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Magical Hammer


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Magical Hammer

[spell Card]

Return up to 3 cards from your hand to the bottom of your Deck, and if you do, draw that many cards. You can only use this effect of "Magical Hammer" once per turn. You can banish this card from your GY to target 1 face-up monster on the field; it gains 1000 ATK this turn.

 

 

 

Unlike Magical Mallet or reload, it puts your returned cards on the bottom so there's no shuffling involved and there's no risk of re-drawing the same cards. Although it is still a -1 with a hard OPT clause, a spell speed of 1, and a cap of 3 cards.

 

The GY effect: Well, it's a hammer, it can be used for hitting something xD

Boost a beater and get over something. You can kill Extra Deck monsters with your Normal Summon without going into fancy shenanigans or long combos to get your board if the situation calls for it, and the boost is a bonus effect because the consistency boost on the hand is meant to be the allure.

 

That said, still probably casual at best haha.
Thoughts, comments, suggestions, corrections, etc welcomed xP

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Simple and effective. However, I do want to say some things about the card:

 

The 2ndary effect could probably do better, since it's not overwhelming (and because cards like Magical Mallet aren't used anymore for good reasons, except if a deck can guarantee a very promising hand). If you intend to keep the effect intact, at least make it increase the original ATK of a monster by 1000 points; it's better in general. Alternatively, lower the ATK increase to, let's say, 600 or less and make the targeted monster inflict piercing damage for that turn.

 

Drawing 3 cards just like that is a clear no. Even if it depends to the current hand, it gives an excellent advantage to players that happen to meet the maximum criteria. Make it shuffle up to 2 cards instead of 3; just the fact that you don't shuffle the deck & increase the chances to draw better cards already makes it better than Magical Mallet.

 

There are multiple ways in which cards can be sent to the Graveyard. It can be very good in an ideal scenario where you have at least 2 copies of it in the Graveyard. My opinion is to make both the card's effects to activate OPT.

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Kinda wish it was a +0 but then it would be close to the next Upstart Goblin as as deck thinner and hand fixer; you could at least make the ATK boost permanent to compensate the -1. Or if you want to be silly, make it an actual Equip Spell and Equip it to a monster from the grave. That way it would also get Equip support, which would cool and would further compensate the -1, and the "free" equip on the board can then be used for stuff like pop fodder and whatnot. Just make the main effect a "Discard this card: [insert first effect here]" to play around the need of equipping it to a monster first.Or better yet, make the first effect send it from either field or hand, so you get to reuse it after you re-equip it xD since it is always a -1, the repeated hand fixing it offers shouldn't be major issue IMO, especially since it has a hard OPT clause already. Or maybe banish it once if leaves the field after its equipped with its own effect.

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I'd love this to be released and to test it out in Cubics. I've actually tested Magical Mallet in them because they're so bricky, but it didn't quite make the cut given all the other options (ended up going with Dark World Dealings and Pot of Desires). Seeing the same cards you put in definitely defeats the purpose of mulligan-esque cards and I'm glad to see how you circumvented it. A 1000-ATK boost also helps with OTK-style decks that would run this for consistency, as well as help out mill decks and add to the Foolish Burial Goods toolbox. I like the card, the GX era reference, and the support it adds for a largely casual style of deck at this point in the game.   

 

Drawing 3 cards just like that is a clear no. Even if it depends to the current hand, it gives an excellent advantage to players that happen to meet the maximum criteria. Make it shuffle up to 2 cards instead of 3; just the fact that you don't shuffle the deck & increase the chances to draw better cards already makes it better than Magical Mallet.

 

Why?

 

Moray of Greed does precisely that for a card less and is relatively balanced.

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Moray of Greed does precisely that for a card less and is relatively balanced.

Moray of Greed needs to be used in very certain decks (and these don't even use it most of the time; maybe Mertlanteans -idk-, but I haven't seen anyone use it yet). Also, it requires a certain amount of cards in order to work. Many were the times when I'd draw it and wished I had something relatively weaker butdefinitely less bricky.

 

The "not re-drawing the same cards" factor doesn't really give Magical Hammer a big advantage compared to Moray, but it is generic and already better than Mallet for this exact reason. Plus, it's additional effect (which is not terrible) adds to its usability. Worst case scenario, dump the card or bait your opponent with it and it's still not totally useless.

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Simple and effective. However, I do want to say some things about the card:

 

The 2ndary effect could probably do better, since it's not overwhelming (and because cards like Magical Mallet aren't used anymore for good reasons, except if a deck can guarantee a very promising hand). If you intend to keep the effect intact, at least make it increase the original ATK of a monster by 1000 points; it's better in general. Alternatively, lower the ATK increase to, let's say, 600 or less and make the targeted monster inflict piercing damage for that turn.

 

Drawing 3 cards just like that is a clear no. Even if it depends to the current hand, it gives an excellent advantage to players that happen to meet the maximum criteria. Make it shuffle up to 2 cards instead of 3; just the fact that you don't shuffle the deck & increase the chances to draw better cards already makes it better than Magical Mallet.

