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Mighty Storm Conductor (version 2)


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I felt like I nerfed it a bit hard compared to what it was but I still was somewhat pleased with the result.

CnC and whatnot.

 

Lore:

 

1 Warrior-Type Tuner + 1 or more non-Tuners
This card is unaffected by your opponent's card effects.
During each player's End Phase, both players draw one card.
NEW ATTACK: 2150
Old ATK: 2550
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It's still absolutely broken as s***. Would you really like to give Samurais a toy of this caliber? Noble Knights, too?

Noble Knights don't have a Warrior Tuner, do they?

But also I thought that by giving the opponent the most immediate access to the draw would somewhat balance it out.

Also, I was considering making that effect only work if it was Synchro Summoned (CoTH would not work etc). Would that help?

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I will comment on this and I hope you don't get mad at me.

 

OK

 

 

A decent 6 star Synchro that this game has been dying to have I feel it is a very strong card to open up the game with and also to close the game as well. This card will allow your opponent to easily recover from this and be able to counter since by their next draw phase they will have drawn 2 cards and should be able to per up an effective counter if not then they will get punished for it badly. I feel like this is very very balanced but remember Six Samurai and Friends even though they are not as powerful as they were in 2006 they would definitely run this in my opinion. 

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Why though I mean Sychro's have Gaia a 2600 beatstick and XYZ has the Gem Knight with 2600 but I see if equipped it would be a SERIOUS problem so maybe make it to where it is unaffected by all other card effects then to be it would be balanced also at 2550 It is playable but not weak anything less and I would feel like anything could take this thing down.

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I will comment on this and I hope you don't get mad at me.

 

OK

 

 

A decent 6 star Synchro that this game has been dying to have I feel it is a very strong card to open up the game with and also to close the game as well. This card will allow your opponent to easily recover from this and be able to counter since by their next draw phase they will have drawn 2 cards and should be able to per up an effective counter if not then they will get punished for it badly. I feel like this is very very balanced but remember Six Samurai and Friends even though they are not as powerful as they were in 2006 they would definitely run this in my opinion. 

I will never get mad that someone is trying to help me improve at a game I suck at. xD

They would run it but yes it is supposed to give the opponent a temporary advantage. But Six Samurai suck balls now, so...

 

Hand traps are viable for both sides, however.

I thought lady was a warrior for whatever reason.

 

Lower its ATK. A lot.

I'm making it 2150.

IT SHALL NOT LOSE TO 101 *shot*

 

 

Thank you all for your feedback!

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Ok, I'm not sure if the other feedback addressed some of this already but:

 

First than anything, it has some grammar errors like, you never say "one" instead of "1" in cards.

I would normally turn a blind eye to OCG errors as long as one can understand them and the way they are written doesn't affect how it works (or confuse it), OR they are just too few, but since I think you are aiming for the hall of fame here, don't mind if I do.

 

1 Warrior-Type Tuner + 1 or more non-Tuner monsters
This card is unaffected by your opponent's card effects.
During each player's End Phase: Both players draw 1 card.

 

You don't go plural on "Tuners". It's Tuner monsters.

Problem-solving card text.

one = 1

 

Moving on from OCG errors, on to the card itself.

 

It's really bad for a concept. As much as you are giving your opponent just as much advantage, and as restricted as it might get, what you are essentially doing is speeding up the duel. I don't like giving both players their options faster. It gets messy for either. Have you ever played with the "draw 2 per turn" feature at YGOPro? it's a nightmare.

 

That say, it might not actually be considered "broken" because

A] The advantage you give to your opponent is enough to not really wanna use it.

B] Your opponent would still rather kill it. After all, you are getting stuff too and that's always dangerous, and no one guarantees that something like the always trolly Heavy Slump can become playable and become a safety mark for "gg".

 

So all I'm really talking about is the concept itself, which to me doesn't really add fun to the game as much as it adds tension to await who gets some BS move first and OTK. Also, this one is bias of mine but: I really dislike under 100 stat marks (I.E. 2050, 1930, 1750, 2510, etc)

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Ok, I'm not sure if the other feedback addressed some of this already but:

 

First than anything, it has some grammar errors like, you never say "one" instead of "1" in cards.

I would normally turn a blind eye to OCG errors as long as one can understand them and the way they are written doesn't affect how it works (or confuse it), OR they are just too few, but since I think you are aiming for the hall of fame here, don't mind if I do.

 

1 Warrior-Type Tuner + 1 or more non-Tuner monsters
This card is unaffected by your opponent's card effects.
During each player's End Phase: Both players draw 1 card.

 

You don't go plural on "Tuners". It's Tuner monsters.

Problem-solving card text.

one = 1

 

Moving on from OCG errors, on to the card itself.

 

It's really bad for a concept. As much as you are giving your opponent just as much advantage, and as restricted as it might get, what you are essentially doing is speeding up the duel. I don't like giving both players their options faster. It gets messy for either. Have you ever played with the "draw 2 per turn" feature at YGOPro? it's a nightmare.

 

That say, it might not actually be considered "broken" because

A] The advantage you give to your opponent is enough to not really wanna use it.

B] Your opponent would still rather kill it. After all, you are getting stuff too and that's always dangerous, and no one guarantees that something like the always trolly Heavy Slump can become playable and become a safety mark for "gg".

 

So all I'm really talking about is the concept itself, which to me doesn't really add fun to the game as much as it adds tension to await who gets some BS move first and OTK. Also, this one is bias of mine but: I really dislike under 100 stat marks (I.E. 2050, 1930, 1750, 2510, etc)

First of all thanks for taking the long time to comment on my card. Not so much shooting for Hall of Fame as much as just wanting to make cards more with a chance of getting into the Hall; it gave me a bit of motivation. 

I apologize on the awful OCG with the whole "non-Tuner monsters." I know full well it should be that and I am ashamed I did not write it as so. xD

I'll just have to ignore your bias, though =P

I can't have level 6 Synchros with Tuner requirements losing to stuff like 101 in strength. Granted, a lot of Rank 4's have 2200 or higher, but I just did not want this to tie with 101. It....must....be....STRONGER. xD

 

I don't duel on YGOPro, sadly.

I admit it may fuel OTKs but all of Yugioh is pretty much waiting for that BS move to OTK. It really is...

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