destron Posted October 28, 2009 Report Share Posted October 28, 2009 Kind of simple. Basically, they're just draw support. Comments are appreciated. :D Beater of the Sacred Drum / Super RareLevel 3 / EARTH / Spellcaster / Effect400 / 1300When you draw this card from your deck during your Draw Phase, you lose 1000 LP and you can draw two more cards. When this card on the field is destroyed as a result of battle, place it at the top of your deck and reshuffle your deck. Cybernetic Drum / Super RareContinuous SpellEvery Standby Phase, if this card and “Beater of the Sacred Drum” are both face-up, place 1 “Beating Counter” on this card. When this card is destroyed, draw an amount of cards equal to the number of Beating Counters that were on this card. Mystic Drum / CommonQuick-Play SpellThis card can only be activated during your opponent’s turn. Pay 1500 LP to draw three cards. Link to comment
SephirothKirby Posted October 29, 2009 Report Share Posted October 29, 2009 Ridiculously overpowered. Link to comment
Bringerofcake Posted October 31, 2009 Report Share Posted October 31, 2009 Ridiculously overpowered. This. Link to comment
destron Posted November 1, 2009 Author Report Share Posted November 1, 2009 I see, and Bringerofcake, that isn't helpful in any other case, but I usually wait for two people to say the same thing before I do anything about it. So in this case, I don't care, but you should stop doing that. Anyway, how should I make them better? Link to comment
-Griffin Posted November 1, 2009 Report Share Posted November 1, 2009 Don't make draw cards that can be used (almost) anywhere, such as Pot of Greed, unless it has a huge drawback, which these don't. They're normally op'd and these one's definitely are. You could reduce the draw from the monster card to 1 card and from the second spell to 2, and they'd still be both far too powerful. The middle one is also too slow and would never really be used. Link to comment
Bringerofcake Posted November 2, 2009 Report Share Posted November 2, 2009 I apologize for my lack of unhelpfulness, and will seek to remedy it now:Unfortunately, Griffin kind of took the words out of my mouth. They give too much for too little cost. Note how Reckless Greed forces you to skip 2 Draw Phases, or...well, I can't think of anymore good examples. Even though it IS your opponent's turn, three cards for 500 Life Points is (in this speedy meta) a humongous advantage. The same can be said of Beater. If you draw him, that's another +3, which when combined with aforementioned Reckless gets the player five cards. That's a lot. To make them better...I'm not really sure. Once again, like Griffin said, you could reduce the number of cards drawn on either one, and it'd still be pretty overpowered. Maybe some specific conditions? TL;DR: Too much draw power, add some stipulations? Link to comment
Hydra of Ages Posted November 2, 2009 Report Share Posted November 2, 2009 Easy way to explain why these cards are OP. They can be put into any decktype and not lose use. +3 cards is a massive advantage in any deck, and considering how easy the cards are to use... Link to comment
destron Posted November 3, 2009 Author Report Share Posted November 3, 2009 Didn't change Cybernetic Drum but I gave drawbacks to the other two and BotSD now must be destroyed by battle to be returned to the deck. Link to comment
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