werewolfjedi Posted May 25, 2010 Report Share Posted May 25, 2010 I was thinking about cards that have multiple powerfull effects, and your opponent's has to choose to have inflicted on them.sort of like this. how well would that work in our game? lets make a starting example. unless the opponent pays 2000 life points, send the top 7 cards of their deck to their graveyard. Link to comment Share on other sites More sharing options...
.Gideon. Posted May 25, 2010 Report Share Posted May 25, 2010 Konami should learn from MTG how to make cards with creative, interesting effects. Link to comment Share on other sites More sharing options...
MrCodyPwns Posted May 25, 2010 Report Share Posted May 25, 2010 well we do have Dark Coffin..... Link to comment Share on other sites More sharing options...
El-Rrey Posted May 25, 2010 Report Share Posted May 25, 2010 Well, there is that card too!! It's called "Ultimatum ..." in France!!I would like a card like that!! It's insta-table turning!! Link to comment Share on other sites More sharing options...
Expelsword Posted May 25, 2010 Report Share Posted May 25, 2010 Let's not overlook Pokémon... EDIT: Picture FAILURE It was Professor Oak Link to comment Share on other sites More sharing options...
Canadian Posted May 25, 2010 Report Share Posted May 25, 2010 Konami should learn from MTG how to make cards with creative' date=' interesting effects.[/quote'] MTG has been making cards for much longer and have a completely different style of play. But I see what your getting at. I'd also like to see things like "Bounce, Spin, Peirce, Haste (for w/e reason)", and all the other terms that MTG has. ITT: I'd rather choose to be milled by 7. In most decks, this actually helps... Link to comment Share on other sites More sharing options...
werewolfjedi Posted May 26, 2010 Author Report Share Posted May 26, 2010 Konami should learn from MTG how to make cards with creative' date=' interesting effects.[/quote'] MTG has been making cards for much longer and have a completely different style of play. But I see what your getting at. I'd also like to see things like "Bounce, Spin, Peirce, Haste (for w/e reason)", and all the other terms that MTG has. ITT: I'd rather choose to be milled by 7. In most decks, this actually helps... I play 3 in one turn, and my entire deck is based around milling and burning, and milling you by burning, and buring you by milling, etc. etc., bs bs. (it would be an interesting deck no?) would you willingly allow 21 cards milled in one turn? (leaving you with 13 cards left.) Link to comment Share on other sites More sharing options...
Canadian Posted May 26, 2010 Report Share Posted May 26, 2010 Konami should learn from MTG how to make cards with creative' date=' interesting effects.[/quote'] MTG has been making cards for much longer and have a completely different style of play. But I see what your getting at. I'd also like to see things like "Bounce, Spin, Peirce, Haste (for w/e reason)", and all the other terms that MTG has. ITT: I'd rather choose to be milled by 7. In most decks, this actually helps... I play 3 in one turn, and my entire deck is based around milling and burning, and milling you by burning, and buring you by milling, etc. etc., bs bs. (it would be an interesting deck no?) no, it wouldn't. Do you even read what you are saying? A deck that burns because of milling? or a deck that mills because of burning? Thats a really bad idea... Thats like saying "Fire Princess" should go into any deck that has some Life Point gaining cards because it could work. Link to comment Share on other sites More sharing options...
werewolfjedi Posted May 26, 2010 Author Report Share Posted May 26, 2010 Konami should learn from MTG how to make cards with creative' date=' interesting effects.[/quote'] MTG has been making cards for much longer and have a completely different style of play. But I see what your getting at. I'd also like to see things like "Bounce, Spin, Peirce, Haste (for w/e reason)", and all the other terms that MTG has. ITT: I'd rather choose to be milled by 7. In most decks, this actually helps... I play 3 in one turn, and my entire deck is based around milling and burning, and milling you by burning, and buring you by milling, etc. etc., bs bs. (it would be an interesting deck no?) no, it wouldn't. Do you even read what you are saying? A deck that burns because of milling? or a deck that mills because of burning? Thats a really bad idea... Thats like saying "Fire Princess" should go into any deck that has some Life Point gaining cards because it could work. god, don't be serious about it, I'm not. I know that an effect like this may not be the best to focus on for this disscussion. want to try another? unless your opponent send the monster with the highest ATK on the field to the grave, deal damage to your opponent equal to it's ATK. Link to comment Share on other sites More sharing options...
