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[Sakura] Keldeo, Sacred Sword of Resolution


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決意の聖剣士 ケルディオ

(Ketsui no Seikenshi Kerudio)

 

kT66kum.jpg

 

1 Tuner + 1 or more non-Tuner WATER monsters
When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Monsters your opponent controls whose Levels and Ranks are equal or lower than this card's Level cannot activate their effects during the turn they are Summoned. Until the end of the 6th turn this card was Summoned, it gains 200 ATK/DEF during each Standby Phase.

 

[spoiler=V1]

GRCOYL4.jpg

 

1 Tuner + 1 or more non-Tuner WATER monsters
This card gains 200 ATK for every other monster you control. When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during either player's turn, if a Spell/Trap Card is activated: You can discard 1 card; negate the activation and effect of that card.[/spoiler]

 

I've based Keldeo's effects on a Calm Mind set that's still relatively popular nowadays (I use the All-Out Attacker set most of the time, however.)

  • First effect is supposed to be Calm Mind, though it can also reference Keldeo's relationship with the others in its quartet (bonds made it stronger + allowed it to transform into its Resolute forme).
  • Piercing effect is meant to resemble Secret Sword, which is Keldeo's signature move.
  • Third effect, which is Spell/Trap negation, is based on Taunt, though unlike a lot of the S/T hate that exists right now, it just negates the activation; not outright destroy it like other things.

 

Another note of trivia, Keldeo is the youngest of the Swords of Justice, so it will have weaker base stats than the other three. The senior ones will be made later on when I get ideas for them. If you remember the other legendaries I've made in the past, their Levels/stats are determined by their BST (base stat total); so you can expect the other Swords to follow a similar pattern.

 

IMG: Self (though render credit goes to xous54)

I'll post it on here if anyone is interested.

 

So yeah, CnC.

Well-thought out reviews will be repped.

 

(I'll post the rest of the cards in a single thread later on for easier access [so you can see the rest of the stuff from February/March or some time ago], and so it doesn't clutter up the forum as much)

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well, it looks good, for one. the effect is GREAT, gaining 200 ATK for EVERY monster that you have on the field. NOT TO MENTION....

 

 

Once per turn, during either player's turn, if a Spell/Trap Card is activated: You can discard 2 cards; negate the activation and effect of that card.

yea, its pretty good.

 

9.75/10 (the other .25 is for DEF, witch is 1700. kinda low, but its minor...) ;)

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There are other Level 7 Synchros with lower DEF than this one (1700 is slightly average). Though in an aesthetic sense, Keldeo having a modest DEF could represent its naiveté compared to the older Swords [which will have higher defenses than it]. It also offsets its ATK a bit, which is about average for a Level 7 [but the ATK boost circumvents it].

 

When I said to elaborate on why you thought the card was good, I meant that you should back up your statement with reasoning. Does the card convey the character in question? Any possible combos that could be done with existing things (or broken/OPed with certain ones)? Why do you think the Spell/Trap negation is nice? You don't have to answer these questions exactly, but you should say something constructive that can help improve the card if anything needed to be fixed. Just saying that it's good (and not backing it up with support) doesn't really help. While I'm glad that you like the card, you need to say more than "This card is good because it has an attack pump effect or something". Shouldn't be pushing the RC book in this section as much, but comments should include some amount of fine detail.

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I really enjoy this card. It represents the character extremely well, from the attribute to the effects and ATK and DEF and type (Beast-Warrior was perfect). I do have a question though; for it's last effect, do you discard 1 or 2 cards? The card says 1 but the description beneath says 2. Also comparing it to other level 7 synchros do you think this would be a really good addition to a synchro deck? I mean black rose dragon wipes, and it's advanced form that just recently came out can easily out-utility this card if you have to discard 2 cards to negate the effect. At least that's my opinion. Though again, in terms of keeping it true to the character, I love it.
Also, sorry for double-posting, but "inflict piercing battle damage to your opponent." I think is supposed to just be "inflict piercing damage to your opponent." I'm not an expert on that though, but it could be something to look into.

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The discard effect is 1 card; I probably forgot to edit the below lore when I edited card prior to posting; will edit that to avoid confusion.

