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  1. 1 like
    ok that is is the most tiring reveal of expansion ever
  2. 1 like
    Territory: Add 1 “Temple of the Monkey King” from your Deck or GY to your hand. You cannot activate Field Spells the turn you activate this effect, except “Temple of the Monkey King”. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Territory of the Monkey King” once per turn. I would make it a SHOPT: a hard once per turn for 1 effect. For example: You can only use each effect of “Territory of the Monkey King” once per turn. Otherwise, it's good. Temple: If a "Monkey King" monster you control inflicts battle damage to your opponent, you can make that damage 1000. When either player takes effect damage, or when either player pays LP, it is treated as battle damage. During your Main Phase, if you control no monsters: You can Special Summon 1 “Monkey King” Monster from your hand, then draw 1 card. You can only use this effect of “Temple of the Monkey King” once per turn. This is the heart of your Deck, I see. Well, it's not bad. There really isn't much to say other than that this is the card that will make the whole Deck viable. However, as I have stated before, not every card needs a draw effect. Remove the draw effect, and then it will be fine. Super Power: Target 1 “Monkey King” monster you control; double it’s current attack, also if it would inflict battle damage to your opponent for the rest of the turn after this effect resolves, it becomes exactly 1000. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Super Power of the Monkey King” once per turn. SHOPT, as with Territory. Also, I would have it to where other monsters you control cannot attack during the turn you activate this effect, and if you wanted to boost it just a bit more, you can have it to where your opponent cannot activate cards or effects in response to the attack of the targeted monster. Commands: I would redesign the card, since not only is it hard to word, but this can go around some costs that are supposed to make the cards balanced. Include SHOPT as well. Recruitment: Add 1 “Monkey King” monster from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except EARTH monsters. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Recruitment of the Monkey King” once per turn. SHOPT, then good. Comeback: Target 1 “Monkey King” monster in your GY: Special Summon it, then equip it with this card. If this card is destroyed, destroy the equipped monster. The equipped monster can attack your opponent directly. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Comeback of the Monkey King” once per turn. How would a piece of equipment be called the "Comeback"? Otherwise, SHOPT and good. Scare Tactics: If your opponent targets a “Monkey King” monster you control for an attack: Return all Attack Position monsters your opponent controls to the hand. If you control a “Monkey King” Link Monster and a “Monkey King” non-Link Monster, you can activate this card from your hand. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Scare Tactics of the Monkey King” once per turn. I would return only the attacking monster; all Attack Position monsters seems overkill. Also, considering how the Main Deck Monkey King monsters are simply there for Link fodder, since they themselves have no good effects, you might want to reconsider what requirements are needed to activate the card from the hand. Don't forget SHOPT. Poison Dart: Negate the effects of 1 face-up monster your opponent controls until the end of the next turn. You must control a "Monkey King" monster in order to activate and to resolve this effect. If you control a “Monkey King” Link Monster and a “Monkey King” non-Link Monster, you can activate this card from your hand. If your opponent takes exactly 1000 battle damage while this card is in your GY: You can add this card from your GY to your hand. You can only use this effect of “Poison Dart of the Monkey King” once per turn. Effect is fine, though I recommend you do the same as Scare Tactics for your hand conditions and SHOPT. Final Thoughts: I like it. I really do. You do not see too many battle-orientated Decks these days, and it is nice to see how you went about creating your own. I liked the consistent damage trope, and your card effects were not overly powerful, with just a few nerfs required here and there. However, you did have an apparent problem with having multiple draw effects, which brings about a bit too much consistency. I have already lectured you on that however. What I have not stated is that I think it might be more balanced if the damage inflicted were 800 instead of 1000. It should not be too much of a change, but it should make the whole thing a bit more fair for the opponent. I do believe that if you follow my advice for your cards, it will be better.
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