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The "Shade Heroes"


ShadeHero

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hmmm...

 

The only cards that aren't overpowered are the vanillas... and vanilla's aren't exactly TCG material without supports. (your last cards, the actual Shade Heroes, are actually balanced, though Cerebrus is WAAAY overpowered).

 

Start with the Shade Heroes, then make a couple of spells before launching into a scheme like you just did... as you can see, none of the cards fit my standards as TCG-acceptable.

 

btw, I should mention that there's no such thing as a quick-play trap or a counter-spell (what would be the point?)

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hmmm...

 

The only cards that aren't overpowered are the vanillas... and vanilla's aren't exactly TCG material without supports. (your last cards' date=' the actual Shade Heroes, are actually balanced, though Cerebrus is WAAAY overpowered).

 

Start with the Shade Heroes, then make a couple of spells before launching into a scheme like you just did... as you can see, none of the cards fit my standards as TCG-acceptable.

 

btw, I should mention that there's no such thing as a quick-play trap or a counter-spell (what would be the point?)

[/quote']

Ok i get your idea, which i'll use in my next set along with a new "Shade Hero" set, but Two thing i should point is:

*this is my 1st time at card-making...

**look at the post "The TRUE Shade Heroes" (its the last, though i got to work on my spell and trap cards.....)

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The ocg is off. You shouldn't have a card say "when you put this card in play..." you should just write the cards effect. The idea is good though.

 

Actually, i think the description sounds better if it has something like "when this card is put into play" in the effect.

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I like a lot of the cards, you should work on some of the pictures though. No card should ever have a white background. 7/10

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