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Chrono, Ruler of Time (Long unique effect)


EliteKill

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When this card is Normal Summoned, remove it from play. As long as this card is removed from play, discard 1 Spell or Trap card from your hand during your End Phase. If you cannot, Special Summon this card. The ATK and DEF of this card equal the number of turn it was removed from play x600. This card gains the following effect based on the number of turns it was removed from play: ●2: This card can attack your opponent's Life Points directly. ●4: This card cannot be destroyed as a result of a battle. ●6: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, 8: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. If this card is destroyed and sent to the Graveyard, remove it from play instead.

 

[spoiler=Support]296449nwr.jpg

 

 

Image credit goes to GENZOMAN

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Hmm... do the effects stack with eachother' date=' or can it only have 1 particular effect at a time?

[/quote']

 

Only 1. If they would stack, this card would be way OP...

 

I look at it this way:

 

1200 ATK: Direct Attack

2400 ATK: Not destroyed by battle

3600 ATK: Pierce

4800 ATK: Ancient Gear Golem Effect

 

It may seem OP, but you need to remember the cost (discard 1 Spell or Trap card each End Phase) and that the more powerful he become, the longer you need to stall.

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If I understand this right...it's an 8 star monster that gets removed from play when it's Normal Summoned. Every End Phase you have to discard a spell or trap card, otherwise it'll come back. When it does come back, it has 600 ATK per turn it was out of play. And since the effects do not stack, it must return EXACTLY that many turns to get the effect. So...you tribute 2 monsters to get nothing, must discard possibly the best cards in your deck/hand each round, doing everything you can to stall in order to MAYBE summon something with an AWESOME effect. Special Summoning it by any means creates a worthless 0/0 with no effect. Running out of Spells/Traps to discard wrecks the entire plan. The sheer volume of resources you have to expend to get something halfway decent is...horrifying, actually. And yet people hate fusions...but with this, in order to get a somewhat deadly monster, you need to wait EIGHT TURNS and discard 8 Spells and Traps along the way.

 

Honestly, I can see someone getting this thing out with 4800 and Ancient Gear Golem's effect and getting stopped by Fissue or something depressingly simple. There went 8 turns of resources. Bet losing those spells and traps only adds to the misery.

 

I'm not trying to bash or anything, I think the effect is unique and has potential, but...I hate everything else. The ATK gain is too small, the effects are too minor, you have to wait too long, and you throw away...some of the most important and powerful cards your deck has. I don't see why someone wouldn't just use Power Bond for Ancient Gear Ultimate Golem. 4 cards used for a monster with the same effect, roughly double the attack, and can come out ready to kick butt instantly, rather than waiting 8 turns and dumping 8 spells and traps.

 

1200 direct attackers are better off used with cards with that effect already and equip cards, rather than an 8 star, 2 turn, 2 s/t investment.

 

2400 that can't be killed in battle? Mist Body a Jinzo or something. Or any 2400 6 star really. 2 cards, one turn. Not a 4 turn investment costing 4 s/t and being an 8 star.

 

3600 with piercing. An 8 star, 6 turn investment needing 6 s/ts. I'm in pain. Fairy Meteor Crush something. Cyber End Dragon is easier to pull off, even with Cyber Dragon being limited.

 

So...I really dont like this. Even if the effects require a MINIMUM of that many turns and you can pick which one is used, the investments are absurd. Nice picture, though.

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You got 1 thing really wrong - you discard the cards only on your End Phase...so that's half the resources. Also, I can add "this card cannot be Special Summoned except by its own effect) to avoid your opponent using anything to Special Summon it earliy...

 

BTW because your only discarding cards on your own End Phases, he will always get an effect so don't worry about a useless monster...

 

Also, stalling isn't very hard for 8 turns...

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Oh, I see now. It counts opponent's turns too, but only 1 discard per turn of yours. That distinction makes it look MUCH better. Fine, but it still seems like a ton of time and resources for something that could be accomplished with different combos. Maybe it'll work in a deck based around it, but otherwise it just doesn't seem very playable.

 

Stalling isn't hard if your deck is trying to stall. If your deck isn't made for stalling, you'll going to have problems. That's why I think it's better off in its own deck.

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I agree with Evilfusion, mainly. He needs something different to make him a bit stronger... since you're at tiny font already, I'd stick this on the end;

"If this card is destroyed and sent to the Graveyard, remove it from play instead."

 

That might SEEM immaterial, but it really makes him MUCH better. See, the effect doesn't distinct that its effect only activates when he removes himself from play, so it doesn't matter how he was sent there, he will still revive himself at any End Phase. Which kinda makes him like D.D. Scout Plane, only he's an 8 star that can possibly unload the hurt.

 

In fact, viewed in that light, he becomes perfect tribute fodder for Macro Monarchs, and in fact could make an entire RFG swarm deck plausible...

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I agree with Evilfusion' date=' mainly. He needs something different to make him a bit stronger... since you're at tiny font already, I'd stick this on the end;

"If this card is destroyed and sent to the Graveyard, remove it from play instead."

 

That might SEEM immaterial, but it really makes him MUCH better. See, the effect doesn't distinct that its effect only activates when he removes himself from play, so it doesn't matter how he was sent there, he will still revive himself at any End Phase. Which kinda makes him like D.D. Scout Plane, only he's an 8 star that can possibly unload the hurt.

 

In fact, viewed in that light, he becomes perfect tribute fodder for Macro Monarchs, and in fact could make an entire RFG swarm deck plausible...

[/quote']

 

That could make it work, but it can also screw you up... I'll add that. I'm also going to make some supprot card from him. Also, for a deck based around him, cards like Gold Srcophagus will be needed to get him in your hand...

 

EDIT: A simple but effective Support Card added.

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I agree with Evilfusion' date=' mainly. He needs something different to make him a bit stronger... since you're at tiny font already, I'd stick this on the end;

"If this card is destroyed and sent to the Graveyard, remove it from play instead."

 

That might SEEM immaterial, but it really makes him MUCH better. See, the effect doesn't distinct that its effect only activates when he removes himself from play, so it doesn't matter how he was sent there, he will still revive himself at any End Phase. Which kinda makes him like D.D. Scout Plane, only he's an 8 star that can possibly unload the hurt.

 

In fact, viewed in that light, he becomes perfect tribute fodder for Macro Monarchs, and in fact could make an entire RFG swarm deck plausible...

[/quote']

 

That could make it work, but it can also screw you up... I'll add that. I'm also going to make some supprot card from him. Also, for a deck based around him, cards like Gold Srcophagus will be needed to get him in your hand...

 

EDIT: A simple but effective Support Card added.

 

Love the support and monster itself (10/10 for both cards).

 

In a realistic deck, Golden Sarcophagus is not practical (it's one of the most expensive cards around), so you might want to use Different Dimension Capsule instead.

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