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Ally of Justice Support Ideas


Ultimagamer

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I've always liked the idea behind allies of justice. the concept of being able to lock down certain types in situational ways is interesting, kinda like buster blader. The problem with them though is that they aren't very consistent, both in swarming and in match ups. I have some ideas on how to fix that. Please tell me your thoughts on these ideas below

 

Ally World 

 

Spell - Field 

 

"Ally of Justice" monsters you control gain 300 attack and defense. "Ally of Justice" monsters you control cannot be targeted or destroyed by your opponent's card effects. While you control an "Ally of Justice" monster(s) all monsters in your opponent's hand, field, and GY become LIGHT attribute. 

 

Ally Generator 

 

Spell - Continuous 

 

Once per turn, you can discard 1 card, add 1 "Ally of Justice" monster from your deck to your hand. Up to twice per turn, when an "Ally of Justice" monster you control leaves the field because of an opponent's card effect, or by battle, you can special summon 1 "Ally of Justice" monster from your deck. You can only control 1 "Ally Generator"

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I like the support. It gives some needed consistency and boost, making the archetype a considerable choice for (unfortunately only) a handful matchups.

 

Ally World is a mixture of Luminous Spark ( http://yugioh.wikia.com/wiki/Luminous_Spark ), an awesome DNA Transplant ( http://yugioh.wikia.com/wiki/DNA_Transplant ) and a decent protection for the monsters; lovely. The only setback is that the Deck loses all that if the Field Spell is not on the field, which brings it back to zero. A simple cost to protect the card from destruction will be good to use. Some ideas (that don't waste important resources) are to: Banish an AoJ from the Graveyard, send 1 AoJ from the Deck to the Graveyard, pay some Life Points or add something that you personally want.

 

Ally Generator is good, too. However, I'm a bit puzzled by the cost you gave it for searching. In general, while I may be conscious, I don't feel the cost is detrimental (because of what the 2nd effect does and because it's a Continuous Spell).

 

 

As a general info: Keep in mind that the wording of the effects is important. Two things I want to add here for Generator:

1) The first effect can be written like this: <Once per turn: You can discard 1 card, and if you do, add 1 "Ally of Justice" monster from your Deck to your hand.> Basically, the important thing here is that you won't discard for nothing (I mean, you don't lose any card in case your opponent disrupts your play).

2) The second effect, outside of some minor changes, is fine as it is. However, it's better if you write <if an "Ally of Justice" monster you control leaves the field> instead of <when an "Ally of Justice" monster you control leaves the field>, because "if" makes sure that you will activate the effect anyway.

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