Nura Posted June 27, 2011 Report Share Posted June 27, 2011 Ignore the fact that I didn't make Call Of The Nighthood for the first one yet. [img]http://img837.imageshack.us/img837/6783/284460.jpg[/img] [spoiler=Lore] This card cannot be Special Summoned except by the effect of "Call of the Nighthood". This card can only be Tribute Summoned by Tributing 2 LIGHT monsters on your side of the field and removing from play 2 FIRE monsters in your Graveyard. Increase this cards Attack by 300 for every FIRE or LIGHT monster in your Graveyard. Once per turn, you can use one of the following effects: • Remove from play 1 FIRE monster in your Graveyard to destroy one Spell Card on the field •Remove from play 1 LIGHT monster in your Graveyard to destroy 1 Trap Card on the field. If you have used one of these effects this turn, this monster cannot declare an Attack. If this card is targeted by one of your opponents Spell or Trap effects, you can remove from play 1 LIGHT or FIRE monster in your Graveyard, to negate the activation and Destroy the card. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. [/spoiler] [img]http://img820.imageshack.us/img820/6783/284460.jpg[/img] [spoiler=Lore] This card cannot be Special Summoned from the Graveyard. When this card battles with a monster which as 800 or less Attack greater than this card, destroy the monster after applying damage calculation. If this card destroys one of your opponents monsters in battle, put one Spectrum Counter on it(max 3). When one of your face-up monsters are targeted by a Spell/Trap or Monster Effect, you can remove one Spectrum Counter from this card to Negate the effect and destroy the card. Once per turn, instead of having this card Attack, you can remove 3 Spectrum Counters form this card, to destroy 1 face-u[ monster on the field. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. [/spoiler] Link to comment Share on other sites More sharing options...
LRPXD Posted June 27, 2011 Report Share Posted June 27, 2011 I like both cards the 1st one has unique way of being summon LIGHT and FIRE I think they can mix well. It's effects maybe tone it down a bit to make this card not op'd probably the negation of a Spell/Trap Card effect but then again this card is kinda hard to summon so I guess it's balanced. Your OCG some minor mistakes but still pretty good. 9/10 The 2nd card it's balanced I like it having because of the counters but not very innovative on how it gets them but it's fine since your making this card powerful but it still needs something for keeping this card from being bland probably more restrictions but that's just IMO the OCG some mistakes but you fix them. Overall great job. 8.5/10 Link to comment Share on other sites More sharing options...
Nura Posted June 27, 2011 Author Report Share Posted June 27, 2011 Thanks for the detailed feedback, I realized most of it *+Reps* Link to comment Share on other sites More sharing options...
Angel of Silence Posted June 27, 2011 Report Share Posted June 27, 2011 The OCG for some things is a little off. The pics are good. I think the second one is more useful than the first. Effects are pretty balanced, useful too. About the second card, you could make the counters Spell Counters which would give Spellcasters a little more support. But it's up to you really. 9/10 Link to comment Share on other sites More sharing options...
Ieyasu Tokugawa Posted June 27, 2011 Report Share Posted June 27, 2011 There really isn't any way to ignore that you didn't make call of the nighthood for the first one. For all I know, it's a spell card that lets you Special Summon it from anywhere for no cost, making it an OP'd beatstick (though not quite broken). The first ones effect isn't very well thought out. If you want destroy a spell, how do you know which card on the field is a spell? I like the idea, but it's more guess based. Also, the only deck that runs FIRE and LIGHT monsters together is Flamvellsworn, but they like their Flamvells in the grave for mass rekindling plays. Wynn's anti-special summoning clause makes it meh. The Graveyard is the best place to Special Summon monsters from nowadays, and if a monster cannot do that, it generally isn't worth it. It's destruction effect is rather slow, taking 3 turns normally to fully charge, and not many widely used cards target, with the only one I can think of being D-Prision. Link to comment Share on other sites More sharing options...
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