Amethyst Phoenix Posted March 8, 2009 Report Share Posted March 8, 2009 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[align=center] [/align] Link to comment Share on other sites More sharing options...
☨βlack☨ Posted March 8, 2009 Report Share Posted March 8, 2009 I likes it. Not so much the pic though.. Link to comment Share on other sites More sharing options...
Amethyst Phoenix Posted March 9, 2009 Author Report Share Posted March 9, 2009 bump Link to comment Share on other sites More sharing options...
NeriesUmbra Posted March 9, 2009 Report Share Posted March 9, 2009 good consept ill try some my self Link to comment Share on other sites More sharing options...
Lord Smeagle Posted March 9, 2009 Report Share Posted March 9, 2009 Now, to clarify, is the reactor spell NOT optional? Link to comment Share on other sites More sharing options...
NeriesUmbra Posted March 9, 2009 Report Share Posted March 9, 2009 Sounds like it since it says immediately activated. Link to comment Share on other sites More sharing options...
Lord Smeagle Posted March 9, 2009 Report Share Posted March 9, 2009 That was my first thought. Sounds like they could be both very useful and very dangerous, which is always a good way to balance a card, IMHO. Link to comment Share on other sites More sharing options...
Radiant F.U.R.Y.™ Posted March 9, 2009 Report Share Posted March 9, 2009 I like this idea...I may have to run with it when I have a little time (I'm at work so I have to be sneaky w/ the comp) Link to comment Share on other sites More sharing options...
Andx Posted March 9, 2009 Report Share Posted March 9, 2009 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". Link to comment Share on other sites More sharing options...
Amethyst Phoenix Posted March 9, 2009 Author Report Share Posted March 9, 2009 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.[/quote']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.) Link to comment Share on other sites More sharing options...
Amethyst Phoenix Posted March 10, 2009 Author Report Share Posted March 10, 2009 Update: added new card, revelation Link to comment Share on other sites More sharing options...
NeriesUmbra Posted March 10, 2009 Report Share Posted March 10, 2009 wow I can't understand a word of it no offence :D Link to comment Share on other sites More sharing options...
Amethyst Phoenix Posted March 10, 2009 Author Report Share Posted March 10, 2009 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) Link to comment Share on other sites More sharing options...
NeriesUmbra Posted March 10, 2009 Report Share Posted March 10, 2009 thats gona be hard to word propley but i like the idea 7/10 Link to comment Share on other sites More sharing options...
Thomas Wolf Posted March 10, 2009 Report Share Posted March 10, 2009 I like the idea. Love the cards. Revelateion > SS Decks. 10/10. Link to comment Share on other sites More sharing options...
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