thekazu4u Posted July 16, 2012 Report Share Posted July 16, 2012 (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] Link to comment Share on other sites More sharing options...
Synchronized Posted July 16, 2012 Report Share Posted July 16, 2012 [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] Link to comment Share on other sites More sharing options...
thekazu4u Posted July 18, 2012 Author Report Share Posted July 18, 2012 [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 Link to comment Share on other sites More sharing options...
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