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The Hero's Journey (Normal Monster Field Spell) -Updated-


White Orbison

Is this card balanced? Is it a good card?  

1 member has voted

  1. 1. Is this card balanced? Is it a good card?

    • It's balanced and is an interesting card.
      0
    • It's not very balanced in general and I feel like these sort of cards should not be printed.
      0
    • I think it is closed to being balanced and I will/have commented on a tweak I would make to the card for it to be more fun/balanced/interesting ect.
      1


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1600456117_TheHerosJourney.png.ff42fdd535dba50023889381bb56e24b.png

-The Hero's Journey-

This card can only be played at the beginning of your main phase 1; Banish 1 Normal Monster from your hand. Neither player can special summon an Effect Monster with ATK higher than the highest ATK Normal Monster on the field. This card can only be destroyed, banished or returned to the hand or deck by your opponent. If you do not control at least 1 Normal Monster, this card has no effect.

Intended to be a solid flood gate for building up tributes while denying your opponent the ability to start *most* of their combos. Works well with "Law of the Normal", "Triangle Power", and maybe "Sword of the Soul-Eater" with "Tri-Wight" or "The League of Uniform Nomenclature". Functionally very similar to "Tyrant's Throes" but much easier to actually start with.

(Update) Made changes to the card to more closely follow the original intent of the card after reading Dokutah Jolly's suggestions. Changed the life point cost to banish 1 normal monster as you would most likely have a Normal Monster in your hand any way for this deck and added a field requirement at the end to keep it from being used by non-normal monster stall decks.

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there an interesting mind games going in this effect. if you wanna fully lockdown your opponent, then you force to play the smaller normal monster but of course that means lower damage output > longer winning turns > more time for your opponent to find answer > which might blowback with your needs to actually trying to rise the amount of damage. the last "protection effect" i guess is meant so that controller wont abuse this card to turn on/off as he please, which is a good thing at first glance but also equally redundant since either 1) you always activating this as the last card 2) it doesn't prevent its controller to summon effect monster before you activating this card (which make this card a bit OP too) 3) your opponent will pop this card anyway with every single known removal in the game which the protection effect happens to be allow. LP paying of any kind is also a very cheap cost in this game so might as well replace it unless there a reason to support it otherwise

so instead probably like this:

You can only activate this card while all monster you control is non-token Normal monster. Neither Player can summon Effect monster whose its ATK is equal or higher than the ATK of non-token Normal Monster with the highest ATK on the field.

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On 1/29/2021 at 10:24 PM, Dokutah Jolly said:

there an interesting mind games going in this effect. if you wanna fully lockdown your opponent, then you force to play the smaller normal monster but of course that means lower damage output > longer winning turns > more time for your opponent to find answer > which might blowback with your needs to actually trying to rise the amount of damage. the last "protection effect" i guess is meant so that controller wont abuse this card to turn on/off as he please, which is a good thing at first glance but also equally redundant since either 1) you always activating this as the last card 2) it doesn't prevent its controller to summon effect monster before you activating this card (which make this card a bit OP too) 3) your opponent will pop this card anyway with every single known removal in the game which the protection effect happens to be allow. LP paying of any kind is also a very cheap cost in this game so might as well replace it unless there a reason to support it otherwise

so instead probably like this:

You can only activate this card while all monster you control is non-token Normal monster. Neither Player can summon Effect monster whose its ATK is equal or higher than the ATK of non-token Normal Monster with the highest ATK on the field.

I like this most of this, it's real solid suggestion bc I totally forgot to make it have the "At the start of your main phase 1:" I meant it to be something that if you wanted the effect of you'd have to play within it's effect, as the inability to destroy it yourself would suggest. The "Protection" is more supposed to be a restriction so you cant just play it and then destroy it your next turn after denying your opponent plays for a turn. As for the fact that YOU can summon effect monsters, thats kinda something I thought would make it more skill testing. For any card you could bring out that is an effect monster so could your opponent, and considering most level 4 or lower special summoning combo extenders have fairly low attack, opening yourself to use effect monsters would inherently allow your opponent to do the same, and more often than not a non-gimmicky deck would be able to pull together a board fairly quickly even under the restrictions you placed. Also yeah the cost is a bit generic but I feel it needs to be reeled back because in the case of stall decks this card could be incredibly powerful and opening your self up to effect damage is a mild threat that could be brought against a deck trying to splash it in without trying to gain the benefits of building a solid low level weak normal monster board.

All and all I really appreciate your description of what you would change and I'll get around to make a better version in a while.

Thank you!

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  • White Orbison changed the title to The Hero's Journey (Normal Monster Field Spell) -Updated-

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