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Snooker Loopy Nuts Are We <WRITTEN, EWW>


Imadjinn

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I was looking at the Action Cards from Arc-V and noticed some of them had art seemingly based on snooker. So here are some snooker cards. Yay.

 

Brawl Ball White

LIGHT 1 Machine/Effect 100/100

This cards Level is unaffected by card effects except its own. During your Main Phase 1; you can Special Summon 1 "Brawl Ball" monster of a Level equal to this cards from your hand or Deck to your opponent's side of the field, except "Brawl Ball White". When this card destroys a "Brawl Ball" monster by battle; this card gains 1 Level. You can only use each effect of "Brawl Ball White" once per turn. 

 

Brawl Ball Red

FIRE 1 Machine/Effect 0/0

If this card is Special Summoned by the effect of "Brawl Ball White"; take 500 damage.

 

Brawl Ball Yellow

LIGHT 2 Machine/Effect 0/0

If this card is Special Summoned by the effect of "Brawl Ball White"; your opponent gains 1000 Life Points.

 

Brawl Ball Green

WIND 3 Machine/Effect 0/0

If this card is Special Summoned by the effect of "Brawl Ball White": return 1 card in your hand to the Deck.

 

Brawl Ball Brown

EARTH 4 Machine/Effect 0/0

If this card is Special Summoned by the effect of "Brawl Ball White": Target 1 other card you control; destroy it.

 

Brawl Ball Blue

WATER 5 Machine/Effect 0/0

If this card is Special Summoned by the effect of "Brawl Ball White"; your opponent can add 1 card that lists "Brawl Ball White" in its text from their Deck to their hand.

 

Brawl Ball Pink

FIRE 6 Machine/Effect 0/0

If you do not own this card, its name is treated as "Brawl Ball White". If this card is Special Summoned by the effect of "Brawl Ball White"; your opponent can Special Summon 1 Level 5 or lower monster that lists "Brawl Ball White" in its text from their hand or Deck to your side of the field.

 

Brawl Ball Black

DARK 7 Machine/Effect 0/0

Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "Brawl Ball White" and cannot be Special Summoned by other ways. If this card you do not own is destroyed by battle by "Brawl Ball White"; you lose the Duel.

 

Super Chalk

Normal Spell

Target 1 "Brawl Ball Cue" you control; the equipped monster gains 1000 ATK.

 

Super Cue

Equip Spell

Equip only to "Brawl Ball White". When the equipped monsters effect activates; it gains 500 ATK.

 

Super Table

Field Spell

If you control "Brawl Ball White", your opponent cannot Tribute "Brawl Ball" monsters they control or use them as Materials for Summons from the Extra Deck.

 

Trick Shot

Normal Trap

If you control a "Brawl Ball White" and your opponent controls a "Brawl Ball" monster they do not own: Target 1 other card your opponent controls; destroy it. If you activated an effect of "Brawl Ball White" during this turn, you can activate this card from your hand.

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Well, it's the most creative and symbolic deck I've ever seen. I like it a lot.

My issue is that it's really slow. Normal Summon a 100/100 monster to +1 your opponent just won't cut it these days.

The deck yearns for a way to protect your monsters and pull off your win condition, or a faster achievement of that win condition. One way of doing the first thing would be to alter their effects slightly:

 

Brawl Ball Red

FIRE 1 Machine/Effect 0/0
If this card was Special Summoned by the effect of "Brawl Ball White": You cannot Special Summon monsters.
 
Or:
 
Brawl Ball White
LIGHT 1 Machine/Effect 100/100
This cards Level is unaffected by card effects except its own. This card cannot be destroyed by battle while in face-up Attack Position, but it cannot attack your opponent directly. During your Main Phase 1: you can Special Summon 1 "Brawl Ball" monster of a Level equal to this card's from your hand or Deck to your opponent's side of the field, except "Brawl Ball White". When this card destroys a "Brawl Ball" monster by battle: increase this card's Level by 1, and if you do, Special Summon 1 "Brawl Ball" monster from your hand or Deck of a Level equal to this card's.
 
Hopefully, these will make it possible to keep your monsters on the field. As for speeding up the combo:
 
Super Cue
Equip Spell
Equip only to "Brawl Ball White". When the equipped monster destroys a "Brawl Ball" monster by battle that you owned: It can make a second attack on "Brawl Ball" monsters you own this turn. You can only use this effect of "Super Cue" once per turn. You can only control 1 "Super Cue".
 
This not only encourages the player to make the Win Condition in preventing ATK gain, but it also makes it more fun to play in being faster.
Basically, it's no fun when your cool combos just get stopped, which can still happen with a counter trap timed well, even with these changes. 
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