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Exit Keeper [Written]


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Exit Keeper

EARTH [ Fiend / Link / Effect ]  ATK/ 1800   LINK-2

Arrows: Down, Left

2 monsters with different Levels

Once per turn: You can target 1 monster this card points to; move it to an adjacent unoccupied zone. If you do: That monster's ATK becomes 0, and this card gains the lost ATK (these changes last until the End Phase).

 

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Concept: He'll point you towards the exit, and kick you out.

The difference in Levels of the materials is a difference in opinions that lead to showing the exist (oh so artistic :v )

 

Temporary beater, and essentially lets you go to your Extra Deck a second time.

 

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I like this one a lot for a couple of reasons. First, the typing, EARTH/Fiend is rather underused and I have a thing for underused typings, as well as non-DARK Fiends, with some exceptions like Dark Highlander, Crazy Box, but I digress xD

Then, the materials. Monsters of different Levels is rather flexible and should be welcomed in some decks. Also the markers in combination with its effect. As pointed out in the opening thread, by moving the monster it enables you to Summon from the ED another monster next to it, and due to the location of its markers, this works in both the EM and MM Zones, so in a way is as if it had extra markers, and such flexibility is welcomed. Finally, 1800 is a good base ATK for a Link2.

However, I do feel it's missing something. The card is good and all, but evil me wishes it had some extra effect to fall back on. It could be a conditional built-in protection, an effect that protects other cards (e.g. Proxy Dragon, Ib the World Chalice Priestess), or maybe make it float as an "insurance" (e.g. Missus Radiant). Or perhaps make it a Quick Effect to mess with the opponent with column-based monsters?

Regardless, all in all it;s a good card, IMO. I can already picture Jack Knights having fun with it, due to its different Levels and their column play. Magibullets could have some fun with it, although I don't think it would be their go-to play except for summoning multiple ED monsters to go for a push.

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Hmmm... I can think of a better arrow setup. Instead, have 1 arrow point up so you can do it to your opponent's monsters. You could probably also make it a Quick Effect if this were the case, since then you could have another monster ready and get the ATK boost whenever you want it. Since this card seems like it would otherwise just be used to move Extra Deck monsters out of the zone anyway, this should be balanced, and if not you could probably decrease the ATK by 100 and it would be fine. (Actually now I read Darj's comment he basically says the same thing)

 

If there was another effect, I would add a "Your opponent cannot attack monsters you control with ATK equal to or less than the original ATK of this card." You could probably also go with "cannot be destroyed by battle" instead if you feel the Quick Effect is the way to go (this seems a bit annoying to synergize with the former effect now I think about it. Might need testing.)

 

Anyway, EARTH Fiend? I'm making another soon, so I'm wondering if we should be making a bunch of Gargoyles as a pseudo archetype that doesn't have any archetype but they work well together. 

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Hmmm... I can think of a better arrow setup. Instead, have 1 arrow point up so you can do it to your opponent's monsters. You could probably also make it a Quick Effect if this were the case, since then you could have another monster ready and get the ATK boost whenever you want it. Since this card seems like it would otherwise just be used to move Extra Deck monsters out of the zone anyway, this should be balanced, and if not you could probably decrease the ATK by 100 and it would be fine. (Actually now I read Darj's comment he basically says the same thing)

 

If there was another effect, I would add a "Your opponent cannot attack monsters you control with ATK equal to or less than the original ATK of this card." You could probably also go with "cannot be destroyed by battle" instead if you feel the Quick Effect is the way to go (this seems a bit annoying to synergize with the former effect now I think about it. Might need testing.)

 

Anyway, EARTH Fiend? I'm making another soon, so I'm wondering if we should be making a bunch of Gargoyles as a pseudo archetype that doesn't have any archetype but they work well together. 

 

I can take from this to improve it.

An arrow up and an arrow down. It was mainly down and to the side to mimic this kind of pose:

v1VhQdA.png

But it is more useful if I gave it the up-down one since it could affect the opponent.

I'd more or less have to make it a quick effect to have it be worth it, and stop having it be a targeting effect xD

But I like the idea that it could just move stuff out of the way from both sides.

The protection would probably be fitting if it was something along the lines of "your cards become unaffected by the effects of cards moved this way"

Which would be GODLY if you activated it in response to a Black Rose Synchro Summon lol

What do you think?

 

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Yes, I like pseudo archetypes. Especially when something is starting out. One needs toys to experiment with before defined archetypes enter to play around with the generic tools the game offers. Or at least that's what I think the approach should be. Like, don't make too many cards for any given archetype. Stuff will build up as it goes.

 

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Btw, I am yet to read the reply to my post at the club, but I'll get around to it at some point in the day (I was baking a pumpkin). 

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Personally I prefer the middle-left and bottom-center Link markers because it lets the card use its effect in both EM and MM Zones, while any marker on the top side for disrupting the opponent can have messy applications: on one hand, it is somewhat reliant on the opponent; on the other hand, it can get nasty by dropping an opponent's monster ATK to 0, giving it to this monster and inflict big damage.

I like that protection idea of yours. In a way it balances that you are dropping the target's ATK to 0, as in trading offense for defense, plus it can be a lifesaver during the opponent's turn.

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Personally I prefer the middle-left and bottom-center Link markers because it lets the card use its effect in both EM and MM Zones, while any marker on the top side for disrupting the opponent can have messy applications: on one hand, it is somewhat reliant on the opponent; on the other hand, it can get nasty by dropping an opponent's monster ATK to 0, giving it to this monster and inflict big damage.

I like that protection idea of yours. In a way it balances that you are dropping the target's ATK to 0, as in trading offense for defense, plus it can be a lifesaver during the opponent's turn.

 

How much of the suggestion do you like though? 

Ignoring the part of the discussion on the arrows.

Do you agree with:

The change to quick effect.

The change to non-targeting.

The full on "my field is unaffected by the moved monsters' effects"

All the package? xD

 

Part of me thinks one-sided Black Rose nuke is nasty lol, but part of me wants to go ahead with the concept.

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I feel I would rather it protect the monsters you control than be unaffected by effects. I don't think this will work on Black Rose, where it had to be Summoned to the zone this card points to, and your opponent would have to run into this negation knowing what was coming.  

 

Instead, I would have the Link monster protect your other monsters, since you could possibly be reducing the attack of 1 monster you control to 0 to increase this card's attack. This would guarantee that your opponent would rather attack the monster this card points to instead. If this card protected the monsters you control, mainly by making it so this card would be the only monster you control that could be attacked, then they have to go against this card. So if your opponent wants to get to the now vulnerable monster you reduced the ATK of, they have to get through this first. 

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Yeah in retrospect, the upward point would be a bit predictable and situational. It is not like your opponent would want to put anything there after seeing it.

Also, unaffected might be a tad much.

Attack protection of the target would be underwhelming, but attack protection a la Shark Fortress could probably work.

 

I think I'll keep it (down, left) and add the attack protection, and make it a quick effect.

and I just got an idea for 2 other Link 2 monsters that could work better with an up/down combo of arrows.

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