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~Duelist's Will~


Death12328

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Just to show anyone who doubts my card creation skill, heres a card I made:

 

createcardphp.jpg

 

Duelists Will (Ultra Rare)

Quick-play Trap

0th Edition

Effect:

You cannot play this turn on your 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th or 12th turns in the duel.

 

When playing this card you must discard 7 cards in hand or this card is negated.

 

After activation "Duelist's Will" and all copies of it are removed from the game.

 

When this card is activated, you skip your draw phase and cannot play other cards for the rest of the duel. Place a token into play named "Harbinger of Amrageddon" (Dragon-Type/DIVINE/ 12 Star/ATK 4000/DEF 4000) in attack mode on your side of the field. "Harbinger of Armageddon" cannot be destroyed by Battle, Spell, Trap or Monster Effect so long as "Duelist's Will" is removed from the game.

 

While "Harbinger of Armageddon" is on the field you cannot lose the game and your opponent cannot win the game.

Creator: Death12328

Year: 2012

 

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Overpowered are you joking me? Underpowered still are you joking? Its neither and both at the same time. As for those who want to go and say: "What happens when the card is returned to the game you will lose the game" Oh freaking well, as if waiting 13 turns for armageddon is not stressful enough your playing a even more costly "Final Destiny", this menical card is also weak to negate cards such as Trap Jammer, although it does spare you from using up 7 cards as fodder.

 

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Rulings:

- "Duelist's Will" can be negated on the timing.

- If a player returns a copy of "Duelist's Will" from the RFG Zone the token can be destroyed by cards like Lightning Vortex

- If a player takes control of the token with "Snatch Steal" you still don't lose as you are the original player who played and activated the card to create the token

- Exodia doesn't give you an instant win if all 5 pieces are in hand if the token is still around.

- The "effects" of the token for it not being destroyed by Spell, Trap, Monster Effect and Battle do not go away unless even a single copy of "Duelist's Will" is returned to the game from the RFG.

 

<->

 

Okay folks, gotten that all out of the way, comments anyone?

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I still not understanding how its overpowered...

 

Even a stall deck requires laying cards down to keep the opponent at bay you have to set up a really big wall of defense spells and traps to even live by your respective 12th turn. Also I doubt its so overpowered I mean think logically in a normal duel folks, would you be able to survive long before you could activate this trap, the 1st turn kills, S/T destruction cards before Turn 13, the hand removal cards before your going to lay that puppy down as your silver bullet by chance unless they got a negator, the decks that mill other decks down so you lose viable cards, D.D decks that will actually remove this token from the game you don't get it back for it wasn't a actual card and a token and tokens when removed stay removed.

 

To consider even how a card truly fits you need to consider whats out their that can stop this card from actually making a large splash.

 

Yeah, yeah I defending my card, oh well so sue me.

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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

I agree with what all of them said, great card, but intead of putting " You cannot play this turn on your 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th or 12th turns in the duel." why dont you just put "You can only activate this card after the 12th turn."

7.5/10

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