Rewriting the Restriction List

Maruno

Council of Heroes
Staff member
Everyone knows and loves the Restricted List. Some may even know it off by heart, which is kinda odd, to tell you the truth. But we all know it's there.

We all know why, too. The cards in it are just too powerful. Each one of them can provide an unfair advantage, completely change the flow of the Duel, or are simply overused and the Restricted List creators thought they might as well include them.

A concept Konami seems to hate is the editing of cards. Rewording the cards a little to make them less powerful would mean that they could be removed from the Restricted List, and possibly even mean the abolition of said Restricted List.

Instead, Konami decides to release new, reworked version of old cards, often making them quite a bit weaker than they may need to be.

So here's the plan: We look at the cards on the Restricted List, and come up with new effects for them so that they can come off the List and back into 3-per-Deck society. However, the new effects should stay close in character to the originals. They're still meant to be the same card, just rebalanced for today's game. Within that restriction, make the new effects as playable or as not as you'd like.

This is NOT a thread for complaining about the contents of the Restriction List. There are many other threads for that kind of thing. If you don't think a card should be in it, just ignore it and rewrite another card instead. And only rewrite cards that are on the Restriction List, too.

Feel free to rewrite a card that someone else has already rewritten. Remember that cards also have stats, so you can rewrite those too/instead.

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Forbidden Cards
- Black Luster Soldier - Envoy of the Beginning
- Breaker the Magical Warrior
- Butterfly Dagger - Elma
- Change of Heart
- Chaos Emperor Dragon - Envoy of the End
- Chaos Sorcerer
- Cyber Jar
- Cyber-Stein
- Dark Hole
- Delinquent Duo
- Exchange of the Spirit
- Fiber Jar
- Graceful Charity
- Harpie's Feather Duster
- Imperial Order
- Last Turn
- Last Will
- Magical Scientist
- Magician of Faith
- Makyura the Destructor
- Mirage of Nightmare
- Monster Reborn
- Painful Choice
- Pot of Greed
- Raigeki
- Sinister Serpent
- The Forceful Sentry
- Thousand-Eyes Restrict
- Time Seal
- Tribe-Infecting Virus
- Tsukuyomi
- Victory Dragon
- Witch of the Black Forest
- Yata-Garasu

Limited Cards
- Book of Moon
- Call of the Haunted
- Card Destruction
- Ceasefire
- Chain Strike
- Confiscation
- Crush Card Virus
- D.D. Warrior Lady
- Dark Magician of Chaos
- Dimension Fusion
- Elemental Hero Stratos
- Exodia the Forbidden One
- Future Fusion
- Giant Trunade
- Gravity Bind
- Green Baboon, Defender of the Forest
- Heavy Storm
- Jinzo
- Left Arm of the Forbidden One
- Left Leg of the Forbidden One
- Level Limit - Area B
- Limiter Removal
- Mage Power
- Magic Cylinder
- Magical Stone Excavation
- Mind Crush
- Mirror Force
- Morphing Jar
- Mystical Space Typhoon
- Neo-Spacian Grand Mole
- Night Assailant
- Nobleman of Crossout
- Overload Fusion
- Pot of Avarice
- Premature Burial
- Protector of the Sanctuary
- Right Arm of the Forbidden One
- Right Leg of the Forbidden One
- Ring of Destruction
- Sangan
- Scapegoat
- Snatch Steal
- Spirit Reaper
- Swords of Revealing Light
- Torrential Tribute
- Treeborn Frog
- Twin-Headed Behemoth
- Ultimate Offering
- United We Stand

Semi-Limited Cards
- Apprentice Magician
- Creature Swap
- D.D. Assailant
- Deck Devastation Virus
- Good Goblin Housekeeping
- Manticore of Darkness
- Mask of Darkness
- Metamorphosis
- Reckless Greed
- Reinforcement of the Army
- Wall of Revealing Light
 
the thing about this game is that its a game that doesnt use Resources to play cards, you just play them, thats the point.

the reason why some cards end up too "powerfull" is because they have no cost, and because their effects end up more outragous then Konami of Japan thinks. [Personally I think they dont have a R&D/Play testing Group to get their cards balanced out, instead they just make stuff up and if its too "broken" they just ban it.] So the problem is on them.

