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Ominous Fusion Archfiend of Calamities


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Fusion Archfiend of Ominous Calamities
Level 7 DARK Fiend Fusion Effect Monster
ATK 2700
DEF 1800
Materials: 2 Fusion Effect Monsters
You can only use this card name’s 2nd and 3rd effects each once per turn.
(1) Your opponent cannot activate cards or effects during your Battle Phase.
(2) If a DARK Fusion monster(s) is Special Summoned: You can banish 1 card on the field. 
(3) While you control this Fusion Summoned card (Quick Effect): You can target up to 2 face-up cards on the field; negate their effects, until the end of the next turn.

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Mmmhmm... welp, I'd say this card more or less follows the recent Cryston card you made, in the sense that it was powerful effects but they're kinda balanced by the fact that the card itself is hard to somewhat hard ti Summon. Of course, you can take advantage of Instant Fusion and have half the requirement there, so you'd only need one more Fusion to have a go with this critter. If anything, I'd probably make Effect 3 only 1 card negation, because Quick Effect-double negation during either player's turn is pretty broken. The rest is quite fine, I'd say.

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Just now, Rayfield Lumina said:

Mmmhmm... welp, I'd say this card more or less follows the recent Cryston card you made, in the sense that it was powerful effects but they're kinda balanced by the fact that the card itself is hard to somewhat hard ti Summon. Of course, you can take advantage of Instant Fusion and have half the requirement there, so you'd only need one more Fusion to have a go with this critter. If anything, I'd probably make Effect 3 only 1 card negation, because Quick Effect-double negation during either player's turn is pretty broken. The rest is quite fine, I'd say.

Thanks I might have another card for you to look at if u want?

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3 hours ago, Zefra Zamazenta said:

@The Nyx Avatar is this card balanced?

Yes. At least compared to the last card I was commenting on.

Sure, non-targeting banishment is strong, as is double the negation. But...it requires 2 Fusion monsters to bring to the field. You can cheat one out with Instant Fusion. But right now...that card's Limited. So you really need to think a little harder as to how to bring Fusion monsters easily to the Field. Like Masked HERO monsters. Or D/D. It takes a little more thought and hard work to earn the strong effects.

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Just now, The Nyx Avatar said:

Yes. At least compared to the last card I was commenting on.

Sure, non-targeting banishment is strong, as is double the negation. But...it requires 2 Fusion monsters to bring to the field. You can cheat one out with Instant Fusion. But right now...that card's Limited. So you really need to think a little harder as to how to bring Fusion monsters easily to the Field. Like Masked HERO monsters. Or D/D. It takes a little more thought and hard work to earn the strong effects.

See I would give both of your or all of your comments alike but I'm out of reactions for the day

 

Also Thanks :)

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Just now, Lazarus IV said:

Without looking at any of the other responses on here, this looks like it was made to either support or hard counter DPE.

Don't really have any feeling about it one way or the other.  Maybe I'm just tired, but nothing really sticks out to me.

@Lazarus IV Well I might have a another thread for you? https://www.cardmaker.net/forums/topic/412017-supremerex-the-draco-dinobuster/

 

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Very fitting effect to the design! I also have my own take on the neat Quick effect but I have something different to say. Targeting 2 face-up cards is exactly what I'd want, but Quick effect that can both be used on either player's turn (that is what a Quick eff means...) and lasts two turns instead of one can make it too non-standard a design and hard to keep track of with repeated uses (too much deviation from Firewall Dragon, Crimson Blader, several old cards), because not only do you have to keep track of the cards you targeted, but even which turn the effect is terminated. Many of the cards use the Standby Phase and End Phase for such effs to make the game more playable, and so would I. So I'd like it better if the effect said "negate...until your next Standby Phase/your opponent's next End Phase." It's said that some inexperienced players forget that Infinite Impermanence is active, and I've forgotten that a Crimson Blader effect is working against me, so anything beyond that, and I'd want it changed.

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