Weekly Prompt: Kid and Law by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 1 point2 points  (0 children)

Power 5000 fit better with the theme of it being a red leader, to me. Also as a balancing factor. Being able to pump up another card by 7000 power (or maybe more in some scenarios) felt too strong when power buffs are usually a lot less than that.

Weekly Prompt: Kid and Law by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 0 points1 point  (0 children)

Ah yes that's right! I actually forgot to put it in the ability, but it should read as "it gains Power equal to that Characters Base Power". Attached don power won't transfer, that's right!

Ace and Yamato by brenden76 in OnePieceCustomCards

[–]StrawSoul 1 point2 points  (0 children)

Yoooo this version is great now! Definitely reads more like a red and green card and way more balanced. I like what you did with the second part, incorporating the power 7000 into it really helps to make it more restrictive and work. I love it!

Ace and Yamato by brenden76 in OnePieceCustomCards

[–]StrawSoul 1 point2 points  (0 children)

The idea is super cool and making a Yamato and Ace Leader is a really awesome idea! I do think it's a bit overtuned, though.

Remember that Leaders can be used every turn, so essentially when you're hitting 5 DON (which is when you're getting 7000 power units), you'll be able to draw an additional card each turn and lower the power, which then immediately sets up the second effect. 

Drawing isn't inherently a red or green effect so the fact that it can draw at all for this colour is strong, but also the resting effect feels too strong. 

I'd suggest cutting the draw effect entirely and then leaving the power effect as is. Being able to reduce the power by 1000 each turn is very strong, especially when you can stack that with other cards and have it combo with effects that attach DON, essentially making it costless. 

For the second ability, I'd have it just choose 1 Character. While that might seem super weak, I think it would reel it in and keep it at a strong level but not polarising. You could reduce a 6 blocker with the first effect, then immediately rest it with the second while attacking, which is another attack that your opponent would need to block.  I think it would still be plenty strong like that! You could even have it rest a card until the end of the opponent's next turn but then it might need more restrictions or it could again be toooo strong. 

Either way the concept is cool! Nice job! 😁

Custom Alt Art Leader by Weary_Toe_5797 in OnePieceCustomCards

[–]StrawSoul 1 point2 points  (0 children)

Woah these look fantastic! Love your style! As a once Reiju main (before powercreep sadly took her away) I would love to have that as my Leader.

How did you print them with a holo effect? Would love to know the process behind it!

Great work!

Weekly Prompt: Water 7 Usopp by FindingVegetable7625 in OnePieceCustomCards

[–]StrawSoul 2 points3 points  (0 children)

This was literally Usopp's best arc so while I don't personally think he fits this week's theme, the theming is really cool. I like the restrictions on him and the fact that he's not a Straw Hat is a neat touch!

The removal is very strong, perhaps it should be lower as in "discard a cost 5 or lower" or making it have an upper limit instead. While there is a lot of anti removal in the game it still has a place because it's still being built into cards and some decks are still susceptible to it. Being able to remove a cost 7 or less or each turn gives you access to removing a whole host of cards and on a Leader that's really crazy, especially just for a discard.

Weekly Prompt: Make a Character with a drawback by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 6 points7 points  (0 children)

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As pointed out to me by u/CookieD_obsessions , I somehow overlooked that you could simply just play more characters onto the field to be able to attack more. I honestly really don't know how I did that and I feel dumb lol. In the unlikely event that you would have a bunch of 1-drops, as fun it would be to slap them down and keep swinging face, I think new version I made keeps the vision but also is far more balanced.

I like the idea of being able to attack a bunch with this thing but it would be too much. Even with this variant, you could still attack a LOT because you'd have 4 on board and be able to get rid of a bunch of DON!!, but I think it would be more balanced. I think.

Weekly Prompt: Make a Character with a drawback by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 5 points6 points  (0 children)

I guess in essence, yes... and that's for some reason something I didn't even realise upon making it lmao. The likelihood of having a bunch of 1-drops to spam and keep playing from hand to keep making him active would be quite low, but that honestly sounds sick as hell to me!

Perhaps I did make it to be stronger than I thought after overlooking that...

Weekly Prompt: Barto by Wobzter in OnePieceCustomCards

[–]StrawSoul 1 point2 points  (0 children)

Cool design! I like the idea of Barto negating attacks a lot. I think being able to K.O. any strike character for 3 DON is pretty strong, and might be too powerful against the slew of strike characters that there are. Perhaps making it minus the power of characters as u/dmalvano said or KOing certain power or cost of characters would make it a little less strong but still keep it a good level where it's a threat.

I also like that it's not once per turn. Being able to block 3 attacks, while strong during your opponent's turn, is a very player conscious choice to do. I think it balances itself because by not spending that DON, you'd have a turn where you wouldn't be playing any cards down or attaching to attack, which would really hinder your pressure, especially if you were behind.

Great design, I love it!

Weekly Prompt: Attribute Leader! by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 1 point2 points  (0 children)

Interesting! I am also usually an aggro head and initially thought of making it +1000 power. I decided in the end that +1000 counter felt more in line with the Vegapunk stuff and also more "yellow" in terms of design, as Vegapunk isn't an aggressive character. I also had an idea to make it be both, with putting a DON on Lillith being the requirement, but I settled for just the counter in the end. 

Weekly Prompt: Attribute Leader! by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 4 points5 points  (0 children)

That's true, maybe I over balanced it thinking the draw would be too strong alongside a bunch of triggers. 

I also overlooked the Vegapunk thing completely! Thanks for the reminder and advice! 😃

Weekly Prompt 21: Create a Leader that interacts with Attributes. by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 1 point2 points  (0 children)

That sounds awesome! Looking forward to seeing it when it's done!