Untill their is a Resource type of thing going on, then you will always have over powered cards.

the one thing that changes all "take possession cards" is using the turn, Face Up creature.

that drowns the power down a bit. Not alot but abit, it still does what its suppose to do but only now it can only target a certain type of creature.

grave abilities are a bit too generic, call, premature etc... just any creature? whats the fix to that specific type, "a creature sent to the graveyard this turn from play." would easily change the power of the card, because now, you cant do a "ill discard this and this and this" and summon this and this. it completely changes the card yet still does what its suppose to do.

This is called errata.
 
Chaos Sorcerer
(Dark/Spellcaster/Level 4/Atk 1800/Def 500)
"This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 LIGHT and 2 DARK monster in your Graveyard. Once per turn during your Main Phase, you can remove 1 face-up monster on the field from play. If you activate this effect, this card cannot attack during this turn."

The decrease in the stats allow many commonly played monsters to take it out. The likes of Cyber Dragon, Card Trooper, and even plain old beatsticks can take it out in battle, which would easily cancel out any advantage Chaos Sorcerer generates. Also note that I increased the cost as well, making sure it's slightly more difficult to summon, while not being extremely difficult like the Sky Scourges. As a final point, I reduced Chaos Sorcerer to level four so that there can be little Metamorphosis abuse.

Cyber Stein
(Dark/Machine/Level 2/Atk 700/Def 500)
"Pay 10000 Life Points. Special Summon 1 Fusion Monster from your Fusion Deck to the field in Attack Position."

I don't know about this now, but it should definately mean that only the dedicated OTK would be able to use it and it cannot be teched in easily without the aid of some support.

Magical Scientist
(Dark/Spellcaster/Level 1/Atk 300/Def 300)
"Pay 1000 Life Points to Special Summon 1 level 6 or lower Fusion Monster from your Fusion Deck in face-up Attack or Defense Position. That Fusion Monster cannot attack your opponent's Life Points directly, and is returned to your Fusion Deck at the end of the turn. You can only activate this effect once per turn."

The addition of the last line would ensure that multiple monsters cannot inflict massive damage against a face-up Spirit Reaper or anything similar, and also ensures that the FTK cannot exist, seeing how you could only summon one monster, where the FTK requires seven.

Nobleman of Crossout
(Normal Magic)
"Destroy 1 face-down monster and remove it from play."

Simple removal, however, without the rest of the lines, it ensures that any deck that relies on a particular flip effect monster would not be killed by one card. For example, once Gravekeeper's Spy has been hit with Nobleman of Crossout, their best searcher is completely wiped out. This edit would allow them to still be able to use the other two copies.

Elemental Hero Stratos
(Wind/Warrior/Level 4/Atk 1800/Def 300)
"When this card is Normal or Special Summoned, you can select and activate 1 of these effects: - Destroy Spell or Trap Cards on the field up to the number of "Elemental Hero" and "Destiny Hero" monsters you control (not counting this card). - Select and add 1 "Elemental Hero" or "Destiny Hero" monster (except an "Elemental Hero Stratos") from your Deck to your hand."

Basically Elemental Hero Stratos was limited due to being able to search itself out. Therefore, the edit ensures that Elemental Hero Stratos remains strictly a themed monster.

Tsukuyomi
(Dark/Spellcaster/Level 4/Atk 1100/Def 1400)
"This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, select 1 face-up monster on the field and flip it into face-down Defense Position. The monster cannot change its battle position for the rest of the turn."

Pretty much the last line adds more skill so to speak to the utilisation of Tsukuyomi. With such a ruling, you would have to think more tactically when summoning Tsukuyomi and to plan ahead the next couple of turns. Also, while it may still allow you to reuse flip effects, it does end the abuse that occurred with Chaos Sorcerer, which would be removing a monster, flipping it face-down and back up and removing another monster.
 
Chaos Sorcerer
- You made this into a different card.

Cyber Stein
- You made this unplayable. 10,000 lifepoints? yea expect nobody to play this at all. its too much life to use on a 1 time effect.

Magical Scientist
- This one is a bit better by only summoning 1 its okay, but the OTK is long dead so it doesnt neceserally matter here.

Nobleman of Crossout
- turning this into shield crush.

Elemental Hero Stratos
- just put when its normal summoned and the card gets fixed in a jiffy.
Tsukuyomi
 
krazykidpsx said:
Chaos Sorcerer
- You made this into a different card.

Cyber Stein
- You made this unplayable. 10,000 lifepoints? yea expect nobody to play this at all. its too much life to use on a 1 time effect.

