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Trying to Fix Up this Game


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I thought I'd take a crack at this with the aim to fix either banworthy or unplayable cards.

[spoiler=Monsters]
Name: Judgment Dragon
Level: ********
Attribute: LIGHT
Type: Dragon/Effect
ATK: 3000
DEF: 2600
Card Lore:
When you have at least 4 "Lightsworn" monsters in your Graveyard with different names, you can Tribute Summon this card by Tributing 1 "Lightsworn" monster you control. When this card is Tribute Summoned, you can send the top 4 cards of your Deck to the Graveyard to destroy 1 card on the field for each "Lightsworn" monster you Tributed to Tribute Summon this card. During each of your End Phases, send the top 4 cards of your Deck to the Graveyard.

Fixes:
+ Revamped its Summoning conditions since they were ridiculous before and removed the Nomi clause.
+ Completely eliminated the field nuke and replaced it with something more reasonable. It's probably still too much though.

Dark Armed Dragon
Level: *******
Attribute: DARK
Type: Dragon/Effect
ATK: 2800
DEF: 1000
Card Lore:
If you have at least 3 DARK monsters in your Graveyard with different names, you can Tribute Summon this card by Tributing 1 DARK monster you control. When this card is Tribute Summoned, destroy 1 card on the field for each DARK monster you Tributed to Tribute Summon this card.

Fixes:
+ Revamped its Summoning conditions since they were ridiculous before and removed the Nomi clause.
+ Toned down its Effect and restricted it to when it's Tribute Summoned.

Stardust Dragon
Level: ********
Attribute: WIND
Type: Dragon/Synchro/Effect
ATK: 2500
DEF: 2000
Card Lore:
1 Tuner + 1 or more non-Tuner monsters
You can Tribute this card to negate the activation of a Spell Card, Trap Card or Effect Monster's effect that destroys a card(s) on the field, and destroy that card.

Fixes:
+ Removed the continuous self-recursion that makes the card so broken.

Brionac, Dragon of the Ice Barrier
Level: ******
Attribute: WATER
Type: Sea Serpent/Synchro/Effect
ATK: 2300
DEF: 1500
Card Lore:
1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can discard 1 card from your hand to return 1 card on the field to its owner's hand.

Fixes:
+ Made the field clearance once per turn and less potent.

Chaos Emperor Dragon - Envoy of the End
Level: ********
Attribute: DARK
Type: Dragon/Effect
ATK: 3000
DEF: 2500
Card Lore:
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 LIGHT monster and 3 DARK monsters in your Graveyard from play. Once per turn, you can pay 1000 Life Points to send 1 card on the field to the Graveyard. When this card is removed from the field, remove it from play.

Fixes:
+ Increased the summoning requirement and made it a full-blown Nomi since it was a joke before.
+ Changed the Effect completely since it couldn't be fixed before to make it more like Dark End Dragon's Effect.
+ Added a remove from play after use type of clause at the end.

Black Luster Soldier - Envoy of the Beginning
Level: ********
Attribute: LIGHT
Type: Warrior/Effect
ATK: 3000
DEF: 2500
Card Lore:
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 DARK monster and 3 LIGHT monsters in your Graveyard from play. Once per turn, you can activate one of the following Effects:
+ You can remove from play 1 monster on the field. You cannot conduct your Battle Phase the turn you activate this Effect.
+ When this card destroys an opponent's monster as a result of battle and your opponent controls a monster, it can attack once again.
When this card is removed from the field, remove it from play.

Fixes:
+ Increased the summoning requirement and made it a full-blown Nomi since it was a joke before.
+ Made the drawback of the removal Effect greater.
+ Made the double Attack Effect only for as long as your opponent has a monster out after BLS-EotB destroys something in battle.
+ Added a remove from play after use type of clause at the end.

Dark Magician of Chaos
Level: ********
Attribute: DARK
Type: Spellcaster/Effect
ATK: 2800
DEF: 2600
Card Lore:
When this card is Normal or Special Summoned, you can add 1 Spell Card from your Graveyard to your hand. Monsters this card destroys by battle are removed from play instead of going to the Graveyard. When this card is removed from the field, remove it from play. This card cannot be Special Summoned from the Graveyard or if it is removed from play.

