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Thaumaturgy


Kyng's Old Account

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During the Damage Step of either player's turn, when a monster you control is attacking or being attacked: You can pay up to 2000 Life Points; during the battle your opponent takes no Battle Damage, also increase either the ATK or DEF of that monster by the paid amount. You can target 1 monster you control; decrease either it's ATK or DEF, and gain Life Points equal to the amount decreased (max. 2000). You can only use 1 "Thaumaturgy" effect per turn, and only once that turn.[hr]Fixes:
1 - Typo removed.
2 - Balanced by capping LP Gain and removing opponent Battle Damage - Gadjiltron
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This card is really really strong, to a point I'd say is totally imbalanced. The first effect means that you're virtually invincible in either player's Battle Phase. That cost is also trivial, since the opponent will take absurd levels of damage that battle while losing valuable card resources.

The second effect overly awards you for tributing, using synchros, or xyz to a completely stupid level (as if making the card wasn't reward enough). Just kill off all stats on a mon you'll be sending to the grave anyways, and it's basically free life points; especially potent if you're going to abuse that absurd first effect further.

I say this card is completely and utterly broken.

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This card is really really strong, to a point I'd say is totally imbalanced. The first effect means that you're virtually invincible in either player's Battle Phase. That cost is also trivial, since the opponent will take absurd levels of damage that battle while losing valuable card resources.

The second effect overly awards you for tributing, using synchros, or xyz to a completely stupid level (as if making the card wasn't reward enough). Just kill off all stats on a mon you'll be sending to the grave anyways, and it's basically free life points; especially potent if you're going to abuse that absurd first effect further.

I say this card is completely and utterly broken.

Thanks for the feedback. Since you've offered no remedies, I'll simply have to suggest a number of remedies to resolve this.
1 - Impose a Half-Battle Damage to your Opponent Clause.
2 - Slow effects down by forcing them to be used once per two turns.
3 - Half the Life Point gain from the second effect.
4 - Force the ATK/DEF decrease to be permanent (even if the card leaves he field)

Any of those work?
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Thanks for the feedback. Since you've offered no remedies, I'll simply have to suggest a number of remedies to resolve this.
1 - Impose a Half-Battle Damage to your Opponent Clause.
2 - Slow effects down by forcing them to be used once per two turns.
3 - Half the Life Point gain from the second effect.
4 - Force the ATK/DEF decrease to be permanent (even if the card leaves he field)

Any of those work?

How about, for the stat-to-LP effect, place a cap on how much you can convert? This restricts the amount of value you can squeeze out of a single monster.

 

As for the LP-to-stat effect, you could either restrict the activation condition to your Battle Phase only, or prevent the opponent from taking any battle damage from that one battle, to make players think a little better on how much they can feasibly invest in a monster.

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How about, for the stat-to-LP effect, place a cap on how much you can convert? This restricts the amount of value you can squeeze out of a single monster.
 
As for the LP-to-stat effect, you could either restrict the activation condition to your Battle Phase only, or prevent the opponent from taking any battle damage from that one battle, to make players think a little better on how much they can feasibly invest in a monster.

Sounds good to me. Card has been updated with the nerfs implemented.
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