.Rai Posted July 29, 2010 Report Share Posted July 29, 2010 The beginning of my Memoirs, various sets that look back upon my work or under-appreciated cards and concepts. First up is Field Spells, although every set has one, they're not really used as the ever-quicker meta shuns them back. So starting my Memoirs is Divergent Kingdoms. This card's name is treated as "Umi". Once per turn, place 1 Deep Counter on this card. If a WATER monster or this card would be destroyed, you can remove 3 Deep Counters from the field instead. Once per turn, you can increase the Level of a monster in your hand by 1 (permanently). If you do, both players must reveal their hands. Then, if the total Level of the monsters in your hand is lower than the total Level of the monsters in your opponent's hand, activate 1 of the following effects: •Select 1 monster you control. It can attack twice during your next Battle Phase.•You can destroy 1 Spell or Trap Card on the field. If you control a Field Spell Card, you can activate this card in 1 of your Spell & Trap Card Zones. All monsters you control gain 200 DEF. Instead of conducting your normal Draw Phase, you can reveal your entire hand to select 1 Spell Card from your Deck and add it to your hand. You cannot activate it this turn. When a Spell or Trap Card is activated, its controller can discard 1 card from their hand to place 2 Counters on it. If it would be destroyed, remove 1 Counter from it instead. If you control a Field Spell Card and there is there is a monster in both your and your opponent's Graveyard with the same Type, you can activate this card in 1 of your Spell & Trap Card Zones. While you control only face-up monsters, your opponent cannot enter their Battle Phase. While you control only face-down monsters, your opponent must Set cards before Summoning or activating them. By discarding 2 cards from your hand, Special Summon 1 monster with 1400 DEF or less that is removed from play or is in your Graveyard. When it is destroyed, remove it from play, then select 1 monster that's removed from play and add it to its controller's Graveyard. While this card is on the field, all other Field Spell Cards can be activated in Spell & Trap Card Zones. During your Standby Phase, place 1 Knowledge Counter on this card (max. 8 ).You can remove 4 Knowledge Counters from this card to look at your opponent's hand. All Trap Cards are removed from play and any Spell Cards cannot be activated until your next Standby Phase. While you control this card with at least 4 Knowledge Counters on it, your opponent must show his/her hand. While you control another Field Spell Card, you can activate this card in 1 of your Spell & Trap Card Zones. While this card is face-up on the field, cards must be Set before being Summoned or activated unless their owner pays 500 Life Points. When a Spell or Trap Card is activated, place 1 Snow Counter (max .3) on this card. You can remove 3 Snow Counters from this card to look at the top 3 cards of your Deck. Add 1 of them to your hand and then place the other cards in your Graveyard. You cannot enter your next Battle Phase. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 30, 2010 Report Share Posted July 30, 2010 Deep UmiFirst effect can protect this card and your WATER monsters quite easily, but takes a long time, seeing you'll have to wait 3 turns to save just 1. Maybe change it to 3 Deep Counters to 2, or even 1? The way this card can reveal both players hands, and then gaining an additional effect(s) if the total level of monsters in your hand is higher then your opponent's is quite unique. This is when high leveled dead draws can come in handy. First additional effect is great for letting your beaters run over 2 monsters. Second additional one is pretty much an MST, which is always helpful in a duel. Great flexible card for stall, beatdown, hand advantage, and field control. 9.8/10 Crystal ReachesFirst effect can be helpful, it's like having 2 Field Spell Zones. First effect is a basic effect, beefing up your monsters up 200 ATK and DEF, which is always nice. Skipping your Draw Phase, your next Battle Phase, and revealing your whole hand just to add 1 Spell Card to your deck to your hand? That seems a tad UP'd to me. I think one of those drawbacks aren't needed, probably the revealing of the hand. Not being to activate it is balanced, unless the Spell you would have added is a Quick-Play and you would set it. That last effect works pretty much only for Continuous Spells and Traps and Field Spells, so that's kinda situational. A nice card for Spell Counter decks IMO. Would work great with an archetype I'm currently in the middle of making, Mysterious Magicians. 9.8/10 Link to comment Share on other sites More sharing options...
.Rai Posted July 30, 2010 Author Report Share Posted July 30, 2010 Thanks, anbu . Changed Crystal Reaches' effect and added Moonlight Citadel. Link to comment Share on other sites More sharing options...
DYLANTHETORMENTOR Posted July 30, 2010 Report Share Posted July 30, 2010 good Link to comment Share on other sites More sharing options...
.Rai Posted July 30, 2010 Author Report Share Posted July 30, 2010 Um, thanks. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 30, 2010 Report Share Posted July 30, 2010 Crystal ReachesYou removed the ATK boost? D: I'd at least up the DEF boost by to at least 300 or 400 though. My rate still stays the same though. Moonlight CitadelFirst effect seems best in a mirror match. Can stall quite well if you control only face-ups, as long as this card doesn't get destroyed or one of your monsters turn into face-down. Can control the movement of your opponent as well if you only control face-down monsters, making your opponent set before they can do anything with their cards. With the searching ability for 1400 or less DEF monsters, can work well in Zombie Decks, with them having low DEF stats, and in most decks as well that have good monsters with low DEF. At the last sentence it should be send, not add. Dumps backs your removed from play monsters to the Graveyard or 1 of your opponents as well. DAD came to mind when I read the last effect that way you can dump the monster you removed from play back into the grave. The discarding 2 cards can be used in a beneficial way. Fables came to mind. 9.7/10 Link to comment Share on other sites More sharing options...
.Rai Posted August 2, 2010 Author Report Share Posted August 2, 2010 Moonlight Citadel was designed to help Zombies and there was never any ATK boost on Crystal Reaches anyway (I don't think so). Adding new card in a minute. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted August 3, 2010 Report Share Posted August 3, 2010 A World of KnowledgeFirst effect works with the most decks. Can be used for massive field control as well that first effect, combining a few other field spell effects and all. In 4 turns you can use that second effect. Removing all your opponents traps in their hand from play and forcing them not being able to use their spells until their next turn is really OP'd IMO. Especially with that last effect, that makes your opponent duel with their hand shown, so you know just the right time to use that effect. So what'd I do is make another sort of drawback, or that you'll have to remove all 8 counters. Overall, 8.9/10 Link to comment Share on other sites More sharing options...
.Rai Posted August 6, 2010 Author Report Share Posted August 6, 2010 Bump. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted August 6, 2010 Report Share Posted August 6, 2010 The Winter NightsFirst effect is standard like the other Field Spells. Can change the duel quite easily. Especially OTK's or FTK's that make you activate and summon like crazy, your opponent might deplete their stats to 0 before they even get a chance to OTK or FTK you. Likewise can that be towards you as well. Can generate Snow Counters quite easily, letting you choose any 1 of 3 cards from the top of your deck, than as a cost sending them to the grave. That last drawback makes it sound like that permanent. Are you sure you weren't going for 'You cannot conduct your Battle Phase the turn you activate this effect.'? Overall, 9.6/10 Link to comment Share on other sites More sharing options...
.Rai Posted August 7, 2010 Author Report Share Posted August 7, 2010 Thanks. No, anbu, it say your next Battle Phase, implying just that 1 turn. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.