 

There are multiple ways in which cards can be sent to the Graveyard. It can be very good in an ideal scenario where you have at least 2 copies of it in the Graveyard. My opinion is to make both the card's effects to activate OPT.

 

About the first suggestion: This card has the detail that it can increase a monster's ATK from either side of the field, and I thought it'd be a neat bonus if it can be used to boost an opponent's monster so that Ragna Zero can get it with her effect, but if I change it to "original ATK" then the new value will still be treated as its original value and lose that combo. Meanwhile, original ATK would only diminish the impact of old school cards like Shrink or help boost tiny bits with Megamorph, but other than that I can't really imagine other uses.

 

I like the piercing idea as a potential GY bonus for a card, but I think I'll stick with just an ATK boost on this one, so I can keep it at around 1k, which is more or less a needed amount for being useful under, say, a floodgate situation in which you need to get rid of something no matter what to keep playing.

 

 

The card is a "draw 3" but it just refreshes those 3 cards you just lost back into the deck, and it doesn't replace itself so you ultimately end up with a -1 that didn't thin the deck one bit. The value is in the refreshment, or returning cards you just didn't want to draw, like  Assault Modes, Metalmorph evolutions, final form LV cards you were about to evolve into anyways, or many less casual situations such as Mystical Shine Balls.

Why do you say "make it shuffle"? The card moves cards in your hand to the bottom of the deck, and then draws from the top, just rotating a bit. It's not like you are lifting your deck up and searching out what you need here xP

 

The card is meant to be better than Magical Mallet, except in turbo FTK variants like Magical Library, Exodia, or burn by Spell Counters or Life Equalizer, where you usually go draw draw draw draw until you run out of deck in a turn. In those, I've seen Mallet refresh as much as 20 cards from the hand, but my card can only go for 3.

 

It is meant to be easy for decks to use but not be a Chicken Game/Upstart Goblin deck thinning tool that makes decks become 37 cards.

 

- - - - - - - -

 

 

 

Kinda wish it was a +0 but then it would be close to the next Upstart Goblin as as deck thinner and hand fixer; you could at least make the ATK boost permanent to compensate the -1. Or if you want to be silly, make it an actual Equip Spell and Equip it to a monster from the grave. That way it would also get Equip support, which would cool and would further compensate the -1, and the "free" equip on the board can then be used for stuff like pop fodder and whatnot. Just make the main effect a "Discard this card: [insert first effect here]" to play around the need of equipping it to a monster first.Or better yet, make the first effect send it from either field or hand, so you get to reuse it after you re-equip it xD since it is always a -1, the repeated hand fixing it offers shouldn't be major issue IMO, especially since it has a hard OPT clause already. Or maybe banish it once if leaves the field after its equipped with its own effect.

 

But what if I boost an opponent's monster and then my Ragna gets negated/removed and my opponent keeps the boost? Wouldn't it be better to have it cute and temporary since it's an emergency bonus boost anyways? xD

Then again, if it was a permanent boost, I could combo with Gora Turtle. I might make a different card with a permanent, quick, smaller boost that pierces, taking the previous comments into consideration. Now I need to think of the non-bonus part of the card and it'd be a pretty cool casual piece =3

 

I could make an Equip that trigger something like this at the time of equipment, but it feels wrong to have a card like that which

A ) Only equips as a secondary thought 

B ) Re-equips itself from the GY without any specific condition whatsoever, and if it had a specific condition, it might not be as generic anymore depending on how its done, but it'd be a pretty fundamental tweak to make.

 

Besides, the change would flat out change the card's way of boosting, making it now prone to card removal and ruining you in a dire situation. It is not permanent, but for what it is right now, it is safe at least on the department of keeping that boost that turn.

 

- - - - - - -

 

 

I'd love this to be released and to test it out in Cubics. I've actually tested Magical Mallet in them because they're so bricky, but it didn't quite make the cut given all the other options (ended up going with Dark World Dealings and Pot of Desires). Seeing the same cards you put in definitely defeats the purpose of mulligan-esque cards and I'm glad to see how you circumvented it. A 1000-ATK boost also helps with OTK-style decks that would run this for consistency, as well as help out mill decks and add to the Foolish Burial Goods toolbox. I like the card, the GX era reference, and the support it adds for a largely casual style of deck at this point in the game.   

 

 

Why?

 

Moray of Greed does precisely that for a card less and is relatively balanced.

 

Yeah I've also had problems with these kinds of consistency cards in the past. Reload forces the entire hand to change and that's an issue, and Mallet often drew me the same cards.

My card still runs the risk of drawing into different copies of the same cards xD but at least it is stlightly lower.

I'd like to find a way around that as well but the more I added stuff the more it got out of wack. Like, I tried implementing an excavating clause x2 the size of what was returned but by then it'd probably just be a better Duality....  and the anime effect of Mallet makes it a better Upstart...

 

I have a soft spot for GX era stuff xP

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