GaaraoftheSand Posted October 12, 2016 Report Share Posted October 12, 2016 [spoiler=Spells and Traps] [spoiler=Monsters] [spoiler=Extra Deck] Link to comment Share on other sites More sharing options...
GaaraoftheSand Posted October 13, 2016 Author Report Share Posted October 13, 2016 Added Extra Deck monsters Link to comment Share on other sites More sharing options...
GaaraoftheSand Posted October 20, 2016 Author Report Share Posted October 20, 2016 Bump Link to comment Share on other sites More sharing options...
DiplomatfromPluto Posted October 21, 2016 Report Share Posted October 21, 2016 Footsoldier's ATK boost is insignificant. Even if you had 5 merc monsters (which might not be too hard for these cards), it would only have 1700, which isn't really strong enough to destroy many monsters. Lackey is pretty good, being able to ss if you have another merc, plus it's a tuner. Medic protects a monster but only from battle and since all the monsters have relatively low ATK, you still might take a lot of damage from the battle. Trench Infantry and Bomber both destroy cards which is goof, but bomber targets a monster and takes itself with it, and the other requires a discard and is a flip effect (although it's nice that it can flip itself back again). Trapper has an appropriate effect for its name, which could be good if you mixed in strong traps like Solemn Strike/Warning or Mirror Force variants. I don't see what Weelman is supposed to do for this set, since you can only equip once per turn, from your side of the field. Hunter could actually be useful in a few decks, say Blue eyes, or any other deck with a majority of monsters with a single type but just being strong enough to destroy it won't be enough to guarantee that it destroys monsters. It seems like all the level 5 and 6 monsters are meant to be summoned by your spell cards-if that's so, then Killer and Shieldbreaker have some semi-useful effects, though Killer still targets. Why do Sniper and Pyro have coin flip effects? If you get heads, they're ok effects, but if you get tails it hurts you and I can't figure out why these are the only 2 monsters with a coin flip effect.Berserker can destroy a few monsters but you'll just take damage if your opponent has a stronger monster. Infantry and Machine-gunner have pretty low stats for extra-attack effects. Demoman requires a tribute and has the same effect as two other of your monsters which are easier to summon and don't cost you your battle phase. If you want to give it a limit, it should say prevent itself from attacking rather than skipping your whole battle phase for 1 monster. All of these monsters which require a tribute have really bad stats for monsters of those levels. Even if you could summon them really fast, most of them have ATK that would suit a level 4. Infantry can attack directly, but there are a lot of level/rank 3 or 4 monsters which allow themselves or other monsters to attack directly. This monster could be level 4 but I still don't think it would be worth using just to take 1500 LP. Machine-Gunner has the same problem since there aren't man monsters it could destroy at 2000 ATK. Infiltrator and Traitor-you do not want to give your opponent free monsters. Flying "C" and the Kaijus are examples of monsters which you can summon to your opponent's field to hinder them and help you, but these 2 monsters do nothing for you. You could try to attack Infiltrator for some damage, but that's not really a good reason to give your opponent a free monster. And their "costs", if that's what they're supposed to be are (A-huge in the case of Infiltrator (why would you want to show your opponent your hand) and (B-Insignificant, in the case of Traitor. Worst case, your opponent could use these monsters to make Xyz since there are a few strong rank 3 decks and rank 4 is the most versatile Xyz rank in the game. These monsters have no protection from the numerous ways of removing monsters from the field by card effect or sending them back to the hand or deck. Even if the opponent did attack them, almost every monster is rather weak for their levels (especially the tributes, I want to reiterate that even if they can be summoned really quickly, having level 5 or 6 monsters with less than 2000 ATK are hard to justify and their effects don't to much in their favor. Finally, I don't think it has any ways of getting monsters back from the grave if you take a big hit from something like Raigeki. Payday is too powerful. Although I don't think it can be abused by other decks, it's a Pot of Greed. If you had 2 monsters, you get a very quick +1 and it could easily give you more cards if you had more than 2 monsters. The TCG is very careful to regulate cards which let you draw 2 cards, so this, together with Cash Stockpile, would allow a huge number of special summons. Contracted summons from the hand, so you couldn't use it to summon the synchros. That's also a pretty steep cost for one monster. I'd suggest changing it to "level 6 or lower" in exchange for LP or maybe a discard. Ambush could summon a lot of monsters but again, it only works if your opponent attacks. I don't know if you can equip more than 1 card to a monster, but Bounty Hunter could probably only get up to 3000. Meka Suit, if made with a level 3 tuner and Traitor, would have 3000 ATK but that's a pretty specific combination, it's more likely to have 2200 because your strongest level 4s have 1200 ATK. Special summoning the monster helps make up for the cost of summoning it. However, these 2 synchros are nothing but beaters. Hound is wayyyy to powerful. Even if it would be hard to make with 3 of your level 6s, it has too much ATK for a rank 6 and since attacking costs 1 material, it could keep attacking monsters and attaching them without running out of materials. Either it needs to have less ATK, maybe 25-3200, or it should detach all of its materials to use its 4K ATK, that way it would have a harder time attacking. Spider is a little more balanced, however, if it attacked a monster every turn, it would always have 2 or 3 materials which means drawing 2 or 3 cards when it dies. I would suggest that it needs to detach 2 or even 3 materials to attack in defense position. I think the biggest problem I see in this set is that there doesn't seem to be a particular strategy. Maybe you can ss and draw a lot but it doesn't help much if the cards don't support each other. I would suggest you think of a win condition for the cards and use that to determine how you might fix them. Link to comment Share on other sites More sharing options...
