Zenju Posted November 9, 2010 Report Share Posted November 9, 2010 So, I had nothing better to do and was thinking of having some really tricky cards, I came up with a few for this set... Dark Realms - Field Spell When this card comes into play, remove both players decks from play. During each player's Draw Phase, instead of drawing a card, that players opponent selects one of the turn players cards that are removed from play and adds it to turn player's hand. (Need some help on the wording of that part. x_x) When this card is removed from the field, each player shuffles all of their removed from play cards into their deck. (Broken anti-meta card, but damn would it be fun to play) Dark Realms Assassin 3 Star Dark/Fiend Tuner 1000/1000 When this card is used for the Synchro Summon of a monster, whenever that monster would destroy a card by battle, remove it from play instead. Micro Cosmos Quick Play Spell Remove from play up to three cards you control, remove from play the same number of cards your opponent controls Dark Realms Warrior 4 Star Dark/Fiend 500/0 This card gains 100 ATK for each card you have removed from play Dark Realms Faux 1 Star Dark/Fiend 0/0 When this card is destroyed by battle, remove it from play and draw 1 card. Link to comment
Azra The Soulslayer Posted November 9, 2010 Report Share Posted November 9, 2010 Lol, Dark Realms basically has the same effect of a card i made called "Shadow Jar", and as mine failed judgment so would yours. Meaning: It would be another Temple of the Kings, so broken it actually comes out Banned, but would be incredibly fun in Traditional Format. I love the idea of it, if only there were a way to tune it down to a not-so-broken level, keep it up 8/10 Link to comment
Zeppeli Gyro Supreme Posted November 9, 2010 Report Share Posted November 9, 2010 Dark Realm would cause duels to take too long, and since you know everything your opponent is going to be having in their hand, you can easily just give them worthless cards each turn. Drawing effects and searchers have no use after the card's activation. Also, are the cards removed face-down? If not, then if you have a card like Return from the Different Dimension, just activate this card after setting it and you are pretty much guaranteed to win. Sorry, but it just wouldn't work out as is. Link to comment
Zenju Posted November 10, 2010 Author Report Share Posted November 10, 2010 No, the cards are not face down, but I do know that I need to work on Dark Realms. I didn't think about Return, lol. Maybe have part of the effect on Dark Realms prevent cards that are removed from play leaving the remove from play zone, except with it's own effect? I know you could just give your opponent nothing but dead draws, but they could do the same to you for the most part, that's what would make it so fun. Also, dead draws would only last for so long, until eventually you have to give your opponent something. But I couldn't have it to where you pick your own cards, because of LolExodia. Link to comment
Zeppeli Gyro Supreme Posted November 10, 2010 Report Share Posted November 10, 2010 [quote name='Zenju' timestamp='1289365143' post='4775193'] No, the cards are not face down, but I do know that I need to work on Dark Realms. I didn't think about Return, lol. Maybe have part of the effect on Dark Realms prevent cards that are removed from play leaving the remove from play zone, except with it's own effect? I know you could just give your opponent nothing but dead draws, but they could do the same to you for the most part, that's what would make it so fun. Also, dead draws would only last for so long, until eventually you have to give your opponent something. But I couldn't have it to where you pick your own cards, because of LolExodia. [/quote] All you would have to do is make a deck that's built around not having to worry about this card's effect and you're completely in the clear. Even if you didn't, it would be pure chance who would win at that point. Link to comment
CrabHelmet Posted November 10, 2010 Report Share Posted November 10, 2010 Gren Maju Da Eiza. Next. Link to comment
Zeppeli Gyro Supreme Posted November 10, 2010 Report Share Posted November 10, 2010 I think a better effect for this card would be: "Remove both players decks from play face-down and are not affected by, or effect, other cards. During each player's Draw Phase, instead of drawing a card, that player's opponent instead randomly selects 3 of these removed from play cards and sees then, then selects 1 and adds it to your hand (the remaining cards are shuffled back into the pile). When this face-up card is removed from the field, each player shuffles their removed from play cards into their Deck." It still could be very overpowered, but at least it's not as abusable. Link to comment
Zenju Posted November 11, 2010 Author Report Share Posted November 11, 2010 Actually that is a pretty good effect, it still does the job without all the broken-ness. Not bad at all. ^^ Link to comment
Zeppeli Gyro Supreme Posted November 11, 2010 Report Share Posted November 11, 2010 Or I guess you could omit the removing effect altogether, and if you wanted to make it so that players can't draw outside of their draw step, just state so in the effect. Link to comment
Zenju Posted November 13, 2010 Author Report Share Posted November 13, 2010 That's not the point at all, I like tricky, fun cards. That's the point. If I took away the removing effect, it'd really just murder the whole point of the card, in my eyes. Link to comment
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