Magical Scientist
- This one is a bit better by only summoning 1 its okay, but the OTK is long dead so it doesnt neceserally matter here.

Nobleman of Crossout
- turning this into shield crush.

Elemental Hero Stratos
- just put when its normal summoned and the card gets fixed in a jiffy.
Tsukuyomi

The main purpose of this topic is to rework card effects and to make them more balanced. Thus, regardless of what changes occur, essentially, it's going to be a new card. The guideline the first post gives is that the effect can be reworked and so can the stats. With Chaos Sorcerer, the majority of the card remains the same, just weakened stats and a stricter summoning requirement.

Cyber-Stein is not unplayable at all at 10000 life points. We do have cards that increase life points in this game. Draining Shield for example is excellent in conjunction with Cyber-Stein as it not only negates an attack, but could potentially provide a massive life point boost. Also, at 10000 life points, it would give you plenty of time for your side deck to hopefully kick in. If Cyber-Stein's payment was to be below 8000 life points, then we will still have the problem of the teched in Cyber-Stein. Therefore, above 8000 would mean only dedicated decks can use it after they have accumulated the necessary life points.

For Nobleman of Crossout, yes it would be similar to Shield Crush, however, they do have their differences. Shield Crush only destroys any defense position monster. Nobleman of Crossout on the other hand for it's more restrictive activation cost also removes the monster from play. This could be handy for getting rid of Treeborn Frog and Sangan whereas Shield Crush can't. Remember we have Mystical Space Typhoon and Nobleman of Extermination. While they are similar, they again have their differences. Mystical Space Typhoon destroys any magic or trap, where Nobleman of Extermination not only removes face-down traps, but can eliminate the whole line-up.

The problem with Elemental Hero Stratos was not the special summon aspect. It was that it can search out copies of itself and essentially become an "uber-gadget", as well as being a more powerful Breaker the Magical Warrior. Before its limitation, Elemental Hero Stratos was just splashed into any deck with only three copies of itself and sometimes with a lone copy of Elemental Hero Wildheart. Therefore, to eliminate that problem, Elemental Hero Stratos was restricted so that it could never search itself out. With the change I proposed, it still cannot search itself out while providing increased support for Elemental Hero/Destiny Hero themes.

Here's another idea I had anyways while looking at the forbidden list:

Imperial Order
(Continuous Trap)
"As long as this card remains face-up on the field, negate the effects of all Spell Cards on the field. This card's controller loses 700 Life Points during their End Phase (If less than 700, they become 0 instead)."

Basically I just replaced the last line with a line from Tactical Evolution which I think it actually a clever idea. Imperial Order, while it can disable most of the deck, it was too easy to turn off. You could have gotten a whole turn of free magic negation for the cost of nothing. With this edited version, you have no option but to pay the cost, and you can lose from continously having Imperial Order face up on the field.
 
krazykidpsx said:
the thing about this game is that its a game that doesnt use Resources to play cards, you just play them, thats the point.

the reason why some cards end up too "powerfull" is because they have no cost, and because their effects end up more outragous then Konami of Japan thinks. [Personally I think they dont have a R&D/Play testing Group to get their cards balanced out, instead they just make stuff up and if its too "broken" they just ban it.] So the problem is on them.

Untill their is a Resource type of thing going on, then you will always have over powered cards.

the one thing that changes all "take possession cards" is using the turn, Face Up creature.

that drowns the power down a bit. Not alot but abit, it still does what its suppose to do but only now it can only target a certain type of creature.

grave abilities are a bit too generic, call, premature etc... just any creature? whats the fix to that specific type, "a creature sent to the graveyard this turn from play." would easily change the power of the card, because now, you cant do a "ill discard this and this and this" and summon this and this. it completely changes the card yet still does what its suppose to do.

This is called errata.
Exactly. And since Konami doesn't like to errata cards, suggest your own. The trick, as mentioned earlier, is to make the card able to be run in threes, while still keeping the character of the card. Raigeki, for instance, will need to remain Raigeki, but have some kind of cost to it - a situational Trap Card, perhaps. You shouldn't be changing its very effect like Lightning Vortex does.

