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Two Spirit Synchros!! & Spirit Tuner!!!


bott52

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This card is bad... it's a Synchro that stays on the field until the end of your turn... which means its on the field for 1 attack, and then it's gone. Add that to the fact that it is literally IMPOSSIBLE to summon... there's so far no such thing as a Spirit Tuner monster... and also factor in that it's got an aggro-dependant ability with not enough ATK stat to back up the bluff.

 

Another one for the pits of hell...

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it has the regular effect of a Spirit onster and i have a spirit tuner and there are many cards that let spirit monsters stay on the field.

 

A couple cards DO do that, but Spirit monsters overall are bad (you lose card advantage), seeing as you'll not always be able to keep them out on the field (you won't always have your support cards). So you'll get owned.

 

And add the chances of you pulling out a this Spirit Tuner monster, and 1 or more (probably more) monster(s) whose levels add up to 5, AND take into consideration the chances of you actually having a support card for keeping Spirit monsters on the field, and then FINALLY consider the potential of your opponent just field controlling your monster away...

 

that's a pretty low chance. Which makes these cards bad.

 

And what other cards are there that keep Spirit monsters on the field? I remember a continuous Spell card that hurt you in some way, and there's an Equip Spell Card... but that's it, I thought.

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it has the regular effect of a Spirit onster and i have a spirit tuner and there are many cards that let spirit monsters stay on the field.

 

A couple cards DO do that' date=' but Spirit monsters overall are bad (you lose card advantage), seeing as you'll not always be able to keep them out on the field (you won't always have your support cards). So you'll get owned.

 

And add the chances of you pulling out a this Spirit Tuner monster, and 1 or more (probably more) monster(s) whose levels add up to 5, AND take into consideration the chances of you actually having a support card for keeping Spirit monsters on the field, and then FINALLY consider the potential of your opponent just field controlling your monster away...

 

that's a pretty low chance. Which makes these cards bad.

 

And what other cards are there that keep Spirit monsters on the field? I remember a continuous Spell card that hurt you in some way, and there's an Equip Spell Card... but that's it, I thought.

[/quote']

 

Spirit monsters have a loophole in their effect. that loophole is that they can only be returned to your hand during The turn it was synchro summoned, normal summoned flip summoned or flipped face up. if you play them in face down defense position they stay on the field until they r flipped face up. If you use cards like Future Visions or Dimensionhole then they are removed from play then they come back the next turn and then they cannot be returned to the hand. you have to think of strategies with other cards not thought as a Spirit support card.

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I believe the OCG of your Synchros should start like this:

1 Spirit Tuner + 1 or more non-Tuner monsters

This card cannot be Special Summoned except by Synchro Summon. This card returns to its owner's hand during the End Phase of the turn it is Synchro Summoned.

You forgot the bolded part. Also your tuner is overpowered, drawing 2 cards is just to easy.

 

Very interessting, reminds me of my Ritual Spirit monster. 7/10

Note that this isn't really a new concept that you "invented", you are just for as far as we know the first person to make a Synchro Spirit monster

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LOVE IT NOW. But the pic of the tuner is from a famous movie made directed by Howl Miyazaki, its called spirited away and the guy is called HAKU (there might be a y in there but i dont want to put it in the wrong place for it to mean vomit in japanese) 10/10 just change the pic

 

And the add you did for the special summon is swtill wrong. it should read "this card cannot be special summoned EXCEPT by synchro summon"

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