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As we all know, many powerful cards used in the second (or first if you choose to disregard all logic pointing towards the pre-Duel Monsters storylines as being canon [and a few times later, as, for instance, Yami no Bakura wielded the freakishly overpowered Dark Necrofear]) such as Magical Hats, Great Moth, Relinquished/TER (if you didn't notice, it could absorb monsters as they attacked, apparently multiple monsters at a time, and your opponent took all the damage when he attacked), Castle of Dark Illusions, Call of the Haunted, and most especially the notorious Toon World had their effects toned down to be released in the TCG. However, are some of them no longer as broken as they would have been when you longed for an anime/manga Toon World to pull a game around on an F/S Beatdown? When you'd have sold your soul to place a Mirror Force with Magical Hats, or attack with face-down monsters under the loving shield of a Castle oDI? Let's see.
Toon World:
Really, let's see here. Can't be destroyed... and that's all. You have to remove Toon World from play to make them vulnerable. No more power, no less power. You can argue that at this point in time, that would be more balanced than the real effects- both more balanced and more useful, really.
Magical Hats:
It... would be playable. That's about all, it'd just be saved from that spot in the back of your binders because hey, it IS still a Rare even in Dark Beginnings.
Call of the Haunted:
The original canon effect of this card is still back-breakingly powerful. No dice.
Great Moth:
It'd just make up for the difficulty protecting that little freeloader for four turns, in a resourceful Insect deck.
Castle of Dark Illusions:
I'd take any excuse to run this in a serious Fiend deck, so we'll just go with a "yes, this would now be reasonable".
Did I miss any? Haven't seen any for a while. Been getting my "delightfully insane" fix from Pegasus fanfiction.
Let see there was the continous of effect of stop defense there. GraveRobber was to powerful. Mirror Force and no lifepoint payment. Gorgon's Eye has a completley different affect. The whole duel with Panik pretty much all those cards were changed. The fact Flame Swordsman did not need any fusion cards for it. Harpy Ladies can not be affected by land kept monsters. The fact that thousand dragon did not need any fusion cards either. Dark Sage is completley different from the time he used it in a duel. There are others but I just don't remember.
As we all know, many powerful cards used in the second (or first if you choose to disregard all logic pointing towards the pre-Duel Monsters storylines as being canon [and a few times later, as, for instance, Yami no Bakura wielded the freakishly overpowered Dark Necrofear]) such as Magical Hats, Great Moth, Relinquished/TER (if you didn't notice, it could absorb monsters as they attacked, apparently multiple monsters at a time, and your opponent took all the damage when he attacked), Castle of Dark Illusions, Call of the Haunted, and most especially the notorious Toon World had their effects toned down to be released in the TCG. However, are some of them no longer as broken as they would have been when you longed for an anime/manga Toon World to pull a game around on an F/S Beatdown? When you'd have sold your soul to place a Mirror Force with Magical Hats, or attack with face-down monsters under the loving shield of a Castle oDI? Let's see.
Toon World:
Really, let's see here. Can't be destroyed... and that's all. You have to remove Toon World from play to make them vulnerable. No more power, no less power. You can argue that at this point in time, that would be more balanced than the real effects- both more balanced and more useful, really.
Magical Hats:
It... would be playable. That's about all, it'd just be saved from that spot in the back of your binders because hey, it IS still a Rare even in Dark Beginnings.
Call of the Haunted:
The original canon effect of this card is still back-breakingly powerful. No dice.
Great Moth:
It'd just make up for the difficulty protecting that little freeloader for four turns, in a resourceful Insect deck.
Castle of Dark Illusions:
I'd take any excuse to run this in a serious Fiend deck, so we'll just go with a "yes, this would now be reasonable".
Did I miss any? Haven't seen any for a while. Been getting my "delightfully insane" fix from Pegasus fanfiction.
Actually, for Toon World, there's also the no LP payment for activation, but it CAN be destroyed (as Yugi did with Living Arrow, fake) and then Toons can be killed like regular monsters.
For other overpowered cards
Mirror Wall = No LP payment, nuff said
Mirror Force = Destruction AND LP difference taken off if the destroyed mons has less ATK than the mon that attacked and hit it
Spellbinding Circle = Shadow Spell effect
Copycat = wrong stats first off and can copy ANY card the opponent used
Riryoku = half the opponent's LP added to a mons ATK, nuff said
ANY Machine type monster = magic proof, nuff said
Blast Sphere = 2900 ATK...nuff said again
Barrel Dragon = 3 attacks in 1 turn...2600 ATK...boom
Gorgon's Eye = "fossilize" monsters and deal half their DEF as damage when destroyed
Multiply = works on any mon with 500 or less ATK and multiplies ENDLESSLY
Living Arrow = Basically "fuse" with any card and use against the opponent
nearly every magic card = used on opponent's turn
Traps = used from hand
Call of the Haunted = immortal zombies
Pumpking = 10% boost each turn
Swordstalker = gains power from mons in graveyard
"Monster Replace" (shift) = switch mon on the field with 1 in hand.
Graverobber = ANY card and no LP payment and can be used immediately
Kairyu-Shin = cover field with water, giving complete advantage
Great Moth = lowering all mons ATK as long as it's on the field basically
Flame Swordsman = strong against dinosaurs and insects (any bonuses are negated from field or effects of other monsters)
Summoned Skull = gains ATK from "wet field" (3500 first and 3250 second)
Catapult Turtle - Launch mon and "...destroy walls and fortresses"
Harpie Lady Sisters = 3 separate mons AND count for Harpie's Pet Dragon AND keep any powerup bonuses
Time Machine = mons brought back KEEP bonuses and stats they had before
Time Wizard = magic card (o.O) and affects mons in different ways
Dark Sage = allowing to play 1 magic card on own and 1 on opponent's turn each time, nuff said
Mystical Elf = powerup any other monster you choose equal to its own ATK. Just massively equip her
Shadow of Eyes = force all "male monsters" into ATK and ATK.
Blue-Eyes Ultimate Dragon = 3 heads with ATK power, basically 3 4500 ATK monster's and ALL must be destroyed to destroy BEUD completely and a head can be revived if killed as a BEWD.
Negative Energy/Negative Energy Generator (Dark Energy) = Double/Triple Dark monster's ATK power, nuff said.
Swords of Revealing Light = newly summoned monsters can still attack.
Jellyfish = Magically absorb electrical attacks.
Relinquished = only opponent takes damage and doesn't count ATK/DEF to itself.
Battle Ox = strong against Fire monsters
Jirai Gumo = played as trap and reduces monsters to Original ATK power
Gate Guardian = can continuously stop effects
Sanga/Suijin/Kazejin = can stop attacks once per turn (not just once)
Monster Tamer = add 600 points to other monsters and can control other monsters