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Ether Flux


aussj4link

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I really enjoy cards that have more than one option. The more it makes you think and the more versatile a card is, the better, IMO. This one aims to have a different purpose depending on player turn. I may have worded things incorrectly here, but what I was going for, was a card that when is activated during the owner's turn, it becomes a decent attack boosting equip depending on hand size. If activated during the opponent's turn however, it forces the opponent to either make the decision of not being able to special summon 1500 or less attack monsters or discard one of their cards, either way, it can help. 

If it's worded wrong, let me know how it should be and if it's overpowered or underpowered and what you would change about it to balance it better. Try to keep the theme of versatility going though. :p Oh and in the spaces, just imagine bullet points, I ripped the format from Gorz because I figured it had the best chance of wording right.

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Ether Flux

Quick Play Spell
 

When this card is activated, apply the appropriate effect, based on the the player's turn.
● Your Turn: Treat this card as an Equip Spell Card and equip it to one monster on your side of the field. The equipped monster gains 300 ATK for each card in your hand.
● Opponent's Turn: Your opponent cannot special summon monsters with 1500 or less attack until their End Phase. Your opponent can discard one card to negate this effect. 
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I find interesting how contrasting the 2 effects are. The "your turn" effect is lackluster as a mere Equip Card, but the "opponent's turn" effect can be good at stopping the opponent's plays, or at least becoming a 1-for-1 trade, or you can be strategic and play it when the opponent's have no cards to discard. IMO you should go for a "your turn" effect that is as good as the other one.

I would say it's missing on flavor, though. I don't really see how the second effect is associated with a liquid substance. The first one makes sense because it could acts as an strengthening potion, but the second one?

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The "Flux" part of the name is why the difference in it's effect depending on circumstances. The reason why the Your Turn effect is a simple equip is for balance and usefulness depending on the situation. Sometimes they do need a boost while other times it can be useful to hinder your opponent. This card is meant to have more of a chance to be useful during different circumstances than the average card which usually only has one use. With this card, more strategy can be employed giving the player more options. 

Think of the second effect as sort of throwing the potion at your opponent to see what happens because you know drinking it won't help because you don't need strength at the moment. So for example, your opponent has something that difficult to get rid of with card effects but battle works well. Well with the Your Turn effect, you could meet those needs. If your opponent is heavily reliant on mass special summoning however, the second effect could be useful, especially if you wait until they have no cards in their hand, as you pointed out.

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I see, that makes more sense now. The thing with his card then is that the "opponent's turn" effect is so much better compared to the "your turn" effect that there is little strategy involved: you first play if for its second effect, and only use the first in emergency situations. So, from what you explained I get that the approach you want is to make the player think and plan when and how to play this, and for that both effects should be equally good.

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