Lord Smeagle Posted January 6, 2010 Report Share Posted January 6, 2010 (A big thank-you for the Warp Counter Concept - FANtom Core) Seems to me that all the cool decks nowadays ruin something. Lightsworns ruin the Deck, Infernity ruins the hand... Meet the Warp Force - they ruin the field, especially for your opponent. Warp Force monster place Warp Counters on the field to use their effects. All their effects either place or remove Warp Counters. Warp Counters can only be occupied by Warp Monsters, a new subtype. Can't get out your Warp Monsters? You could wind up shutting yourself out of the field. On the other hand, you can shut your opponent out too, Ojama-style. All Warp monsters are Warp Force monsters, but not all Warp Force monsters are Warp monsters.Savvy? Let's begin. During your Main Phase, you can switch control of this card to your opponent and place one Warp Counter on the Zone it was previously in. (Zones with Warp Counters can only be occupied by Warp Monsters.) When your opponent gains control of this card, you may select 1 Synchro Monster in your opponent's Extra Deck. Your opponent must Synchro Summon that Synchro monster immediately if possible. You take no damage from battles involving a monster Synchro Summoned using this card, or from that card's effect. FLIP: Select 1 Trap Card in your Graveyard and Set it face-down, then place 1 Warp Counter in an empty Spell/Trap Card Zone. (Zones with Warp Counters can only be occupied by Warp Monsters.) If this card is Special Summoned by the effect of a Trap Card, remove 1 Warp Counter on the field to destroy 1 Spell or Trap Card. Img Credit: Jazin Kay's Gallery. Link to comment Share on other sites More sharing options...
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