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Fowl Firefight (Crashing The Coop Never Looked So Lethal)


Black D'Sceptyr

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who wants to see this biggest feather-flying battle between bird and beast this side of Chicken Run?

 

I KNOW

 

 

DO

 

dcve5kj-389dce07-3630-4860-9290-89e1ae83

 

[spoiler=Fowl Firefight: Info]

Normal Trap Card

 
Lore: When a Normal Spell or monster effect is activated on your opponent's side of the field that would Special Summon a monster(s) from the hand, destroy a card(s) on the field, or return a card(s) from the GY to the hand: • If a monster(s) is Special Summoned from the hand, Special Summon up to 2 monsters from your GY in face-down Defense Position. • If a card(s) on the field is destroyed, your opponent randomly destroys the same number of cards in their hand. • If a card(s) is returned from the GY to the hand, return the same number of cards on the field to the hand.

 

 

 

Circutious cycle of effect-as seen on my previous card Dungeon Dragon-continues apace with this card. Just look at the trajectory of where the activation conditions and effects would place the cards they're moving, s'like a tumble-dryer in that little piece of pixels.

 

Especially in regards to the first effect-a Flip Deck's best friend. Or the last set of effects, a Witchcraft Deck's worst enemy. Speaking of such, you're gettin' a Witchcraft Link tomorrow. No not from Konami, from me. Clearly, you can get a bead on just where my mind was at when making this card. 

 

That's right folks; on a three-hour How It's Made marathon, holler at your caller and tip your mistress.

 

Wait.

 

Strike that.

 

Think autocorrect rolled up on me again.

 

Anyways, until the next card, reviews, revelry, you know the drill.

 

BD'S, signing off.

 

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Artwork is worthy enough to deserve a like, but your card is pretty cool too. Considering, however, the fact how such a versatile card provides so much advantage, perhaps adding a restriction or cost to the card wouldn't be such a bad idea.

 

Did you have an idea on where to start? I thought the Summoning thing might be the biggest issue, but then thought of the number of Decks that profit on turning out the entire hand through Special Summoning (cough!Danger!cough!) to think it might be balanced on a non-Turn-0-Trap.

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Well, the best way to balance cards is to test them, and if you were able to test them on DP or DB, you would probably get a better feel for what is good and what is not good for this card then you would discussing it with me. However, if I were to recommend anything, perhaps placing a HOPT on the card itself and a HOPD on each of its effects, which should fit nicely, considering how you can only run 3 max of any cards.

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