 

TBH, all of the legendaries made for this set have the 1 Tuner + some non-generic requirement that correlates to them. In this case, WATER monsters which certain Decks can still use as an extra drop.

 

As for OCG, it probably is, though again Konami isn't exactly consistent with their writing [one set they do it this way; next one, another].

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Well going from there then, is there many WATER decks focused on synchro summoning? And even if there is, to my knowledge at least, most of them are archetypes that only benefit from monsters with corresponding effects to that archetype. Can't really give any examples off the top of my head. Unless there is a deck that can focus on synchro summoning that utilizes WATER monsters, it might be better to make the summoning condition generic (like "stardust dragon").

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Ice Barriers are still one of the WATER Decks that Synchro Summon [and I play that on DN when I'm not busy, though the structure of it is different from what they did back in the 5Ds era]. All of their Synchro members have generic effects, so you could splash them in Decks that can afford to get them out. There's probably a few more WATER decks that Synchro, but they're outdated to an extent in the Arc-V/ZEXAL era (but not out of commission); can't really think of them either.

 

As for making it generic, it could work but the WATER requirement is more of a theme thing like I mentioned earlier. The other three have similar requirements, but depending on what they are, may prove easier or harder to summon.

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Well i suppose other than that then, I really can't say much more about this card.  Again the ATK is perfect, with a max of 3200 and the DEF represents its young and reckless nature nicely.  All the effects represent it's abilities very well as you have explained before, and it seems very well balanced, if not a little conditional due to the WATER specific monster.  Of course though, if a deck could really use something like this in it's repertoire, I'm sure it wouldn't be too hard to add a few WATER attribute monsters to a generic synchro deck to make it possible (penguin soldier is always a viable option).  Very well done.

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In a dedicated Synchro deck, shouldn't be too difficult to add a WATER monster or so. Although a lot of WATER decks are Xyz oriented lately (Sharks, Mermails/Atlanteans), but you could tech some Tuner monsters in Decks so you can make this (or any WATER specific Synchro). Main use would probably be in Barriers, since they've no problems of fulfilling requirement given they're WATER anyway.

 

Going back to Pop Culture stuff, it did take some effort to not only showcase the character in question; but also to keep it realistic (especially as I moderate this section + need to set an example of how to make good cards). In all, it came out fine.

 

 

Thanks for your review.

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I don't like the S/T negation effect because it is a "you can't play yugioh" effect and thus bad for the game. Granted, it doesn't destroy the negated S/T and it costs a discard but:

1. By negating the activation the S/T will either go to the graveyard anyways if it a Normal, or will remain dead on the field if it is Continuous so, in the end, not destroying it barely makes any difference, except when the opponent has other cards to make use of dead Continuous S/Ts (Pleiades, Scrap Dragon, etc.). Actually, I don't know where Continuous S/Ts are meant to go if their activation is negated, because 1 thing is negating their effects, in which case they stay on the field, and another negating their activation without sending it to somewhere else (destroy it, banish it, etc.).

2. Atlantean variants can turn the discard into an advantage by dumping Atlantean monsters.

 

I get that it is intended to be a reference to Taunt, but I don't think an S/T negation effect is the best representation of said move. Instead, an effect that disrupts the actions opponent's monster would suit it better. For instance, something like this:

 

Monsters your opponent controls whose Levels and Ranks are lower than this card's Level cannot activate their effects during your opponent's Main Phase 1.

 

In my opinion, this feels like a Taunt-esque effect because:

- Just like Taunt stops Pokemon from doing moves, this effect delays the opponent from using their effects. It blocks only during the MP1 for to allow the opponent to still do his/her plays, but after skipping the Battle Phase; also, it would be unfair if it stopped the effects continuously.

- The Level/Rank restriction is meant to represent speed: If Keldeo is faster (has a higher Level) then it will succesfully use Taunt on the opponent's monsters, but if they are faster they will be able to make their moves before Keldeo. You can replace the Level/Rank restrictions with ATK if you wish.

 

I admit it also feels like a "you can't play yugioh" effect, but it is certainly not as abusive as the S/T negation effect.

 

 

Or you could go for variants of that effect, such as:

Monsters your opponent controls whose Levels and Ranks are lower than this card's Level cannot activate their effects during the turn they are Normal or Special Summoned.

