thekazu4u Posted October 21, 2011 Report Share Posted October 21, 2011 Remade versions of my best generic cards, with some remade/revamped. [Spoiler=Terraprotection, Field Spell Support] [img]http://img706.imageshack.us/img706/3038/358064.jpg[/img] Effect: If a Field Spell card would be removed from the field, return it to the hand instead. Field Spells can be played from your hand during either player's turn. Both players can only activate one Field Spell Card per turn. Rarity: Rare Changes: it now works when the field spell card is "removed from the field" not just "destroyed." Also, it works for BOTH PLAYERS field-spell cards, not just your own. I kept the wording "Field Spells can be played from your hand during either player's turn," because I don't want field spell cards to be replaced the moment they are played by the opposing player. Comments: there should be a deck that takes advantage of multiple Field Spell cards removing each other, aside from a "Geartown" build. In this card, I am intending to create the possibility to turn "Terraforming" into a toolbox card, allowing you to play different field-spell cards in different situations. Also, it allows players to reuse "once per turn" effects of field spells, if they play the field-spell during their opponent's turn, and replace it with another during your own card. [/Spoiler] [Spoiler=Quick Strike, Combo Card] [img]http://img854.imageshack.us/img854/4113/358064z.jpg[/img] Effect: Select one Normal Spell Card in your hand. Set it face-down on the field and treat it as a Quick-Play Spell Card. You can activate it this turn. During the End Phase, destroy it. Rarity: Secret Rare Changes: Nothing, other than the rarity. Comments: this combos extraordinarily well with a very wide range of normal spell cards. You can activate "Creature Swap" against "Judgment Dragon," chain Monster Reborn when your opponent activates a card that would special summon from his/her graveyard etc... this card just adds more possibilities with many cards! [/Spoiler] [Spoiler=Power of the Hand, Combo Card] [img]http://img90.imageshack.us/img90/594/358064c.jpg[/img] Effect: Discard your hand to your graveyard. Select 1 Spell Card discarded by this effect. Your opponent activates its effect. You can then add one "Power of the Hand" card from your Deck to your hand. Rarity: Secret Rare Changes: Your opponent now does not activate THE CARD, only its effect. Comments: obviously this card creates some insane combos. Also, I think I have finally made it so it no longer helps FTKs. [/Spoiler] These are some of my favorite generics I have made, more coming soon. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted October 21, 2011 Report Share Posted October 21, 2011 for power of the hand, is that a MUST for your opponent to activate the spell effect? What if he or she isn't in a position to? Link to comment Share on other sites More sharing options...
thekazu4u Posted October 21, 2011 Author Report Share Posted October 21, 2011 must activate the EFFECT - activation conditions do not have to be met. This is exactly the fix I made. Link to comment Share on other sites More sharing options...
thekazu4u Posted October 30, 2011 Author Report Share Posted October 30, 2011 ~bump10char~ Link to comment Share on other sites More sharing options...
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