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Highcaliber Knight - (Intended) functional opposite of Doomcaliber


Darj

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Highcaliber Knight
Attribute: LIGHT
Type: Warrior/Effect
Level: 4
ATK: 1900
DEF: 1800
Cannot be Special Summoned. During either player's turn, if a card or effect is activated: Tribute this face-up card; negate the activation, and if you do, destroy that card.

 

Yes, the thread title may imply this is a joke parody on Doomcaliber Knight, but hear me out: I intend it to be actually functional, and preferably relevant for the current metagame.

For that purpose, I decided to make it more flexible that its DARK opposite: Not only it is missing the "Cannot be Special Summoned" clause that Doomcaliber has, but also this can stop any effect instead of just monster effects; then, as a Warrior it is searchable by ROTA.

So, basically it is an stronger Doomcaliber in almost every sense, but you have to keep in mind it can also stop your own Spell/Traps, too. I'm not too worried about outclassing Doomcaliber in this case since I am aware how little relevance it currently has, which makes me think I can get away with an upgrade of this caliber. Also forgive me for the blandness of the effect, but IMO it should be flavorful enough, considering what Doomcaliber does.

 

Flavor, trivia & stuff:

- Flavor-wise, it is an opposite of Doomcaliber Knight, or perhaps a human, righteous form of Doomcaliber before it was cursed, doomed, etc.

- Needless to say, its name comes from the concept of "high caliber".

 

 

Anyway, thoughts? Am I taking it too far, or can it get away with it in the latest metagames?

 

 

EDIT:

8/15/16

- Added a "Cannot be Special Summoned." clause.

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So the face of "Advanced" Card Design is to simply make a strictly better version of an already powerful card? I mean, Doomcal and Stun decks are the only reason I even look at this game. This is kinda just insulting, what's the point of playing DKL if this exists? Also interacts ridiculously with CoTH. Doesn't have a lower stat line and is searchable.

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The idea of Advanced Cards, least with the new reformations, is to make cards that can feasibly compete in the meta despite the power creep, but also to make sure they are properly designed flavor-wise and so forth. The specifics of those changes needed to be worked over. 

 

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I'm not really a fan of near-carbon copies of certain cards that are already fine; this one, like Shard mentioned, is revivable via CoTH, Oasis or whatever and effectively an omni-negate on the lines of CDI and Quasar, even if it is mandatory and will chain your own cards. But yeah, it is still an RoTA target (despite it not being AS much of a problem like when it was still unlimited). So yeah, this is pretty much pushing it, especially with the amount of perks it has. 

 

Allows you to negate more, yes, but uncomfortable about the design itself (even though I'd probably consider a card slot for this if I needed its services). Even if you were to put a hard OPT on it or make it NS-only, it's still strictly better in all aspects than Doomcaliber. 

 

Flavor-wise, I suppose one could take your interpretation and see this as what happened before Doomcaliber came into existence, or the inverse, this being Doomcaliber being reformed / returned to a righteous warrior. But with all that in mind, this is a design that I'm really skeptical about; given its increased capacities.

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Allow me to clear up some things:

Don't get me wrong. Even I wouldn't call this card "the face of Advanced Design"; it is so far from that. I stated in my OP that my main question with the creation of this card was if it could get away with it, considering the current metagame. Take it as a sort of "testing the waters" of the competitive environment from my part, or rather a research question. I don't intend to insult anything or anyone. I made this card precisely to learn and understand more about the metagame and the phenomenon of powercreep through the feedback, opinions and reviews of YCM users.

 

Yes, it has a better effect than Doomcaliber, is searchable by ROTA, revivable, and so on, but can the metagame actually handle it? or would it have a huge, unhealthy impact? or perhaps would be a cute tech at best? Do you actually see meta decks playing copies of this? or maybe they wouldn't bother with it as it could get in the way of their combos and big plays and compromise the deck's consistency? That's mainly what I want to address with this card. If you pay attention to the metagame, you will see how Doomcaliber is practically absent, so how would a Doomcaliber 2.0 affect the game? Sure, I could easily fix and water the card down, or made it more reasonable from the beginning, and for the record I do know better than making cards of this nature, but this time, I decided to deliberately push it to address the aforementioned questions.

 

I didn't post this card claiming that I believe it would be fine for the game, but to inquire if it would be acceptable from a metagame standpoint despite its shaky design.

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In retrospect, I realized this section is not the appropriate place to discuss the metagame and powercreep, nor cards deliberately designed badly for addressing those topics. I should have taken my concerns to the theory section instead.

Therefore, I will proceed to turn this card into a better designed version of it. I will start with a "Cannot be Special Summoned" clause, effectively turning it into a Doomcaliber with more coverage, in exchange of pseudo-locking your Spell/Trap Cards as well. I mean, Doomcaliber would still keep its role of negating the next Monster Effect while still allowing you to use your Spell/Traps for making plays and defending. I would strip it from its Warrior-Type as well, but given the intended flavor and artwork I'm using, I don't see another type fitting for it.

 

If that would still be regarded as problematic, my next alternative is negating Spell/Traps instead, effectively turning it into a LIGHT opposite of Doomcaliber... but then it most likely would become as relevant as Doomcaliber, which is not saying much.

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