Zextra Posted July 7, 2013 Report Share Posted July 7, 2013 Rules: • 1st card to 3 votes first wins, or that has the most votes by 8:00 PST on July 9th. • Votes must be supported by valid reasoningRequirements: Make a card that involves monster revival.Prize: 1 Rep/LikeVoter Bonus: Each successful vote earns the voter a rep!Scoreboard: Card A: 0 Card B: 2 [spoiler=Card A]Effect:You can Normal Summon this card without a Tribute. When this card is Tribute Summoned, it gains the following effect: ● If this card would be sent to the Graveyard; you can Banish it instead. If this card is Banished: Each time a Zombie-Type monster is Summoned, place 1 Vampiric Counter on this card. Once per turn: You can remove Vampiric Counters from this Banished card to target 1 Zombie-Type monster in your hand or Graveyard with a Level equal to the number of Vampiric Counters removed; Speical Summon that target.[/spoiler] [spoiler=Card B]Effect: You can Special Summon this card (from your hand) by moving 2 or more non-Token DARK monsters you control to your unoccupied Spell & Trap Zones. If this card would be destroyed: You can send 1 monster in your Spell & Trap Zone to the Graveyard instead. Once per turn: You can banish 1 card in your Graveyard and send 1 monster in your Spell & Trap Zone to the Graveyard; Special Summon 1 monster in your Graveyard. When this card is destroyed: Destroy all monsters that were Special Summoned by this card’s effect. [/spoiler] Link to comment Share on other sites More sharing options...
L0SS Posted July 7, 2013 Report Share Posted July 7, 2013 I shall give it a go. Hopefully my design will be up to scratch after my last 1v1... Link to comment Share on other sites More sharing options...
Zextra Posted July 7, 2013 Author Report Share Posted July 7, 2013 Sounds good; PM me your card when ready, and good luck :3 Link to comment Share on other sites More sharing options...
Zextra Posted July 8, 2013 Author Report Share Posted July 8, 2013 Let the voting commence! Link to comment Share on other sites More sharing options...
Therrion Posted July 8, 2013 Report Share Posted July 8, 2013 I know how you intended Card A to work, but currently it wouldn't work. I would suggest perhaps making it a Continuous Spell Card as opposed for trying to go and do game breaking things (Counters in banish zone ftw) with its effect. Onto the card itself, I like that it can Normal Summon without Tribute to increase Xyz Plays ease. His effect is rather interesting, though, and is really slow and thus balanced. He refunds himself 1 counter each time which keeps him going, thus not completely dampering his playability. As for how he'd affect is archetype is beyond me, but he doesn't seem to show any direct help to it, but I guess that is fine. Card B is really interesting. It basically requires two monsters to Summon, but at a whim can return 1 of those monsters to the field (alternatively, it gets your strongest dead monster). The Il Blud effect at the end hinders it, but also balances it if there were any worries about the balance. A 2600 beater that provides himself shields by his Summoning requirements. I feel like it should perhaps not allow it to attack this turn, or negate its effects, or something. 2 DARK monsters you control basically turn into a 2600 that can negate his destruction and a SS1 Call of the Haunted from a ignition effect. It feels a tad too much, but I know it isn't really game breaking. Card B would be really interesting if released, finding home in DARK Central Decks and possibly helping them reach a slightly more competitive Level (not Tiered, though). Card A (under the assumption it works, as there has been a rule stating follow what the card says even if it is beyond the rules *this rule was applied regarding monsters that break rules, like Greed Quasar*) doesn't really feel like it would have an impact on the game in any way, being somewhat to slow of revival to matter. Though, recurring a PSZ each turn would be pretty powerful (SS PSZ, get counter, NS, get another counter, Synchro, have PSZ next turn at no cost), but it would still require some upkeep to maintain (you'd have to have an endless supply of Zombies to NS to effectively do such a thing). All things considered, it is a rather hard decision for me, but I will sway slightly more in favor for Card B. Link to comment Share on other sites More sharing options...
Zextra Posted July 8, 2013 Author Report Share Posted July 8, 2013 Thanks for voting. 1-0 Card B. Link to comment Share on other sites More sharing options...
