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Extreme Tactical Error


Pixelationgamez

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This card brings up a few questions.

  1. Is the activation requirement your opponent attacking?
  2. If so, why isn't it a Quick-Play Spell Card?
  3. If not, does this mean the effect persists until your opponent makes an attack or for the remainder of the duel?
  4. Is that 100 damage a typo for 1000?
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I'm going to assume that it's intended as a lingering effect, but not going to rule on the damage thing. But normally, things that trigger on an opponent's attack generally are Trap Cards (or yes, Quick-Play Spells).

 

Though it says "when a monster attacks", so that also means the controller's stuff as well. In that case, don't know why you'd want to negate your own attacks (unless you want to do something gimmicky like...activating Double-Up Chance or something in a similar vein to Yuma from ZEXAL). If you wanted it to work for the opponent's stuff only, then you'd need to change the wording. 

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Hm... Try wording it something like;

 

When an opponent's monster declares an attack: Discard 1 card; negate the attack, and if you do, destroy 1 Spell/Trap card on the field, then inflict 500 damage to your opponent's Life Points.   

 

Though, to be fair, I'd just make it some kind of Trap Card at this point.  Actually, I could see some of the utility in negating the attack of a lower attack-point monster to blow up a card your opponent controls that's maybe boosting them for higher attack, then going at them for a better beater... Actually - here's some better wording:

 

 

When a monster declares an attack: Discard 1 card and negate the attack, and if you do, destroy 1 Spell/Trap card on the field, then inflict 500 damage to your opponent's Life Points.   

 

I'd like to see some more utility by removing the semi-colon from 'Discard 1 card' to make it a non-activation discard.  That way, cards that require them to be discarded to activate certain effects can still go off with it.  The new wording ALSO lets you chain it to your own monsters since you could pop this from the hand during your own Battle Phase to negate the attack of a weaker monster and basically do what I described above.  Maybe a touch circumstantial in that regard, but otherwise this would make just a decent general-use utility card.  It's essentially Raigeki Break with an activation requirement that's balanced by direct damage to your opponent's Life Points that you can pop from the hand during your own BP!  Pretty potent card you got there.

 

EDIT: Heck, I'd throw this card in my Dark World deck if it had that effect.  xD  That'd add a little power to'em.

 

Just my two cents!

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Thanks for the reviews I'll take the Discard 1 card off because  

 

 It's essentially Raigeki Break with an activation requirement that's balanced by direct damage to your opponent's Life Points that you can pop from the hand during your own BP!

 And yes I realized that too so My final decision is now the current card. 

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Oh!  Uh - I didn't mean to come off as you should remove it or anything.  I DO like the discard cost since that adds a touch of balance to it, and it'd give the card a touch more utility with certain archetypes that would make it a better choice for specific decks rather than general use.  The new effect (no discard) makes it a little too good in my opinion!  It brings to mind issues I have with cards like The Monarch's Stormforth; personally (and some may disagree!) I feel it should be restricted to the Tribute Summon of a Monarch monster, but, that's probably the scrub in me not liking Destroy-trigger effect circumvention.  xD

 

But yeah, it's alright as it stands, though if it keeps the opponent's monster restriction, I'd JUST make it a Trap Card.  Maybe a Counter Trap if you're going for higher Spell Speed, though if you make it a Normal Trap you'd keep Spell Speed 2 and make the activation trigger make a bit more sense.

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