Mineral Guardians

I've been playing for years, and I think I know the game pretty well now.

I'll agree that many cards can be beneficial, particularly in the right situation. However, the strongest 1 Tribute monster around has 2800 ATK, and that requires discarding your hand plus Tributing a strong monster in order to Summon (not to mention it can then lose quite a bit of ATK because of its effect). Then there's 2600 ATK for the next strongest.

In comparison, your card has 5000 ATK, with no drawbacks whatsoever. The "send your Deck to the Graveyard" effect is optional, and quite likely most people won't use it. It's incredibly overpowered all by itself. At least when other cards manage to be that strong (either ATK-wise or a good effect), it costs a lot of resources.

Like your example, Blue-Eyes Ultimate Dragon. Requires 3 specific monsters, plus Polymerization (or another Fusion card). Quite a restriction, I think. Other monsters that are similarly strong have similarly high costs to get them out (fusing several monsters, Tributing several monsters, things like that). But your card can be brought out with 1 Tribute (in the right situation, naturally), is way too strong for the price you pay, and while its effect empties your Deck, you can very easily not use it. When you've got 5000 ATK in one place, you're going to be dominating anyway, so that effect isn't much help.

I would suggest you need to Tribute at least 3 monsters (keep the "Tribute all monsters you control" bit), weaken the card slightly, and perhaps put in another cost too (like sending the top 10 cards of your Deck to the Graveyard when you Summon it). Restrictive, yes, but then it's balanced.
 
Boulder of the Seventh Shadow
MGD-051
7 stars
Dark
Rock
Residing in the walls of a bottomless pit, this fiendish monster just waits in silence for the next unlucky soul to pass by on their way to eternity.
2400/2500

Crushing Iron Maiden
MGD-073
Spell
Send one card from your hand to the graveyard to destroy one Rock type monster on the field.
 
I've been playing for years, and I think I know the game pretty well now.

I'll agree that many cards can be beneficial, particularly in the right situation. However, the strongest 1 Tribute monster around has 2800 ATK, and that requires discarding your hand plus Tributing a strong monster in order to Summon (not to mention it can then lose quite a bit of ATK because of its effect). Then there's 2600 ATK for the next strongest.

In comparison, your card has 5000 ATK, with no drawbacks whatsoever. The "send your Deck to the Graveyard" effect is optional, and quite likely most people won't use it. It's incredibly overpowered all by itself. At least when other cards manage to be that strong (either ATK-wise or a good effect), it costs a lot of resources.

Like your example, Blue-Eyes Ultimate Dragon. Requires 3 specific monsters, plus Polymerization (or another Fusion card). Quite a restriction, I think. Other monsters that are similarly strong have similarly high costs to get them out (fusing several monsters, Tributing several monsters, things like that). But your card can be brought out with 1 Tribute (in the right situation, naturally), is way too strong for the price you pay, and while its effect empties your Deck, you can very easily not use it. When you've got 5000 ATK in one place, you're going to be dominating anyway, so that effect isn't much help.

I would suggest you need to Tribute at least 3 monsters (keep the "Tribute all monsters you control" bit), weaken the card slightly, and perhaps put in another cost too (like sending the top 10 cards of your Deck to the Graveyard when you Summon it). Restrictive, yes, but then it's balanced.
Alright, I admit it is a very good card(probably automatically put on Ban list if it were real), however, all we have talked about on this issue has bypassed the moast obvious part about this monster: it's not immune to monster effects, traps, or spells. It can be killed very easily be something as measly as Man-Eater Bug or something as powerful as Mirror Force. I think I could name over a dozen cards that would negate even using this card(example Bottomless Trap Hole). However, I'm not so proud as to never admit when I'm wrong. I'm keeping the effect because I think it's great, but I'm amping the ATK down to 3800. Happy? It's level 10!

