per turn." Would it not be more correct to say ..."When this card is Summoned: You can destroy 1 card you control; add 1 "Guardian of the Gate" monster from your deck to your hand. When this card is destroyed: You can add 1 "Gate Guardian" from your Deck or Graveyard to your hand. You can only use each effect of "Priestess of the Gate" once per turn." Given that destroying a card seems like a cost, not part of the condition? This is something you did consistently throughout the arch-type though so maybe you just didn't want it to be considered a cost (seems a little loophole-ish to me but none of the cards are overpowered so I guess it doesn't matter).I like the concept of adding "little guys" for the 3 gods. I'm not a big fan of the self-destruction approach with the current pendulum effects though (I get that it helps you stack your extra deck for pendulum summons, but I think given how well you developed the deck concept you could come up with a more interesting / interactive execution). As for the field spell, which you seem interested in potentially scrapping or revising, I feel like it's actually a little under-powered. It also seems like something that would be more of a Continuous Spell than a Field Spell. Link to comment Share on other sites More sharing options...
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