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Flashforward Fan Set - well not exactly. 6/20+


Scatty

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Here, I will post cards each bearing the name of a Flashforward episode.

 

Note, the cards themselves will have nothing to do with the show. This is not really a set, as the cards are not actually made to help each other.

 

Note 2, due to the nature of Flashforward episode names, it's a good chance I won't make many/any monsters.

 

[spoiler=No More Good Days]468925.jpg

 

This card can only be removed from the field by its own effect. You can only activate this card if your opponent controls a face-up Field Spell Card, has 2000 or more Life Points than you, controls 1 or more monsters, and none of your opponent's monsters were destroyed by battle in the last 6 turns. As long as your opponent has any card on his side of the field, he must either skip his Draw Phase or destroy 1 card he controls during each Draw Phase. If your opponent has no cards on the field during his Main Phase 1, destroy this card. In the turn this card is destroyed, skip your opponent's Battle Phase.

 

[spoiler=White to Play]468925.jpg

 

You can only activate this card as part of a Chain of 2 Links or more, in which Chain Link 1 is a card you control. Negate the activation and effect of all cards in the Chain, except for the first one. After the effect of that card resolves, remove this card from play. As long as this card is removed from play by its effect, you cannot negate the activation and effects of your opponent's monsters, Spells, and Trap Cards. During the beginning of your Main Phase 1, you can skip the rest of your turn to add this removed from play card as the top 3rd card in your Deck (you cannot look at the top 2).

 

[spoiler=137 Sekunden]468925n.jpg

 

During each of your Draw Phases, pay half your Life Points or destroy this card, if you have less than 500 Life Points, you cannot pay the cost. As long as you control this card, skip both player's Main Phases 2, End Phases, and Standby Phases. All costs that would be paid in these Phases are paid during the Draw Phase instead. Both players can only activate up to 2 Spell/Trap Cards and Summon up to 2 monsters per turn. You can destroy this face-up card. If you do so, remove all "137 Sekunden" from your hand, Deck or Graveyard, and increase the Turn Count by 2.

 

[spoiler=Black Swan]468925a.jpg

 

When this card is Summoned, select 1 monster Type. Afterwards, once per turn, you can pay 500 Life Points to change the selected Type. If your opponent Summons a monster of that Type, you can Tribute this card to destroy that monster, this card's activation and effect cannot be negated. Each time your opponent Summons a monster of a different Type, you lose 500 Life Points. There can only be 1 face-up "Black Swan" on the field.

 

[spoiler=Gimme Some Truth]468925.jpg

 

Unless you control a face-up Psychic-Type monster, this card cannot be activated. Reveal all cards in your opponent's hand. As long as this card is in your Graveyard, if your opponent draws a new card during his Draw Phase, he must not reveal it. If your opponent has no revealed cards in his hand, return this card from the Graveyard to the Deck, and switch all Psychic-Type monsters you control to face-down Defense Position.

 

[spoiler=Scary monsters and Super Creeps]468925b.jpg

 

[align=center]1 Fiend-Type monster+2 or more non-Fiend-Type monsters of different Types

This card's Type is treated as all Types of the Fusion Material Monsters. This card's ATK equals the number of monsters used to Fusion Summon it x800. If this card is equipped with an Equip Spell Card, destroy all cards you control. If this card would be destroyed, remove it from play, and Special Summon as many Separate Tokens (Level 2/DARK/1000 ATK/1000 DEF) as possible each having a different Type this card had (if you can Summon more tokens than Types this card had, Summon only as many tokens as many Types this card had). These tokens cannot be Tributed for a Tribute Summon and cannot be used for a Synchro Summon.[/align]

 

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OCG fixes:

No More Good Days: If your opponent has no (dropped the ''s")

White to Play: none

137 Sekunden: Main Phases 2

Black Swan: clear

Gimme Some Truth: during his/her Draw Phase, he/she must not

Scary monsters and Super Creeps: equals the number of monsters used to Fusion Summon it x800/ as many tokens as the number Types this card had/ for the Tokens I think it's ATK(DEF) 1000 not 1000 ATK(DEF)

 

Now, about the effects. They seem quite disadvantageous to me, but really unique, which is good. Really like them, although I don't understand how "Gimme Some Truth"'s last effect is possible. If can explain it to me, then OK.

