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Arctic55

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I wrote these as I went, so they're all very "stream of consciousness". But yeah... Here we go:

 

[spoiler=Individual Cards in Order of Appearance]

 

Akira - Card should discard from opponent's hand, otherwise there's no point to choosing a card other than a monster. Alternatively, just make it "target 1 monster your opponent controls; destroy it, and if you do, your opponent takes damage equal to half of the destroyed monster's ATK".

 

Excelsior - Lore should be rewritten to say "If that card was" for each bullet. Also should say "When this card is Summoned: Your opponent discards 1 card, or banishes the top card of their Graveyard if they have no cards in hand; then, activate one of the following effects:".

 

Fusions in General - Text should say "(Specific Monster(s)) + 1 "WARP" Monster". Also, just copy-paste the contact fusion text from an actual card like a Gladiator Beast or Ritual Beasts, because yours is a bit off.

 

Galaxy - Nothing too special. At least it isn't overepowered.

 

Enterprise J - It's called "the Banished Zone". Also, OP. Immune to 2/3 of the game, 3.2k ATK, and way too much recovery power.

 

Intrepid - "this card gains[...], and if you discarded a "WARP" card, this card gains[...]". Other than that, a good boss monster. The hard OPT on its effects balances it out.

 

Sovereign - Too many recipes to make this, in my opinion, but it's a pretty good and balanced card.

 

Dreadnought - So... destroy no monsters, in all likelihood, and then get 2 more for free? Nope. Also, with it not destroying any WARP monsters, it shouldn't start with 3k ATK. Better off making it's ATK and DEF "?/?" and make its original ATK and DEF equal half of the combined ATK of all "WARP" monsters you control.

 

Wells - Way too overpowered. Immune to 2/3 of the game, 4k ATK, and a monster spawner? Nope. Not gonna happen.

 

Pendulums - Neither of them have scales.

 

SC-4 - Second effect is nonsense. Just make it a MST in exchange for 2 WARP counters.

 

Attack Fighter - Seems pretty good. It's balanced as far as I can tell, but without the Scale I can't know for sure.

 

Distress Beacon - Another balanced card. You might not even need the LP gain for your opponent.

 

Phantom - And then you go back to this nonsense. This card is much, much, MUCH too broken. Your monsters don't die? Ever? Nope, that's not balanced. Other immunity locks take two or three cards. With the name, I figured this would be some form of Trap Monster.

 


 

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FINAL THOUGHTS

 

Is this your first attempt at an Archetype? It's very rough and unbalanced. You've also got a lot of terminology and Manual of Style slip-ups. If you take what I've said here to heart and go back to the drawing board on these, you could fix them. Again, it's all about balance and realizing that designing cards includes making them beatable.

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SC-4 Pendulum Effect is too good. It just gives you a draw every turn and acts as an MST during either player's turn. This is like Guitartle and Archfiend Eccentrick all in one card. You probably need to add some restrictions (a simple Hard opt clause would help to avoid bounce effs abusing the draw eff) or tone down something to make it more balanced.

 

Not sure about this, but Sovereign can be summoned by destroying another face-up sovereign and a specific material. Triggering the effect in the graveyard of the destroyed sovereign and summoning ambassador. Then you summon another sovereign and again gets another ambassador. thats a lot of graveyard setup for its boost eff that requires only having 3 sovereing in extra. Maybe adding a "if this card is destroyed by an opponent's card (by battle or by card effect)..." would fix that.

 

overall deck looks fine. its crazy plays can be justified with the high level monsters necessary for them to get going. the whole immune to effects idea is also cool.

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