There will never be a resource thing in Yu-Gi-Oh!, because the game has existed for too long and it is too well defined. There may well be some cards that introduce something similar to a resource thing (Chain Energy, for example), or force a thematic approach to the game as Magic has (Rivalry of Warlords), but the game will never be changed so much as to require resources like Magic has. The nearest thing we have is spending Life Points, discarding cards, Tributing cards and removing cards. These things can be just as good, if used properly.

I'll certainly agree with you when you suggest there is no playtesting team for any new cards, or at least, not a good one. As I understand it, Kazuki Takahashi invents the cards to do whatever crazy idea he's come up with (either Deus Ex Machina cards from the series/manga, or random other cards), and seems to care little about how they interact with the rest of the game. He wants to introduce new cards and ideas, regardless of how devastatingly they can work with older cards. Indeed, because of this several cards have had to enter the Restriction List to stop such abuse.

~ ~ ~ ~ ~ ~ ~ ~ ~

Exchange of the Spirit
Normal Trap Card
Activate only while there are 20 or more cards in your Graveyard, and 10 or more cards in your opponent's Graveyard. Pay 3000 Life Points. Both players swap the card(s) in their Graveyard with the card(s) in their Deck. Then, shuffle the card(s) in each new Deck and put it on the Deck Zone.


A bigger cost. You need 5 more cards, and your opponent needs at least 10. Also, you pay 2000 more Life Points. It's the same effect. I think that should be fine enough.
 
Huh, looks like fun.

Graceful Charity
Normal Spell
Draw 2 cards from your Deck, then discard any 2 cards from your hand.

Dark Hole
Normal Spell
Destroy all monsters on the field. You cannot Normal Summon, Set, or Special Summon this turn.
 
I did something almost identical to this in a thread I called "Erratas that Don't Make Sense??", a counterpart to my old "Erratas that Make Sense Thread". Pretty much this is what I came up then. I feel keeping it simple is best:

Current Text: Dark Hole
Destroy all monsters on the field.

Digital Jedi's Errata: Dark Hole
You can only activate this card during your Main Phase 2. Destroy all monsters on the field.
Current Text: Raigeki
Destroy all monsters on your opponent's side of the field.

Digital Jedi's Errata: Raigeki
Destroy all monsters on your opponent's side of the field. If you do, you cannot declare an attack this turn.
Current Text: Harpie's Feather Duster
Destroys all of your opponent's Spell and Trap Cards on the field.

Digital Jedi's Errata: Harpie's Feather Duster
Discard 1 card. Destroy all Spell and Trap Cards on the field. If you control a Harpie Lady Sisters, destroy all of your opponent's Spell and Trap Cards on the field instead.
Current Text: Black Luster Soldier - Envoy of the Beginning
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 LIGHT and 1 DARK monster in your Graveyard. Once during each of your turns, you can select and activate 1 of the following effects:
- Remove from play 1 monster on the field. If you activate this effect, this card cannot attack during this turn.
- If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.

Digital Jedi's Errata: Black Luster Soldier - Envoy of the Beginning
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 LIGHT and 3 DARK monster in your Graveyard. Once during each of your turns, you can select and activate 1 of the following effects:
- Remove from play 1 monster on the field. If you activate this effect, this card cannot attack during this turn.
- If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.
Current Text: Heavy Storm
Destroy all Spell and Trap Cards on the field.

Digital Jedi's Errata: Heavy Storm
Pay 1000 Life Points. Destroy all Spell and Trap Cards on the field.

All of the effect, for more of a price.
 
Monster Reborn
(Normal Spell)

Pay 800 Life Points. Select 1 monster from either you or your opponent's Graveyard. Special Summon the selected monster on your side of the field. The selected monster cannot use its effect(s), attack, or be used as a tribute this turn.



Mystical Space Typhoon
Just make it a normal spell instead of a Quickplay, problem solved.



Night Assailant
FLIP: Select 1 monster on your opponent's side of the field and destroy it. When this card is sent directly from your hand to the Graveyard, return 1 Flip Effect Monster (except Night Assailant) from your Graveyard to your hand.



Twin-Headed Behemoth
If this card on the field is destroyed and sent to the Graveyard, you can Special Summon it during the End Phase of this turn with 1000 ATK and 1000 DEF by paying 500 life points.
(Since the problem with the card was always the "once per duel" part, turn it into a real Revival Jam type effect, if you're willing to pay [though 500 may be too low a cost,] or, turn it into a Gyroid type of effect:)
Once per turn, if this card would be destroyed as a result of battle, it is not destroyed. (Damage calculation is applied normally.)
 