Fixes:
+ Added a no Special Summon from the Graveyard or if removed from play clause to stop abuse with Hidden Armory and D.D.R.

Chaos Sorcerer
Level: ******
Attribute: DARK
Type: Spellcaster/Effect
ATK: 2300
DEF: 2000
Card Lore:
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 DARK monster and 1 LIGHT monster in your Graveyard from play. Once per turn, you can remove from play 1 face-up monster on the field. You cannot conduct your Battle Phase during the turn you activate this Effect. When this card is removed from the field, remove it from play.

Fixes:
+ Made the drawback of the removal Effect greater.
+ Added a remove from play after use type of clause at the end.

[/spoiler]

[spoiler=Spell Cards]
Monster Reborn
Spell Card
Type: Normal
Card Lore:
Special Summon 1 monster from either players' Graveyard to your side of the field. The Effect of that monster is negated and it cannot declare an Attack during the turn you activate this card.

Fixes:
+ Added Effect negation and loss of Attack as a drawback.

Heavy Storm
Spell Card
Type: Normal
Card Lore:
Discard 1 card from your hand. Destroy all Spell and Trap Cards on the field. Monsters you control cannot Attack directly during the turn you activate this card.

Fixes:
+ Added a discard cost.
+ Added a No Direct Attacks Effect at the end.

Dark Hole
Spell Card
Type: Normal
Card Lore:
Discard 1 card from your hand. Destroy all monsters on the field. Monsters you control cannot Attack directly during the turn you activate this card.

Fixes:
+ Added a discard cost.
+ Added a No Direct Attacks Effect at the end.

Change of Heart
Spell Card
Type: Normal
Card Lore:
Tribute 1 monster you control. Take control of 1 monster your opponent controls until the End Phase of your turn.

Fixes:
+ Added a Tribute cost. I am however concerned it might not be enough to balance it but the aim is to stop topdeck victories that can result from using this.

Pot of Greed
Spell Card
Type: Normal
Card Lore:
Discard 1 card from your hand. Draw 1 card.

Fixes:
+ Added a discard cost.
+ Reduced the number of cards you can draw to 1.

Graceful Charity
Spell Card
Type: Normal
Card Lore:
Activate only when you have 3 or more cards in your hand. Send your entire hand to the Graveyard. Draw 3 cards.

Fixes:
+ Changed the Effect completely.
+ Made the Effect similar to Card Destruction.

[/spoiler]

[spoiler=Trap Cards]
Starlight Road
Trap Card
Type: Normal
Card Lore:
Activate only when an effect is activated that would destroy 2 or more cards you control. Negate the effect and destroy that card.

Fixes:
+ Removed the Effect that lets you Special Summon a Stardust Dragon from your Extra Deck since that's what truly breaks it.

Mirror Force
Trap Card
Type: Normal
Card Lore:
Activate only when a monster your opponent controls declares an attack. Select and activate one of the following Effects:
+ If your opponent controls 1 or 2 monsters, destroy 1 Attack Position monster your opponent controls.
+ If your opponent controls 3 or more monsters, destroy all Attack Position monsters your opponent controls.

Fixes:
+ Made the card more balanced by making it like a slightly better Sakuretsu Armor if your opponent only controls 1 or 2 monsters and like the real life Mirror Force if the opponent controls 3 or more monsters.

[/spoiler]

I'll be adding more whenever I feel like it.

Meh. Discuss, give feedback, whatever.
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Dude, you totally stole my thread and now you're probably going to completely overshadow my thread with yours!

I do have to say that you did a good job with this. In fact, it looks like you did better than I did.
I do have to say that now Pot of Greed looks worthless. Maybe make it so it says "Draw a card, then discard a card." This will make it still a -1, but it will be more abusable with Dark Worlds and give you more freedom in what to ditch.
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[quote name='Mystery Guest' timestamp='1284118741' post='4613369']
Dude, you totally stole my thread and now you're probably going to completely overshadow my thread with yours!

