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Time For Some Random Support!


DoomBeast

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[spoiler=Ice Barrier]
Pacifist of the Ice Barrier WATER
***
Aqua / Effect
Neither player can activate Spell/Trap cards, activate the effect of a Monster or declare an attack. During your 2nd End Phase after this card was Summoned: Banish it.
1300/1200

Warmonger of the Ice Barrier WATER
****
Aqua / Effect
During each of your opponent's End Phases: Inflict 500 points of damage for every Spell, Trap, or monster effect they did not activate, and if they did not declare an attack. This monster's effect cannot be negated by the effect of an "Ice Barrier" card.
1600/500
[/spoiler]
[spoiler=Synchrons]
Mysterious Synchron DARK *****
Machine / Synchro / Tuner
1 "Synchron" Tuner + 1 or more non-Tuner monster
Once per turn: You can Banish 2 "Synchron" monsters in your Graveyard: Special Summon 1 monster from your Deck; it is treated as a Synchro monster. 1900/2100

Undead Synchron DARK
***
Zombie / Tuner
If this monster is removed from the field: You can banish 1 "Synchron" monster in your Graveyard: Special Summon this monster.
1000/500
[/spoiler]

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[quote name='DoomBeast' timestamp='1332970748' post='5892824']
Pacifist of the Ice Barrier WATER
***
Aqua / Effect
Neither player can activate Spell/Trap cards, activate the effect of a Monster or declare an attack.
1300/1200
[b]I don't really like this card. Mainly because this is pretty much a Global Skill Drain, and making it impossible to get off of the field. I could be missing something here that makes it balanced, but for now I'm not liking the overall design.[/b]

Warmonger of the Ice Barrier WATER
****
Aqua / Effect
During your opponent's End Phase: Inflict 500 points of damage if they did not activate a Spell, a Trap, a Monster effect or declare an attack.
1600/500

I don't know if Warmonger's effect is phrased right, it's supposed to inflict 500 points of damage if they do not activate a Spell, 500 for not activating a Trap, 500 for not activating a Monster's effect and 500 for not attacking.
[b]The wording should be something along the lines of: [i]During each of your opponent's End Phases: Inflict 500 points of damage for every Spell, Trap, or monster effect they did not activate, and if they did not declare an attack. [/i]Or something along the lines of that. The problem with this card is it feels somewhat out of place being the only burn card in Ice Barriers. Not to mention that majority of the time your opponent will activate the effect of a Spell, Trap, or Monster, and of course declare an attack, leaving Traps the only thing left. Even then, this means if you try to counter their Summoning of say, Brionac with a BTH, this gives your opponent the opportunity to use say, Solemn Judgment to not only save their Brionac, but themselves from 1000.

I only see use in this card in some sort of Lockdown Deck such as Spellcaster Village w/ Royal Decree for 1000 burn each of your opponent's turns, even then it's out of place with it being a Spellcaster and all, and would lead to being a dead draw. Or of course, in a Deck focused around this card and Pacifist. Even then I'm not too fond of the concept because how it's pretty much you get these two cards on the field, you win the game through burning your opponent to death.[/b]

Mysterious Synchron DARK
*****
Machine / Synchro / Tuner
1 "Synchron" Tuner + 1 or more non-Tuner monster
Once per turn: You can Banish 2 "Synchron" monsters in your Graveyard: Special Summon 1 monster from your Deck; it is treated as a Synchro Tuner monster.
1900/2100
[b]I like this card because it has a simple effect (a balanced effect to add onto it), and can lead to some nice Synchro Summonings of some big bad monsters. Nothing else to really say here in my opinion. I don't know too much about Synchro Tuners and whatnot, so it could have something wrong with it; you'll have to wait and see if somebody else points that out to you.[/b]

Undead Synchron DARK
***
Zombie / Tuner
If this monster is removed from the field: You can banish 1 "Synchron" monster in your Graveyard: Special Summon this monster.
1000/500
[b]It's simple, and helpful, and fits the theme of itself. All you need is this + 2 other monsters on the field and you can fetch yourself either 2 Synchro Monsters, 2 XYZ Monsters, or one of each. You'll most likely be using it for Synchro Summon oriented Decks due to you having to have a decent amount of Synchrons in order to be able to abuse this card's effect and spam Synchros like crazy.[/b]
[/quote]
Overall, I'd say you're Ice Barrier monsters aren't the best, but your Synchron monsters are pretty nice.

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[quote name='DoomBeast' timestamp='1333047514' post='5893759']
The two Ice Barriers are supposed to be used together, locking down their plays and inflicting 2000 points of damage per turn.
[/quote]
The problem with this is you can practically make a Deck oriented on getting out these two cards ASAP, because it's practically GG; there is no way your opponent can get out of the combo of those two cards because they can't react whatsoever. Sure it fits the Ice Barrier Lockdown play style, but this in my opinion is way too much.

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A bit better. Now it seems to be a MUST in Final Countdown Decks, or any sort of Stall Deck really (Wave-Motion Cannon ftw). It still feels a bit broken since it's still a total Lockdown (even if it is a set amount of turns now), and it seems you'll be only be able to use Warmonger's effect twice at most now with this card (which is still fairly decent). But yeah, if you want to keep it as is that's all up to you; I'd still suggest finding another way to balance out if you're that concerned.

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