GaaraoftheSand Posted October 21, 2016 Author Report Share Posted October 21, 2016 Footsoldier's ATK boost is insignificant. Even if you had 5 merc monsters (which might not be too hard for these cards), it would only have 1700, which isn't really strong enough to destroy many monsters. Lackey is pretty good, being able to ss if you have another merc, plus it's a tuner. Medic protects a monster but only from battle and since all the monsters have relatively low ATK, you still might take a lot of damage from the battle. Trench Infantry and Bomber both destroy cards which is goof, but bomber targets a monster and takes itself with it, and the other requires a discard and is a flip effect (although it's nice that it can flip itself back again). Trapper has an appropriate effect for its name, which could be good if you mixed in strong traps like Solemn Strike/Warning or Mirror Force variants. I don't see what Weelman is supposed to do for this set, since you can only equip once per turn, from your side of the field. Hunter could actually be useful in a few decks, say Blue eyes, or any other deck with a majority of monsters with a single type but just being strong enough to destroy it won't be enough to guarantee that it destroys monsters. It seems like all the level 5 and 6 monsters are meant to be summoned by your spell cards-if that's so, then Killer and Shieldbreaker have some semi-useful effects, though Killer still targets. Why do Sniper and Pyro have coin flip effects? If you get heads, they're ok effects, but if you get tails it hurts you and I can't figure out why these are the only 2 monsters with a coin flip effect.Berserker can destroy a few monsters but you'll just take damage if your opponent has a stronger monster. Infantry and Machine-gunner have pretty low stats for extra-attack effects. Demoman requires a tribute and has the same effect as two other of your monsters which are easier to summon and don't cost you your battle phase. If you want to give it a limit, it should say prevent itself from attacking rather than skipping your whole battle phase for 1 monster. All of these monsters which require a tribute have really bad stats for monsters of those levels. Even if you could summon them really fast, most of them have ATK that would suit a level 4. Infantry can attack directly, but there are a lot of level/rank 3 or 4 monsters which allow themselves or other monsters to attack directly. This monster could be level 4 but I still don't think it would be worth using just to take 1500 LP. Machine-Gunner has the same problem since there aren't man monsters it could destroy at 2000 ATK. Infiltrator and Traitor-you do not want to give your opponent free monsters. Flying "C" and the Kaijus are examples of monsters which you can summon to your opponent's field to hinder them and help you, but these 2 monsters do nothing for you. You could try to attack Infiltrator for some damage, but that's not really a good reason to give your opponent a free monster. And their "costs", if that's what they're supposed to be are (A-huge in the case of Infiltrator (why would you want to show your opponent your hand) and (B-Insignificant, in the case of Traitor. Worst case, your opponent could use these monsters to make Xyz since there are a few strong rank 3 decks and rank 4 is the most versatile Xyz rank in the game. These monsters have no protection from the numerous ways of removing monsters from the field by card effect or sending them back to the hand or deck. Even if the opponent did attack them, almost every monster is rather weak for their levels (especially the tributes, I want to reiterate that even if they can be summoned really quickly, having level 5 or 6 monsters with less than 2000 ATK are hard to justify and their effects don't to much in their favor. Finally, I don't think it has any ways of getting monsters back from the grave if you take a big hit from something like Raigeki. Payday is too powerful. Although I don't think it can be abused by other decks, it's a Pot of Greed. If you had 2 monsters, you get a very quick +1 and it could easily give you more cards if you had more than 2 monsters. The TCG is very careful to regulate cards which let you draw 2 cards, so this, together with Cash Stockpile, would allow a huge number of special summons. Contracted summons from the hand, so you couldn't use it to summon the synchros. That's also a pretty steep cost for one monster. I'd suggest changing it to "level 6 or lower" in exchange for LP or maybe a