Pot of Greed
Normal Spell Card
Draw 2 cards from your Deck. You cannot activate or Set any other Spell Cards or Trap Cards this turn.


Delinquent Duo
Normal Spell Card
Discard 1 card. Your opponent discards 1 random card, and then discards 1 card.


Breaker the Magical Warrior
Effect Monster (Spellcaster / DARK / 4 Stars / ATK 1600 / DEF 1000)
When this card is Normal Summoned, put 1 Spell Counter on it. When you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card. This card gains 200 ATK for each Spell Counter on this card. By removing 2 Spell Counters from this card, destroy 1 Spell or Trap Card on the field.
 
Tribe-Infecting Virus
Effect Monster (WATER/Aqua/Level 4/ATK 1600/DEF 600)
Effect: Discard 2 cards from your hand (1 must be a monster card). Declare 1 type of monster. All monsters of that type are destroyed.

Butterfly Dagger - Elma
Equip Spell Card
Effect: Increase the ATK of a monster equipped with this card by 300 points. When this card is equipped to a monster and destroyed by your opponent's spell or trap card effect and sent to the graveyard, you can return it to the owner's hand.

Sinister Serpent
Effect Monster (WATER/Reptile/Level 1/ATK 300/DEF 250)
Effect: During your standby phase, if there is a "Sinister Serpent" in your graveyard, by paying 1000 life points, you can return the "Sinister Serpent" to your hand.
 
Peps said:
Cyber-Stein is not unplayable at all at 10000 life points. We do have cards that increase life points in this game. Draining Shield for example is excellent in conjunction with Cyber-Stein as it not only negates an attack, but could potentially provide a massive life point boost. Also, at 10000 life points, it would give you plenty of time for your side deck to hopefully kick in. If Cyber-Stein's payment was to be below 8000 life points, then we will still have the problem of the teched in Cyber-Stein. Therefore, above 8000 would mean only dedicated decks can use it after they have accumulated the necessary life points.
While you may think it creates a viable solution, it doesnt. First of all, you created a State that makes him totally unplayable at all since you have to first build up to 10000 life points, which means, you would almost immediately have to come out in your first turn with Life Gaining effects, and attempt to hold onto those until you draw or search Cyber-Stein.

Since Poison of the Old Man and Emergency Provisions would generally be the ideal cards to add, the problem is, you now have a situation where you still are even more precariously on the edge than before, and cards like Ring of Destruction and Ceasefire can end it easily.

Plus, players would just tech more burn cards. 3 Meteor of Destruction's would pretty much make him a dead draw nearly every time.
 
masterwoo0 said:
While you may think it creates a viable solution, it doesnt. First of all, you created a State that makes him totally unplayable at all since you have to first build up to 10000 life points, which means, you would almost immediately have to come out in your first turn with Life Gaining effects, and attempt to hold onto those until you draw or search Cyber-Stein.

Since Poison of the Old Man and Emergency Provisions would generally be the ideal cards to add, the problem is, you now have a situation where you still are even more precariously on the edge than before, and cards like Ring of Destruction and Ceasefire can end it easily.

Plus, players would just tech more burn cards. 3 Meteor of Destruction's would pretty much make him a dead draw nearly every time.

Precisely the entire plan. It can only work in "dedicated" decks. Obviously they won't work the same way they use to before. However, it's not entirely impossible to gain over 2000 extra life. We have Neo-Spacian Air Hummingbird which is actually a very powerful source of life. Combine that with Messenger of Peace and other forms of stall, you'll get plenty of life in no time. With that mentioned as well, it provides you plenty of time for your side deck to work, whereas with before, if you didn't draw your side deck cards, you were pretty much doomed. Let's not forget there is also Nimble Momonga.

Ring of Destruction was unbanned in order to control Cyber-Stein. However, clearly it was unsuccessful, where in theory it does work. Besides, there is still magic and trap removal that can get rid of any face down cards before you actually play Cyber-Stein. Dust Tornado, Nobleman of Extermination, Heavy Storm, Giant Trunade, Mystical Space Typhoon, Royal Decree, and if the situation was right, Cold Wave.

If the deck requires more precaution, that increases the amount of skill required in order to successfully play the deck. You can't just simply go, Heavy Storm, Cyber-Stein, Megamorph. With an increased life payment, you have to work for it and to know exactly when to attempt the OTK.

