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Overwatch and Talon Archetypes!


GenericUsername420

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So, I am a HUGE fan of Overwatch. I decided I wanted to make a full deck based on the game. I have created the 7 offence heroes to start (including Sombra). Im going to try and fix them up with feedback, then go onto the defence heroes.

 

Btw, I will be making spells/traps for these cards once all of them are complete.

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Name: Overwatch- Genji

Card Type: Monster

Attribute: Wind

Level: 7

Type: Warrior/Effect

Desc: Once per turn, this card may declare a second attack if it destroys an oppenents monster

Atk/Def: 2400/1300

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Name: Overwatch- McCree

Card Type: Monster

Attribute: Earth

Level: 5

Type: Warrior/Effect

Desc: While this card remains on the field, your opponent may only target this card for an attack.

Atk/Def: 1900/1800

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Name: Overwatch- Pharah

Card Type: Monster

Attribute: Wind

Level: 4

Type: Warrior/Effect

Desc: This effect may only be used once per game. When this card is summoned, send the top card of your opponents deck to the graveyard.

Atk/Def: 2000/1400

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Name: Overwatch- Soldier: 76

Card Type: Monster

Attribute: Light

Level: 8

Type: Warrior

Desc: I've got you in my sights!

Atk/Def: 3000/1600

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Name: Overwatch- Tracer

Card Type: Monster

Attribute: Light

Level: 4

Type: Warrior/Effect

Desc: If you have this monster on the field with 1 or more "Overwatch" monster, this card cannot be targeted for an attack.

Atk/Def: 1500/1000

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Name: Talon- Reaper

Card Type: Monster

Attribute: Dark

Level: 8

Type: Warrior/Zombie

Desc: Die! Die! Die!

Atk/Def: 3000/1600

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Name: Talon- Sombra

Card Type: Monster

Attribute: Dark

Level: 5

Type: Warrior/Effect

Desc: While this card remains face up on the field, your opponent cannot activate trap cards.

Atk/Def: 1000/2300

 

-Feedback is appreciated!

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Genji's ATK more befitting of level 6, you could give it 2500 or lower its level by 1. Attacking a second time is an alright effect. 

Once per turn, if this card destroys an opponent's monster, it can make a second attack.

 

McCree is difficult to use as battle protection since its ATK is lower than most of the other tribute monsters in this set. 

 

Pharah's effect is not powerful enough to warrant a once per duel clause. Look at Spore, a level 1 plant-type tuner which you can SS from the grave, banish a plant-type, then increase Spore by that banished monster's level. This makes it incredibly flexible for synchro plays, and it wouldn't be hard to dump it with foolish burial to reuse the effect to make tons of synchro monsters, which is why you can only use the effect once. Milling 1 card is not going to hurt the opponent; there are tons of monsters which gain effects in the grave, and lots of spells/traps which can be banished from the grave to gain an effect (although I don't know if something like Breakthrough Skill needs to activate its effect and then go to the grave and be banished later, or if it could go right to the grave and then be banished right away).You could change the effect to "Once per turn" but the effect still wouldn't do much to hurt the opponent. 

When this card is summoned, send the top card of your opponents deck to the graveyard. This effect may only be used once per duel

or, a suggestion to give the card more use;

Once per tun, you can send the top card of your opponents deck to the graveyard. Monsters sent by this effect cannot activate their effects while in the graveyard.

 
Tracer;
If there is at least one more "Overwatch" monster on the field, this card cannot be targeted for an attack.
It's unnecessary to state the monster be on the field
 
Sombra is a weaker Jinzo, which can negate trap cards and their effects. Your Sombra card prevents the activation of traps, but it won't do any good if the opponent had a continuous trap anti-spell fragrance. Once it's on the field, it's already activated and the only way to get rid of it is to destroy or negate it. Jinzo (being the quickest example I could think of that deals with trap effects) can stop those cards because it will negate the effect once it's summoned. 
 
You'll see any other level 8 normal monsters stop just before 3000 ATK. I'd make Zombie and Soldier 76 at 2800. Granted, it's an unwritten rule for the purpose of making blue eyes white dragon the strongest normal monster. You don't have to follow that rule, but it is there. 
 
In any case, these cards don't seem to have much focus. They're a mix of levels and meager effects. It looks like you want to make it an archetype, in which case there should be some sort of unifying strategy. All I know is that Overwatch is a team-based shooter, so that gives you a ton of possibilities for how the cards might work together. But right now, they don't seem to have much synergy.
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Genji's ATK more befitting of level 6, you could give it 2500 or lower its level by 1. Attacking a second time is an alright effect. 

Once per turn, if this card destroys an opponent's monster, it can make a second attack.

 

McCree is difficult to use as battle protection since its ATK is lower than most of the other tribute monsters in this set. 

 

Pharah's effect is not powerful enough to warrant a once per duel clause. Look at Spore, a level 1 plant-type tuner which you can SS from the grave, banish a plant-type, then increase Spore by that banished monster's level. This makes it incredibly flexible for synchro plays, and it wouldn't be hard to dump it with foolish burial to reuse the effect to make tons of synchro monsters, which is why you can only use the effect once. Milling 1 card is not going to hurt the opponent; there are tons of monsters which gain effects in the grave, and lots of spells/traps which can be banished from the grave to gain an effect (although I don't know if something like Breakthrough Skill needs to activate its effect and then go to the grave and be banished later, or if it could go right to the grave and then be banished right away).You could change the effect to "Once per turn" but the effect still wouldn't do much to hurt the opponent. 

When this card is summoned, send the top card of your opponents deck to the graveyard. This effect may only be used once per duel

or, a suggestion to give the card more use;

Once per tun, you can send the top card of your opponents deck to the graveyard. Monsters sent by this effect cannot activate their effects while in the graveyard.

 

Tracer;

If there is at least one more "Overwatch" monster on the field, this card cannot be targeted for an attack.

It's unnecessary to state the monster be on the field

 

Sombra is a weaker Jinzo, which can negate trap cards and their effects. Your Sombra card prevents the activation of traps, but it won't do any good if the opponent had a continuous trap anti-spell fragrance. Once it's on the field, it's already activated and the only way to get rid of it is to destroy or negate it. Jinzo (being the quickest example I could think of that deals with trap effects) can stop those cards because it will negate the effect once it's summoned. 

 

You'll see any other level 8 normal monsters stop just before 3000 ATK. I'd make Zombie and Soldier 76 at 2800. Granted, it's an unwritten rule for the purpose of making blue eyes white dragon the strongest normal monster. You don't have to follow that rule, but it is there. 

 

In any case, these cards don't seem to have much focus. They're a mix of levels and meager effects. It looks like you want to make it an archetype, in which case there should be some sort of unifying strategy. All I know is that Overwatch is a team-based shooter, so that gives you a ton of possibilities for how the cards might work together. But right now, they don't seem to have much synergy.

Thanks a ton for your feedback, I'll update the card effects right away and then post them here.

Btw, I do realize that the cards dont have much effect at e moment, but once I have balanced out all of the Monster cards, then I'm going to work on some spells and traps to make these cards more viable.

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