discard. Ambush could summon a lot of monsters but again, it only works if your opponent attacks. I don't know if you can equip more than 1 card to a monster, but Bounty Hunter could probably only get up to 3000. Meka Suit, if made with a level 3 tuner and Traitor, would have 3000 ATK but that's a pretty specific combination, it's more likely to have 2200 because your strongest level 4s have 1200 ATK. Special summoning the monster helps make up for the cost of summoning it. However, these 2 synchros are nothing but beaters. Hound is wayyyy to powerful. Even if it would be hard to make with 3 of your level 6s, it has too much ATK for a rank 6 and since attacking costs 1 material, it could keep attacking monsters and attaching them without running out of materials. Either it needs to have less ATK, maybe 25-3200, or it should detach all of its materials to use its 4K ATK, that way it would have a harder time attacking. Spider is a little more balanced, however, if it attacked a monster every turn, it would always have 2 or 3 materials which means drawing 2 or 3 cards when it dies. I would suggest that it needs to detach 2 or even 3 materials to attack in defense position. I think the biggest problem I see in this set is that there doesn't seem to be a particular strategy. Maybe you can ss and draw a lot but it doesn't help much if the cards don't support each other. I would suggest you think of a win condition for the cards and use that to determine how you might fix them."Why do Sniper and Pyro have coin flip effects" Because otherwise, they'd be too powerful. Without the flip effect, you just get to destroy 1 monster per turn, and all it took was 1 tribute, maybe not even if you used Stockpile. "Infantry and Machine-gunner have pretty low stats for extra-attack effects"...that's the point. Why would monsters who get extra attacks and get to attack directly have the same amount of ATK as monsters who don't? Their attacks are low specifically BECAUSE of their effects. You don't seem to understand how Infiltrator and Traitor work.Their effects while on the field effect the controller of the card, obviously. Meaning you summon to your opponent's field, and they have to show you THEIR hand, and/or THEY have to take 200 damage, not you. "These monsters have no protection from the numerous ways of removing monsters from the field by card effect or sending them back to the hand or deck. Even if the opponent did attack them, almost every monster is rather weak for their levels (especially the tributes, I want to reiterate that even if they can be summoned really quickly, having level 5 or 6 monsters with less than 2000 ATK are hard to justify and their effects don't to much in their favor. Finally, I don't think it has any ways of getting monsters back from the grave if you take a big hit from something like Raigeki."That's the idea. Rather than being like most decks which just stack up on "This card cannot be" or "Special Summon from your graveyard" effects, this deck focuses on rapid-fire getting new monsters out there. This deck is war, the Mercenaries don't come back, all you can do is hire new Mercenaries. "Contracted summons from the hand, so you couldn't use it to summon the synchros"...yes? A lot of your comment seems to just be repeating the Card's effects, but in different wording... "Ambush could summon a lot of monsters but again, it only works if your opponent attacks." you say that as if attacking is a rare occurrence or something. "However, these 2 synchros are nothing but beaters"Yes. Can't reply to the rest, gotta go right now, sorry Link to comment Share on other sites More sharing options...
DiplomatfromPluto Posted October 21, 2016 Report Share Posted October 21, 2016 You're right. I did sort of repeat myself. I made this post with the assumption that you didn't have much experience making cards, and I'm sorry.I didn't realize that Infiltrator's effect worked for the opponent, which actually makes it a pretty strong card, however, I still think that Traitor wouldn't have any impact on the opponent since 200 LP is such a tiny amount, and since it could be used to make any generic rank 4. I also see that you meant to make these monsters based on battle. The reason I commented on Ambush is because there are so many monsters with effects that get rid of monsters, but now that I think, they would probably attack these monsters a lot since they don't have a lot of ATK. I still think the Xyz are too powerful. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.