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Element Burst


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Making it a trap/reducing it to 2 seems like a good start.

 

Fu-Rin-Ka-Zan also factors in, sorta, so design it similarly to that, which 2 seems like it does. It still has a lot of potential for the future, given it's the type of design that sits and waits (not as much as a trap, but hey), so you don't want it to be TOO rewarding, which non-Targeting may be... but that's based on the maker's preference in design.

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Not sure what you're referring to with the "reducing it to 2", the cost or the number of things it hits? Presume the latter as the former wouldn't really make sense but still just for clarity. Fuh-Rin-Ka-Zan is a different kind of thing in how it works and what it requires, don't want this being a trap because it's too slow for the whole burst idea.

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@Black Unlike that one this card does remove the required targets, in that sense it is more comparable to elemental outburst, which is not a great card either. And Dragonroar should not really count, considering we have hinotama and ookazi, even though the later outclasses the first one, however the first one is terrible anyways, the same is the problem in this case, Dragonroar is a terribly overprized, almost useless card (perhaps saying almost would already give it too much credit).

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@Black Unlike that one this card does remove the required targets, in that sense it is more comparable to elemental outburst, which is not a great card either. And Dragonroar should not really count, considering we have hinotama and ookazi, even though the later outclasses the first one, however the first one is terrible anyways, the same is the problem in this case, Dragonroar is a terribly overprized, almost useless card (perhaps saying almost would already give it too much credit).

That's not how design works. Unless a card is powercreeped beyong 100% ever being usable, you shouldn't outclass it. Burn is not the same as regular design, and your argument is weakened by citing it.

 

No, Dragonroar isn't good, but it's not like it's impossible for it to be good someday, as lot of bad card eventually achieve. And it doesn't mean that the design should be ignored. Design is based on what exists and shall exist, not what currently is strong. It makes no sense to design a strictly better version, when the OG isn't beyong hope. It's not power creep, due to the former not being played, but it's not good design, either.

 

Not sure what you're referring to with the "reducing it to 2", the cost or the number of things it hits? Presume the latter as the former wouldn't really make sense but still just for clarity. Fuh-Rin-Ka-Zan is a different kind of thing in how it works and what it requires, don't want this being a trap because it's too slow for the whole burst idea.

2 banishes from the field.

 

FRKZ IS a different deal, but it's still a similar veing of design; High reward for running sheet. FRKZ rewards you a funk ton for it, as it's harder to achieve, where this is easier.

 

Making this a normal spell is also doable.

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I don't like that a tornado is depicted in the artwork, yet there is no banishing of WIND monsters for cost. I assume this is intentional, but it doesn't sit too well with me. I'd be tempted to make it banish 4 for cost to banish 2 for effect.

 

Banish 1 WATER, 1 EARTH, and 1 FIRE monster from your hand, field, and/or Graveyard; banish up to 3 cards on the field and/or in any Graveyard(s).

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