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Growing Soldier


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Card's Name: Growing Soldier


Attribute: Light


Level: ✪✪✪


Plant/Effect


Lore:


Increase the ATK of this card by 500 points during each player's respective End Phases. This card gains 200 ATK for each Plant-Type monster in your Graveyard.

 

ATK/DEF

1000/1800


A card which starts as a relative weak monster, but as time goes by it's power grows and increases, like an ever growing plant.


 


The Inspiration for creating this card is a reverse "Weathering Soldier" and watching a seed grow, little by little into a sprout, then a branch, and finally a tree.


 


CnC appreciated


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The problem with this card is pretty much it surviving that long in the first place to get the power bonus, especially factoring in how quickly stronger monsters can be summoned nowadays. (Even if you leave this in Defense Position, 1800 DEF isn't very difficult to break in battle)

 

I would probably just have it increase during each player's End Phase, but the amount might have to be lowered slightly.

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Well, the boost is better now but you'll still have to protect this card for a bit while it continues to grow. 

 

You know what; you can probably boost it to 500 per turn (it's not too much, but it'll add up over time). 

True. Even if this ends up in the Graveyard, you can Special Summon it during your opponent's turn with Call of the Haunted to have a 2000 ATK monster by the end of your turn.

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Right now, it's just a Plant beater and not really something those Decks want right now. Stuff like Angel Trumpeter has some value due to its good stats and Tuner status, so you can Synchro into stuff if you absolutely need to. 

 

Or for flavor things, you could rework the effect to gain power from dead Plants in the Graveyard or even add on something that could help them. 

 

----

As-is, it's generally fine but there's really no Deck that can spare a slot for this at present. 

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Simple balance concept:

 

it gains x ATK for every plant monster in the graveyard.

 

it gains y ATK for every end phase that passes

 

if it would be destroyed/ send to the graveyard due to a card effect/ removed from the field (by battle or) due a card effect (you get the idea): banish 1 plant monster from your graveyard, it is not.

(optional: you can only use this effect z times per turn)

 

the values of x, y and z would be what determine the potential of the card, so the higher either, the lower the cards base stats must be.

 

furthermore, a high x value will let the "cost" of the third effect have a much higher impact, meaning the effect can be made slightly more powerfull (from "would be destroyed" to "would be sent the graveyard by battle or due to a card effect" - keep in mind that this will increase both effects power, meaning the y value would have to be lowered...

 

well, just a concept. the final design is up to you. (Sorry for being to lazy to word the effs properly, tired.)

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