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So, I had this idea for a card a card that could attack when your opponent least expects it...your opponent's turn. But then I had to balance it. First, I needed to get rid of easy summoning, so I threw that out. Then came the attack, '0'; BUT, it has the effect of an attack bonus, limiting the kinds of deck that would use it. Finally, I realized that most equip cards work best with warriors, so I added that in as a final decision.
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[img]http://i240.photobucket.com/albums/ff37/Maple_Life/Yugioh/assasination_specialist_2.png[/img]
[spoiler=Improved Lore:]Cannot be Special Summoned. While this card is face-up on the field, it is also treated as Warrior-Type. Double increases and decreases to this monster's ATK and DEF from any Equip Spell Card(s). This card cannot attack during your turn. At the start of your opponent's Battle Phase, you can declare an attack with this card.[/spoiler]
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Yes, yes, it's a completely unheard of game mechanic, but I do believe I evened it properly.
If you disagree, think you could improve the OCG, or just generally hate the card, do tell!

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I suggest changes to the OCG.

[spoiler="Lore:"]Cannot be Special Summoned. While face-up on the field, this card's Type is also treated Warrior. Double any increases and decreases to this monster's ATK and DEF from any of its Equip Spell Card(s). This card cannot attack during your turn. At the start of your opponent's Battle Phase, you can declare an attack with this card.[/spoiler]
Not perfect, but changed.

I'm not sure how to abuse this card. You can stick two Fusion Sword Murasame Blades onto him for 3200 ATK, but you need Equip Spells on him to do damage and he's vulnerable to removal in your opponent's Main Phase. Not to mention that, unless you get the absolute first turn, he's just as vulnerable to D-Prison as anyone else.

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[quote name='newhat' timestamp='1342544412' post='5981071']
I suggest changes to the OCG.

[spoiler="Lore:"]Cannot be Special Summoned. While face-up on the field, this card's Type is also treated Warrior. Double any increases and decreases to this monster's ATK and DEF from any of its Equip Spell Card(s). This card cannot attack during your turn. At the start of your opponent's Battle Phase, you can declare an attack with this card.[/spoiler]
Not perfect, but changed.

I'm not sure how to abuse this card. You can stick two Fusion Sword Murasame Blades onto him for 3200 ATK, but you need Equip Spells on him to do damage and he's vulnerable to removal in your opponent's Main Phase. Not to mention that, unless you get the absolute first turn, he's just as vulnerable to D-Prison as anyone else.
[/quote]
Fixed OCG.

Yeah, it's certainly not an easy card to use, but it could detour your opponent from summoning weaker creatures. The biggest problem with this card is its main source of attack, Equip cards. Not many people run them nowadays which makes for a huge problem.

I'm not even sure if the "No Special Summoning" is necessary by this point; given the restrictions already played on it.

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I like the idea of being able to attack during opponents Battle Phase. But it can be easily destroyed. Equip cards are easy destroyed by heavy storms, MSTs and so on, and since he can use them before battlephase he probably will. Almost everyone runs those cards in their deck.

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[b]Name[/b]: Eh...not so fond of this one. I mean, it's not bad, per se, but it's pretty bland and generic and I feel like you could've done a bit better.

[b]0.2/0.5[/b]

[b]Image[/b]: I like it. It stays true to the name (and presumably the effect) and isn't one I've seen before, which is always a plus. Sometimes just having the right image can make the card stand out more, and you've done a good job of that in this case.

[b]0.4/0.5[/b]

[b]Creativity[/b]: Very much so. I can't recall seeing an effect like this in a very long time, if at all, so I'm giving you major props for that. It's got a few different effects thrown in there, a few of which are very unique, so you're good to go in this department.

[b]0.9/1.0[/b]

[b]Balance[/b]: It's looking good. The doubling of the ATK and DEF increases could only really be a problem with United We Stand, but I don't see the point in making a Deck just for that factor because of the inconsistencies involved. Of course that's just in theory; if it were to be a problem, you might have to make some changes there, but as is, it seems fine. Being able to attack on your opponent's turn is cool as well, and with 0 ATK, it's not really much of an issue from what I can see. The set-up required and the fact that you have to run Equip Spell Cards definitely keep it balanced, which is good.

[b]1.3/1.5[/b]

[b]Overall[/b]: If I had to point out an issue aside from the name, it would be the lack of searchability. As a useable card in the Meta, it's not looking too good because one, you have to run Equips, and two, there's no quick way to get this to your hand to actually get any of your combos going. Therefore, it's very reliant on slow cards to have an effective combo. Not to mention, it's going to have to sit there for a while from the get-go to even be useful, so as versatile as it is, it's outclassed by a lot of other cards.

