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Gorr the Mountain Dragon


Hexanort

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gyhuXV1.jpg

 

Lore:

1 Tuner + 2 or more non-Tuner monsters.

When this card is Synchro Summoned: You can Equip number of Field Spell Cards with different names from your Deck to this card equal than number of Synchro Material monsters used to Synchro Summon this card.  While this card is Equipped with a Field Spell Cards: The effects of the Equipped cards are applied as if you control those cards face-up. If this card would be destroyed: You can destroy 1 Equip card equipped to this card instead

 

[spoiler='initial ver']itRfc5t.jpg

 

Lore:

1 Tuner + 2 or more non-Tuner monsters.
When this card is Synchro Summoned: You can Equip any number of Field Spell Cards from your Deck to this card. While this card is Equipped with a Field Spell Cards: The effects of the Equipped cards are applied as if you control those cards face-up. If this card would be destroyed: You can destroy 1 Equip card equipped to this card instead. [/spoiler]
 
weird concept that allow you to utilize 2 or more field at the same time, not sure how balanced it would be
but with limited choice of field spell i think it shouldnt bee to broken, any feedback is welcomed
 
[spoiler='this card's usage that i can think']
1.equip multiple mound of bound creator to make up to 3 layer 
of target/destroy protection, and allow up to 3000 burn each time this card destroy a monster by battle.
2.equip multiple geartown to allow all ancient gears to be normal summoned without tributes? (not sure if geartown that effect stack), and summon gadjiltron each time one of those destroyed
[/spoiler]
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Pretty good effect.  I don't see anything THAT OP about it.  

It has a good DEF body so that's nice.  I'd probably search like 2 Gaia Powers with this card (I'd use at least one if I ran and could SS this guy easily) and Necrovalleys since Necrovalley is the best Field Spell for this card to have.  Most impeding.  Perhaps throw Zombie World's in the Side and Side them in if that hurts my opponent.

Love it.  Powerful, useful, and interesting effect.  

 

Just saw your extra Text.  Idk about Geartwon, you have to use those Gear monsters.  Bound Creator is actually an awesome card as well.  

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Just because it is a level 12 doesn't mean any card should have this level of an effect. This is a -1 to -5 from Deck that can give this guy instant immunity with MoundBound.

 

It's absolutely broken. Getting out a generic level 12 Synchro is easy for just about every Deck in the current meta and every other Deck in existence. Decks would just go out of their way to run a tuner for this guy. 

 

Having the ability to have 6 different Field Spells out at the same time or even 12 is honestly dumb. This would create many problems and the complexity it could add doesn't justify it being overpowered.

 

You have to limit how many Field Spells it can equip or change the effect completely. 

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Just because it is a level 12 doesn't mean any card should have this level of an effect. This is a -1 to -5 from Deck that can give this guy instant immunity with MoundBound.

 

It's absolutely broken. Getting out a generic level 12 Synchro is easy for just about every Deck in the current meta and every other Deck in existence. Decks would just go out of their way to run a tuner for this guy. 

 

Having the ability to have 6 different Field Spells out at the same time or even 12 is honestly dumb. This would create many problems and the complexity it could add doesn't justify it being overpowered.

 

You have to limit how many Field Spells it can equip or change the effect completely. 

The fact that you have to have that many field Spells in your deck is the balancing factor.  Drawing random field spells before getting this guy out is asking for defeat.

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The only real Field Spell you'd ever use is Necrovalley or Geartown anyway... Which means it's either going to be used in a Machine deck or an Anti-Meta one, both of which aren't really known to use Synchros. As for the card design, well, it's bad. A level 12 Synchro isn't really that difficult to pull off, and, even though it's not really going to exploit anything ATM, the core of the effect is still very abusable. Think back to cards like Rekindling and other Mass-Summon stuff, they're real shining examples of bad card design. 

 

I'd suggest changing the level to 8 or lower, and changing the effect to "When this card is Synchro Summoned: You can Equip 1 Field Spell Card from your Deck to this card. While this card is Equipped with a Field Spell Cards: The effects of the Equipped cards are applied as if you control those cards face-up. When this card is Destroyed: You can add 1 Field Spell Card from your Graveyard or Deck to your hand." Or at the very most restrict it to 2. 

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Because it degenerates the game even further?

Sigh...

Cards very VERY VEEEEEEEEERY rarely degenerate the game.

Archtypes do.  

A card that requires A level 12 Synchro monsters and asks for useless field spells in your Deck is NOT one.  

Stahp throwing around that term.  

 

Have you considered the fact a Deck using this card probably has the whole deck built around it?  Well let's say you add NecroValleys and Geartowns.  What now?  How are you supposed to win?  Swing to death?  Okay I would like to set Compulsory Evacuation Device, or Dimensional Prison, or Breakthrough Skill, and I'd like to rekt you sir since you said Necrovalley and Geartown only two cards worth using.  

 

Only chumps would lose to this.  

 

 

 

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I'm not going to argue that the card is broken, because it's really not. I'm saying that it's a stupid design that can be exploited. If Konami makes a Field Archetype that are comprised of floodgates, this card will make that archetype stupidly borked. In fact, by restricting the amount of cards that can be used for it as well as adding an innate recycling effect, it makes the card far less stupid, more playable, and overall more balanced and powerful.