I do have to say that you did a good job with this. In fact, it looks like you did better than I did.
I do have to say that now Pot of Greed looks worthless. Maybe make it so it says "Draw a card, then discard a card." This will make it still a -1, but it will be more abusable with Dark Worlds and give you more freedom in what to ditch.
[/quote]

Pretty much. Drawing a card without any sort of drawback isn't acceptable IMO. I suppose I could cleverly word Pot of Greed into "Draw 1 card. Then send 1 card from your hand to the Graveyard." so it won't work with Dark Worlds.

To tell you the truth I did look at your thread and I thought, I may as well take a crack at fixing up broken cards.
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Your Change of Heart isn't worth using, as it's basically the same thing as the 2nd effect of Enemy Controller, only it can target face-down cards.

Your Pot of Greed seems superfluous with Dark World Dealings around.

Although I still disagree that Stardust Dragon/Starlight Road need to be nerfed, I gotta say I like what you did here.

Would you guys like to see my list when I'm finished with it?
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[quote name='Andross88' timestamp='1284123718' post='4613453']
Your Change of Heart isn't worth using, as it's basically the same thing as the 2nd effect of Enemy Controller, only it can target face-down cards.
[/quote]

The problem is that anything else I can think of would either render it unplayable or broken.

[quote name='Andross88' timestamp='1284123718' post='4613453']
Your Pot of Greed seems superfluous with Dark World Dealings around.
[/quote]

It kinda does but here, Dark World Monsters don't benefit from it since the discard is a cost and not an Effect and your opponent doesn't benefit from it either like they do with Dark World Dealings. Being able to draw a card or cards without any sort of drawback is banworthy IMO.

[quote name='Andross88' timestamp='1284123718' post='4613453']
Although I still disagree that Stardust Dragon/Starlight Road need to be nerfed, I gotta say I like what you did here.
[/quote]

The problem with Stardust is the fact it eliminates one of the key ways a person can eliminate cards by being recurring. Without it being recurring, it is balanced since it can only do it once. Starlight Road wouldn't need nerfing in the absence of Stardust Dragon but in the existence of it, it certainly does because that is the part of it that breaks it. The problem with Starlight Road can only be fixed by either banning Stardust Dragon, banning Starlight Road itself or as done here removing the Effect that lets you Summon Stardust Dragon as without it, it is perfectly balanced.

[quote name='Andross88' timestamp='1284123718' post='4613453']
Would you guys like to see my list when I'm finished with it?
[/quote]

Sure. Why not.
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Some you should do:
Morphing / Fiber / Cyber
Gyzarus
DSF
Cold Wave
Torrential Tribute
BW - Vayu
Faultroll
Ab0
Sangan
Mezuki

Some of your changes I agree with, while some have turned into -1's from the great +0's or +'s that they used to be. For me, I'd rather change the requirements such that it still has a similar effect, like so:

Pot of Greed
Draw 2 cards from your Deck. You cannot Summon or Set a monster(s) during the turn you activate this card.

At least that way, you won't be able to load up your hand and just unload a huge attack, but rather set up a deffence.
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[quote name='Canadian' timestamp='1284213254' post='4616616']
Some you should do:
Morphing / Fiber / Cyber
Gyzarus
DSF
Cold Wave
Torrential Tribute
BW - Vayu
Faultroll
Ab0
Sangan
Mezuki

Some of your changes I agree with, while some have turned into -1's from the great +0's or +'s that they used to be. For me, I'd rather change the requirements such that it still has a similar effect, like so:

Pot of Greed
Draw 2 cards from your Deck. You cannot Summon or Set a monster(s) during the turn you activate this card.

At least that way, you won't be able to load up your hand and just unload a huge attack, but rather set up a deffence.
[/quote]

The thing is I want the cards to still be useable. Robbing a player of a Summon (regardless of the type of Summon) seems a bit harsh of a requirement even for a card with an Effect that lets you draw 2 cards. Of course you could compare it to cards like Scapegoat but since it is a Quickplay Spell, it still has some playability. The problem with a Quickplay version of your Pot of Greed is that players could just set it and activate it on the opponent's turn taking advanatage of the draw and avoiding the drawback of it. IDK. How about making it like a Spell version of Reckless Greed?

The rest I'll work on in due course.
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