Thomas★Zero Posted July 27, 2017 Report Share Posted July 27, 2017 D - Crystal Trap Card Target 1 "HERO" Monster on the feild; equip it with this card. The monster equipped with this card cannot be destroyed either by battler or by card effects and all battle damage you take involving the equipped monster becomes 0, but it cannot attack directly. If the equipped monster is a "Destiny HERO" Monster, the equipped monster gains 300 ATK during each players End Phase. So D - Crystal acts as a better D - Shield where it can be used in general HERO Decks for a better defence but with Destiny HERO's this also gives them a added 300 ATK bonus during each end phase which can allow you to combo off D-HERO Dystopia's effect or boost any of your other D-HERO monsters with the gradual gain. Link to comment Share on other sites More sharing options...
Eshai Posted July 27, 2017 Report Share Posted July 27, 2017 I would at least make it better than Safe Zone, considering that card is nuts. I'd say instead of the ATK boost while equip to a "Destiny HERO", it shouldn't be able to be destroyed by card effects. Maybe also give it an "it cannot change its battle position" and/or an "it cannot attack directly" clause since this would be a hard monster to get over. Maybe even add "until the end of your next turn" if you don't want to give the card forever protection from battle and card effect destruction. If you want to combo with Dystopia, you could give the card the "Fire Fist" treatment, having it increase the ATK of all Destiny HEROes by 100-300 ATK. These are only suggestions. The card is fine for what you want to do, but I REALLY want Destiny HEROes to be better. Some of the best artwork and some of the best utility, but it still can't quite compete with the tier 2 which is where I would like it to be. Link to comment Share on other sites More sharing options...
Darj Posted July 27, 2017 Report Share Posted July 27, 2017 Agreed with the above. The card can be better.I'm mainly replying to let you know that there is an issue with the card type and mechanics: there is no precedence of a Continuous Trap becoming an Equip; so far only Normal Traps do (e.g. Blast with Chain), while Continuous Traps target the monster and continuously apply their effects on it (e.g. Fiendish Chain, Safe Zone). So, to remain consistent, either you make this a Normal Trap, or keep it as Continuous and re-word the effect. Link to comment Share on other sites More sharing options...
Thomas★Zero Posted July 27, 2017 Author Report Share Posted July 27, 2017 Made the advised changes where its now a Normal Trap which also prevents destruction by effects and prevents it from attacking directly. Link to comment Share on other sites More sharing options...
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