Zextra Posted July 8, 2013 Author Report Share Posted July 8, 2013 Keep the votes coming! Link to comment Share on other sites More sharing options...
Zazubat Posted July 8, 2013 Report Share Posted July 8, 2013 Oh no, Card A doesn't work. Why do people not realize that putting effects after the bullet doesn't work? The monster will lose it when the leaves the field, so you made the card unplayable. That's kinda sad, so I'm gonna have to vote for card B, just so you can learn your lesson. Also, you cannot put Counters outside the field anyway, so yeah, that doesn't really work either. Link to comment Share on other sites More sharing options...
Zextra Posted July 8, 2013 Author Report Share Posted July 8, 2013 Thanks for voting, Zazu. 2-0 Card B. Though I was under the impression that the text on a card takes priority over the rules (take Darkness Approaching or Magical Hats, for instance). Link to comment Share on other sites More sharing options...
Zazubat Posted July 8, 2013 Report Share Posted July 8, 2013 Thanks for voting, Zazu. 2-0 Card B. Though I was under the impression that the text on a card takes priority over the rules (take Darkness Approaching or Magical Hats, for instance). There's a reason why every card with a bullet is always at the bottom, and why the "You can only use this effect of blah blah" is at the start of the effect rather at the end when you have them, it's because anything that is in those bullets only applies to that specific effect. If it leaves the field, those effects are gone. That's why it matters. And yes, you can have new rules added, like putting Counters on cards outside the field, though it isn't really a common thing. Link to comment Share on other sites More sharing options...
Zextra Posted July 8, 2013 Author Report Share Posted July 8, 2013 Yeah, I was referring to the placing counters on cards off the field. I'm fully aware of the bullet issue. Link to comment Share on other sites More sharing options...
Zazubat Posted July 8, 2013 Report Share Posted July 8, 2013 Yeah, I was referring to the placing counters on cards off the field. I'm fully aware of the bullet issue. oh, well yeah, as I said, you can make new mechanics like that, and I will review it on that bias, though my problem is the fact that how it's written, makes it not playable. Link to comment Share on other sites More sharing options...
L0SS Posted July 8, 2013 Report Share Posted July 8, 2013 I think Therrion's suggestion of sending it to the S&T zone would solve the card's problems, unless there is something I've missed. Link to comment Share on other sites More sharing options...
Zextra Posted July 8, 2013 Author Report Share Posted July 8, 2013 I think Therrion's suggestion of sending it to the S&T zone would solve the card's problems, unless there is something I've missed. Yeah, I believe that would solve the issue there. But, to play it safe, I guess the effect could be written as:You can Normal Summon this card without a Tribute. Each time a Zombie-Type monster is Summoned while this card is in your Spell & Trap Card Zone: Place 1 Vampiric Counter on this card. Once per turn: You can remove a number of Vampiric Counters from this card; Special Summon 1 Zombie-Type monster in your hand or Graveyard with a Level equal to the number of Vampiric Counters removed. When this card is Tribute Summoned, it gains the following effect: ● If this card would be sent to the Graveyard: You can place it in your Spell & Trap Card Zone instead. Link to comment Share on other sites More sharing options...
Zazubat Posted July 8, 2013 Report Share Posted July 8, 2013 I dunno, it might work. I don't know if monsters would lose their effect by going in the S/T Card Zone that way, or what would really happen. Link to comment Share on other sites More sharing options...
Zextra Posted July 9, 2013 Author Report Share Posted July 9, 2013 Bump :p Link to comment Share on other sites More sharing options...
Sander Posted July 9, 2013 Report Share Posted July 9, 2013 The wording of the card doesn't matter, as the card wouldn't lose its effect even if it's worded the way it's worded at the moment. Really, why does the placement of the fucking bullets even matter? Just because there are cards that have the bullet in the end of the effect in the game at the moment? Great logic. Link to comment Share on other sites More sharing options...
