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Awesome Field Spell: Field Limit Break


Hikaru Uchiha

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[img]http://img28.imageshack.us/img28/7884/371988.jpg[/img]

When I duel, I often run into the problem of running out of card zones, be they Spell & Trap or Monster. It always gets on my nerves when I draw a great card, but I have no place to set/summon/activate it, especially when that card could win the duel or save me from losing it. So I made this card to help me get those cards on the field even if it is full. Personally, I think this awesome power is sufficiently balanced with drawbacks, but I still want your opinion. Thanks in advance for all your comments!

Edit: Oh, and for those of you who are having trouble reading the small text, here it is:

[i]Both players may treat their Spell & Trap Card Zones as Monster Card Zones and vice-versa. During each player's Standby Phase, they must pay 500 Life Points for each card on their side of the field that is using this card's effect. If they do not, that card is destroyed. A monster in the Spell & Trap Card Zone cannot attack or be targeted for an attack. It is moved to the Monster Card Zone when a Zone becomes available (if there are fewer Zones than monsters, the player may choose which card to move). A Spell or Trap Card in the Monster Card Zone must be set and cannot be activated until the End Phase of the controller's 2nd turn after it was set. It is moved to the Spell & Trap Card Zone when a Zone becomes available (if there are fewer Zones than Spells & Traps, the player may choose which card to move).[/i]

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  • 3 weeks later...

wow. just wow... any way i have too say that you have put a little thought in to this. in my own opinion you should find a way of simplifying the text to its most basic level. otherwise it just gets confusing.

how about "monster card zones may be treated as spell/trap card zones, and spell/trap card zones may be treated as monster card zones. during each of your standby phases players take 500 damage respectivly for each of their monster or spell/trap cards that are not in their respective zones."

also i think putting restrictions on any of the cards in this card would be over powerd and otherwise simply INSANE. also i notice that you have nothing to do with what would happen if the card would be removed from the field.


final product "monster card zones may be treated as spell/trap card zones, and spell/trap card zones may be treated as monster card zones. during each of your standby phases players take 500 damage respectivly for each of their monster or spell/trap cards that are not in their respective zones. when this card is removed from the field destroy all spell/trap and monster cards that are not in their respective zones



overall with your text 4/10 with my text 7/10

im not a new member. this is just my new profile. or rather my second profile

hope i helped

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[quote name='Ra adashio' timestamp='1338543542' post='5950296']
im not a new member.
[/quote]
Thanks for clearing that up.

This card would allow you to use Scapegoat, Superancient Deepsea King Coelacanth, and Mystical Cards of Light with more effectiveness, but the restriction on the Spell and Trap Cards gets confusing. You have to keep track of when each Spell and Trap Card was Set even after it was moved automatically. This card confers little benefit until you have an "as many as possible" OTK weapon, and it costs you at least 500 LP to use most of the time.

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I like the idea behind this card, but shifting cards that are out of their respective zone sounds overly confusing. Maybe, instead of choosing what zone you play a card in, you could do something akin to "Before placing any card on the field, roll a six-sided die. If the result is 1-5, play the card in that zone (if available) in it's proper half of your field. If the result is 6, reroll and play the card in the same zone as the die result (if available), but in the opposing half of your field. If the resulting card zone is already occupied, reroll." I'm not great at OCG yet, but you get the drift, right?

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