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Generic Warrior Support [Written] [3/3]


VCR_CAT

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Made mostly because I've been thinking about how much warriors have fallen behind since Reinforcement of the Army was hit, and this becomes testament, in a way, of how that was... pretty much the only really good generic support that Warriors had until we got Isolde, but even that card's nature as a Link means that you need to be able to a make a play first before you make your actual plays; it's not so much a card that you can use as a cantrip off of an empty field.

 

My primary intention is looking at generic searchers, and trying to come up with ways that keep them as viable and very useful cards that can be used whenever without having them be cards that demand banlist attention or be seen as "too good" for whatever reason. It's a tough balance to strike and I'm still searching for ways to do so without making the card too restrictive or demanding of too specific of a niche, so any feedback in that regard is very well appreciated.

 

 

 

Called to Arms

Normal Spell

Pay 1000 LP; add 1 Warrior monster from your Deck to your hand, and if you do, that card must remain revealed. While a monster is revealed by this card's effect, you cannot Normal Summon/Set or Special Summon monsters, except that revealed monster. You can only activate 1 "Called to Arms" per turn.

 

Arms to Call

Equip Spell

Activate this card by targeting 1 Warrior monster in your GY; Special Summon that target in Attack Position and equip it with this card, but halve its ATK/DEF. If this equipped card leaves the field, banish it and the equipped monster. Monsters equipped with this card gain 500 ATK/DEF. If you Summon a Warrior monster while this card is in your GY: You can pay 1000 LP; equip this card from your GY to that monster. You can only use each effect of "Arms to Call" once per turn.

 

Open Bounty

Quickplay Spell

Target 1 monster your opponent controls: Place 1 Bounty Counter on that monster when this card is activated, and place 1 Bounty Counter on that monster during each of your opponent's End Phases. (If a monster with a Bounty Counter(s) is destroyed by a Warrior monster, by battle or card effect, the player who controlled that Warrior monster draws 1 card for each Bounty Counter it had on the field.)

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The cards are nice where Called to Arms is an alternative ROTA and Arms to Call being a pseudo Premature burial for Warriors though Open Bounty is a little iffy since the counter thing would require it to be a continuous spell unless the card stated "while a Monster has a Bounty Counter on it, it gains the following effect" to keep it being a quick play spell.

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The cards are nice where Called to Arms is an alternative ROTA and Arms to Call being a pseudo Premature burial for Warriors though Open Bounty is a little iffy since the counter thing would require it to be a continuous spell unless the card stated "while a Monster has a Bounty Counter on it, it gains the following effect" to keep it being a quick play spell.

 

That's a good point. I've played around with the wording to be in line with how Vijam works (as that card grants lingering effects based on counters too), but I'm still not entirely satisfied with the wording, particularly around how to word the player who draws the card, but I think this is good for now.

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You got cool stuff here:

 

Called to Arms

Pretty much Isolde's effect in maindeck Normal Spell form. Looks good to me.

 

Arms to Call

This is amazing, IMO. It may be an Type-specific Reborn, but getting Equip Spell support takes to an extra level. Also the second effect looks sweet for basically a free +500 ATK/DEF, which can make the difference every now and then, and I guess it's intended to be played along Isolde's mill effect? That's such a cool move.

 

Open Bounty

Not too sure about this one. With a single counter it breaks even, but you still have to fulfill the requirement of having a Warrior big enough to destroy an opponent's monster. At this point it looks like an overkill a.k.a. "win-more" cards. Perhaps if it included an slight ATK boost then it would be more appealing, and akin to an Type-specific Rush Recklessly 2.0. I assume it's intended to be played along the previous Equip Spell, but still, you need to set it up.

 

 

Overall, I think you achieved your goal of reaching this sweet spot of balance, at least with the first 2 cards. The last one can be a bit better IMO, as suggested above.

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