Zazubat Posted July 9, 2013 Report Share Posted July 9, 2013 The wording of the card doesn't matter, as the card wouldn't lose its effect even if it's worded the way it's worded at the moment. Really, why does the placement of the fucking bullets even matter? Just because there are cards that have the bullet in the end of the effect in the game at the moment? Great logic. Except that it would. What is it you don't understand? A monster that has gained an effect loses it when it leaves the field. Since it leaves the field, that effect is no longer applied, and since only what is in the bullet is what it gains, there is no longer that effect that mentioned it being banished. The placement of the bullets do matter, since everything after it only applies when that effect is able to be activated or applied, which is why you want effects like that outside of it. Link to comment Share on other sites More sharing options...
Sander Posted July 9, 2013 Report Share Posted July 9, 2013 Except that it would. What is it you don't understand? A monster that has gained an effect loses it when it leaves the field. Since it leaves the field, that effect is no longer applied, and since only what is in the bullet is what it gains, there is no longer that effect that mentioned it being banished. The placement of the bullets do matter, since everything after it only applies when that effect is able to be activated or applied, which is why you want effects like that outside of it. Alright, understood it. Anyways, quick protip, don't vote at all if you're going to vote Card A/B just because Card A/B had a few things wrong, like the placement of bullets, which can easily be ignored if you'd look at the effect as a whole (not only the parts of the card that were worded wrong), which you didn't do, as you jumped straight to voting for Card B. Link to comment Share on other sites More sharing options...
Zazubat Posted July 9, 2013 Report Share Posted July 9, 2013 Alright, understood it. Anyways, quick protip, don't vote at all if you're going to vote Card A/B just because Card A/B had a few things wrong, like the placement of bullets, which can easily be ignored if you'd look at the effect as a whole (not only the parts of the card that were worded wrong), which you didn't do, as you jumped straight to voting for Card B. Please don't tell me how to and not how to review. I review based on what I see, and if a card is flawed because it is in some way not playable, that will be the first thing that will be important. Though, I can review them regardless if that's what you want (you're not even the creator, you shouldn't have any say). Card A: It's slow. Since it's effect doesn't activate until it's Tributed, it can't become very useful, and it isn't really helpful anyway since most Zombies are Level 4, so unless you somehow get multiple, it can't become very useful, even then, you're using up your Normal Summon for that guy. Card B: While it's Summoning conditions are a bit hard to achieve and you're using up a lot of monsters, it's more useful than the first card will be. It also supports more decks then the first one does, and while it will probably be most useful in Zombie decks again, it can possible be used outside of that. It's decent, though it's far better than card A still. Link to comment Share on other sites More sharing options...
Silent Luminus Posted July 9, 2013 Report Share Posted July 9, 2013 Card A is a tad slow for my liking, mostly since it requires a Tribute to activate. I would say its best use would be to revive Plaguespreader, since it's a level 2, but aside from that, you probably won't be summoning fast enough for its effect to be that effective. The idea is creative, though, and the fact that it can be summoned as a 2000 beater is quite nice. Card B is nice, and though at first glance 2 monsters seems pretty hefty, Rescue Rabbit can provide those DARKs instantly. Granted, you'll have to skip out on an Xyz if you do go for it that way, but in return you get a 2600 beater and a monster of your choice. Though I would like to say the self-destruction clause hinders the card, it does balance the card, and, seeing how it also has a potential self-protection effect, it doesn't bother me too much. The choice is difficult, but for playability's sake, I will be voting Card B. Link to comment Share on other sites More sharing options...
Zextra Posted July 9, 2013 Author Report Share Posted July 9, 2013 Thanks for voting. 3-0 Card B. Good game, Plainy. We should go again sometime. :3 Link to comment Share on other sites More sharing options...
Sander Posted July 9, 2013 Report Share Posted July 9, 2013 Thanks for voting. 3-0 Card B. Good game, Plainy. We should go again sometime. :3 I wouldn't call a 3-0 "gg". Link to comment Share on other sites More sharing options...
L0SS Posted July 9, 2013 Report Share Posted July 9, 2013 I'll try not to make my card completely not viable in the future. And yes, I'd love to. Good game. :D Link to comment Share on other sites More sharing options...
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