(GigaDrillBreaker) Posted December 12, 2018 Report Share Posted December 12, 2018 [spoiler=v1]2 monstersDuring each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 "Koa'ki Meiru" monster in your hand. If this card is Link Summoned: You cannot Special Summon LIGHT or DARK monsters for the rest of this turn. Once per turn: You can return 1 "Koa'ki Meiru" monster from your GY to the Deck; Special Summon a "Koa'ki Meiru" monster from your Deck with a different type.Urknight is honestly one of my favorite cards ever printed, so I wanted to give it something insane to go into. 2 monstersDuring each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 "Koa'ki Meiru" monster in your hand. If this card is Link Summoned: You cannot Special Summon LIGHT or DARK monsters for the rest of this turn. "Koa'ki Meiru" monsters this points to cannot be destroyed. You can return 1 "Koa'ki Meiru" monster from your GY to the Deck; Special Summon a "Koa'ki Meiru" monster from your Deck with a different attribute. You can only use this effect of "Koa'ki Meiru Jibrael" once per turn. Link to comment Share on other sites More sharing options...
Darj Posted December 12, 2018 Report Share Posted December 12, 2018 I see it's already loaded with restrictions, but making it require EARTH, FIRE, WATER and WINDs as material would give it a little hint of flavor. And who knows, it may warrant the weakening or removal of some of its current restrictions.Other than that, it looks great: can grab Urknight, but needs some GY setup so you can't go all aggro on the get-go. I like that it requires different types, going well with Koa'ki's poli-Type approach. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted December 13, 2018 Author Report Share Posted December 13, 2018 needs some GY setup so you can't go all aggro on the get-go.I think you are misunderstanding the strength of this card. The biggest weakness is that it stops you from going into borrels, but otherwise it's pretty incredibly strong. Needlefiber+GUB=this1Summon GUB, GUB+This1=this2This2 shuffle this1, summon urknightReveal iron core, summon doomThis2+doom=this1Shuffle this2 summon urknightReveal iron core... I think you get where this is going. Extra link is definitely possible, with most of the Knightmares dodging the restriction. The list of things you are still allowed to summon also includes both Saryuja and Tri-gate, which both reward these plays heavily. All this being said, I'm not completely certain how to balance this. I think a start is requiring it to use at least 1 Koa'ki Meiru as material, preventing the plays from just starting off of needlefiber. An argument could be made that both materials should be Koa'ki Meiru, but honestly I very much want this to be summonable off of tour guide. I definitely don't want it to be unable to be used as link material, as laddering is my clear design intent. As much as I like the loops, I feel the best option may be to simply place a clause for it to only be link summoned once per turn. I prefer this over HOPT on the last effect, as this plays heavier into monster reborn-like cards. Cutting out the loops, I think it could be fair to add a clause protecting Koa'ki Meiru it points to from their own effects. If anyone has thoughts on the card as it is in OP, or my ideas for balancing it, it would really be appreciated. Link to comment Share on other sites More sharing options...
Darj Posted December 13, 2018 Report Share Posted December 13, 2018 Ah, it can use a copy of itself to feed its summoning effect, didn't think about that and assumed you needed to get a maindeck Koa'ki in the GY first, which is not that big of a deal either if you use a Koa'ki as material for its Summon.IMO it shouldn't be able to use a copy of itself to feed the effect. The generic materials are fine, as you would still need a Koa'ki in the GY for the effect.Hard OPT on its effects is really the fair way to go IMO, since for every Urnight you Summon, you get an extra monster, but as you stated, you don't intend this to be too fair. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted December 13, 2018 Author Report Share Posted December 13, 2018 OP updated with a few changes made. -now protects monsters it points to-hopt on summon effect-different attribute rather than different type, so Jibrael cannot be shuffled to summon urknight. It's significantly weaker now, but since I plan to be making 2 more support cards, it feels kinda warranted. Link to comment Share on other sites More sharing options...
Tkk Posted December 16, 2018 Report Share Posted December 16, 2018 Breaking my issues down 1 by 1: - Needs some restriction on the summoning condition. 2 monsters means you can make 2 of these with just goat tokens. - "If this card is Link Summoned: You cannot Special Summon LIGHT or DARK monsters for the rest of this turn." This is probably an unnecessary restriction, at least if you're not using the effect to Special Summon from the deck. - ""Koa'ki Meiru" monsters this points to cannot be destroyed." It's probably a little silly to give them total destruction immunity. I'd probably say they cannot be destroyed by card effects instead. They're normally much stronger than average monsters anyways, so thematically it plays better. - It would probably be better to make the summon be for the same attribute, because Koa'kis never really played just by themselves. They always played as part of another deck, usually with the same attributes and/or types (obviously because of their upkeep effects). This way, you card gains power through extra utility, instead of pure generic spam (which ends up often needing to be targeted by the format changes).- Lastly, I don't think any new Koa'kis have been printed in a while, so I just put my best guess for how Konami would print it now...So something like:"2 Monsters, including a "Koa'ki Meiru" monsterDuring each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 "Koa'ki Meiru" monster in your hand. If this card is Link Summoned: You cannot Special Summon LIGHT or DARK monsters for the rest of this turn. "Koa'ki Meiru" monsters this card points to cannot be destroyed by card effects. Once per turn: You can target 1 "Koa'ki Meiru" monster in your GY; shuffle it into the Deck, and if you do, Special Summon 1 "Kao'ki Meiru" monster from your Deck with the same Level and Attribute as the targeted monster. During your End Phase, send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY OR reveal 1 "Koa'ki Meiru" monster in your hand. If you cannot, destroy this card."Hope the feedback helps!! :) Link to comment Share on other sites More sharing options...
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