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Tigerstar10 Archetype- Fairy Mechs


NeoRWBY65

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These cards rely on their "Fairy" counters to use their effects.

Fairy Mech I
LIGHT
Level 1
Fairy/Effect
During each of your standby phases, you can discard 1 card to put 1 "Fairy" counter on 1 face-up card. If a card has exactly 3 "Fairy" counter on it during your end phase, destroy it. This card gains 100 ATK for each "Fairy" counter on the field.
ATK 0/DEF 0

Fairy Mech II
LIGHT
Level 2
Fairy/Effect
During each of your standby phases, you can discard 1 card to put 1 "Fairy" counter on 1 face-up card. If a card has exactly 6 "Fairy" counters on it during your end phase, destroy it. This card gains 200 ATK for each "Fairy" counter on the field.
ATK 0/DEF 0

Fairy Mech III
LIGHT
Level 3
Fairy/Effect
During each of your standby phases, you can discard 1 card to put 1 "Fairy" counter on 1 face-up card. If a card has exactly 9 "Fairy" counters on it during your end phase, destroy it. This card gains 300 ATK for each "Fairy" counter on the field.
ATK 0/DEF 0

Fairy Mech IV
LIGHT
Level 4
Fairy/Effect
During each of your standby phases, you can discard 1 card to put 1 "Fairy" counter on 1 face-up card. If a card has exactly 12 "Fairy" counters on it during your end phase, destroy it. This card gains 400 ATK for each "Fairy" counter on the field.
ATK 0/DEF 0



Set is finished

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First card's effect is ridiculous. You're basically destroying 1 card without a cost. That and the ATK gain is pointless if any Counter on the field is gone before it becomes useful.

The same can go for the second, only now, it's delayed. The ATK gain is deplorable either way, hardly useful, so all this card sets out to do is destroy monsters. All you need is a simple "Swords of Revealing Light" and you'll be destroying your opponent's monsters in no time. Plus, while both are on the field, you'll be destroying two at a time, based on Mech I's effect.

Suffice to say, fix them.

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[quote name='101100111000' timestamp='1326162794' post='5757151']
First card's effect is ridiculous. You're basically destroying 1 card without a cost. That and the ATK gain is pointless if any Counter on the field is gone before it becomes useful.

The same can go for the second, only now, it's delayed. The ATK gain is deplorable either way, hardly useful, so all this card sets out to do is destroy monsters. All you need is a simple "Swords of Revealing Light" and you'll be destroying your opponent's monsters in no time. Plus, while both are on the field, you'll be destroying two at a time, based on Mech I's effect.

Suffice to say, fix them.
[/quote]

What if I triple the number of counters to destroy a card?

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[quote name='Tigerstar10' timestamp='1326162894' post='5757156']
What if I triple the number of counters to destroy a card?
[/quote]

You still have the lack of a cost. Like I said "Swords of Revealing Light" will give these effects ample
time to destroy a card.

Then again, you're also UP'ed in that these cards have nothing; no ATK, no DEF. The simple "Light and Darkness Dragon" would take out all of these cards, simply by negating their effects one turn, then attacking them (a Mage Power or United We Stand could generically allow this card more negations and simply dominate). You have OP'ed effects on UP'ed monsters.

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[quote name='101100111000' timestamp='1326163797' post='5757207']
You still have the lack of a cost. Like I said "Swords of Revealing Light" will give these effects ample
time to destroy a card.

Then again, you're also UP'ed in that these cards have nothing; no ATK, no DEF. The simple "Light and Darkness Dragon" would take out all of these cards, simply by negating their effects one turn, then attacking them (a Mage Power or United We Stand could generically allow this card more negations and simply dominate). You have OP'ed effects on UP'ed monsters.
[/quote]

Wouldn't that make them balanced?

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[quote name='101100111000' timestamp='1326165433' post='5757272']
Balance would mean that they're reasonable and useful. Again, I state; the effects are unreasonable, and the actual ATK/DEF stats are impractical. That's not balanced.
[/quote]

I changed it to have them have to discard to place counters. Is that better?

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[quote name='101100111000' timestamp='1326165936' post='5757291']
Again, I state "OP'ed effects on UP'ed monsters." This monsters need something. These effects will be useless if the monsters keep getting destroyed.
[/quote]

Changed the destruction to happen at the end phase. That lets them generate more counters than they could normally

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[quote name='101100111000' timestamp='1326166719' post='5757319']
Not true. Considering the highest one can go is 12, the highest ATK any of these can go is 4800 off of effect alone. And that's assuming I don't destroy those cards before they get to it. I'm obviously going to get to these cards before they get to me. These cards need a substantial base ATK/DEF
[/quote]

If two of them use their effects during the standby phase at the same time, they can go passed when the card would be destroyed by their individual effects by the end phase, when their destruction effect activates.

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Alright, this is my last attempt to show you how this can go wrong.

your turn: You have 2 Mech I and summon a Mech IV. Because you summoned this way, my "Dragunity Dux" has 2 counters. That's only 800 ATK vs Dux's 1700 at best.

My turn: I activate "Dragon Mastery", equip Dux with "Brandistock", and destroy both "Mech I". You have just lost 4400 ATK, at most.

Next turn: You add 1 card based on "Mech IV's effect" and summon "Mech II". Dux has 3 counters. 1200 v. Dux's 2400, again, at best.

My turn: I summon another Dux, which I equip with any Dragon-Type Dragunity. I attack, based on Dux's effect. 1600 Damage (vs. mech IV) + 2200 ATK (vs. mech II) + 2800 Direct Damage (second Dux) = Additional 6600 Damage. 6600 + 4400 = 11000 Damage. Case and point, it can take me at least three of my turns with two Dragunity Dux to beat those Mechs. See the problem now? They had little ATK against my cards, so you lost a heavy amount of Damage quickly, almost as if your Mechs didn't exist.

I state again; these cards need some sort of base ATK to stand a chance.

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[quote name='101100111000' timestamp='1326167587' post='5757358']
Alright, this is my last attempt to show you how this can go wrong.

your turn: You have 2 Mech I and summon a Mech IV. Because you summoned this way, my "Dragunity Dux" has 2 counters. That's only 800 ATK vs Dux's 1700 at best.

My turn: I activate "Dragon Mastery", equip Dux with "Brandistock", and destroy both "Mech I". You have just lost 4400 ATK, at most.

Next turn: You add 1 card based on "Mech IV's effect" and summon "Mech II". Dux has 3 counters. 1200 v. Dux's 2400, again, at best.

My turn: I summon another Dux, which I equip with any Dragon-Type Dragunity. I attack, based on Dux's effect. 1600 Damage (vs. mech IV) + 2200 ATK (vs. mech II) + 2800 Direct Damage (second Dux) = Additional 6600 Damage. 6600 + 4400 = 11000 Damage. Case and point, it can take me at least three of my turns with two Dragunity Dux to beat those Mechs. See the problem now? They had little ATK against my cards, so you lost a heavy amount of Damage quickly, almost as if your Mechs didn't exist.

I state again; these cards need some sort of base ATK to stand a chance.
[/quote]

If you were commenting on my other mechs, you would be saying quite the opposite

I don't want these guys to be overpowering. Just have some different effects.

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