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WIND Pseudo Boss Card


LeoMaster123

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[center][color=#ffa500][size=4][b]Im trying to make a Wind deck, so i began with this Pseudo Boss card. Need constructive critics, please rate and comment.[/b][/size][/color]


[url="http://yugico.com/user/18759-LeoLol2/card/3715-Holyday/28464-Kryst__The_Legendary_Golden_Eagle"][URL=http://yugico.com/user/18759-LeoLol2/card/3715-Holyday/28464-Kryst__The_Legendary_Golden_Eagle][IMG]http://yugico.com/customcard/28464.jpg[/IMG][/URL] [/url]


[/center]

[center][b]Lore[/b]
[i]This card cannot be Normal Summoned or Set. Special Summon this card from your hand when your opponent declares a Direct Attack; End the Battle Phase. You do not take damage from a battle with this card. Once per turn, you can remove from play 1 WIND Monster from your Deck, Extra Deck or Graveyard. This card's name, ATK, and effects become the same as that monster's, until the End Phase. When this card leaves the field, Special Summon one WIND monster from your Graveyard, expect this card.[/i][/center]

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[quote name='Steven Park' timestamp='1329708827' post='5828232']
i like it
[/quote]

I like it as well, but I am going to provide even more feedback and criticism than just boiling down to three useless words.

The already Nomi clause makes it very difficult to bring out, but being able to Special Summon it when your opponent declares a direct attack makes up for it being hard to Summon on its own merits. Unfortunately, there aren't many good Wind Archetypes that see play nowadays, besides Mist Valleys, and you'd rather want to keep that Apex Avian in the Graveyard just in case you ever need it again with a Reborn/CotH. I rather like the LaDD part of the card effect, especially considering how hard the card is to get out in the first place. Also, negation of all battle damage is smexy.

Powerful, but yet balanced.

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Oh god seriously, this many comments and not a single comment about Final Countdown? Each stall card makes it better. And it's not a deck that should be ever powered. Not to mention, it relies on the opponent, making this card terribad in WINDs and overpowered in Final Countdown. It doesn't support what you aimed for.

Well, first, before making a support card, you need to know what you're supporting.

The only "valid" WIND Decks are [url=http://yugioh.wikia.com/wiki/Dragunity]Dragunities[/url], [url=http://yugioh.wikia.com/wiki/Gusta]Gustos[/url], and [url=http://yugioh.wikia.com/wiki/Mist_Valley]Mist Valleys[/url] (other decks certainly do "exist", but don't have enough synergy and support). Sadly, this would be used in none. All the good Dragunities activate when summoned. Gustos are recruiters. Mist Valleys don't stay on the field for a long time, and Divine Wind can't grab this, given it's only for Level 4 or lowers.

If you want to make WIND support, study on the aforementioned archetypes, and change a summoning conditions so that it makes this card a good option in them. Right now, it's far from perfect.

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not really orinigial concept it steals effect stats / becomes anthor monster until the end phase but still good card

if ran a WIND deck i would this in my deck because its more or less easy to bring out with not munch risk plus it morhinng power make it a flexible card when i need a specific card to get out a tight spot plus this card throws in some unperdictably as well because any WIND monster in your deck hand or graveyard can be used like drunken fist the goal is to become unperdictable then your opponent will never see you strike untill its too late lol

can you make anthor high level / rank WIND monster ? with a awesome effect / stats for it to steal for one whole turn ?

no wait ill make my own version

(a different element / type lol with a 2nd card to go with with it lol)

YOU WILL BE CREDITED FOR MY INSPIRATION LOL

wait a few second for some awesome stuff

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[quote name='Herman The German' timestamp='1329725290' post='5828606']
if ran a WIND deck i would this in my deck because its more or less easy to bring out with not munch risk plus it morhinng power make it a flexible card when i need a specific card to get out a tight spot plus this card throws in some unperdictably as well because any WIND monster in your deck hand or graveyard can be used like drunken fist the goal is to become unperdictable then your opponent will never see you strike untill its too late lol

[/quote]
Oh seriously, y u say stuff about a deck theme you've never played. -.-

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The "WIND deck" as in Lord of the Storm is a terrible variant. Hasn't got a valid way to win, ways to gain advantage, and synergy between cards - everything required in a deck. It's a mash-up consisting of the same Attribute, and simple mash-ups are far from good. Besides, WINDs don't have that many good support cards. In fact, the only usable WIND support card is probably Divine Winds. And if you're gonna use that, Mist Valleys is the only way.
If you want to make "WIND Mash-Up" good, how about stopping the idea of making a pseudo-boss monster (because that wouldn't result in making the deck better), and making simple WIND support cards? For instance, "DARK Mash-Up" is far superior to other Mash-Ups, mainly due to the fact they have a lot of good monsters like Breaker, Kycoo and such, and support such as Allure of Darkness and Dark Armed Dragon. You gotta make those sorts of stuff instead - best way to suceed in what you wanna do.

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