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Covert Laboratory of Amplification


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[spoiler='I can read the card on my own, thank you.']Gain 4000 Life Points, and if you do, your opponent takes no damage until the end of this turn. You cannot Set cards during the turn that this effect is activated. When your opponent declares a direct attack while this card is in your Graveyard and was sent there from the field: You can banish this card from your Graveyard and send 1 card from your hand or side of the field to the Graveyard; negate the attack.[/spoiler]

 

This card is based on the first Yu-Gi-Oh dream I ever had, that I remember at least, which took place... last night. Basically, I lost a duel to some random scrub, and said scrub was all like "u r n00b u shld run mor healing cardz like Deon Sanders Keto." It was infuriating. I did not want to explain to dream-scrub that all of the healing cards in this game sucked... so I made one of my own (but not in the dream). Aaaanyway, onto stuff that isn't related to me and my horrible dreams.

 

[spoiler='Wait, does that thing really give you FOUR THOUSAND!!!! Life Points?!?!?!?!']Yes, yes it does. The idea behind this is that cards like Dian Keto are terrible because you lose a card for a very small amount of Life Points. 1000 is usually not enough to prevent you from losing for a turn, much less entirely nullifying an attack from your opponent's monster. In essence, a card that would negate a single attack and do nothing else is better than Dian Keto the Cure Master. Riskier, sure, but works if it goes off. There was a conversion of Magic: The Gathering's "lose nothing but this card, gain lots of HP" into the world of Yugimonz, and that conversion ended up at around 2700. Magic, however, is a slower-paced game, and thus the 1/3-of-your-starting-HP heal is much more useful than a card in Yugioh that healed for 2700. And thus, this heals by 4000. It may not completely nullify two direct attacks worth of damage most of the time, but it will get close to doing so. Unlike things like T-Roar who shut down the Battle Phase for a turn (and can potentially negate more damage than this while keeping your monsters safe from battle destruction that turn), it cannot be sniped by a MST during the End Phase. Finally, you can banish this card from your Graveyard to neg a direct attack, which should cover the power gap between this and T-Roar/Waboku. The cost to lose a card to activate this effect is supposed to make it harder to make derpy comebacks, and preventing Setting for the turn that you gain 4k is supposed to discourage this from being used in Stall Decks, though that isn't entirely impossible and they could still just run the plethora of anti-Battle Phase cards that already exist.[/spoiler]

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Interesting and balance but easily spammed into stall decks

This is still irksome, so I've given it the requirement that an opponent's monster must be offed in battle that turn now. It probably makes it harder to stop losing now, but Stall Decks can hardly use this now.

 

Edit: Didn't notice how I put "now" into the end of each sentence until now. Look, I did it again!

 

You should also make your opponent take no damage during the turn this card is activate

[spoiler='Why!?']
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The actual zip is that effect. #43 looks like Konami isn't ever going to make good healing cards, unless they're all specifically tailored so that this can't become stupid. There is that thing that checked both player's ED, but that's... eh.

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