abuthilac Posted October 14, 2016 Report Share Posted October 14, 2016 THE MAIN PROBLEM ISSUES AROUND AROUND PURE RED DRAGON ARCHFIEND. MAIN ISSUES: The pure resonator deck, doesnt have solid synchro material (even now, we have Red Warg as level 6 monster tough) but its doesnt help much, especially its summon effect trigger, when you're normal summon resonator monster. And even we have Vice Dragon or any level 5 monster, this Pure deck, now have a different pattern about combining level to synchro summon (level 4+2 = For "Red Wyvren"OR "Red Rising") and (level 6+2). then i design this monster as a solid synchro material. here we go MONSTER Red PaladinMonster/Effect/Fiend/Firelvl 6 If you control no monsters, you can Special Summon this card (from your hand). If you Normal Summon "Resonator" monster: You can Special Summon this card from your hand. You can only Special Summon "Red Paladin" once per turn this way. A Synchro Summon using this card cannot be negated and it cannot be targeted by your opponent's card effects. If a "Red Dragon Archfiend" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your graveyard instead. ATK 1900 DEF 0 DESCRIPTION: 1. It have special condition for Special Summon whether when you have no monster, or you summon resonator first. 2. have level 6 to be combined by other red resonator monster.3. it have protector condition, while summoning synchro monster.4. almost synchro material that sent to graveyard cannot do anything after their used for material. then i put some protection, that have benefit while staying in the graveyard MAIN ISSUES: 1. while you're attempting to summon RDA monster, first, the opponents backrow have to be netraulized. Whether focucing on opponent's backrow, i will focus on designing some card that make sure youre bring RDA safely to the field. SPELL Tyrant of the Red Dragon Spell/Continuous "Red Dragon Archfiend" monster you control cannot be targeted, or destroyed by, your opponent's card effect during the turn they are Special Summoned. Once per turn, if this card on the field would be destroyed by card effect, it is not destroyed. If this card in your graveyard: You can send 1 "Red Dragon Archfiend" monster, "Red" FIRE Fiend-Type monster, OR "Resonator" monster from your field to the graveyard; add this card to your hand. You can only activate 1 "Tyrant of the Red Dragon " once per turn. DESCRIPTION: 1. Yeah, almost of you surely know this effect similar to "Ancient Gear Fortress".2. Instead of destroying opponent's backrow, wasting ur MST or Twin Twister, this spell focusing how you can bring RDA safely to the field.3. Its once per turn effect, that not to be destoyed by card effect give you protection when ure opponents attempting to MST or Twin Twister and its also support Tyrant RDA effect that destroy all other card o the field.4. last, the recovery effect is much powerfull, when you want to recovery it Or when the RDA monster have fiendish chained. its is released escaped. Soul of the Red DragonSpell/Normal Target 1 "Red Dragon Archfiend" monster in your graveyard or that is banished; Special Summon it, ignoring its summoning condition. If a "Red Dragon Archfiend" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your graveyard instead. You can only activate 1 "Soul of the Red Dragon" once per turn. Insignia of the Red DragonSpell/Normal Add 1 "Red" FIRE Fiend-Type monster OR 1 "Resonator" monster from your deck to your hand. You can banish this card from your graveyard; reveal 3 spell/trap that specifically lists the card "Red Dragon archfiend" in its text from your deck, have your opponent add 1 of them to your hand, also shuffle the rest back into your deck. You can only use each effect of "Insignia of the Red Dragon" once per turn. TRAP Absolute King's OrderTrap/Normal Target 1 monster you control; this turn, when any card or effect that would affect that monster, negate that effect. During either player's turn, except the turn this card was sent to the graveyard: You can banish this card from your graveyard, then target 1 monster you control; this turn, when any card or effect that would affect that monster, negate that effect. If you control a "Red Dragon Acrhfiend" monster, you can activate this card from your hand. Link to comment Share on other sites More sharing options...
