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Amethyst's Reactor Spells


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I was messing around with the card generator and noticed that its possible to make a counter spell card. So I decided to think up a concept for them. They go in their own deck, separate from the deck and extra deck. They activate automatically when certain criteria are met. Right now, I think a limit of 5 counter spell cards in this deck would be fair. Here's the first card I've made using the concept. I hope you like it, and would love some suggestions on this line of cards =D

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Sounds painful, especially with all the synchros played in today's format. I'd like to see more, my only suggestion is that you might want to make the activation optional because you most likely won't want it activating when you summon something. I give 7.5/10 because I think the effect should be optional, optional is sort of implied by the phrase "counter spell".

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To clarify, their activation is not optional. They're more of a "Reactor" than a counter. I just chose the counter icon to differentiate them from other spells.

That was my first thought. Sounds like they could be both very useful and very dangerous' date=' which is always a good way to balance a card, IMHO.

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Thats exactly what I was going for. You have to be very careful and plan everything out so that Revenge activates when you want it to. Also, of course, these can only activate once and then they go to the Graveyard like any other spell.....unless of course something alters that............

It doesn't really matter which player summons the monster, you bot take the same amount of damage. I'd rather have it activate via my own, that way I control what monsters are used and how much damage is taken. Note that unlike ring of

destruction (which this card is somewhat similar to) the synchro/fusion/ritual isn't destroyed. The effect focuses on the materials used to perform the summon. It's called "revenge" because I wouldn't imagine monster's being happy with being destroyed for a more powerful one. I didn't include tribute summon, as this card would activate too often and too early. More coming soon. Oh, and I thought it would be nice if your opponent was not allowed to your reactor deck (it gives away your strategy, much like your hand would.)

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Basically, when someone summons a monster that is the opposite attribute of a monster they already have out, the monster they already had out feels betrayed that they would side with their enemy and joins the opposite player. This is why it is called revelateion: The monster realized that its current master was no good so it left to join the other side.

tl:dr version:

opponent summons a monster with the opposite attribute of one they already had out. The one they already had out switches control to you. It works the other way around too (if you summon a monster of opposite attribute the first one out switces control to your opponent)

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