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An assortment of generic cards!?


Gusicles

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Hello friends! I'm Gusicles, and these are my random generic cards. They're not for any archetype in particular, just new cards that may be interesting to see. Tell me what you think! More on the way.

 

[spoiler=Spell Cards]

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When you take damage that would lower your Life Points to 3000 or less; Discard 1 card, and if you do, triple your Life Points.

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You can remove from play up to 4 cards from your Graveyard; If you do, add 1 Monster from your Deck to your hand, whose Level is equal to the amount of cards you removed from play. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Treasure Chest" per turn.

 

 

[spoiler=Trap Cards]

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You can only activate this card during your opponent's End Phase; Until your 3rd Standby Phase after activation, neither player can draw from their Deck during the Draw Phase. Your opponent can discard all cards in their hand (at least 1) to negate this card's activation.

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Each time a Spell or Trap Card is activated, add 1 "Hex" Counter to this card. You can target 1 Monster you control and equip this card to it, and it gains effects equal to the amount of "Hex" Counters that were on this card when it was equipped to that Monster.
-2 or more: Gains 500 ATK and DEF.
-3 or more: Cannot be destroyed by battle.
-4 or more: Cannot be targeted by your opponent's card effects.
-5 or more: During battle with an opponent's Monster, destroy that opponent's Monster at the start of the Damage Step.

 

Any feedback is greatly appreciated!

 

**EDITS: Added pictures! Hooray!

**EDITS: Made "Magicarmory" a bit clearer.

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Next time, post the cards properly using the cardmaker.

(Open card, left-click for the IMG code, copy/paste said IMG code into post)

 

Anyway, Experimental Serum basically grants you even more LP if opponent manages to swing their bosses at you or attack while you've been weakened a bit point-wise. Sure, you have to discard a card, but since a lot of Decks utilize the Graveyard nowadays, it's not as potent as you think (cost-wise).

 

Though, with a single discard, you have the potential to hit 9000 LP at that point. Giving yourself another 6K LP for only a discard isn't something I'm fond of to be honest. I suppose you could take a similar path to what Nutrient Z does, but we don't want it to be a carbon copy of said card.

 

Just have it grant you 2000 LP or something, and that's it.

 

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Treasure Chest requires a heavy banish to search out Level 4 and under monsters, and costs your Battle Phase.

To be honest, most Decks already have access to searchers for Level 4 and under that do not have heavy restrictions/costs, so I don't foresee this to be used.

 

Out of fairness, we'd might as well use Gold Sarc; sure, you have to wait two turns, but you still get to battle.

 

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Tragedy of the Commons is basically a longer but double-sided version of Time Seal.

Yes, your opponent can still negate this card by ditching their hand, but locking off drawing cards is still not a good idea.

 

Granted, you still HAVE a Draw Phase, but locking off the draw is almost the same as skipping the Draw Phase in its entirety.

 

I would change the effect to something else besides draw locking.

Don't make this block off search effects; we already have Mistake for that.

 

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Magicarmory might see use against Decks that frequently utilize backrow, such as Pendulum heavy Decks and a lot of other stuff.

Although yeah, given that, this card can accumulate the necessary counters to trigger the necessary effects rather quickly (maybe in about 1-2 turns).

 

Power bonus is marginal, but having battle/targeting immunity is nice, plus getting to blow up your opponent's monster on attacking.

Although, said monster is still vulnerable to non-targeting removal (see Mirror Force, Raigeki and the like).

 

That, and the opponent can still MST this card.

 

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Another thing I should mention, actually make an effort to keep your creations balanced.

If they are intentionally broken, we'll be forced to move them to Joke Cards.

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Hm. To be honest, Sakura, I don't think any of these are nearly as wild as you make them sound.

 

I actually really like the Experimental Serum. 6000 LP is a lot, yes, but that is the very max. More often than not it would probably give 2k-5k. It is still a considerable boost, especially for the cost of one discard, but it is dead at most points of the game and has an arguably tighter activation time than Mirror Force.

 

To be honest, Treasure Chest I can only really see being conventionally run in FTK variants. Since it banishes cards rather than monsters, is an inherent +0, searches RML, and takes away the battle phase... Yeah... Of course, it can be used as a generic searcher, but most archetypes nowadays already have one.

 

The Tragedy of the Commons is definitely interesting. It + Mistake locks out almost all deck > hand adding entirely. That said, because it has to be activated where it hinders you first, it might not be as effective. To be honest though, I'm not sure what would benefit from this card unless you have a powerful setup already. It is definitely a Winmoar kind of card.

 

Magicarmory is alright, but I'm a bit confused by it. Is it just sitting there gathering counters before equipping? Can it still gain counters after being equipped? When can you equip it to a monster? I'd be able to offer more if I understood the card a bit better.

 

Ultimately, I don't see these cards making a huge impact on the competitive scene (Towers Turbo might be able to make some use of Tragedy of the Commons and the RML decks could be more consistent with Treasure Chest), but that is a far cry from saying that these cards have no effort/are broken.

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Next time, post the cards properly using the cardmaker.

(Open card, left-click for the IMG code, copy/paste said IMG code into post)

 

Yes, sorry! Every time I tried to paste it, I got an error message. I'll get around to fixing that, though.

 

 

Thank you for your feedback. To answer both of you, let me explain my thought process for these cards. (In hindsight, something I should have done in the original post.)

 

 

Experimental Serum

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What I wanted to accomplish with this card was a "quick comeback" sort of thing. Sure, going from 3000 to 9000 Life Points is huge, but as pointed out, most of the time it will land you around 5000-6000. Still pretty big, but the way I tried to balance that was making it situational. Only when your Life Points are very low will this be relevant. I was also considering changing it, so it would be When your Life Points go under 4000, double them. Would that be better?

 

Treasure Chest

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Basically, a search card any deck could use. I thought that it's power was in the generic nature of the card, and that it could be use in decks that dump to the graveyard a lot. Being able to get basically any Level 1-4 monster is really strong in my mind, but perhaps I put too much conditions in this? I suppose getting rid of the Battle restriction would make it better to use, but would it make it balanced? I genuinely think this could be a good staple in most decks though, at least as a 1 card wonder.

 

Tragedy of the Commons

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What I was thinking with this was a card that helps you once you get your field set up while your opponent has nothing. Definitely a "Winmoar" type of card. Maybe I went overboard with the restrictions on this one too? Although locking your opponent from drawing is super powerful, I tried to make it as balanced as possible, by locking yourself first and for three turns instead of two. Also, the ability to negate the card with potentially only 1 discard.

 

Magicarmory

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I really love cards with counters and stuff, I guess I'm guilty in that regard. I wanted to make a really good equip trap using counters. Nothing much to say about this card, other than perhaps I should word it better. 

 

 

 

Magicarmory is alright, but I'm a bit confused by it. Is it just sitting there gathering counters before equipping? Can it still gain counters after being equipped? When can you equip it to a monster? I'd be able to offer more if I understood the card a bit better.

 

 

Sorry! I do admit, the wording was poor with this one. Basically, this is how it was intended to work:

1. Before equipping, yes, all it does is gather counters. 

2. After it is equipped, it can no longer gain counters.

3. You can equip this to a monster at any point, you activate it's effect (equipping).

 

Again, thanks for your feedback. I'll be making more cards and improving these ones (and I'll try to post pictures this time.)

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