Vellio Posted December 7, 2017 Report Share Posted December 7, 2017 Normal Spell Card Apply the effect whose number is equal to the total number of "White Spirit Orb" you activated during this Duel.1: "Blue-Eyes" monsters you control are unaffected by card effects until your 2nd End Phase after this card's activation.2: Special Summon 1 "Blue-Eyes" monster from your hand, Deck or GY in Defense Position.3: Fusion Summon 1 "Blue-Eyes" monster from your Extra Deck by banishing "Blue-Eyes" monsters from your hand, Field and/or GY. Link to comment Share on other sites More sharing options...
EndUser Posted December 7, 2017 Report Share Posted December 7, 2017 Blue-Eyes already has quite good support (both generic and archetypal) and, even if it isn't as powerful nowadays as it was in previous formats, it still has potential. Your card has no limitations to its use and even using only one of any of its effects is very good by itself. 1- Making a whole deck immune to card effects for an entire duel is way too good.2- Special Summoning a Blue-Eyes from anywhere (excluding if banished, of course) with no drawback or limitation is also way too good.3- Adding any card from your Deck to your hand, if there is no huge limitation or cost, is extremely good. The effects need to be arranged according to their power/usefulness level, but before that each of them needs to be nerfed because... it's just a very powerful card in general. You can try to imitate some irl cards but make their effects specifically for Blue-Eyes. Alternatively, think of what can boost the deck's potential without overdoing it & by taking examples of other archetypes or individual cards. Link to comment Share on other sites More sharing options...
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