 

 

By the way, If the first effect is a reference to Calm Mind, then raising DEF as well would add a bit more of flaver since, you know, Calm Mind raises both Sp. ATK & DEF.

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Yeah, S/T negation is getting old now and considering it doesn't send stuff to the grave, Scrap Dragon and some other stuff have more fuel to bomb stuff with.

 

Edited that and put the effect seal in its place; though I did have it lock off other Level/Rank 7s, since Keldeo sometimes runs a Scarf to outspeed stuff [though competitive-wise, haven't seen too much lately]. Guess it also deals with Rulers to some extent, but they're graveyard only, so. The Level/Rank ones work fine; so it puts a block on (C)101 for a while among other stuff.

 

As for the DEF boost, that's been added [though one of my main concerns is that it'll become a 3400/2700 afterwards, but you need time to bring it that high so I guess it works here]. Pure ATK boosting is for Terrakion anyway [which I think will be reflected when I make it].

 

 

Thanks for the comprehensive CnC.

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Well, you could also lock monsters in the opponent's grave or even banished; it is your card after all, and it's not like it would make it broken. At most, you opponent would have to skip his/her BP to make his/her plays.

Monsters your opponent controls and in your opponent's Graveyard whose Levels and Ranks are equal or lower than this card's Level cannot activate their effects during your opponent's Main Phase 1.

 

Regarding the Calm Mind effect, I was thinking about this: How about raising Keldeo's ATK/DEF by 100 for the next 6 turns after it is Summoned, as if it used the move each turn? That would allow it to become stronger without relying too much on other monsters, and would reach a maximum of 3000 ATK, which may be not an exaggerated number but is still threatening.

 

Until the end of the 6th turn after this card was Summoned, this card gains 100 ATK/DEF during each Standby Phase.

 

 

Finally, an anti-DARK effect as reference to its Ability would be interesting (albeit situational), but you would have to drop an effect because 4 effects on a single monster is too much. I don't mean a powerful effect or a hard-counter against DAKRs, but something like: If this card battles a DARK monster, at the start of the Damage Step: This card gains 500 ATK.

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In terms of the anti-DARK effect for its ability, Shaddolls get hit (most of the time), barring Nephilim [not calling it Construct b/c it makes no sense] and Shekhinaga, but not sure what else gets played though. Given that the rest of the quartet is in development, it might get repetitive after a while considering all of them have Justified.

 

As for its Taunt-esque effect, locking off your opponent's grave/banished zone does put a block on Rulers and some other stuff that relies on the grave/banishing. Either they have to battle or they're essentially screwed. It at least puts a halt to 101 for a while, though Exciton can still trigger regardless [but those two get brought up very frequently, so not going to elaborate on them further].

 

The new Calm Mind effect is closer to its actual game mechanic, given you don't need another Poke on the field to boost. Though the actual boost for Calm Mind is much higher than a 100 point rise, but the way you worded it makes it get relatively strong but with significant effort. I'll take the new fixes into consideration though; locking the grave/banished zone should be fine though, need to consider on the new CM thing.

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In terms of the anti-DARK effect for its ability, Shaddolls get hit (most of the time), barring Nephilim [not calling it Construct b/c it makes no sense] and Shekhinaga, but not sure what else gets played though. Given that the rest of the quartet is in development, it might get repetitive after a while considering all of them have Justified.

 

Good point. I would be boring to see the same effect on 4 cards.

 

Anyways, I was thinking on the Taunt effect and in retrospect I believe it is actually underwhelming: Yes, it will delay #101 or Rulers and their Big Eye/Dragossack, but the opponent can simply summon them during their MP2 and destroy/steal Keldeo. In the end the only thing you won was indirectly skipping the opponent's BP, which is not great when you could have done more damage to the opponent by summoning, let's say, Gungnir or Moonlight Rose Dragon instead of this in the first place.

 

On the other hand, the second alternate effect I suggested would be much more effective:

Monsters your opponent controls whose Levels and Ranks are equal or lower than this card's Level cannot activate their effects during the turn they are Normal or Special Summoned.

 

Your opponent summoned #101/Big Eye/etc.? They will have to wait for a turn to activate ther effects. And if Keldeo has been out on the field for a couple of turns, it should have gained enough ATK to beat that Big Eye/Draggossack by battle. It won't affect Level/Rank 8+ monsters so decks that handle such Levels will be able to deal with Keldeo with more ease.

