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Thunder Family / Watt Support


Shadowring

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Watthunder:

If you control no monster or control only Thunder monsters, you can special summon this card from your hand. you can only special summon 1 watt hunder per turn this way. when this card is summoned: you can special summon a level 4 light thunder monster from your deck or gy except watthunder, then add a watt monster from your deck or gy to your hand except watthunder. you can only resolve this effect of watthunder once per turn

Miraihunder:

2 level 4 light thunder monsters

All non xyz thunder monsters you control cannot be targeted or destroyed by your opponents card effects and cannot be selected as an attack target. once per turn, you detach a meterial from this card: add a level 4 light thunder tmonster from your deck or gy to you hand and normal summon it when this effect resolves

Wattphoenix

A watt tuner monster + 1 or more non tuner thunder monsters

All non synchro thunder monsters cannot be targeted or destroyed by your opponents card effects and cannot be selected as an attack target. can attack directly. when this card inflicts battle damage by a directlly attack, your opponent cannot negate cards or effects until the end phase of his next turn.

 

 

miraihunder.png

watthunder.png

wattphoenix.png

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2 hours ago, TwilightEndKnight said:

Have always thought the Watt archetype could do with more support. Well done!

The artwork for Phoenix is practically spot on too!

I think perhaps introducing a hard OTP, or 'Summon one WattHunder with this effect' for its special summon otherwise I see some serious spamming.

But yeah I really like these.

Thanks for your feedback. Glad you liked it, i found those images on google, if you want, i can put the link where i found them. And yeah i forgot to put a hopt clause on the special summoning part, maybe it wouldnt be much of a problem. Again, thanks for your feedback, have a nice day and God bless you.

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@Gogeta gt Friendly reminder to write the card's effect below the card, it's a site rule to help people read their contents.

Miraihunder - You see, it's been some years since Konami decided to get rid of the -type. Nowadays, if you're going to talk about types, omit the -type. In this case, "Thunder monsters". This card's protection effect is extremely overpowered, I'm afraid. Literally, this single card confers almost absolute protection to all your Thunders except itself. "Unaffected by your opponent's card effects" is the strongest type of protection there is and should be used carefully. Second effect is really good as well, something that let's you add n' summon certain Batterymen, Thunder, Hunder, Watts, Rai-Oh, Denko among others. The balancing factor of this card would be how frail it is for a Rank 4, but I wish the protection effect wasn't as strong. If you provide this card with enough protection, it's kinda game set for you.

Wattphoenix - O_O'' Wut? The same? (Oh, and the same stats also). So, it's kinda a complementary stunner to Wattgiraffe, harder to summon but, you know what I think about the protection already. Now, we have two monsters with the exact same effect that complement each other. Essentially, if you manage to bring them both to the field at the same time (fairly easy feat, tbh), the opponent can't do s*** to any Thunder you control, except managing to Tribute/use them as material, which are very scarce effects. I'm sorry, but probably this wouldn't be allowed in real play.

Watthunder - Mmm... self summoning, Special Summon and add to hand in the same effect. Separated, each effect is fair, but combined, not quite. And now, having considered all cards, this becomes scary as heck:

1) You Special Summon Watthunder, then chaos ensues

2) With Watthunder, you Summon a Level 4 friend, and Xyz Summon Miraihunder. In this step, you can, at the same time, bring Vylon Prism to hand like in step 5, or something like Diana The Light Spirit to further extend plays.

3) You use Mirahunder's detach effect and add + Normal Summon Brohunder

4) Brohunder's effect, add Vylon Prism to hand. You haven't made your regular Normal Summon of this turn, sooo

5) Summon Vylon Prism and use itself and Brohunder to Summon Wattphoenix. Now your opponent is royally screwed, they essentially can't touch your Thunders (and btw, Vylon Prism goes and equips itself to Miraihunder).

And I repeat myself: you needed a single card: Watthunder.

So yeah, sorry to say, but this combination of effects is quite broken and require some fix, specially by toning down the protection effects.

Remember that the feedback I'm giving is constructive critique, don't take it bad, ok? n.n

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2 hours ago, Rayfield Lumina said:

@Gogeta gt Friendly reminder to write the card's effect below the card, it's a site rule to help people read their contents.

Miraihunder - You see, it's been some years since Konami decided to get rid of the -type. Nowadays, if you're going to talk about types, omit the -type. In this case, "Thunder monsters". This card's protection effect is extremely overpowered, I'm afraid. Literally, this single card confers almost absolute protection to all your Thunders except itself. "Unaffected by your opponent's card effects" is the strongest type of protection there is and should be used carefully. Second effect is really good as well, something that let's you add n' summon certain Batterymen, Thunder, Hunder, Watts, Rai-Oh, Denko among others. The balancing factor of this card would be how frail it is for a Rank 4, but I wish the protection effect wasn't as strong. If you provide this card with enough protection, it's kinda game set for you.

Wattphoenix - O_O'' Wut? The same? (Oh, and the same stats also). So, it's kinda a complementary stunner to Wattgiraffe, harder to summon but, you know what I think about the protection already. Now, we have two monsters with the exact same effect that complement each other. Essentially, if you manage to bring them both to the field at the same time (fairly easy feat, tbh), the opponent can't do s*** to any Thunder you control, except managing to Tribute/use them as material, which are very scarce effects. I'm sorry, but probably this wouldn't be allowed in real play.

Watthunder - Mmm... self summoning, Special Summon and add to hand in the same effect. Separated, each effect is fair, but combined, not quite. And now, having considered all cards, this becomes scary as heck:

1) You Special Summon Watthunder, then chaos ensues

2) With Watthunder, you Summon a Level 4 friend, and Xyz Summon Miraihunder. In this step, you can, at the same time, bring Vylon Prism to hand like in step 5, or something like Diana The Light Spirit to further extend plays.

3) You use Mirahunder's detach effect and add + Normal Summon Brohunder

4) Brohunder's effect, add Vylon Prism to hand. You haven't made your regular Normal Summon of this turn, sooo

5) Summon Vylon Prism and use itself and Brohunder to Summon Wattphoenix. Now your opponent is royally screwed, they essentially can't touch your Thunders (and btw, Vylon Prism goes and equips itself to Miraihunder).

And I repeat myself: you needed a single card: Watthunder.

So yeah, sorry to say, but this combination of effects is quite broken and require some fix, specially by toning down the protection effects.

Remember that the feedback I'm giving is constructive critique, don't take it bad, ok? n.n

Thank you for your feedback. I understand those supports are overpowered but they were supposed to be like that because i wanted to make supports in a way that make hunders/watts competitive. I forgot to put watthunder as a tuner, i will eventually fix that, and will put the description below each card, so just wait and dont worry. I really though on making a protection so it only protect against targets (effects and attacks) and destruction, but there are just too many cards that can just bypass it easely, thats why i did them like that, but i will just change them so lets us just see what happens. Oh and dont worry about giving your opinion, im not a troll or anything like that. Again thanks for your feedback, have a nice day and God bless you.

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