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"Nuclear" cards ideas


Metalberserk

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Alright, where do I start?

 

Launch basically says "no BP for you this turn", but I'll need to confirm if it only locks off the Battle Phase after activation or out of it period. Former instance is fine; latter is definitely not. 

 

Summon is just asking for trouble, considering the fact it just requires the above card to be out, and in return, you can summon ANYTHING from the Extra. Yes, it locks the monster from attacking, but considering a lot of Decks can ladder into higher monsters, that restriction is moot or they can just wait until next turn to do whatever. (Do you want someone to spit out an easy Crystal Wing, Ultimate Falcon, Nova/Infinity, F.G.D, Neo BEUD, Zarc, etc.?) Also, Quick-Play Traps do not exist. 

 

Radiation is a temporary floodgate akin to a one-sided Cold Wave (well, harsher anyway). Requires summon, yes, but there's a reason why Cold Wave got banned for locking off both players from activating S/T cards. 

 

Bomb is an instant 3k burn; yeah, no. Yes, it requires Launch to be out, but even so, 3k burn is way too high. Needs to be lowered. Same as Summon; Quick-Play Traps don't exist. 

 

Fallout Shelter only works as anti-support to the other cards in this set, but even then, still a floodgate (albeit very situational). 

 

Sky just enables everything in this set, bar other copies to go off without being negated (so free heavy burn from Bomb, Radiation says "screw your effects" and Summon is guaranteed to get any high Level Extra Deck boss out). Launch wouldn't be too bad if it just locked off one Battle Phase akin to Threatening Roar (oh wait, that just cuts off attacking for the turn; not actually declaring the Battle Phase).

 

Nuclear Fallout is even more overpowered than Summon, especially if it goes off when Sky is out. That in mind, did you intend for this to change Summon to get out 2 monsters, or an additional pair on top of Summon? Either way, this is over the top (there are reasons why certain ED bosses have summon conditions, because their effects are extremely difficult to overcome and require the effort to bring them out). 

 

Warrior is a DIVINE monster for whatever purpose; if you looked at the Casual rulebook, DIVINE monsters are allowed here, but you must think about if the card warrants it or not AND it must be paired with Divine-Beast. Also, your card's summon requirements don't work because by game mechanics, the necessary cards need to be face-up on the field to confirm if they are Nuclear or not (I may need to check with evilfusion about this; think they do need to be face-up). Rest of the card is generally fine, but yeah. Change the summon condition to face-up cards and its Attribute to something else other than DIVINE. 

 

Test basically turns the above card into a 5K beater that kills itself at the end of the turn; nothing more can be said about it outside of it dealing heavy damage. 

 

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So yeah, most of these cards do need to be toned down quite a bit and/or get sizable changes. 

 

I'm not trying to be hard on you, but due to the design of the cards in question (and what currently exists), a lot of these cards would result in the game becoming more chaotic than it already is at present. 

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Just a note that Custom Cards has a minimum requirement of 12 hours between your own posts (if no one else has replied since your last one). If you need to announce any changes before the time period elapses, then just make them and announce them later on. If someone else does post, then you can respond to them.

 

Please keep this in mind for the future.

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