 

9/10 is my rating

A really good job imo! ^_^

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OCG fixes

No More Good Days - K' date=' thank

137 Sekunden - K, thanks

Gimme Some Truth - according to the new OCG rules, both using the masculine and saying he/she are correct. And I'll rather keep my effects clear of slashes.

Scary Monsters and super Creeps - Both my version and yours are correct for the first fix, but I'll use yours as it's shorter. As for the second, I don't understand it. As for the third, I'm actually right.

 

Now, about the effects. They seem quite disadvantageous to me, but really unique, which is good.

 

Underpowered? Can you please explain why?

Really like them' date=' although I don't understand how [i']"Gimme Some Truth"[/i]'s last effect is possible. If can explain it to me, then OK.

 

It IS an effect with tricky rulings, and due to that, i understand your confusion.

 

It goes like this:

 

First, you need a face-up Psychic-Type monster. That's the condition. Now, this card is activated, and resolves. This card's resolve is that your opponent must show you all cards in his hand at that time.

 

After this card resolves, it is sent to the Graveyard. The cards in your opponent's hand are STILL left revealed, this is called a lingering effect. Lingering effects are rare, and many of them are banned (Last Turn, Makyura, Last Will). Now, if your opponent draws any new cards from his deck, those cards will not be revealed (that's not a lingering effect, that's the Continuous effect that "Gimme Some Truth" has while in the Graveyard). So at some point your opponent will have in his hand cards that you can see, and cards that you can't see.

 

Now, for the last effect. Because it is mandatory and activates from the Graveyard, it is a Quick-Play Instant effect, which can trigger even during your opponent's turn. This effect is split, having one immediate part in which "Gimme Some Truth" returns to your Deck, and a lingering effect that Sets all your Psychic-Type monsters. Also, now is the time when the former lingering effect that made your opponent show you his hand and the continuous effect which had your opponent not show you the cards he draws ends.

 

Note: If "Gimme Some Truth" is removed from play while in the Graveyard and after it resolved, something really cool happens. As the lingering effect that makes your opponent show you his hand stops when "Gimme Some Truth" is returned to the Deck, which clearly isn't the case, and the continuous effect, which stops WHEN "GIMME SOME TRUTH" IS NOT IN THE GRAVEYARD, stops, your opponent will have to permanently stay with his hand revealed, having all cards in his hand revealed, until the end of the Game. Cool, don't you think? Still, this doesn't work with Macrocosmos, as "Gimme Some Truth" must still be in the Graveyard for some time.

 

Note 2: If this card is in your Graveyard but did not resolve (you never actually activated it), it still activates its continuous effect that does not permit you to look at new cards your opponent draws. As a result, if your opponent activates Respect Play, he will actually be partly immune to it.

 

Got it now?

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The point is that these cards are not supposed to work together.

 

Actually, they are supposed to be key cards, in decks that rely heavily on them and are built around them...except for Black Swan, which is Blackwing anti-meta.

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No More Good Days.. I read it, but I stopped giving it thought after "and none of your opponent's monsters were destroyed by battle in the last 6 turns." That's a little silly.

 

White to Play is awkwardly long and drawn out. It stops your card from being countered or even chained to, which is totally sweet. Then it leaves the field and you can't negate your opponent's cards, until you decide the rest of your turn doesn't really matter and you think this card will be helpful again in.. 3 turns. It's odd and roundabout, and I think removing it from play after use was about as far as it needed to go so you couldn't abuse it with Harvest Angel of Wisdom. <_<

 

