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Fire Emblem Cards...


mottscurry

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Please post your cards' effects underneath, so members can read them easily (especially Robin's because it's slightly difficult to read it directly off the card). A note that a lot of members either access this site via a mobile device / something with small screen or have vision problems; be mindful of that.

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Robin's LIGHT effect is incredibly risky since you have to attack a monster, hope you get 2 heads, then it can destroy anything <3200 ATK. If you're unlucky, Robin destroys itself and you take damage. And even if you are successful, it only lasts for one battle, not even the whole turn. The EARTH effect is better, although the there aren't many monsters with such low ATK that will realistically be on the opponent's field. You'd probably deal 100 damage at most. You could increase its ATK with other cards, but by itself, this isn't a very useful effect either. WIND is the best although it doesn't help Robin outside the battle phase. This seems like a monster that you'd want to rely on often, since it's the only way of getting the stronger Chrom. Either Robin should be level 4 so it can be summoned by itself, or the FIRE effect should be its original stats, since those are pretty standard numbers for level 7. To be clear, I don't know how you intend for these cards to be used. Maybe Robin is meant to be like a stronger monster that you bring out later. If that were the case, you could give it 2500/2100 as its original stats. That would allow it to destroy more monsters and the EARTH and WIND effects would be more useful. You could change the FIRE effect to some higher numbers, maybe 3200/2800. If you wanted to keep the LIGHT effect, you could make it allow Robin to use whatever value is lower for the monster being attacked. If it attacked an attack position monster with low DEF, then the LIGHT effect would force that monster to use its DEF during the damage calculations. And I would let Robin change its attribute once per turn, rather than when it's summoned. 

 

Magician Girl is better since it has Dark Magician Girl's stats at one less level, but its effect is a little ambiguous. What if you had 2 Robins on the field? Or if one was destroyed and you summoned another? Here's a suggestion for how I would write out the effect. 

This monster gains 200 ATK and DEF for each "Tactician Magician" or "Magician Girl" in your Graveyard. Once per turn, you can target 1 face-up "Robin the Tactician Magician" and this monster's attribute becomes the current attribute of that target.  If that target is destroyed by battle or by your opponent's card effect, this monster's original effect is replaced with the destroyed monster's effect. 

 

The way I wrote the effect, you can use Magician Girl's effect even if there's more than 1 Robin on the field, because it targets the one to copy for its effect. Then, when that same target (this makes it clear that you're talking about the same monster) is destroyed, Magician Girl gets the effect. Then, it has the chance to target another Robin if you have more than 1.

 

Having Prince Chrom as a level 4 was a good idea, since it makes it much easier to summon once you have Robin. Although having Exalted Chrom at 3400 when it battles fiends/dragons allows for it to destroy a lot of monsters (and dragon is a pretty common type) if you're not dueling against dragon monsters, it's essentially a weak level 8 that requires a lot of work to summon. You could possibly give it another effect, maybe some sort of protection or ability to destroy cards, depending on what fits the character's nature or abilities. 

 

Lissa is a super good, versatile card. You can discard it to gain LP and destroy a card (the latter of which is the more useful reason for discarding it). And on the field, you can use it to synchro summon and protect yourself from damage for a turn. Level 3 makes it good for summoning strong synchro monsters.

 

Frederick truly is great. Free search. nothing to add here,

Pick a God and Pray is good protection. Definitely keep that condition so that it can't be used by any level 4 deck. Any deck that used Reinforcements of the Army could splash this card in with Frederick, but I don't think you need to change anything about the trap to make it more restrictive. 

 

Sol, like Robin, is risky since it relies on a coin toss. Here's how I would rewrite the effect. 

You can only equip this card to a face-up "Tactician Magician" or "Ylisse" monster you control. If your opponent takes damage from a battle involving the equipped monster, you gain an equal amount of LP.

 

Imagine your 2600 ATK Chrom destroyed a Blue Eyes White Dragon at 3K. Chrom goes up to 3400 and you gain 200 LP. That's nothing. Even 400 wouldn't make much of a difference. That's the strongest any of your monsters could go up to. If you had Chrom attack at 2600, it could destroy 2500 ATK monsters and you gain 50 LP. I don't think Sol needs to have the "half the damage" clause, or the coin toss. 

 

Sully and Stahl give you 2 2000 ATK if they're both on the field, which is ok. They could be used for a rank 4 summon. 

 

The continuous trap helps you no matter the result, but I would cut out the "3 tails" effect. That way getting 3 tails does nothing for you rather than actively preventing you from getting closer to winning. It might also be better off as a continuous spell, so you can use it the turn you play it rather than waiting another turn. And it is a bit limited only working for 2 monsters.

I'm not sure if Kellam would be very helpful in a deck since it needs a tribute; Maybe you could change it to level 4. My only concern is if Kellam was destroyed, would its effect still destroy that monster after the damage calculations? 

 

If you wanted to make more cards, you might want to think about how these cards would work in a deck. What's their win condition? I commented on Kellam because although it could destroy some weaker monsters, I can't think of how it might help a player using it together with these other cards. It's a passive effect, requiring your opponent to attack it, and doesn't cover if the opponent removes it by some other means. Thinking about that will help you decide how other cards in the set might work. Since there's a large cast of characters in the game, you have a lot of material to work with for more monsters, spells or traps, but I would suggest syncro monsters to go with that tuner. 