As a side note, you referred to me as "sir", therefore you're the one who should get rekt.

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I've seen it more with MtG, being more familiar with it and it being older, that older cards can go from being seemingly innocent and not a problem, to amazing just with the addition of a new ruling, or new set, or even a new card. So I totally understand the idea of limiting it to avoid such a situation. It's part of design that is easy to overlook, but also important.

 

As for the card itself. As mentioned a limit should be set forth, it doesn't just prevent the situation I stated earlier, it just makes the card better designed in general. Being able to plop a ton of Fields, even if not necessarily a good idea, just feels unnecessary and...clunky. You probably won't need to have more than 2-3 Fields at a time on it.

Keep in mind this also lets you search for Fields, which is a handy effect on its own. Add to it the awesome defense, stat-wise and effect-wise, and it should be perfectly okay limiting the amount of Fields. I think placing two onto it should be fine.

As for the level....I defer to others on that one, there's a reason I stay away from Synchros and Xyzs.

 

It's a really neat idea, and I love the art, though I don't see it much as a Dragon it's probably one of the few YGO Type that fits. And "Earth Dragon" might fit more, seeing as Mountain implies a more specific kind of Field. Though, that also could be a bit dull due to the fact that Earth is an Attribute...I'll get back to you on that if I think of something else.

 

So there goes my rambly review that may just be a load of crap, I'm too tired to look it over as carefully as I should.

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Just because it is a level 12 doesn't mean any card should have this level of an effect. This is a -1 to -5 from Deck that can give this guy instant immunity with MoundBound.

 

It's absolutely broken. Getting out a generic level 12 Synchro is easy for just about every Deck in the current meta and every other Deck in existence. Decks would just go out of their way to run a tuner for this guy. 

 

Having the ability to have 6 different Field Spells out at the same time or even 12 is honestly dumb. This would create many problems and the complexity it could add doesn't justify it being overpowered.

 

You have to limit how many Field Spells it can equip or change the effect completely. 

 

The only real Field Spell you'd ever use is Necrovalley or Geartown anyway... Which means it's either going to be used in a Machine deck or an Anti-Meta one, both of which aren't really known to use Synchros. As for the card design, well, it's bad. A level 12 Synchro isn't really that difficult to pull off, and, even though it's not really going to exploit anything ATM, the core of the effect is still very abusable. Think back to cards like Rekindling and other Mass-Summon stuff, they're real shining examples of bad card design. 

 

I'd suggest changing the level to 8 or lower, and changing the effect to "When this card is Synchro Summoned: You can Equip 1 Field Spell Card from your Deck to this card. While this card is Equipped with a Field Spell Cards: The effects of the Equipped cards are applied as if you control those cards face-up. When this card is Destroyed: You can add 1 Field Spell Card from your Graveyard or Deck to your hand." Or at the very most restrict it to 2. 

 

making lv 12 synch definitely isnt hard, but the thing is, unless you made the deck dedicated to this card, i doubt its effect would be abusable , since meta deck rarely use more than 1 field, due to consistency, limiting the field to 1 would be toning it down too much, unless you need this card as a wall, terraforming would be much better idea

 

I've seen it more with MtG, being more familiar with it and it being older, that older cards can go from being seemingly innocent and not a problem, to amazing just with the addition of a new ruling, or new set, or even a new card. So I totally understand the idea of limiting it to avoid such a situation. It's part of design that is easy to overlook, but also important.

 

As for the card itself. As mentioned a limit should be set forth, it doesn't just prevent the situation I stated earlier, it just makes the card better designed in general. Being able to plop a ton of Fields, even if not necessarily a good idea, just feels unnecessary and...clunky. You probably won't need to have more than 2-3 Fields at a time on it.

Keep in mind this also lets you search for Fields, which is a handy effect on its own. Add to it the awesome defense, stat-wise and effect-wise, and it should be perfectly okay limiting the amount of Fields. I think placing two onto it should be fine.

As for the level....I defer to others on that one, there's a reason I stay away from Synchros and Xyzs.

 

It's a really neat idea, and I love the art, though I don't see it much as a Dragon it's probably one of the few YGO Type that fits. And "Earth Dragon" might fit more, seeing as Mountain implies a more specific kind of Field. Though, that also could be a bit dull due to the fact that Earth is an Attribute...I'll get back to you on that if I think of something else.

 

So there goes my rambly review that may just be a load of crap, I'm too tired to look it over as carefully as I should.

 

even with my statement above, i agree some kind of limit should be placed, 3 Geartown or 3 Mound can be a bit much for a generic synch, how about this

 

gyhuXV1.jpg

 

Lore:

1 Tuner + 2 or more non-Tuner monsters.
When this card is Synchro Summoned: You can Equip number of Field Spell Cards with different names from your Deck to this card equal than number of Synchro Material monsters used to Synchro Summon this card.  While this card is Equipped with a Field Spell Cards: The effects of the Equipped cards are applied as if you control those cards face-up. If this card would be destroyed: You can destroy 1 Equip card equipped to this card instead.
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