137 Sekunden.. is silly. Standby Phase, Main Phase 2, and End Phase, all gone. Excuse me while I laugh while every revival/Special Summon effect that incurs the destruction of those Summoned monsters at the End Phase no longer happens. Only costs that would need to be paid at these times happens, not compulsory effects. That does make me laugh at some things more than others. Stardust Dragon doesn't come back, a Future Fusion'd monster never comes out.... Swords of Revealing Light never passes turns... Return from the Different Dimension'd monsters get to hang around.. funny stuff. Yeah, this messes up a little bit too much for me to fully accept. <_<

 

Black Swan is hilarious for the sole fact that you get to look at your opponent's entire Deck when you summon him. Other than that, he's mediocre. A one-time shot to negate an incoming Summon. I would only really use him to check out my opponent's entire Deck. I thought that was funny as hell. xD

 

Gimme Some Truth... nah. I'd rather use Mind Haxorz then a continuous look at their hand that eventually ends up risking turning every Psychic-type I have face-down to get stomped all over. I don't like it.

 

Scary Monsters and Super Creeps.. there would've been a funny freedom if it's Fusion Materials were just "Monsters" or something. xD Gaining the type of every monster you used in the Fusion, as well as 800 ATK per monster, almost like a Chimeratech Overdragon kinda gig. Then its destruction brings in a bunch of little tokens that can be used for Tribute Summons, tributing effects, D-Hero Plasma.. oh, but not Synchro Summons. <_<

 

 

Nothing really strikes me as great about any of these cards. I know they're not themed together, I'm a fan of making cards for a theme but not having them all relate to one another, but these cards for the most part all had long, drawn-out, unnecessary effects. Sryz.

 

 

5/10.

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Nothing really strikes me as great about any of these cards. I know they're not themed together' date=' I'm a fan of making cards for a theme but not having them all relate to one another, but these cards for the most part all had [b']long, drawn-out, unnecessary effects[/b]. Sryz.

 

What's wrong with long effects?

 

I hate people who are against long effects, and I love long effects.

 

The destroyed city one would be very difficult to get out, and it doesn't really pay off too much. Although having them have to skip his draw phase every turn would be like an instant win, it implodes in on itself when the opponent has nothing on their field. It seems like a lot of hassle for an effect that, although awesome, doesn't last very long if your opponent is smart.

 

The chess one, I like. A lot. Although you got some big OCG errors in that one.

 

147 Hadoken I also like a lot. However, you should add an additional cost only you have to pay, otherwise its highly abusable.

 

The emo bird is OP'd. Add another cost and it'll be shweet.

 

I don't like psychics, so I didn't read the one with Professor X, to be totally honest.

 

The one with Ben 10 on crack is OP'd. If you changed the last effect to not being able to be tributed in general, then it'd be better, but still OP'd I think. Just significantly less so.

 

8/10

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I didn't say all long effects were unnecessary and drawn out. Effects that have one actual effect and a bunch of follow up text to put down a whole bunch of extra conditions, when something less could've been done anyway, just isn't needed imo.

 

I have nothing against long effects, please. xD

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No More Good Days - this card is designed to go into a Final Countdown Deck, where destruction by battle is neither needed nor possible. But its conditions make it balanced, and also help you not lost the game and Stall your opponent.

 

White To Play - as much as this card can come back thanks to Hecatrice, it REQUIRES a Link of 3 or more Chains, so it cannot really be used anytime. I don't understand what you don't like about it.

 

137 Sekunden - I made this card specifically as an anti-hopeless anti-stardust Final Countdown staple. I knew it would keep Swords of Revealing Light on the field forever, that's why I made it, for Chuck's sake. Should I put a Life Points cost? Something like...half your life points per turn?

 

Black Swan - I would simply erase the first sentence as you people suggest, but this way, Black Swan would be nothing more than an anti-Blackwing/Quickdraw/Hopeless that you would Side and never use in the first duel of a match. And I don't want that to happen.

 

Gimme Some Truth - if you don't like it, please check the rant on top of your post. Check the "Note" thingie. Still think this card is weak?

 

Scary Monsters and Super Creeps - added a special balance so that it cannot be summoned with Future Fusion and made the tokens impossible to Tribute. Happy?

 

 

EDIT: Changed Black Swan so it's less situational.

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