ParadoxCaller Posted October 18, 2016 Report Share Posted October 18, 2016 These cards are severely unbalanced and OP to be playable in the current meta. Lets make a walkthrough: [spoiler=Red Paladin]You'd basically get two of these for free during your turn: 1 from not having a field and 1 from Normal Summoning a Resonator. With the second effect I don't get what you mean with it cannot be targeted by your opponent's card effects? A Synchro Summon cannot be targeted by card effects. Unless you mean that the Summoned monster can't be targeted? Which if so just adds unnecessary protection since it already has an effect that protects an RDA monster from both battle and effect destruction, which, speaking of which, also seems very unnecessary since you already have Absolute King's Order further down the list. Given that the last effect has no Once per turn-clause or can't be activated the same turn it's sent to the grave-restriction it becomes very OP, and means you could dump 3 of these in the grave and protect your RDA monster three consecutive times [spoiler=Tyrant of the Red Dragon]This card is really OP. First of all, it itself can't be destroyed once per turn, while protecting your RDA monsters from almost anything other than battle. But at the same time, with Red Paladin in the grave, your opponent can't do anything to remove your RDA monsters from the field. The only activate 1 per turn doesn't do anyting given that it's a Continues Spell and you could just activate another one during your next turn. [spoiler=Soul of the Red Dragon]A RDA-specific Monster Reborn, but worse since you get to Special Summon Tyrant RDA, which is a nomi-monster for a reason. Again, this card's second effect is also without a once per turn or can't activate during turn when sent to grave-restriction, making it OP. [spoiler=Insignia of the Red Dragon]An upgraded Call Resonator just featuring the new Red monsters. Search a Resonator and instantly use the Graveyard effect to also search any of the aforementioned above cards, again, without any restriction or cost, by just revealing 3 of the same card from your deck. The only use each effect once per turn doesn't do much here either [spoiler=Absolute King's Order]An upgraded Skill Prisoner. You could just play this outside of RDA decks, which makes it worse, since there are few cards that, besides themselves, have effects that make a monster totally unaffacted by ANYTHING. If it had only been able to target a RDA monster it would have been better. It still would've been bad, but at least a bit better So in conclusion, these need some serious restrictions. And as for some the issues you brought up that these cards are supposed to solve: there are cards in the current meta that are more balanced and just better options than what these would be. I don't mean to offend. These are just my honest opinion. Link to comment Share on other sites More sharing options...
shadowsapex Posted October 22, 2016 Report Share Posted October 22, 2016 They're not that OP....all right that is enough protection. I'm sensing a lot of backrow salt here. The RDA cards are weak to backrow for a reason. Ya don't need to protect the heck out of them. I mean, have you ever been on the other side of the field from a 3k beater which can't be targeted or destroyed? It's actually quite frustrating. And with Paladin, they can't even Solemn your summon. How are weaker decks even supposed to deal with them? I get that it's frustrating for you to get Solemn'd all the time, but it's also frustrating for your opponent to sit there like a duck.These are really uninspired. Red Paladin is a better Red Warg. Tyrant is useless; it doesn't advance your gamestate at all. Just run Trap Stun. I will accept Soul as a card because it can revive Assault Mode from the grave, and that is a cool thing. The protection effect also makes sense on Soul, but you should take it off all the rest of the cards.Insignia... um, Pantheism of the Monarchs is not a good template for you to design any spell card on ever. It got banned. Because you could banish it the turn you played it, making it a free +1. This is an appropriate card to throw an 'except the turn this card was sent' clause. And better Resonator Call - this is what I mean by uninspired.Absolute is somewhere between 'this is too generic' and 'this is a one-time effect on a single monster as a normal trap, it's useless'. Unaffected is very powerful. Can't be targeted or destroyed, despite what everyone says nowadays, is still very powerful. Careful what you put them on. And seriously, branch out with your cards. Link to comment Share on other sites More sharing options...
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