The main problem as I have mentioned previously is that Cyber-Stein used to be "teched". You could pull off an OTK, even if the deck wasn't dedicated. Trying to get your opponent down 3000 life before they drew Cyber-Stein was already difficult enough, especially if they were running a set of Nimble Momonga. While they can still run a set of Nimble Momonga with the increased payment, it still means that the OTK has to be worked for. Simply just topdecking Cyber-Stein hoping for a win can no longer happen.

EDIT: Just for comparison, Koitsu is considered as unplayable almost, but even itself can be an OTK, with Metamorphosis limited to two. Personally, I've tried Koitsu OTK. In playtesting, the first version of the deck went 1-2 versus a Lazaro Monarch. However, the build just wasn't perfect enough and there was plenty of room for improvement. Obviously, it takes time to build up the OTK. But for something that's normally deemed as unplayable actually capable of beating one of the current popular decks of the format says a lot.
 
I'd much rather see a card that was situational and requiring its own theme, thus being unsplashable and a "dead draw" most of the time, than a card that practically always worked. That's the reason it's on the Restricted List, after all.

I will agree, though, that 10,000 Life Points is too steep. Perhaps x000 Life Points, where x is the Level of the Fusion Monster, would be a better idea. The only card you'd end up better with is Thousand-Eyes Restrict, at a mere 1000 Life Points (although Thousand-Eyes Restrict can be errata'd too to stop this). Anything else you'd think of Special Summoning is either the same price or more expensive. Something like Cyber End Dragon is out of the question, unless you really want it.

Assuming your opponent doesn't want a Flame Ghost, of course. But hey, at 3000 Life Points for a 1000 ATK Normal Monster, they can have it.
 
Peps said:
Precisely the entire plan. It can only work in "dedicated" decks.
Even in a Dedicated Build, it wouldnt work. Your stall only gives your opponent the ability to draw out cards they need as well, like Raiza, who can return any card you have to the top of your Deck, which means that at least 3 times (assuming they run 3), you are going to draw the same card, while continuing to pay for Messenger of Peace, etc...

This also means that they are going to have that Ring of Destruction on the field and a Monarch, so unless you build up over 13000 life points, chances are as soon as you try to pay, they Ring.

The high payment ensures its more "do or die" that it ever was, and even less consistant. It wouldnt even be worth playing, or it would just be played on a Casual level. Why do you think we don't see more ridiculously hard to summon cards, like Berserk Dragon, or Fushioh Richie??
 
Woo0... you realize you are debating the merits of what is nothing more than a glorified "Create A Card" thread. Cause no offense to anyone, that's all that's being done. You are creating totally "new" cards using existing ones as a base idea (not to mention that a number of these cards already have "erratas" aka a brand new card).

Personally when a new game is being developed, there really isn't anything wrong with seeing over-powered cards and personally, I enjoy being able to break out Raigeki, Harpie's Feather Duster, and the lot every so often. It's fun being able to whip out broken, uber-powerful cards.

Now, I don't think there's anything wrong with creating new ideas that are more "balanced". That's part of the fun of things where you see if you can be a better (or at least as creative) card designer as the "professionals". But if they want to create a Stein kind monster that needs 10000 Life Points to summon a Fusion Monster than go ahead. Thing is, people would try to play it if such a card existed. Now, would they likely get slapped down and beat much? Probably. But this is just for fun anyway. If you think it's a bad idea, create your own. Though I would say it might be better in the Create-A-Card sections. I mean, why bother errata-ing Chaos Sorcerer when you can simply make a "new" version of it (which was already done with Sky Scourge Enrise) as well as another similar kind of monster in both Tactical Evolution and Gladiator's Assault). This way though you still have the original which can be brought back for a spell if the mood warrents it.
 
It's fun to debate though. ;)

Just as a final comment, if the cost was far too low, it can simply be "teched" again which we obviously all don't want. If it was anything below 8000, then the "teched" Cyber-Stein can still occur. It's simply to gain 5000 life anyways. Three turns with Neo-Spacian Air Hummingbird, or how about using Draining Shield on a monarch, or even being creative, The Spell Absorbing Life. There's plenty of ways to gain mass life as opposed to the traditional Poison of the Old Man and such as you're probably thinking of, which of course would be completely inconsistent as you would need to play three copies.

