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Well. This effect is pretty simple but a card like that could really change how this game works. 
In the current meta, this thing would probably be insane, since you cant just get rid of it by getting castel out.

You'd have to use MST/Twin Twister or something. 

 

2sp2ClK.jpg

 

Level 4 or lower monsters cannot be Special Summoned. 

 

 

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As basic as it is, it's a horribly designed card.

 

Floodgates are not good for the game. The existence of removal does not, in any way, justify this existing. If anything, the need to run extra removal to not completely lose in an instant shows how poor an idea this is, especially given the importance of levels 1-4 in this game. It's not just how Konami handled it, but due to the actual mechanics of the game itself. That's just how it evolved.

 

This has the ability to near enough auto-win agaisnt many, many decks, and that's just not a fair design. Floodgates are not advanced design, they are basic and lazy.

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Their is no doubt this cards' effect is over-powered to say the least, and one could call it a "Floodgate card" but with the right adjustments it may become balanced.

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To start, this card effect alone does cause many decks to shutdown. First of changes would be to bring the level down to LV3 instead of LV4, primarily because majority of monster cards in decks are LV4, this will give people a bit of a fighting chance. Second of changes, you can add a cost to the card to keep it out on the field. Be it Milling/Discarding/Banishing X amount of cards from you hand/deck, Paying Life Points (LP), or simply tribute a monster on your side of the field; this cost would most likely be during the Standby Phase.

Also in addition you could be more pacific as to where the monsters cannot be Special Summoned from (Hand/Deck/Graveyard/Extra Deck)

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