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In the discussion on the
Dream Card "Archibald, the controller of most flames"
by
formulasynchron
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jcthundar
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Questions on effects. This card cannot be special summoned, except by removing from play three fire-type monsters with an attack of 1000 or less from play; remove from where? when this card is destroyed as a result of battle, special summon those three cards. summon to where? Normally to your side, but what if monster removed was opponent's? |
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In the discussion on the
Dream Card "Magicians Team Work!"
by
taem
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jcthundar
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You may think the exactly 5 spellcasters effect makes it hard to activate but your wrong. there are plenty of dark attribute spellcasters that can be used in a Dark armed dragon deck that would allow a player to play that card easier. Even in a regular spellcaster deck, a player can stack the deck with soul release and other removal cards that will change the number to exactly what they need. Plus, your effect as it stands has the opponent taking damage for every spell, and trap both players play and send to their graveyard. If I'm using a Dark Armed Dragon deck, i'll have 5 spellcasters, but more than 5 monsters in the grave. Add all the cards on the field and your looking at over 4000 damage. With a Burial from a Different Dimension, Dark Armed Dragon, and a normal summon, that's game. Depending on when I play the card, i may not even need the normal summon. It's a good idea, but needs refinement. | |
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Modified on December 22, 2011 09:08 am |
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In the discussion on the
Dream Card "King Frog"
by
warriorx
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jcthundar
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Once per turn you can either special summon or add a "Frog" monster from your deck This effect makes little sense to me. If u can summon from the deck, why add a frog monster to the hand instead? all existing frog monsters are level 5 or less and this one can't be summoned from the deck even if you didn't add the level restriction. Now if you could add a frog card and not just monsters, that would be different. As it is, its good, but it could be better. |
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In the discussion on the
Dream Card "Red-Eyes Phoenix Dragon"
by
voidless
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jcthundar
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Like most of the people here, you need to work on your wording. I have some questions about the effects. •Destroy 1 spell card on the field. just spell or spell and trap? •Draw one extra card during your draw phase. how can you draw extra during the draw phase if these effects activate during the stand-by phase? •Have all other cards on the field gain 500 attacks points until the end phase Does that include opponent's too? That's it for the questions. Finally, The attack is too high. It's a level 9 synchro with the power of a level 10. either change the level or decrease the attack. |
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In the discussion on the
Dream Card "Cold-blooded dragon"
by
li23yut
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jcthundar
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You had me until thee can't be destroyed part. Despite the odd fussion materials, it's actually quite easy to summon. Giving it both the second (negating) and fourth (Immunity) effect make it far too powerful. especially since the first effect makes it a powerhouse. | |
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In the discussion on the
Dream Card "Take Flight"
by
voidless
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jcthundar
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Wording needs to be clearer. What constitutes as a turn? if I activate the trap during the main phase does the effect end during the main phase or the end phase? What happens if I activate it during my opponents turn? | |
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In the discussion on the
Dream Card "Dread - Servant of the Spirit Reaper"
by
voidless
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jcthundar
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Nice idea, but 1 huge problem. Spirit reaper is destroyed when it is targeted by a card. Has potential, but right now, it's bad | |
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In the discussion on the
Dream Card "Malefic Slifer the Sky Dragon"
by
smokemeteora
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jcthundar
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Nice card. However, it's not a malefic monster. It has none of the malefic effects. It's a good card, just not a malefic card. | |
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In the discussion on the
Dream Card "Powers of Love & War"
by
ninjastormra
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jcthundar
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proper wording clarifies the effects. This card or its can not be destroyed or negated by any other cards. Can't have both. Either it can't be destroyed or it can't be negated. Effects can only be activated during your standby phase. Choose one effect per turn Mandatory or optional? 2)Pay 2000 Life Points to Special Summon 1 monster that has been removed from play. Just yours or opponent's too? |
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Modified on December 4, 2011 09:41 am |
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In the discussion on the
Dream Card "Death Mage"
by
ninjastormra
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jcthundar
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Need to work on your wording. I can help you with that but first I need some effects clarified. If this card is special summon with anything other then dark monsters decrease attack by 500 points each non-dark monster. What happens if this card is summoned from the grave? Remove one material monster to Special one monster from your hand or graveyard. Once per turn? or all at once? |
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In the discussion on the
Dream Card "D. Royal Knight Gallant"
by
blackbeast
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jcthundar
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You did not make any changes. As for the attack bonus effect, you have to think like a computer. If the effect is activated on main phase 1 of turn 8, the next end phase is the end phase of turn 8. If you want the effect to last your opponents turn, make it the next stand-by phase. Anything after that would allow the effect to compound and become more than 500. | |
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In the discussion on the
Dream Card ""D" Royal Knight Grade Synchron"
by
blackbeast
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jcthundar
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Good effect, descent counterbalance. Won't be banned, but it will be limited. Recommend making another tuner. | |
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In the discussion on the
Dream Card "D. Royal Knight Leader Omega"
by
blackbeast
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jcthundar