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Robin's LIGHT effect is incredibly risky since you have to attack a monster, hope you get 2 heads, then it can destroy anything <3200 ATK. If you're unlucky, Robin destroys itself and you take damage. And even if you are successful, it only lasts for one battle, not even the whole turn. The EARTH effect is better, although the there aren't many monsters with such low ATK that will realistically be on the opponent's field. You'd probably deal 100 damage at most. You could increase its ATK with other cards, but by itself, this isn't a very useful effect either. WIND is the best although it doesn't help Robin outside the battle phase. This seems like a monster that you'd want to rely on often, since it's the only way of getting the stronger Chrom. Either Robin should be level 4 so it can be summoned by itself, or the FIRE effect should be its original stats, since those are pretty standard numbers for level 7. To be clear, I don't know how you intend for these cards to be used. Maybe Robin is meant to be like a stronger monster that you bring out later. If that were the case, you could give it 2500/2100 as its original stats. That would allow it to destroy more monsters and the EARTH and WIND effects would be more useful. You could change the FIRE effect to some higher numbers, maybe 3200/2800. If you wanted to keep the LIGHT effect, you could make it allow Robin to use whatever value is lower for the monster being attacked. If it attacked an attack position monster with low DEF, then the LIGHT effect would force that monster to use its DEF during the damage calculations. And I would let Robin change its attribute once per turn, rather than when it's summoned. 

 

Magician Girl is better since it has Dark Magician Girl's stats at one less level, but its effect is a little ambiguous. What if you had 2 Robins on the field? Or if one was destroyed and you summoned another? Here's a suggestion for how I would write out the effect. 

This monster gains 200 ATK and DEF for each "Tactician Magician" or "Magician Girl" in your Graveyard. Once per turn, you can target 1 face-up "Robin the Tactician Magician" and this monster's attribute becomes the current attribute of that target.  If that target is destroyed by battle or by your opponent's card effect, this monster's original effect is replaced with the destroyed monster's effect. 

 

The way I wrote the effect, you can use Magician Girl's effect even if there's more than 1 Robin on the field, because it targets the one to copy for its effect. Then, when that same target (this makes it clear that you're talking about the same monster) is destroyed, Magician Girl gets the effect. Then, it has the chance to target another Robin if you have more than 1.

 

Having Prince Chrom as a level 4 was a good idea, since it makes it much easier to summon once you have Robin. Although having Exalted Chrom at 3400 when it battles fiends/dragons allows for it to destroy a lot of monsters (and dragon is a pretty common type) if you're not dueling against dragon monsters, it's essentially a weak level 8 that requires a lot of work to summon. You could possibly give it another effect, maybe some sort of protection or ability to destroy cards, depending on what fits the character's nature or abilities. 

 

Lissa is a super good, versatile card. You can discard it to gain LP and destroy a card (the latter of which is the more useful reason for discarding it). And on the field, you can use it to synchro summon and protect yourself from damage for a turn. Level 3 makes it good for summoning strong synchro monsters.

 

Frederick truly is great. Free search. nothing to add here,

Pick a God and Pray is good protection. Definitely keep that condition so that it can't be used by any level 4 deck. Any deck that used Reinforcements of the Army could splash this card in with Frederick, but I don't think you need to change anything about the trap to make it more restrictive. 

 

Sol, like Robin, is risky since it relies on a coin toss. Here's how I would rewrite the effect. 

You can only equip this card to a face-up "Tactician Magician" or "Ylisse" monster you control. If your opponent takes damage from a battle involving the equipped monster, you gain an equal amount of LP.

 

Imagine your 2600 ATK Chrom destroyed a Blue Eyes White Dragon at 3K. Chrom goes up to 3400 and you gain 200 LP. That's nothing. Even 400 wouldn't make much of a difference. That's the strongest any of your monsters could go up to. If you had Chrom attack at 2600, it could destroy 2500 ATK monsters and you gain 50 LP. I don't think Sol needs to have the "half the damage" clause, or the coin toss. 

 

Sully and Stahl give you 2 2000 ATK if they're both on the field, which is ok. They could be used for a rank 4 summon. 

 

The continuous trap helps you no matter the result, but I would cut out the "3 tails" effect. That way getting 3 tails does nothing for you rather than actively preventing you from getting closer to winning. It might also be better off as a continuous spell, so you can use it the turn you play it rather than waiting another turn. And it is a bit limited only working for 2 monsters.

I'm not sure if Kellam would be very helpful in a deck since it needs a tribute; Maybe you could change it to level 4. My only concern is if Kellam was destroyed, would its effect still destroy that monster after the damage calculations? 

 

If you wanted to make more cards, you might want to think about how these cards would work in a deck. What's their win condition? I commented on Kellam because although it could destroy some weaker monsters, I can't think of how it might help a player using it together with these other cards. It's a passive effect, requiring your opponent to attack it, and doesn't cover if the opponent removes it by some other means. Thinking about that will help you decide how other cards in the set might work. Since there's a large cast of characters in the game, you have a lot of material to work with for more monsters, spells or traps, but I would suggest syncro monsters to go with that tuner. 

 

Thanks for the input. I did take some of your critiques and ideas into account. I also took into account the fact that I'm just rough-drafting these cards right now and so the effects were kind of bare-bones and didn't work very well. However, I've now added many more cards and have also altered MOST of the cards' effects at least a little bit, which also includes just minor wording errors. With the cards I added to the mix, it should start to come together, gradually. Long story short, thanks for the criticism, and I'm open for more if you find some other ideas to work with.

 

I will say, though, that a couple of your suggestions were easily avoidable with some "loophole" effects I added. Most of the effects were supposed to coincide with that character's most well-known trait, like Kellam's invisibility. I know that Kellam is a tank in the game so DEF had to be high, but you HAVE to put some kind of invisibility-like effect in there to fit the guy's character. I didn't keep him the same, tough. Like I said, I gave him a loophole effect.

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