Yay Cyber Jar! =D I think this is a nice tweak, actually, as the treath of losing a bunch of valuable spell and trap cards would certainly lessen people's enthusiaism to just plunk it down on the field. I don't see much point with increasing the ATK and DEF from the original, though. I mean, would anyone use this card for anything else than exploiting the flip effect? xD
Morphing Jar #2 got a boost over the original...
Seriously, though, it's to block Crush Card......oops, it was supposed to be DARK, not EARTH XP. Well, other than that, 1200 seems a more reasonable ATK for a 3-star, and since it stays on the field I figured that it might as well have stats to make it okay.
Soo...you don't think that Chimaeratech is enough of an overkill in it's current form? xD Forgive my ignorance, but what is this effect it has that can destroy spell cards? I thought it was just an indomitable beatstick that massacred every monster on the field. :O The effect itself is basically sealing the OTKO, although the steep cost pretty much assures that you'll have to be darn sure to make that OTKO on the turn you activate it. However, since the effect does not specify which side of the field the Overdragon should be on, does this mean that your opponent could exploit it as well? Sorry, but this card has me a bit confused.
Chimeratech sends every other card on your field to the grave when summoned, hence why I didn't understand using Future Fusion with it until I tried it for myself. And, since it's only your side of the field that gets wiped and the card makes reference to the Overdragon that sent it to the graveyard, it can only be yours. Does that help?
BTW, the OTK that I'm thinking of doesn't involve more than one attack. See my latest deck to get an idea.
Anyway, a few cards from me again:
Second Thoughts
Normal Trap
Until the end of the turn this card is activated, any monster that attacks is switched into Defense position at the end of the damage step and can't be switched back until the end of the turn.
^
Hello, mister Overdragon. =P I think this card would work very nicely to discourage attacks from a lot of the low-defense beatsticks out there (Such as Cyber Dragon or the Monarchs), but it would also double up nicely for attacks from low ATK monsters such as Spirit Reaper or Shield and Sword exploiters on your side. ^^
Overdragon should be able to run you over in one attack anyway, but I can see this card being exploited very easily (Hello, Gear Golem!). However, it strikes me more as being a Continuous or Quick-Play Spell than a Trap...
Cursed Seal of the Forbidden Summon
Counter Trap
This card can only be activated by tributing one monster card from your hand when your opponent summons a monster. Negate the summoning of that monster and destroy it. For the remainder of the duel, neither player can summon or set a monster with the same name as the monster destroyed by this effect.
^
They already did it with spells, you know. A permanent clean-up method against troublesome monsters like Treeborn Frog.
Or Cyber Dragon XD. Me likey. I guess you mean "sending" a monster, not "tributing" (or perhaps you meant field, not hand, which could be more balanced).
Heart of the Pure
Normal Spell
This card can only be activated by selecting one face-up normal monster on your field. Until the end of the turn this card is activated, the ATK and DEF of all monsters on the field is set to their base ATK or DEF and the effects of all cards on the field and in both players hands are negated.
^
Yay normal monsters. =D