If Messenger of Peace fails, simply use something more effective such as Waboku or Threatening Roar. There's plenty of options. If the chances are that Ring of Destruction will be played when you play Cyber-Stein, that's Ring of Destruction doing its job instead of being put that on the forbidden list, or in this case, being modified. :eek:ldwink

Cyber-Stein was always a matter of "do or die". If you attack didn't work, you lost the game. You couldn't bring out an extra fusion monster too easily and you would have a vunerable Cyber-Stein face-up on the field. With the increased in life version, you would, it would still be the same thing. If you fail in your attack, you're still dead anyways. Same situation, only you're more vunerable depending on the life.

I would imagine that it would still be perfectly competitive. There's literally only one mass burn card it has to fear, which is Ring of Destruction. However, it managed to stop that before, there's no reason why your opponent may have it this time round in their opening hand. And seeing how you only need a few turns to accumulate the life points, and you could use magic and trap removal anyways, there should be absolutely no problems. Machine Duplication was deemed as uncompetitive before, however, now it's dominating.

There's a huge difference between those type of monsters and a monster that requires a high payment with a level less than four. Those require specific cards to work, which are already difficult enough to bring out, with specific conditions. Also, if you did actually bring it out, you're completely vunerable to losing all of your advantage by a simple Smashing Ground. Those monsters, if they were capable of winning the game in one turn, then I would imagine they would see play, similar to how there are already ideas floating around on using that instant win Venom monster coming out in Tactical Evolution.

The Cyber-Stein I proposed matches what Maruno has just said.
I'd much rather see a card that was situational and requiring its own theme, thus being unsplashable and a "dead draw" most of the time, than a card that practically always worked. That's the reason it's on the Restricted List, after all.
It's situational to an extent, and it requires its own theme. Increasing the life over 8000 ensures that only the dedicated OTK strives and the being splashed into every deck made can no longer occur. And with the situational cost, it can be a "dead draw" meaning the deck won't be unbeatable at all.

I love the idea that Maruno proposed, as it still essentially achieves the same goal, increasing the cost. 8000 life points payment for a Cyber Twin Dragon, and 10000 for a Cyber End Dragon. Makes sense as well. The stronger the monster actually is, the more you pay for it.

Only actually playtesting would verify if the cost is too high, but even then a good build would have to be made. It's no longer as simple as putting together a bunch of OTK components and could also give life point increasing cards another chance to shine.

Anyways, let's see, any other ideas...

Last Will
(Normal Magic)
"If a monster on your side of the field was sent to your Graveyard this turn, you can Special Summon 1 monster with an ATK of 1500 points or less from your Deck once during this turn. Then shuffle your Deck. The monster Special Summoned by this effect cannot attack or be tributed in the turn this card was activated."

The addition of the last line means you have to plan ahead how to use Last Will. You can no longer simply just bring out an Exiled Force, and use Last Will to bring out another, or hope to attack with a Spirit Reaper. You can still defend however and also, now that I think about it, I would imagine Card Trooper dropping down in play. The main reason Card Trooper is ran in monarchs is to dump the Treeborn Frog into the graveyard. However, if we had Foolish Burial or even Last Will, searching out the Treeborn Frog would be simply, dropping the need for Card Trooper in monarchs.
 
Thousand-Eyes Restrict
Fusion Monster (Spellcaster / DARK / Level 1 / ATK 0 / DEF 0)
"Relinquished" + "Thousand-Eyes Idol"
This card cannot be Special Summoned except by Fusion Summon. While this card remains face-up on the field, other monsters cannot change their battle positions or attack. Once per turn, select 1 monster your opponent controls and equip it to this card. You can only equip 1 monster at a time to this card. The ATK and DEF of this card become the same as the ATK and DEF of the monster equipped to this card. If this card is destroyed by battle, the equipped monster is destroyed instead.


Just one change. It's now a Fusion Summon-only monster. A good card to have in dedicated Decks, but no Metamorphosis abuse.
 
Painful Choice
Normal Spell
Select 5 cards from your Deck and show them to your opponent. Your opponent selects 1 card among them. Add that card to your hand. Your opponent then chooses to discard to the Graveyard or remove from play the remaining cards in any combination. These cards cannot be returned to the field or hand and their effects are negated as long as they remain in the graveyard or removed from play.

Now, the other 4 cards are not necessarily sent to the graveyard, avoiding graveyard abuse and even if they do make it to the graveyard, it requires some effort to make use of them.
 
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