The Nyx Avatar Posted August 3, 2016 Report Share Posted August 3, 2016 LORE:2 Level 4 monstersThia card is unaffected by your opponent's Trap effects. Once per turn: You can detach 1 Xyz Material from this card to target 1 Special Summoned monster on the field; this card gains ATK equal to half it's original ATK until your next Standby Phase. Once per turn, during either player's turn, if a card(s) on the field would be destroyed: You can pay 1500 Life Points; negate the effect, and if you do, banish that card. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted August 3, 2016 Report Share Posted August 3, 2016 So basically, this is a somewhat weaker version of Dark Rebellion (restricted to SS'd monsters, doesn't strip ATK from the opponent [relies on the opponent having a high original ATK] and resets at your next turn) that evades common Traps. Not saying that's a bad thing (as at least this card can avoid being hit by Notice, BTH and the like, which helps) and it can reuse its effect once more if you wanted to, but it feels too similar to DRXD, even if the two have different strategies for their usage (although in the long run, the SS requirement won't really matter too much given the common monsters that see play, except against certain Decks). I would probably recommend giving it a different effect, but what else would be suitable for this card? Still, it's useful if you need to run over something with added power, or get a monster out without triggering common removal cards that players usually carry to out ED monsters. Being in a very accessible Rank helps though, but like I mentioned earlier, feels a bit too much like Rebellion, even with its Trap protection. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted August 3, 2016 Author Report Share Posted August 3, 2016 So basically, this is a somewhat weaker version of Dark Rebellion (restricted to SS'd monsters, doesn't strip ATK from the opponent [relies on the opponent having a high original ATK] and resets at your next turn) that evades common Traps. Not saying that's a bad thing (as at least this card can avoid being hit by Notice, BTH and the like, which helps) and it can reuse its effect once more if you wanted to, but it feels too similar to DRXD, even if the two have different strategies for their usage (although in the long run, the SS requirement won't really matter too much given the common monsters that see play, except against certain Decks). I would probably recommend giving it a different effect, but what else would be suitable for this card? Still, it's useful if you need to run over something with added power, or get a monster out without triggering common removal cards that players usually carry to out ED monsters. Being in a very accessible Rank helps though, but like I mentioned earlier, feels a bit too much like Rebellion, even with its Trap protection.Well, if there's anything I can add on to this card, feel free to tell me. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted August 4, 2016 Author Report Share Posted August 4, 2016 Gave the card an additional effect. Link to comment Share on other sites More sharing options...
Darj Posted August 4, 2016 Report Share Posted August 4, 2016 For the last effect, you should be using a text similar to Stardust Dragon's: Once per turn, during either player's turn, when a card or effect is activated that would destroy a card(s) on the field: You can pay 1500 Life Points; negate the effect, and if you do, banish that card. Fix aside, this looks a bit insane if you ask me. Protection from opponent's Traps is a deceptively good effect; I know because I have made and tested a generic Rank4 with such effect and it had quite the impact. Then again, that was pre-Solemn Strike, which is able to stop this card on its Summon, but it should be a strong protection effect regardless. Then add to it its OPT negation of destruction effects, effectively another layer of protection. And as if that wasn't enough, it can pump its own ATK to hurt and threat the opponent; since it can target itself with the ATK boost effect, you can basically guarantee the card gaining at least 1000 ATK per use; and of course it can get stronger if there is an stronger target on the field. IMO it does too much for a generic 2-material Rank4 monster. Maybe it would be acceptable if it wasn't generic and/or required more than 2 materials, or if it didn't have either the trap immunity or destruction negation effect. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted August 6, 2016 Author Report Share Posted August 6, 2016 Bump. Link to comment Share on other sites More sharing options...
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