 

You could be extra mean and block effects in the grave as well (add "or sent to the Graveyard" at the end of the previous effect), stopping Shaddolls and outright hard-countering HATs, but I don't recommend it because it would be awfully unfair for the opponent. It would also be less flavorful considering that Taunt only affects the opposing Pokemon, rather than being a "field" effect (Trick Room, Gravity, etc.).

 

On the Calm Mind effect, I agree that 100 ATK/DEF doesn't compare with the actual stat boosts in the game, I just used it as an example. You can just play with the numbers: Gain 150 x 6 turns for a maximum of +900 ATK, 200 x 3 turns if you want it to get big faster, etc. Now that I think about it, 200 x 6 turns would be more flavorful by giving Keldeo a maximum of +1200 ATK, essentially mutiplying its original ATK by 1.5, just like a +1 Sp.Atk boost would do in the Pokemom game. This wouldn't apply to its DEF though, unless you change its original DEF to, let's say, 1800, and the boost to 200 ATK/150 DEF every turn.

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Agreed, the current Taunt effect only blocks them from doing it directly; they can just declare battle, go into Main Phase 2 and proceed to do the rest of that stuff.

 

The new fix neuters them for the turn they're Summoned and allows you to get rid of them later on; provided enough boosts have been obtained. I decided to have it block up Flip Summoned monsters as well; given Shaddolls are known for that, based on what I know on them. Outside of them, I don't think anything else will get seriously maimed, maybe Rock Stun or something (this one is more so, given most of their monsters are under Level 7). Shaddolls still have Shekhinaga/Nephilim if they really need to (given they're higher Levels; Midrash gets neutered though) 

 

The Calm Mind effect has been fixed accordingly and increases by 200 ATK/DEF each turn [I prefer to keep the boosts equal if both stats are increasing]. Granted, DEF will be a bit higher than how CM would pan out to be in Smogon (about 300 points, give/take), but that shouldn't be too much of a problem.

 

Thanks for the CnC you've given thus far; it helps and pretty much sets the standard for how we'd like reviews to be in this section.

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決意の聖剣士 ケルディオ

(Ketsui no Seikenshi Kerudio)

 

kT66kum.jpg

 

1 Tuner + 1 or more non-Tuner WATER monsters
When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Monsters your opponent controls whose Levels and Ranks are equal or lower than this card's Level cannot activate their effects during the turn they are Summoned. Until the end of the 6th turn this card was Summoned, it gains 200 ATK/DEF during each Standby Phase.

 

[spoiler=V1]

GRCOYL4.jpg

 

1 Tuner + 1 or more non-Tuner WATER monsters
This card gains 200 ATK for every other monster you control. When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during either player's turn, if a Spell/Trap Card is activated: You can discard 1 card; negate the activation and effect of that card.[/spoiler]

 

I've based Keldeo's effects on a Calm Mind set that's still relatively popular nowadays (I use the All-Out Attacker set most of the time, however.)

  • First effect is supposed to be Calm Mind, though it can also reference Keldeo's relationship with the others in its quartet (bonds made it stronger + allowed it to transform into its Resolute forme).
  • Piercing effect is meant to resemble Secret Sword, which is Keldeo's signature move.
  • Third effect, which is Spell/Trap negation, is based on Taunt, though unlike a lot of the S/T hate that exists right now, it just negates the activation; not outright destroy it like other things.

 

Another note of trivia, Keldeo is the youngest of the Swords of Justice, so it will have weaker base stats than the other three. The senior ones will be made later on when I get ideas for them. If you remember the other legendaries I've made in the past, their Levels/stats are determined by their BST (base stat total); so you can expect the other Swords to follow a similar pattern.

 

IMG: Self (though render credit goes to xous54)

I'll post it on here if anyone is interested.

 

So yeah, CnC.

Well-thought out reviews will be repped.

 

(I'll post the rest of the cards in a single thread later on for easier access [so you can see the rest of the stuff from February/March or some time ago], and so it doesn't clutter up the forum as much)

 

THAT'S AWESOME! If that were real, I would add that to my deck!

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