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You seriously need to work on your wording. If I understand the effects right, change the wording to this. D. Royal Knight Leader Omega 1 "D. Royal Knight" monster + 2 or more monsters. A fusion of this card can only be made by sending the fusion material monsters from your side of the field to the graveyard. (You do not use polymerization) When this card is fusion summoned gain the following effects according to the Attributes of the fusion material monsters: Light- when this card is sent from the field to the graveyard you can add one "Coming of the Founder" to your hand. Dark- When this card is destroyed destroy all monsters on the field. Earth- Once while this card remains face up it cannot be destroyed. Wind- Your opponent cannot set cards. This card can not be flipped facedown. Water- one per turn, you can destroy spell/trap cards equal to the amount of cards used as fusion material. Fire: Once per turn, if this card destroys a monster by battle it can attack once more. With the "2 or more" you can add a specific type if you want. Must be a total of 3 or more to justify it's attack value. With a variety of attributes, you get 3-5 effects. The light effect is one that activates in the grave so you don't need any add-ons. I added to the Wind to eliminate it's greatest weakness. The water effect was too powerful. |
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In the discussion on the
Dream Card "D. Royal Knight Founder Paladin Imperial"
by
blackbeast
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jcthundar
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This card can only be special summoned by the effect of "Coming of the Founder" and if there is 3 "D." monsters in your graveyard; one must be "D. Royal Knight Leader Omega". Hard to summon, great counterbalance. When a this card is summoned, you can select any number of "D." monsters on the field to gain the following effect: Wording. I'm guessing you choose and get 1 of the following effects for each other D monster on the field. As long as this card is face up its unaffected by your opponents spell cards. Nice. Once per turn you can Double the attack of this monster, until the end phase. Nice. If this monster would be destroyed by your opponents cards. You can special summon one "D." Monster from your graveyard. Bad effect or bad wording. |
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In the discussion on the
Dream Card "Pirates Dream"
by
ninjastormra
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jcthundar
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You need to work on your wording. The first 2 effects are good and balanced. The third however has a major flaw. The price is okay but the amount you make your opponent discard is too much. Most players make a deck of 40 cards. If you can manage to use the effect twice, that's game. this monster combined with morphing jar will be an easy win. Too easy; it would be banned in no time. Either reduce the number discarded or add a limitation like "If your opponent has 30 or more cards in their deck you may...". | |
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In the discussion on the
Dream Card "D. Holy Royal Knight God- ALPHA"
by
blackbeast
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jcthundar
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So much to comment on. First off, he looks like a warrior not a dragon. Second, what's with the weird tuning conditions? Even with the weird condition, it's still easy to summon in a well constructed dragon deck. Third, you need to work on your wording. Lastly, Way too powerful. My recommendation 1 Dragon-type tuner monster + 2 or more Non-tuner monsters This card cannot be special summoned expect by synchro summon and the effect of a "D." card. This card is unaffected by the effects of monster cards except for 'D' monsters. Once per turn you can equip one Dragon-type monster from either players field or graveyard to this monster to have it gain half the attack of the equipped monster.(only one card can be equipped this way.) You can send one monster equipped to this card by it's own effect to the grave to destroy a card on the field, attack once more, or negate an attack. Leave it's resurrection to your other 'D' monster. |
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In the discussion on the
Dream Card "Divine Element Dragon"
by
blademan
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jcthundar
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The other poster above is right. I recommend you make the attack and defense power 5500. Below is a recommendation of it's effects and wording. Still powerful, but not over the top. This card can only be fusion summoned by removing from play 1 "Volcanic Flare Dragon, 1 "Blade Scraper Dragon", 1 "Lightning Blast Dragon", 1 "Nightmare Doom Dragon", 1 "Aqua Marine Dragon", and 1 "Wind Typhoon Dragon" from your field or graveyard.(You do not use "Polymerization".) This card is unaffected by the effects of your opponent's cards. Once per turn, you can destroy all other monsters on the field. If You do, cut this cards attack and defense in half until your next standby phase and you can not conduct your battle phase this turn. This card can not be destroyed by battle except by a warrior, dragon, or spellcaster-type monster. With it's power cut in half, it would be 2750. A power that's still tough to beat. Even if your opponent has a powerful enough monster, if it's not the right type, you take damage, but it stays on the field. Next turn, your back to 5500. |
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In the discussion on the
Dream Card "D. Royal Knight Gallant"
by
blackbeast
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jcthundar
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First off, you need to work on your spelling and wording. As for the effects, 2: You can destroy 2 cards on the field. Too powerful for such a low cost. 4: All "D." monsters you control gain 500 attack points until you next end phase. Wording. Since these effects can only be activated during your turn, the next end phase is the end phase. 6: Special one "D." monster from your hand, deck, or graveyard. Summoning from the deck is too powerful. Overall, I recommend 2: All "D." monsters you control gain 500 attack until the end phase. 4: Special one "D." monster from your hand or graveyard. 6: You can destroy up to 2 cards on the field. |
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In the discussion on the
Dream Card "Skull Guardian Dragon"
by
krokosaurus
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jcthundar
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The last effect Once per turn: discard 1 card; send 1 card from the field to the Graveyard. is it optional or mandatory? |
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In the discussion on the
Deck "Yin Yang Paladins"
by
shuriken6
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jcthundar
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Take out all 3 Zapbau and ad 1 of the following 3 Fullbau 1 Fullbau 1 of each G3 dragon. 1 Fullbau and 2 other cards of your choice. With Fullbau skill, makes for better starter. 4 G3 makes it hard to ride to grade 3. Odds are, you will be stuck on Grade 2 for a while. Replace Snowgal with Powgal. Snowgal is meant to be used as a pack or boosting Garmall. Just 2 is not enough. Powgal is 1k stronger and it's cb skill will help u get Soul Saver Dragon. |
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In the discussion on the
In the discussion on the