P.S. When it gets destroyed, you're out of luck. If you truly look at the effect it says, and I am now quoting myself here, "This card cannot be Special Summoned." So using cards like Monster Reborn or Return from a Different Dimension(in the case of a card like Bottomless Trap Hole) would be out of the question.
 
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Jagged Trap Hole
MGD-045
Trap
When your opponent Summons(excluding Special Summon) a monster with 1500 or more ATK destroy that monster.

The Shrinking Cave
MGD-058
Field Spell
If either player has more than 2 monsters on their field, they must pay 300 Life Points every turn for each monster on their side.
 
Stalactite Monster
MGD-056
5 stars
Earth
Rock
Hiding in large caves, this rock covered beast can sleep for years at a time.
1500/3000

Dynamite-filled Canyon
MGD-055
Trap
Send every card in your hand and on your field out of play to reduce your opponent's life points by half.
 
Moving Target
MGD-063
Earth
Machine
When this monster is face up on the field you can pay 1000 Life Points. During the turn you activate this effect, your opponent cannot attack any other monster on your side of the field.
100/1500
 
Gold Diver
MGD-068
5 stars
Water
Rock
This card cannot be Normal Summoned or Set. This card can only be special summoned from your hand by sending one face-up Umi on your side of the field to the graveyard. If you have any cards in your hand, this card cannot attack.
3000/1900

Gold Plated Dragon
MGD-076
8 stars
Earth
Rock
An entire dragon covered in precious gold that is very valued among hunters.
2900/3000

The Shine of Counter-Strike
MGD-085
Trap
When a monster with "Gold" in its name on your side of the field is destroyed as a result of battle, you may Special Summon one "Golden Avenger" from your hand.

Golden Avenger
MGD-083
7 stars
Earth
Warrior
This card can only be Summoned by the effect of "The Shine of Counter-Strike". During the turn that this card is Special Summoned, it may not attack.
2600/2000
 
Ironworks
Field Spell
All Rock type monsters on the field gain 300 ATK and DEF.

Iron Blademaster
4 stars
Earth
Rock
This card can only be summoned when Ironworks is on the field. When Ironworks is destroyed or removed from the field, this card is destroyed and sent to the graveyard.
2000/1500

Iron Tyrant
8 stars
Earth
Rock
This card can only be summoned if Ironworks is on the field. If Ironworks is destroyed or removed from the field, this card is also destroyed. Tribute one other Iron monster on your side of the field for this card to attack your opponent directly.
2800/2100

Iron Damsel
3 stars
Earth
Rock
This card can only be summoned if Ironworks is face up on the field. If Ironworks is destroyed or removed from the field, destroy this card. As long as this card is in defense mode, it cannot be destroyed in battle.
1900/100

Iron Cave Troll
4 stars
Earth
Rock
This card cannot be summoned unless Ironworks is on the field. If Ironworks is destroyed or removed from the field, destroy this card. This card can only attack if you pay 1000 life points.
2400/1000

Iron Hound
4 stars
Earth
Rock
You may tribute this card from your side of the field to add one Iron monster from your deck to your hand.
500/2000

Iron Soldier
4 stars
Earth
Rock
This card can only be summoned if Ironworks is on the field. If Ironworks is destroyed or removed from the field, destroy this card.
1900/1300

Iron Preserving Armor
Equip Spell
This card can only be equipped to a monster with "Iron" in its name. The monster equipped with this card may stay on the field if Ironworks is destroyed or removed from the field.
 
Earthquake Magnitude 10
Trap
This card can only be activated when there are at least 3 face-up Rock type monsters on your side of the field. Send every Rock type monster from your field out of play to destroy all set cards on your opponent's side of the field.

Stone Enforcer
4 stars
Earth
Rock
This card cannot attack your opponent directly.
1900/2000
 
Super Quicksand
Trap
When your opponent summons(including Special Summon) a monster with one of the following levels, activate the corresponding effect:
4: Switch its position to face-down defense position.
6: Halve the monster's ATK.
8 or above: Destroy the monster.

