Cards that should not be made/should refrain from being overmade

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Post by Anime Girl References on Mon May 30, 2011 12:50 am

Because of the kind of Psychological effect it puts on the game when playing against LIGHTs, and because it's almost impossible to counter.


If find the first part to be a very weak reason, but the second I can generally agree with. What if it was Archetype specific or couldn't be stacked with other copies of itself?
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Post by ALiCE'S EMOTiON on Mon May 30, 2011 12:52 am

Darkest Hour wrote:
Honest would not be accepted

:<

Why?

Seattleite wrote:Because of the kind of Psychological effect it puts on the game when playing against LIGHTs, and because it's almost impossible to counter.

WereLord's reasons to why this makes no sense at all.

1.) Light Monsters Suck in this CCG [even though the designated Attribute or Type was never mentiond]

2.) Honest REALLY isn't that Bad [can be countered by a simple Divine Wrath, and we haz an Archtype in this CCG that destroys the vary idea of Honest.]

3.) We haz a Ban List. so if it does get out of hand it can be limited

4.) I say we put it to a vote TBH if the people of the CCG want an Honest or not

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Post by Alfred on Mon May 30, 2011 1:00 am

Seattleite wrote:Because of the kind of Psychological effect it puts on the game when playing against LIGHTs, and because it's almost impossible to counter.


WereLord makes some very good points - Honest is not a game-winning or game-turning card. It's a Battle Fader with specific conditions that might do a bit of damage, and in a CCG where there are no really strong LIGHT cards, it will do very little damage to the metagame.

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Post by Seattleite on Mon May 30, 2011 1:10 am

Alright, we can try an honest Variant (I said variant, so it's not the exact same as the TCG card)

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Post by Anime Girl References on Mon May 30, 2011 1:14 am

Also, since cards like Archlord Kristya and Beckoning Light don't exist you can recycle and rehand them to make sure you can kill everything in battle at any given time, and there are no insanely ATK-manipulative LIGHT monsters I've seen that replicate an infinite hit cycle like Black Luster Soldier - Envoy, Ruin - Queen of Oblivion or Asura Priest, I don't see how running over any monster with it would be a problem (unless people don't like not winning battles because of card effects).

Aside from the fact that Honest allows most cards to win battles they shouldn't (allegedly), it makes a great avenue of destruction against ATK Eaters and monsters with Variable ATK. It protects smaller LIGHT Monsters, and of course, the psychological effect exists with many cards on here too.
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Post by Anime Girl References on Mon May 30, 2011 2:04 am

During your Main Phase, you can return this card from the field to its owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard discard this card to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.

There we go, is it better now or was the old effect just fine?
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Post by Seattleite on Mon May 30, 2011 2:08 am

IMO, should be until the end of the Damage Step.

Although i probably shouldn't have say in this Razz

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Post by Anime Girl References on Mon May 30, 2011 2:17 am

During either player's Damage Step, when a face-up LIGHT monster you control battles, you can discard this card to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the end of the Battle Phase.
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Post by Seattleite on Mon May 30, 2011 6:31 am

Darkest Hour wrote:
During either player's Damage Step, when a face-up LIGHT monster you control battles, you can discard this card to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the end of the Battle Phase.

That doesn't really change anything, what I had in mind was Damage Step (i.e. ATK boost lasts for 1 battle)
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Post by Anime Girl References on Mon May 30, 2011 2:35 pm

Seattleite wrote:
Darkest Hour wrote:
During either player's Damage Step, when a face-up LIGHT monster you control battles, you can discard this card to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the end of the Battle Phase.

That doesn't really change anything, what I had in mind was Damage Step (i.e. ATK boost lasts for 1 battle)

But then you can't ward off stronger monsters afterward for a turn and they could just run you over with their next one.
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Post by Seattleite on Mon May 30, 2011 5:13 pm

Darkest Hour wrote:
Seattleite wrote:
Darkest Hour wrote:
During either player's Damage Step, when a face-up LIGHT monster you control battles, you can discard this card to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the end of the Battle Phase.

That doesn't really change anything, what I had in mind was Damage Step (i.e. ATK boost lasts for 1 battle)

But then you can't ward off stronger monsters afterward for a turn and they could just run you over with their next one.

1 guaranteed battle winner + damage equal to your monster's ATK for a discard seems fine to me :O And, in it's current state it is almost exactly like honest, except the return to hand effect. If we added another positive effect, and had the "until the end of the damage step" thing, would that be fine?

For example, if we added "Once per turn, you can reveal this card in your hand to increase the ATK of 1 LIGHT monster on the field by 300, until the End Phase."

It gives a trade-off - you can boost you LIGHT monsters turn after turn in exchange for your opponent knowing that you have it in your hand.


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Post by Anime Girl References on Tue May 31, 2011 4:03 am

"Once per turn, you can reveal this card in your hand to increase the ATK of 1 LIGHT monster on the field by 300, until the End Phase."

Why not all LIGHT monsters, since it's only 300?

So in the end the effect would read like this:

During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the end of the Damage Step. Once per turn, you can reveal this card in your hand to increase the ATK of all LIGHT monsters you control by 300 until the End Phase.
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Post by Seattleite on Tue May 31, 2011 4:08 am

cool. I like that Very Happy
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Post by Anime Girl References on Tue May 31, 2011 9:39 am

Next on topic:

Light and Darkness Dragon.
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Post by ALiCE'S EMOTiON on Tue May 31, 2011 10:26 am

Darkest Hour wrote:Next on topic:

Light and Darkness Dragon.

No just no

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Post by Seattleite on Tue May 31, 2011 10:47 am

WereLord wrote:
Darkest Hour wrote:Next on topic:

Light and Darkness Dragon.

No just no

This. LADD forces players to use up a lot of their advantage just for getting rid of 1 monster.
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Post by Anime Girl References on Tue May 31, 2011 11:23 am

Light and Darkness Broccoli
Level 8
ATK/2500
DEF/2500
"This card cannot be Special Summoned. Whenever either player activates a card effect, the card effect is negated and this card loses 500 ATK and DEF."

It can negate up to 5 cards if people are stupidly dumping them in an attempt to kill it. Otherwise it negates 2 card effects and gets destroyed by battle.

Light and Darkness dragon can be killed off by mandatory Standby or End Phase effects, and card effects on chain link 3 (in other words Scrap Destruction or Divine Wrath).
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