The Frost King Posted November 24, 2016 Report Share Posted November 24, 2016 Type: Quick-Play Spell Card Effect: Target 1 monster you control; That monster's ATK is doubled, also you can draw 1 card if that monster inflicts 1000 or more damage to your opponent. During the End Phase, destroy the targeted monster. You can only activate 1 "Multi-Color Booster" per turn. Tell me what you think of the card in the comments.. Link to comment Share on other sites More sharing options...
KidPhillip Posted November 24, 2016 Report Share Posted November 24, 2016 Really broken in some decks. It's basically a single limiter removal + draw one card. I would tone it down a tad maybe by making only work on certain monsters (maybe like if it has a color in the name) Link to comment Share on other sites More sharing options...
Caláin Posted November 25, 2016 Report Share Posted November 25, 2016 Really broken in some decks. It's basically a single limiter removal + draw one card. I would tone it down a tad maybe by making only work on certain monsters (maybe like if it has a color in the name) I don't think it's broken: There are other cards which let you double ATK (like "Megamorph" or "Double or Nothing!") quite easily, and you wouldn't necessarily use it on an already very powerful monster because it would die afterwards. If you would not use the card on a monster, it could (with a little luck) just attack again next turn and deal the same total amount of damage (except if you aim for the destruction of a formidable enemy monster). Link to comment Share on other sites More sharing options...
Darj Posted November 26, 2016 Report Share Posted November 26, 2016 This is an interesting card. The x2 ATK is nice to run over a big beater or a lock monster (e.g. Crystal/Clear Wind, Dark Law), and as a Quick-Play you can drop it during the damage calculation, making it more difficult for the opponent to stop the boosted attack. Inflicting 1000+ damage shouldn't be as easy as it sounds to get the "refund", so to speak, and even when it does, this card merely broke even in card advantage, plus you most likely will lose the monster by the End Phase (unless you use it as fodder for a Summon or effect before then), so I don't think it's broken nor anything. The worst thing this card can do is allow you to run over a monster the opponent heavily invested on, but then again, that's the risk of such monsters. Link to comment Share on other sites More sharing options...
Sleepy Posted November 28, 2016 Report Share Posted November 28, 2016 During the opponent's turn, you'd need a monster that specifically cannot be destroyed by the effects of Spell Cards but that can be affected by them, like that Beelze Synchro. Though for the most part is a good tactic because you'll get a draw and get a wall for the turn, and some damage in so that's a fair trade. During your turn, you can go for an OTK with it, which makes me think it should maybe only battle other monsters.Though you have enough time before it self-destroys to think if you wanna use it in something that floats, is not gonna die, or is gonna be used for another Summon. For instance, you can use it on a Synchro that will become Crystal Wing during Main Phase 2, or on a Utopia that's gonna become Lightning (or laugh at your opponent as you do a "Double-up Chance" combo with it). It'd be a great card overall.Also, as said above, it's a good out to certain bosses. Link to comment Share on other sites More sharing options...
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