Ancient Sand Creature
5 stars
Earth
Rock
This monster may only be destroyed by an Earth element monster of level 6 or higher.
2000/2400
 
Crack in the Armor of Stone
Trap
When your opponent sets a monster on the field, destroy all face-down defense position monsters on your opponent's side of the field.
 
Seismic Charge
Trap
When your opponent attacks with a rock type monster, destroy all attack mode rock type monsters on your opponent's side of the field.
 
Gravel Master
Earth
Spellcaster
LV. 3
Flip: Take control of one face-up rock type monster your opponent controls until your next standby phase.
300/1000
 
Mineral Garden
Continuous Trap
All non-Rock type monster on the field are switched to defense mode and cannot change their battle positions as long as this card is on the field.

Stone Incinerator
LV. 6
Earth
Machine
During your Main Phase, you may tribute one face-up Rock type monster on your side of the field to increase this monster's ATK by 1000 until your next Standby Phase.
2100/2400
 
Mineral Garden
Continuous Trap
All non-Rock type monster on the field are switched to defense mode and cannot change their battle positions as long as this card is on the field.
That's a pretty powerful card, for one.
 
I had a post with stuff in it, but my retarded IE Toolbar is a walking hazard for forum posts. I accidentally pressed a button, so now my arguments are down the drain - and I refuse to retype them.

Anyways, cards that are overpowered:
4 Star things that have 1900 / 2400 or somewhere close. I think i saw an 1850 / 2000. Those stats are much too high and versatile for a no-drawbacks, no-tribute-summonable monster. A 1900 ATK monster has at most 1300-1500 DEF. LIkewise, a 2000 DEF monster has at most 1300-1500 ATK.

Then there was the Aluminum cards which allowed you to skip your opponent's next 2 turns by tributing tokens.

And then I forget.

Thing is, if this is to be a set, you need to put some really bad cards in it too... Like Normal Monster with 500/500 and has nothing that works especially well with it. Lol, Mystical Shine Ball. That's what sets tend to do. Lol, Cybernetic Revolution.
 
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I had a post with stuff in it, but my retarded IE Toolbar is a walking hazard for forum posts. I accidentally pressed a button, so now my arguments are down the drain - and I refuse to retype them.

Anyways, cards that are overpowered:
4 Star things that have 1900 / 2400 or somewhere close. I think i saw an 1850 / 2000. Those stats are much too high and versatile for a no-drawbacks, no-tribute-summonable monster. A 1900 ATK monster has at most 1300-1500 DEF. LIkewise, a 2000 DEF monster has at most 1300-1500 ATK.

Then there was the Aluminum cards which allowed you to skip your opponent's next 2 turns by tributing tokens.

And then I forget.

Thing is, if this is to be a set, you need to put some really bad cards in it too... Like Normal Monster with 500/500 and has nothing that works especially well with it. Lol, Mystical Shine Ball. That's what sets tend to do. Lol, Cybernetic Revolution.
I don't know if you've noticed, but my cards aren't exactly tied to the norm of the card game. Take the Garnet cards. But to appease the masses, I shall discuss it:

  • The Emerald Warrior, I admit is a tad over powered for a 4 star in the defense area..
  • However, I have always thought that it was crazy to have a tribute monster have under 2000 attack, except of course for Labyrinth wall or something like that.
  • About the Aluminum skipping opponent's 2 turns, it just doesn't happen. Read the effect of Call for Aluminum. It reads: "This card may only be activated when there are at least 2 face-up "Aluminum" monsters, including tokens, on your side of the field. Send them all out of play to Skip your opponent's next turn." If you read right, you'll see that it asks to tribute all Aluminum monsters on your side to skip 1 turn, not 2.
  • Bornite, Calcocite, and Covellite are 3 weaklings that are only useful if you get them all on the field at the same time.
Besides, I've quit turning this into a set. I have a lot more than a hundred cards in my head. I really should remember to take off the set codes. Does that help?
 
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