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New set. Burning monsters.


Thomas Wolf

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Like the last card I made credit goes to mtgstaples.com. These are just the first cards of this set. I have considered the post on how they are op'ed, than reflecting on how they where up'ed I tried to find some middle ground.

 

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Okay, he's effect is a bit long. So what? Alot of key monsters have long effects. Also, his name has been changed. It was only Tamer, because well the guy no the card is riding a dragon, so obviously he had tamed it.

 

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His ATK has gone up, he's a bit more dangerous now.

 

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The last sentince in his effect was pointless, I wasn't paying attenshion to exactly what I had typed so I added the extra text.

 

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Now she's atleast getting attacked. Better?

 

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Okay, I made an honist mistake when it read "Once per turn." and didn't specify during your turn. That was my mistake.

 

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I see nothing wrong with this effect.

 

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Better? Worse?

 

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I actually like all the edits I'm making to this one. With evey change it needs more planning to be used right. It's becoming more stratigic

 

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Okay, now it's a powered up version of what it used to be. However, I may change it back so it doesn't remove the counters again seeing as how before I didn't realise I forgot to add "Until the End Phase."

 

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This one stays. Pretty much it's the trump card of the deck.

 

Now than, more comments?

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Fiend

Field

needs more originality

 

Oops, I actually knew the Fiend and Field thing, I just, I donno. But thanks for pointing it out.

 

As for all the other comments, does anyone have any suggestions? I mean, I like the feed back, but pointing out their flaws doesn't help me too much. Advice would be nice too

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I personally like the cards. Not to beat the horse to death, but as mentioned above, there are some OCG errors.

 

I can understand your trepidation in giving the monsters higher attack power, but I feel it needs it in this case. For example, I would increase the attack of the Burning Spawn to 1700 and raise the monster to a level four. There's obviously a lot of pressure to keep your cards from being considered OP, but go ahead and push the line a little. This forum is for fun, so don't be afraid of making strong cards. Obviously, I'm not advocating the 1 star 9999 hitter with direct attack, but I think you get the idea.

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I think as many have said your ocg is a little bit off and they are a bit up'ed.

good job these are great cards but as said if this is a finished set put it in the sets section.

 

8.7/10

 

I personally like the cards. Not to beat the horse to death' date=' but as mentioned above, there are some OCG errors.

 

I can understand your trepidation in giving the monsters higher attack power, but I feel it needs it in this case. For example, I would increase the attack of the Burning Spawn to 1700 and raise the monster to a level four. There's obviously a lot of pressure to keep your cards from being considered OP, but go ahead and push the line a little. This forum is for fun, so don't be afraid of making strong cards. Obviously, I'm not advocating the 1 star 9999 hitter with direct attack, but I think you get the idea.

[/quote']

 

OH MY GOD!! A nOOb giving decent advice? Is the world coming to an abrupt holt and then possibly an end?

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Haha... oh, look, someone else who thinks more text is better.

Dear god.

 

Please, before I say anything more, realize that not all monsters need a paragraph for an effect. I'm frankly driven insane when I look at a page and someone has posted 20 FREAKING MONSTERS, each one with A FREAKING PAGE-LONG EFFECT... but regardless, I'll critique. I will critique... 2 monsters, 2 Spells, and your Trap Card.

 

However, before saying anything, I'd like to point out that you made one of the most basic mistakes in cardmaking -- element strategy confusion. DARK is made for damage -- battle-style. EARTH is made for strong monster summons and defensive maneuvers. WATER and WIND pay homeage to the powers of field control, while LIGHT is about supporting yourself (just like earth, but through less orthodox ways than monster summoning). FIRE, just like the strategy type "burn" implies, is very much angled towards direct damage. Just look at the "Volcanic" Monster set. The biggest monster evolves from a cannon which is made specifically for dealing Direct Damage... I think that's a sign. Your monsters and overall strategy just revolve around the wrong ideal. But here we go...

 

"Blazing Dragon Tamer" -- Well, he might blaze, but he certainly doesn't tame anything. So the name's off. On all the cards, you forgot to put your username by the copyright date... but continuing. As balance goes, this guy is far to hard to summon (I see somone wiping this deck strategy out with "DNA Surgery"), plus he's a little too good once he is. So he's overpowered with too hard of a summoning requirement. I don't see much potential in a card like this.

