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[spoiler=Lore]The equpped monster gains 500 ATK and can attack all monsters your opponent controls once each. If the equipped monster battles an opponent's monster, that monster's effect is negated. During the End Phase, destroy 1 card you control or send this card to the GY.

 

 

[spoiler=OG Lore]The equpped monster gains 800 ATK and can attack all monsters your opponent controls once each. When the equipped monster battles a monster or destroys a monster by battle: Negate the effects of that monster. If this face-up card is sent from the field to the Graveyard: You can destroy 1 card you control, and if you do, add this card to your hand. You can only use this effect of "Maulstrom" once per turn.

 

 

Maulstrom. A play on "Maelstrom" because it's a storm of mauls. Get it? Heh.

 

You guys remember Ha Des and Baou? Well, this card is them, except equippable with more perks.

It makes the monster stronger (to make is subsequent effects more effective and reliable), lets it attack each monster, and negates those monsters' effects. 

That means:

  • Monsters that float/have a GY effect have their effects negated (including cards that banish themselves).
  • Flip effects are negated during battle.
  • Continuous effects of the battling monster are negated.

...even if the monster isn't destroyed. It stuns the monster with the only condition being that you have to battle it. And to make it not-so-bad like the average Equip Spell, it has a pretty good return effect, requiring destruction--which can lead to more combos--and adds itself to the hand instead of the deck.

 

 

 

Thoughts and comments are appreciated!

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The equipped monster gains 800 ATK k

 

and can attack all monsters your opponent controls once each. WOAH. Alright so I won’t spend too much time on this, but I don’t think 800 ATK + Attack all monsters your opponent controls + negate their effects is very fair unless there’s a bit more of a downside. I’ll talk about this later. I will be comparing this card to something like a situational Raigeki, so that can be arranged.

 

When the equipped monster battles a monster or destroys a monster by battle: Negate the effects of that monster. Alright now I can say something more meaningful. “Destroys a monster by battle” is redundant with “battles a monster” since the effect was already negated. If you want to negate the effect on field and GY, I suggest making it something like “If the equipped monster battles an opponent’s monster, negate that monster’s effects until the end of the turn.” This should work just as well in most cases.

 

If this face-up card is sent from the field to the Graveyard: You can destroy 1 card you control, and if you do, add this card to your hand. THIS is probably the broken part. If you think about it from a board clear’s perspective, it’s a self recycling board clear that can potentially be game winning in a meta where big boards on turn 1 isn’t so uncommon.

 

Imma compare this to Raigeki in power

 

+ Gets around destroyed by card effects

+ Negates their effects, including “cannot be destroyed by battle” effects.

+ Stays on the field until they destroy it

+ Recycles itself via self destruction effect you can exploit with your own card effects.

+ Combos with “When the equipped monster destroys a monster by battle” effects

- You have to control a monster that can get over everything

- Can only do it during the Battle Phase so monster effects could be troublesome.

- Battle Traps and Spell/Trap destruction

 

I would say instead of it being able to recover itself, it should destroy itself at the end of the turn. Running several copies with another card now in the DPR (generic Equip Spell version of Horn of the Phantom Beasts) it could be a REALLY good engine on its own, but I feel giving them both the ability to recover themselves would be overkill and would be annoying in the meta. However, if you make it a single use 2.5 card combo with a lot of damage as a reward, it could be seen as a draw engine for Decks that have power but don’t have all of the follow up. That in itself would make generic Equip Spells a commonplace addition into competitive Decks, which hasn’t been the case since United We Stand and Mage Power in the early 2000s.

 

Crazy card you have yourself there, but sometimes those are the best kinds.

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<Comments about the card>

 

Good comparisons with Raigeki.

 

 

Point taken about a recyclable board clear/game-changer. Instead of self-destructing at the EP, I twisted it to have a maintenance cost. That should limit the number of decks that want to use it. At the same time, I'm feeling that the maintenance would be too much and this card would carry less merit since it's so battle-reliant. And a lot more things can be activated in response to an attack--with two targets, no less (the monster and this card). If all else fails, I think I'll just give it Moon Mirror Shield's return clause so it wastes a draw or something.

 

As for the negation effect, I wanted it to last not just for the turn, but something permanent. Since a good amount of cards have GY effects that don't necessarily activate upon destruction and can be activated on other turns, this was meant to get negate those cards completely--or at least until they're returned to the hand or Deck. Redundancy of text was taken to account and  was hopefully fixed. Also changed it from being something that triggers to a continuous effect.

 

 

I would say instead of it being able to recover itself, it should destroy itself at the end of the turn. Running several copies with another card now in the DPR (generic Equip Spell version of Horn of the Phantom Beasts) it could be a REALLY good engine on its own, but I feel giving them both the ability to recover themselves would be overkill and would be annoying in the meta. However, if you make it a single use 2.5 card combo with a lot of damage as a reward, it could be seen as a draw engine for Decks that have power but don’t have all of the follow up. That in itself would make generic Equip Spells a commonplace addition into competitive Decks, which hasn’t been the case since United We Stand and Mage Power in the early 2000s.

 

Ahh- I wasn't intending this to be in DPR, but more for the current meta where Equip Spells are more of a hindrance than a small advantage. But if you'd like, I can modify it some more (separate from this post) to fit the DPR format.

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This kind of card sounds like something the game would print with a clause along the lines of "your other monsters can't attack if you do this stuff". If you know what I mean.

+ATK, multi-attack, and Ha-Des-like negation. I can just imagine this given to a pierce monster like an Ancient Gear Golem and you've mostly have an OTK going for you.

 

I think the idea of "destroy 1 card or send this card to the GY" could just be "During your End Phase, destroy 1 card you control". Because that already means the equip Spell itself can already choose itself by default if you so wish for it.

 

Gotta appreciate that timing of destruction though, because it might further your plays but being on your End Phase means you might still have to wait to make full use of the combo enabled. This is a good potential drawback/enabler combination IMO.

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