Chaos Flame Posted May 26, 2010 Report Share Posted May 26, 2010 Well, half or nothing lets your opponent pick... Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted May 26, 2010 Report Share Posted May 26, 2010 NO. It'll be insta-banned. Make it:Unless your opponent pays 1000 Life Points, send the top 3 cards of his/his deck to the Graveyard. Link to comment Share on other sites More sharing options...
Father Wolf Posted May 26, 2010 Report Share Posted May 26, 2010 Oh noes not the top 7! but the card would be lulzy in mill trolls Link to comment Share on other sites More sharing options...
-Lightray Daedalus- Posted May 26, 2010 Report Share Posted May 26, 2010 Book Burning is an excellent card.... an That idea is fun....when I used to make cards i make a set of this things...in the form of field spells...lemme find them... oh yess.. they were like: Forcefield Seal of FireField SpellEffect: During each Standby Phase inflict 1000 damage to each player's Life Points. Any player that have no cards in his/her hand during its own Standby Phase do not take damage. Forcefield Seal of EarthField SpellEffect: Neither player can Special Summon. Any player can negate this effect until the End Phase by reducing the ATK of all the monsters he/she controls to 0. Forcefield Seal of LightField SpellEffect: Neither player takes Battle Damage. Any player can negate this effect until the End Phase by having its opponent gain Life Points equal to the highest ATK among the monsters on the field. Forcefield Seal of IceField SpellEffect: Neither player can flip summon or activate any set card they control until the 2nd Standby Phase after those cards were set. Any player can negate this effect until the End Phase by sending a set card they control to the Graveyard. Forcefield Seal of DarknessField SpellEffect: Neither Player can draw card/s during their Draw Phases. Any player can draw a card During its own Standby Phase by removing a card in its Graveyard from play. Forcefield Seal of WindField SpellEffect: Both players can play Normal Spell Card as if they were Quick Play Spell cards. Any player can negate this effect until the End Phase by returning a card they control to their owner's hand. Link to comment Share on other sites More sharing options...
Canadian Posted May 26, 2010 Report Share Posted May 26, 2010 If I get Seal of Darkness out first turn, they are f***ed. I do however, like your thinking. Link to comment Share on other sites More sharing options...
evilfusion Posted May 26, 2010 Report Share Posted May 26, 2010 The problem is that most cards that let your opponents choose, or most effects that can be "chosen" are either weak or obvious which option is better to take, or either way you go, the effect is outclassed by something that DOESNT give your opponent the choice. Half or Nothing, for example. 99% of the time, they'll end the Battle Phase. It's outclassed by Threatening Roar, and Mirror Wall outclasses the other effect. Dark Coffin actually is pretty good, but difficult to set off. Link to comment Share on other sites More sharing options...
werewolfjedi Posted May 27, 2010 Author Report Share Posted May 27, 2010 The problem is that most cards that let your opponents choose' date=' or most effects that can be "chosen" are either weak or obvious which option is better to take, or either way you go, the effect is outclassed by something that DOESNT give your opponent the choice. Half or Nothing, for example. 99% of the time, they'll end the Battle Phase. It's outclassed by Threatening Roar, and Mirror Wall outclasses the other effect. Dark Coffin actually is pretty good, but difficult to set off.[/quote'] which why my first theoretical card did 2000 or 7 cards. no other card in the game can always send off 7 cards from the game, or just plain out deal 2000 damage. Link to comment Share on other sites More sharing options...
Scatty Posted May 27, 2010 Report Share Posted May 27, 2010 A card that would let your opponent choose which effect to apply should obviously have both options better than cards in which the effect is compulsory. Like... Hopeless Crossroad[Quick-Play Spell Card]You can only activate this card if your opponent controls 4 or more cards. Your opponent applies 1 of the following effects:- Inflict 1200 damage to your opponent.- Gain 1500 Life Points.- Remove from play 1 random card in your opponent's hand.- Destroy 1 card your opponent controls. If it is not a monster, inflict 500 damage to your opponent.If your opponent controls 8 or more cards, he must choose 2 effects to apply, and he cannot choose the same effect twice. But what I would really wanna see are cards that let the player who activated them choose which effect to activate himself, but have both choices relatively weak. That would turn dead draws into something half-decent...like this, for a Simochi Deck, just in case you don't have Simochi out: Morphine Overdose[Normal Spell]Either deal 800 damage to your opponent or heal him of 1500 Life Points. Link to comment Share on other sites More sharing options...
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