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More Chaos Cards


thekazu4u

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(Not generally for Dragon Chaos, but for good old traditional chaos).

[img]http://yugico.com/customcard/22378.jpg[/img]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]2 Level 3 Monsters[/left][/size][/font][/color]
[color=#000000][font=Verdana, Geneva, sans-serif][size=3][left]Once per turn: you can Special Summon one XYZ Material Monster attached to this card. A monster Special Summoned with this effect is treated as a Tuner Monster. You can return this Banished card to your Extra Deck: Select one LIGHT monster on the field and increase its Level by 1.[/left][/size][/font][/color][img]http://yugico.com/customcard/22619.jpg[/img]

Once per turn, during either player's turn, while this card is in the Graveyard, Banished, or on your side of the field: You can select 1 other monster in your Graveyard, Banished or on your side of the field, and then apply one of the following effects:
• If this card is on the field, the levels of all monsters on the field become equal to that of the selected monster.
• If this card is in the Graveyard, the levels of all monsters in the Graveyard become equal to that of the selected monster.
• If this card is Banished, the levels of all Banished monsters become equal to that of the selected monster.

(Longest Effect Evar)

The first one gives Tour Guide -> Sangan some epic options. The second lets Chaos Zone special summon anything, is a great multipurpose tuner, and just has loads of possibilities.[color=#323232][size=3]



Your thoughts?[/size][/color]

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[font=courier new,courier,monospace]The first one is interesting, though I'm not sure whether I want to say it's playable or not worth using. The ability to grab Sangan, overlay for this, then detach and bring Sangan back to the field to allow a search is very similar to what people believed was the original ruling for Xyz Monsters, and that scared me a bit, but when you think about it, this thing won't do anything on its own, anyway, so I can't say it's that bad. (Ultimately Tour Guide is the problem card anyway, so without it this wouldn't be nearly as useful, anyway.) It's well-designed.

The second one is just confusing, but I guess I can see uses for it. I'm not a big fan of Chaos Zone because I feel like it's way too slow to be useful, but this does give you plenty of options with it. Well done. As a matter of fact, being a quick effect does screw with Wind-Ups, I guess.[/font]

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[quote name='- Neo -' timestamp='1342449163' post='5979802']
[font=courier new,courier,monospace]The first one is interesting, though I'm not sure whether I want to say it's playable or not worth using. The ability to grab Sangan, overlay for this, then detach and bring Sangan back to the field to allow a search is very similar to what people believed was the original ruling for Xyz Monsters, and that scared me a bit, but when you think about it, this thing won't do anything on its own, anyway, so I can't say it's that bad. (Ultimately Tour Guide is the problem card anyway, so without it this wouldn't be nearly as useful, anyway.) It's well-designed.

The second one is just confusing, but I guess I can see uses for it. I'm not a big fan of Chaos Zone because I feel like it's way too slow to be useful, but this does give you plenty of options with it. Well done. As a matter of fact, being a quick effect does screw with Wind-Ups, I guess.[/font]
[/quote]
I designed it specifically for Chaos Zone. I'm surprised anybody figured it out! :)
Also, I disagree that Chaos Zone is not useful. Banish Necroface and you got your whole engine going. Then you can copy Necroface with this card, remove 4 counters (you just got 1-6 from Banishing necroface) and bring it back to synchro. Or maybe get back a Cyber Valley and draw 2 cards for a total cost of only 1 card and 2 tokens.

The first card is much more complicated, not exactly sure how I'd use it. I think the tour guide combo you are speaking of is pretty underwhelming by today's standards... its just gets a sangan-tuner on the field, and leaves this weak card out that could be of use next turn. I suppose if you could find some way of bringing it back to the extra deck each time it could be useful, but aside from that :|

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