The Highlander Posted January 28, 2016 Report Share Posted January 28, 2016 An idea I came up with a long time ago and tried to balance it in some way for its power, so rather than stating it is overpowered ideas how to further balance it without ruining its core would be appreciated. Seven Stars of Hope (Spell) (N)Activate only if your life points are 4000 or lower, if your opponent controls more cards than you do and if your opponent has more total cards in their hand and their side of the field than you do.Draw until you have 7 cards in your hand, also you cannot draw cards by card effects for the rest of this turn.During your opponents next Draw Phase if your opponent 3 or less total cards in their hand and their side of the field, your opponent can activate this effect instead of conducting a normal draw during their Draw Phase; Draw until you have 3 cards in your hand.During your opponents next turn cards your opponent controls cannot be negated, also the activation and summon of monsters your opponent controls cannot be negated.During your opponents next turn your opponent can reveal a card, which cannot be activated or summoned due to the effect of a card you control; that card you control is destroyed.For the rest of this turn, your opponent takes no damage.You can only activate 1 Seven Stars of Hope per Duel. [The effect which destroys cards can be activated multiple times per turn, in case of missunderstanding.] Link to comment Share on other sites More sharing options...
Sander Posted January 28, 2016 Report Share Posted January 28, 2016 You tried to make a "comeback" card with draw power on crack with a situational activation requirement, but gave it too many effects that hinder you and advance your opponents game to justify the +6, which in turn, made the card unplayable. Link to comment Share on other sites More sharing options...
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