 

"Burning Golem" -- This card isn't strong, so it's not good in battle. It also doesn't have much of a chance with its burn effect -- ohhh scary, average 350 damage per turn. How long do most monsters last on the field? In a good duel, a guy like this will last 3 turns if you're lucky. Should I fall apart in the face of 1050 damage? Not likely... But regardless, right after he dies, he spreads his plague. A burning counter on every monster means your "Gremlins" can take control of anyone and your "Possessor" is invincible (just hinting that those 2 are overpowered as well). In a set of non-overpowered cards, this guy wouldn't be so good for his lack of counter-spreading.. at least until after his death. However, in a set of overpowered (mostly) cards, he himself is overpowered.

 

"Burnt Out" -- Overpowered. With the amount of counter-spreading potential you give these cards, you could wipe out your opponent like everybody was "Neo Bubbleman".

 

"Burst Flame" -- Okay, every monster your opponent controls is now a FIRE Pyro-type. Congratulations, "Possessor" is invincible.. again. "Dragon Tamer" is now resistant to S & T, and "Spawn" can gain 300 ATK this turn, then 300 the next for 1800 minimum before your next attack.

 

"Meltdown" -- For a set that would just spread a lot of Burning Counters, this would be fine. However, your set not only spreads Burning Counters, but the MONSTERS get bonus effects because of it. Too much.

 

So, do you see the problem? You've taking Counters to a whole new level. Using special counters (made only for a certain set) means that you can only focus on certain aspects when you use those counters. You can't focus on resistance, monster control, stat decreases, etc. with all your cards. You need to choose a central strategy, or else your set will never be balanced. That's your biggest problem -- choosing and maintaining a strategy. Choose burn, deal LP damage. Of course, then again, the "Volcanic" Monsters already exist, so what's the point of having a set like this anyway? It's unoriginal too.

 

Sorry to disappoint, but I don't have high hopes for this set. Good try for a Level 2 member I suppose. :mrgreen:

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So most people said my cards are underpowered, yet you explain why they're overpowered. Interesting. I will say this, this set was my first attempt at a type with counters. Also, I am making constant edits to fix them up. Spawn was a typo that I didn't catch sorry about that, I will fix that.

 

Now, I ask you to consider this. Why should I make them have to simply "burn through" my opponent's life points? I wanted to do something else, so I decided to have them burn through the feild insted. But if I made it so they just destroy cards it would be boring. So I decided I wanted to try a counter set. Sure, maybe I didn't do as great as I could. And after the edits to power up cards that where being called underpowered, maybe they are a tad over powered now, which I will look into. But, my point is, just because I didn't go the tradishional way of making a Fire set or with a counter stratigy, you don't have to look at it and say, "Well this isn't the way it's always done so it has to be bad." Not to say that's what you're saying, because you did bring up some valid points, I'm just saying that how it appires with your first argument. Lastly, look at the alian monsters. Granted, not very popular, at least not where I'm from, fact remains they have alot of differnt effects based on the counters.

 

By the way, I know I made probably alot of spelling errors, but that's just me. Sorry I don't know how to spell very well.

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OH MY GOD!! A nOOb giving decent advice? Is the world coming to an abrupt holt and then possibly an end?

 

Lol! Yes, I'm a noob that likes to think. I refuse to use my noob-dom as an excuse to post less than quality advice. Heck, I've seen some one word replies from 4+ star members! Maybe if little old one-star me starts showing them up, they'll whip into shape!

 

Anywho, I like the changes you've made (maybe I'm just a nice guy). You were right in weakening the power of "Burnt Out," but I think it's a little too weak now (God, don't you hate trying to find that Happy Medium?). Try something like destroying the attacking monster and adding the monster's burn counters to other appropriate targets. I would also suggest limiting the number of spell/trap cards that "Burst Flame" can destroy (I'd say 2 at the most), otherwise it's just a quick-play heavy storm with no cost.

 

Just some thoughts from this 1-star n00b :D

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