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Here you go Tyrian! Cacture, the scarecrow pokemon.


Urayne

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To be honest, this card is really underpowered to say the least.

 

First, its stats aren't good for a Level 4 (a little note that a lot of Level 3s can run this thing over, and certainly every other relevant 4 in the game). Second, effect is just minor burn damage, and certainly not something Cacturne does, if we go by its moves being converted to Yugioh. Closest we get is Destiny Bond, but even that kills the attacking monster (see Newdoria).

 

So yeah, this thing needs a buff.

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To be honest, this card is really underpowered to say the least.

 

First, its stats aren't good for a Level 4 (a little note that a lot of Level 3s can run this thing over, and certainly every other relevant 4 in the game). Second, effect is just minor burn damage, and certainly not something Cacturne does, if we go by its moves being converted to Yugioh. Closest we get is Destiny Bond, but even that kills the attacking monster (see Newdoria).

 

So yeah, this thing needs a buff.

I just multiplied its base stats by 10...... What level is seggested?
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It's pretty bad.

 

Sakura's suggestion of multiplying its Attack and Special Attack by 15 then rounding up is good. 1750 ATK isn't amazing, but its certainly not bad for a Level 4 monster.

 

Regardless of its ATK and DEF, its effect not only does very little, but it also doesn't make much sense. As Sakura Haruno said, the only thing that Cacturne has that is similar to its effect is Destiny Bond - and even then, dealing a small amount of damage isn't comparable to fainting an enemy Pokémon.

 

I would completely rework its effect. Look at Cacturne abilitys, movepool and Pokedex entries, and see if you can get inspiration from there. For a start, Sand Veil and Water Absorb could both easily be adapted into its effects if you wanted. To simulate Sand Veil you could give it an effect that negates effects or attacks that target it if an EARTH monster (or, if you wanted, the Field Spell Wasteland) is on the field, and Water Veil could be represented by it being unable to be destroyed by battle with a WATER monster or having you gain LP instead of taking damage when it battles a WATER monster. As for its moves, I'm not really sure how you could incorporate those into its effect. Cacturne's Pokedex entries mention that it is a nocturnal predator that hunts in loose groups.

 

DARK Attribute and Plant-Type fits perfectly for Grass/Dark.

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Reading the above reply, my first thought is making it negate the effects, or their activation, of WATER monsters anywhere (including in the Graveyard or banished) if you go for the Water Absorb ability. That would turn it into an amusing Normal Summonable Majesty's Fiend vs. WATERs. I am aware that floodgates are usually frowned upon, but IMO this can get away with it if it keeps the stats of 1750/900.

 

The effects of WATER monsters cannot be activated.

OR

The effects of WATER monsters are negated.

 

If a floodgate effect is not your thing, then by taking Sand Veil as inspiration you can make it un-targetable by effects or attacks while a Field Spell is face-up on the field. That will turn end into a sort of wall for stalling a bit, but won't be completely invulnerable and thus shouldn't get too annoying.

 

While there is a face-up Field Spell card on the field, this card cannot be targeted by your opponent's card effects or for attacks.

 

The burning effect is still underwhelming, though, so you can try replacing it with something that references one of its moves. In addition to Destiny Bond, AFAIK Cacturne is also famous for its Sucker Punch, so, this is just an idea but letting it attack during the opponent's Battle Phase, and be the first one to do so, could be an interesting effect to tinker with: it will enable Cacturne to destroy an opponent's weaker monster by battle before a bigger opponent's monster gets rid of it. This coupled with the aforementioned Sad Veil effect and you get a walling monster that threats the opponent with killing his/her small fries is he/she doesn't invest them form a bigger monster before entering the Battle Phase; or may discourage him/her from entering the Battle Phase at all if he/she doesn't have enough fodder monsters, indirectly keeping other monsters weaker than Cacturne that you control safe from being beaten.

 

At the start of your opponent's Battle Phase, this card can declare an attack on an opponent's monster.

 

I'm not quite sure if that's the correct or best way to write such effect, but the idea is to allow Cacturne to attack without the effect starting a chain and thus making it harder to negate or interrupt, to reflect better the Sucker Punch move, where the Pokemon attacks before the opponent performs its offensive move.

Another alternative is allowing it to attack during the opponent's Main Phase 1 instead, which is a more powerful effect since it allows Caturne to destroy a monster by battle before the opponent uses it for a Synchro/Xyz Summon. But in this case I would make the effect start a chain and require a trigger so it doesn't conflict with the opponent's timings, open game states and all that sort of technical rulings:

 

Once per turn, during your opponent's Main Phase 1: You can activate this effect; immediately after all the effects in the same chain resolve, this card must declare an attack on a monster your opponent controls (this is a Quick Effect).

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