We're taking a look at some Digimon Fusion CCG cards with effects that would actualy make sense and be playable in the ACG.
Draw power!
Mystic Force is all about drawing. Slap these effects onto Mystic Force characters we didn't get yet, and you'd easily have new playable cards.
Summon - Draw 1 card. : Digimon has many cards that draw more cards when they're summoned. Dumping your entire hand to draw 5 cards with Blastmon, draw 3 when fusing into Shoutmon X4B. Drawing TOO many cards in ACG is a bad thing. In Digimon when you deck out, you just flip the discard area cards to make a new deck, in Rangers, you lose.
Drawing just 1 card in ACG however is ok. Basic Mystic Force Rangers discard 1 card in and to draw 2 when summoned, its no big deal, you don't deck out. The idea for Mailbirdramon's effect would be paying a cost of 1 to summon it, discarding one through the cost to possibly set something up in your discard area, and just stopping at 1 draw if you think drawing 2 is too many, you'd use this card instead.
Dondokomon draws 1 card when he's used as payment for a cost. This card can be in any deck basically making any card cost -1 if you're willing to reduce your deck size by just 1 manditory draw. It would make an absolutely fair card in the ACG. As a support card, we'd have support cards in every single deck out there and someone like Captain Mitchell from Lightspeed Rescue could get a chance to be on a card. Although drawing is a Mystic Force thing, I don't know any characters from that show be mention instead haha.Not assisting this turn? You won't have to!
THIS Shoutmon X3 is one of the worst cards in the Digimon Game. For 2 cost, you get 1300 power and your opponent will easily drop you back to 1000 power. When instead you could just playthe Shoutmon X4 promo for 1 cost and 1400 power. Boosting in Digimon happens every turn because your hand is REFILLED at the start of every turn, you do not just draw a few cards in ACG where every card in your hand is critical to save up to be able to pay for stronger cards, OR you won't just waste your hard earned Training Area cards to be assisting(boost) every turn.
As a Megazord in the ACG this Shoutmon's effect would make your opponent waste their training area so fast to stop you. While you'd just say they played right into your trap because next turn you're summoning something that does 5 damage and they won't be able to best you at assist wars when it comes into battle.
Greymon is if you're being a cheapskate not assisting, you still might win with having higher power value. Take a chance on it, your opponent might have to assist to MAX just to beat you. Once more falling right into your trap of getting rid of their Training Area.
How about we get some GoBusters to have these kind of tricky effects? Or villains.
Speaking of Villains, have Beelzemon be another villain-hating Robo Knight card and Villains wouldn't be able to assist that turn. Remember though, Beelzemon has really weak power, in ACG he'd have to be weak to be fair. Could even be a [Played] effect to last the whole turn and you'd play a Zord. Villains would still have their Evil ability symbol.
Assist Combos?!
We have the Ally symbol but Daipenmon would boost the actual power value, not the level if you assist with the right character. Power value could be 1,000,000 and a card at MAX would still win. Altering power value by just a little bit won't break the game or become a staple but can be just a fun card that leads to ideas of more cards that can increase the power values. Gotta start somewhere with ideas!
Ballistamon is and easy Mighty Morphin card. They already love to assist. Ballistamon would offer a unique way of assisting without just going to MAX and getting a cheap boring automatic win.
Ninja Storm got you down?
Losing cards in hand without getting to use them is pretty unfair. With this, you'll get something too without having to make some complicated yugioh hidden trap card type of response card. This would make a great Villain card since Villains don't have anything really good like Red RPM that sends everything to the Training Area.
Can you say Villain team card?? Yes, the new sideways cards from Keepers of Peace.
Straightforward effect. Let Villains be able to play more than one kool card during the entire game.
If set 4 Lord Zedd gets limited to one for being too cheap, with this team card here, you'd be able to play other cards you hadn't considered before like the 4 cost promo Lord Zedd or Ocotomus, Diabolico could make a comeback to Villain deck lists.
Call the card "Moon Palace" since only MMPR sells. hah
Television Digimon. Who wants a free card in their training area? ACG has many effects that get good depending on the number of cards in your Training Area. This card should be a no brainer for decks of the Training Area strategies. Something else to consider is that TA cards can be used as costs too. Without having to lose a battle to get this card in the TA, you can just send him there to use the TA like a bank, if would rather store your cards there rather than in your hand where it could get targeted. ACG doesn't have many TA destroy cards, Monitamon would be pretty safe there.
I excluded the Digimon set 2 cards that add themselves to the Training Area because they grant crazy second effects and its already crazy being able to just have a free card in the TA.
What did i just say about having cards in the Training Area, its good!
Use up all your cards as cost payment to get to power values that could pass Megazords!
Kill everything that is a puny Ranger? But without being so blunt about it like Thundersaurus?
Thundersaurus is a great card, its what I used to win the ACG championships after all!
Deckergreymon is a little fast on his timing but the boosting power values I talked about, could give your opponent a chance to survive the effect. How about we get some Ranger weapon cards? Being able to respond quickly with a weapon card to boost your stats, Deckergreymon would be a great card but not unbeatable.
Thanks for reading and please comment in the group what you think of my list.
I'll be taking a look at Yugioh cards that could be ACG cards.
Some of these ideas could even be used for our future fan made sets that will continue on the ACG. I look forward to your suggestions on cards I might have missed, cards you think would be broken or just some support on having new ACG cards be made.
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