[b]0.6/1.5[/b]

Total: 3.2/5.0 64% D

Well, it's good, but it's not practical. As well designed as it may be, there's not much of a use for it outside of a very dedicated build. You might need to work on some re-tooling of the effect, as anything involving Equip Spell Cards that doesn't loop becomes increasingly difficult to use effectively.

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[quote name='TenshiNoTeze' timestamp='1342596215' post='5981709']
Interesting idea, I like it.
Only thing I can thing of is that if you get it out on early and put some decent Equips on it, you could stop your opponent from ever getting out a monster, especially if you have more then one.
[/quote]
This card is completely circumstantial, not actually effective. First turn with a United We Stand, Mage Power, and this card? Great! Your opponent uses MST or Heavy Storm before the Battle Phase? You're doomed.

[quote name='Jeroenvdv' timestamp='1342619749' post='5981832']
I like the idea of being able to attack during opponents Battle Phase. But it can be easily destroyed. Equip cards are easy destroyed by heavy storms, MSTs and so on, and since he can use them before battlephase he probably will. Almost everyone runs those cards in their deck.
[/quote]
This is true, making this card rather difficult to use. You'll obviously need some protection, like a Solemn or Bribe.

[quote name='- Neo -' timestamp='1342625592' post='5981876']
[b]Name[/b]: Eh...not so fond of this one. I mean, it's not bad, per se, but it's pretty bland and generic and I feel like you could've done a bit better.
[b]0.2/0.5[/b]

[b]Image[/b]: I like it. It stays true to the name (and presumably the effect) and isn't one I've seen before, which is always a plus. Sometimes just having the right image can make the card stand out more, and you've done a good job of that in this case.
[b]0.4/0.5[/b]

[b]Creativity[/b]: Very much so. I can't recall seeing an effect like this in a very long time, if at all, so I'm giving you major props for that. It's got a few different effects thrown in there, a few of which are very unique, so you're good to go in this department.
[b]0.9/1.0[/b]

[b]Balance[/b]: It's looking good. The doubling of the ATK and DEF increases could only really be a problem with United We Stand, but I don't see the point in making a Deck just for that factor because of the inconsistencies involved. Of course that's just in theory; if it were to be a problem, you might have to make some changes there, but as is, it seems fine. Being able to attack on your opponent's turn is cool as well, and with 0 ATK, it's not really much of an issue from what I can see. The set-up required and the fact that you have to run Equip Spell Cards definitely keep it balanced, which is good.
[b]1.3/1.5[/b]

[b]Overall[/b]: If I had to point out an issue aside from the name, it would be the lack of searchability. As a useable card in the Meta, it's not looking too good because one, you have to run Equips, and two, there's no quick way to get this to your hand to actually get any of your combos going. Therefore, it's very reliant on slow cards to have an effective combo. Not to mention, it's going to have to sit there for a while from the get-go to even be useful, so as versatile as it is, it's outclassed by a lot of other cards.
[b]0.6/1.5[/b]

Total: 3.2/5.0 64% D

Well, it's good, but it's not practical. As well designed as it may be, there's not much of a use for it outside of a very dedicated build. You might need to work on some re-tooling of the effect, as anything involving Equip Spell Cards that doesn't loop becomes increasingly difficult to use effectively.
[/quote]
The name is rather generic, I just didn't feel like trying to come up with some original name at the time. Then again, not all monsters have original names either.

I never borrow images from largely used galleries, it takes away a users interest in actually viewing the card, or its effect.

I seem to have a knack for creating original card effects, granted I have difficulty coming up with the proper wording for something that's never been done before. You'll see what I mean when I start displaying more of my work.

I try incredibly hard to make balance with my cards. But it also starts to become a little too strict sometimes, making them near impossible to work with Meta. (As you stated above.)

Yes, this card is better early game when your opponent is unprepared for such an odd card. But this card does NOT work late game, which - in the current meta - only takes about 5 turns.

So yeah, it's actually about the grade I expected. This is not a "good" card, just different. Maybe if I made an archtype based around cards that attack during your opponent's battle phase (and helpful equip cards), this could work. But as a stand alone, it's pretty weak. Just an idea I wanted to showoff.

Thanks for all the reviews and tips so far, guys! I appreciate any help I can get.

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