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Bad Reaction to Bad Reaction to Simochi


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Thought I'd make a decent counter to Bad Reaction. OCG is probably wrong, any help with that would be nice. Image credit goes to Woodsie-One on DeviantART.

 

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Lore:

If your opponent activates a card that negates an effect that would cause you to gain Life Points: Negate that card's effect; Your opponent loses Life Points equal to the amount you gained due to the targeted effect. Then, you can choose to destroy the card that was negated by this card's effect. If you do not destroy the card; this card becomes a Continuous Trap.  

 

Thanks for reading.

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This wouldn't work the way you think it would.

 

Bad Reaction decks work by "them" playing cards that would ordinarily make you gain life. So this wouldn't hard counter that as this triggers if "you" activate a card that makes you gain life thus making it worthless unless your actually playing cards that make you gain life in the first place. So you'll either have to change this to make it so it triggers when they activate a card that would ordinarily make you gain life or make it universal. That being said, it's not that great of a card. Mostly because Bad Reaction Decks arn't that great to begin with and it's not often you run into them on a competitive level.

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And even if you did run into them often, this card is designed to function against Healburn Decks and only those Decks. The only two cards that can switch Life Point gain into burn are Nurse Reficule (an effect monster) and Bad Reaction (a Continuous Trap). As such, they are countered by Breakthrough Skill and MST respectively. Both of these cards may not incur a burn for your opponent for stopping the burn, but their vastly superior versatility would make them much more ideal to use instead because you can still use them against right at every other Deck out there.

 

You should really consider expanding the scope of what this card can work against.

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Like said above, this card can only be used in a certain deck vs another certain deck. It not that useful in main deck, and at most would be a OK side board card because of that it only targets one type of deck. If you made this card more like trap stun or tripwire, then it would be a lot more useful. Here is an example of what you could do:

 

If your opponent activates a card that negates an effect you activated that negates or destroy one card: Negate that card's effect and  your opponent loses Life Points deal points equal to the amount life points you gained due to the targeted effect of cards on the field x 200. Then, you can choose to destroy the card that was negated by this card's effect.  If you do not destroy the card  Your opponent can pay 1000 life points to destroy this card or if not paid; this card becomes a Continuous Trap with the effect: that you gain life points equal to the differences between you and opponents life points total. 

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Like said above, this card can only be used in a certain deck vs another certain deck. It not that useful in main deck, and at most would be a OK side board card because of that it only targets one type of deck. If you made this card more like trap stun or tripwire, then it would be a lot more useful. Here is an example of what you could do:

 

If your opponent activates a card that negates an effect you activated that negates or destroy one card: Negate that card's effect and  your opponent loses Life Points deal points equal to the amount life points you gained due to the targeted effect of cards on the field x 200. Then, you can choose to destroy the card that was negated by this card's effect.  If you do not destroy the card  Your opponent can pay 1000 life points to destroy this card or if not paid; this card becomes a Continuous Trap with the effect: that you gain life points equal to the differences between you and opponents life points total. 

 

See the problem with this is your effectively taking away the ops original intent. As a critic, this isn't what you should be doing. You want help refine there idea rather then flat out removing it. While krakon didn't really say much. His idea doesn't completely take away from the ops original idea. That being said, you were just giving an example so it's not so bad. Just remember to always keep the ops original intent in mind and you could really become golden.

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Thanks for the comments. Not making it universal was a slip-up on my part, I intended for it to be any time you gain Life Points, not just when "you" activate an effect that causes LP gain. I'll change it now.

 

I realize it's not very meta, but I'm a nostalgic guy, so I felt like making something nice for my old Fire Princess Deck from circa '05.

 

Don't expect me to always make cards that are up with the current meta. I'm too casual a player these days. 

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See the problem with this is your effectively taking away the ops original intent. As a critic, this isn't what you should be doing. You want help refine there idea rather then flat out removing it. While krakon didn't really say much. His idea doesn't completely take away from the ops original idea. That being said, you were just giving an example so it's not so bad. Just remember to always keep the ops original intent in mind and you could really become golden.

Thanks for that advice... I'll be sure to do that in my future coverage over different cards!

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Here :D no BS, no illogical stems, etc.

 

Also it's quite fun :D though there is a problem, and that is found in the counter trap card becoming continuous. This doesn't happen in yugioh.

 

When you take damage from a card effect that would originally cause you to gain Life Points: inflict damage to your opponent equal to the amount of damage you took, then Draw 1 card for each multiple of 500 Life Points your opponent took in damage.

 

My original suggestion was flawed (as noted below) due to my not considering Simochi's re-application.

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Here :D no BS, no illogical stems, etc.

 

Also it's quite fun :D

 

When you take damage from a card effect that would originally cause you to gain Life Points: gain Life Points equal to the amount of damage you took, then Draw 1 card for each multiple of 500 Life Points you gained.

Ah, there's a problem with that suggestion.

 

That effect doesn't do anything about the original card that turned the heal to burn. As such, your attempt at gaining back the LP would effectively result in the burn being twice as strong, and zero cards drawn.

 

And while I'm at it, it would be greatly appreciated if you gave a more thorough explanation to what you think is the original is lacking, and why you think your suggested effect would do the job better than the original card. Giving a couple of one-liners followed by a significantly different effect doesn't make a good review.

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