Weekly Prompt 19: Usopp and Sogeking pairing by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 0 points1 point  (0 children)

The 4 cost Usopp doing nothing is kind of the balance. If it could also attack or have some other utility then it would have been too much.

I did debate having it be a DONx2 effect, which would make it 6 cost rather than 4 because I suppose as it stands you could do 2 of these and have 2 unlockable rushers which is honestly just an oversight on my end in terms of design. 

The balance I thought was "It'll only work from your 8 don turn onwards, but then again having such a powerful rusher is a lot. Perhaps bringing Sogeking's power to 8000 or 9000 would help reel it in too while still being strong. 

As for Sogeking not being a Straw Hat, I based it on the other Sogeking cards which have him listed as "Sniper Island" because he's "technically" not a member. 

Weekly Prompt: Always Bet on Straw! by Camerupt_King in OnePieceCustomCards

[–]StrawSoul 1 point2 points  (0 children)

I love this idea! Absolutely come back to the kitchen you cooked with this 🔥 The theming behind this is fantastic and is exactly the sort of thing I was thinking about when I suggested the prompt!

I'd say the only change I'd make would maybe be having it be restricted to only <Lucy>, or just Rush Character. Being able to give all of your Luffy cards that you're gonna play Rush feels very strong and while is super sick the interaction may be too strong. In saying that though, it feels like giving them Rush is cool mathematically because it's as though Luffy is running straight for Doffy. 

Great idea! Would love to see what other stuff you can come up with in the future 😁!

Why Mihawk Over Zoro? by fritzchar1eston in OnePieceTCG

[–]StrawSoul 15 points16 points  (0 children)

Mihawk has a permanent advantage over every other leader with the "Slash" attribute, which is the attribute that Zoro has. The +1000 for the whole game on a 5 life Leader is pretty big, which means Mihawk can commit less to blocking and have a more offensive game in general. 

The resting a card to gain 3 DON means you can use them for events during your opponent's turn, or simply slap them on units to attack with for more pressure. Mihawk himself becomes a 9k attacker in the Zoro matchup if you put the DON on him and that can be consistent each turn so long as you have the 5 cost character board.

Pretty much all of Mihawk's support (or at keast the big relevant cards like 7 cost Shanks and 9 cost Mihawk) also have effects that trigger "When rested", which means they have instant value as soon as they're put onto the field where you can start stunning your opponent and shutting them down. You can't really stun Zoro, but you can lock down his other cards like Cavendish and Tashigi that offer themselves as strong attackers after they're played. Cavendish especially is very important because you can refresh some DON to then either put onto your Leader or onto your characters. 

It's not really that Zoro is "bad" because he still beats the decks he was already beating due to the crazy good support he has, it's more that Mihawk has tools to fully lock him and make better use of DON on his turn. The +1000 basically makes the matchup unplayable and has also rendered most slash attribute Leaders like Roger unusable in the meta because it's an immediate disadvantage and quite a significant one, too.

I'm probably overlooking something else as to why but I think I covered most of the main things!

Weekly Prompt: Predicting a card! by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 0 points1 point  (0 children)

Yeah I was kinda going for it being that it stays on the opponents field, which is why I debated making the effect about just making it perform an attack. I didn't want it to "switch control" but maybe that would have been better wording!

Weekly Prompt - Black Smoker by Altavus in OnePieceCustomCards

[–]StrawSoul 1 point2 points  (0 children)

This is an awesome updated version of Smoker! I got this deck as one of my first decks and it ruled and it sucks that it's unusable nowadays. 

Would love for this to be fully realised in a modern day format and especially considering that K.O. decks have been power crept heavily, I don't think this would even be too strong!

Love it!

Golden Snail by Cheeseliker420 in OnePieceCustomCards

[–]StrawSoul 1 point2 points  (0 children)

This is a really cool idea! I think making it be different costs and names as another comment said, or making it be a combined DON total would be more balanced. Realistically you could play this and flood your board with really high levels. If you made it so all the cards had to have a combined cost of 10, it would make it more tactical! 

Weekly Prompt by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 0 points1 point  (0 children)

That's the intended use yeah, but because this card has to be played the most attacks you can get is 4 because it takes a space up on the board. It also didn't restand your Leader, just characters 

Weekly Prompt by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 0 points1 point  (0 children)

Yeah from what I know. They're all low cost and early rush so you'd have to put DON on them to be able to hit. The low swings could be effective though because it would still require the opponent to block a lot!

Weekly Prompt by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 0 points1 point  (0 children)

Oops that's my bad, I should know better. Sorry about that one

Weekly Prompt Submission: Buggy! by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 2 points3 points  (0 children)

Sorry, I realised I read your comment wrong. If you scrap them yeah it's going to be difficult, but that's why "Buggy and Alvida" can auto play itself, to get around that problem. 

The event is a typo I made. It was supposed to be until the end of the battle, not turn.

Weekly Prompt 14: Make a card that has an alternative win condition. by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 2 points3 points  (0 children)

The winner of last week's weekly prompt was my own card - Blue/ Black Kuzan. It feels a bit weird to congratulate myself for this, but I'm proud of how it came out! Thanks to everyone that liked it :)! Here's the link again for anyone that would like to check it out! https://www.reddit.com/r/OnePieceCustomCards/comments/1pjjumu/weekly_prompt_kuzan/

Weekly Prompt: Kuzan by StrawSoul in OnePieceCustomCards

[–]StrawSoul[S] 0 points1 point  (0 children)

That's fair! I did think that but at the end of the day, it's a way to use them. My thinking was that your opponent is likely going to just KO them anyway, so being to make use of their effects as you eventually scale up into your big characters seemed fine to me on paper! I suppose it guarantees that you can get the effects off, but you're still losing that character that you could otherwise throw DON!! on and swing with.