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Chance's Singles - Firedance - "Hokuto"


Strider Tigerwolf

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[center][img]http://yugico.com/customcard/115213.jpg[/img][/center]
[center][b]Lore:[/b][/center]
[center][color=#000000][font=Verdana, Geneva, sans-serif][size=3]If this card is activated: Shuffle up to 3 "Firedance" Spell/Trap cards in your Graveyard to your Deck, then draw 1 card. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 "Firedance - Hokuto" per turn.[/size][/font][/color][/center]

[center][font=Verdana, Geneva, sans-serif][size=2][color=#000000]Do your thing RC.[/color][/size][/font][/center]

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Totally broken.
A huge number of targets for a variety of decks, and especially for Firestars which makes all sorts of nuts combo plays basically guaranteed.
With Yushi and Ensho it's an instant Smashing Ground/MST that doesn't even cost a Normal Summon, another Spell makes Ryushishin trip easilly, and even just recycling Seiven is deck thinning.

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Alright. I have to admit that I did intentionally make it broken <u< I'll fix it in a bit.

Edited - Made it a Continuous Spell Card that can be activated as a Quick-Play during your opponent's turn. It also offers a "recycle" mechanism for your other "Firedance" Spell/Trap cards while replacing itself so "it rewards you for sending Firedance Spell/Traps to the Graveyard".

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Here's what I was thinking, because it seems to come up an awful lot of the time:

Opponent MSTs face-up Firedance Spell/Trap

Chain this: Send MST target to Grave, Recycle, draw 1.

MST hits nothing.

Next turn, I can go into normally expelled Firedance Spell/Traps (The deck has Seito...but it doesn't look like a sexy card tbh...yet anyway) and get my Search Spells back, my instant ATK gain, and my Tensu Summons along with a slower, more predictable but techable Safe Zone. All I have to do is put 2 of these and I will almost constantly have access to Spell/Traps since Hokuto also recycles itself.

The archtype is pretty balanced and I really didn't want to break it, so I decided a moderate form of recycle is all they really needed. They generate several +0s given certain conditions, give good -1 effects for example Soko, and this card basically rewards you for playing their regular plays whilst being fast enough to "intercept" MST to some extent. The reason I only made it so that it can activate as a Quickplay Spell during your opponent's turn is because I didn't want this to happen:

You play Tenki.

Opponent chains MST

You chain Hokuto

Resolution:

Tenki is removed and recycled, and you get a draw.

MST does nothing.

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[quote name='Chance Furlong' timestamp='1349274469' post='6037012']
You play Tenki.

Opponent chains MST

You chain Hokuto

Resolution:

Tenki is removed and recycled, and you get a draw.

MST does nothing.
[/quote]If that were the case, I would just leave it as a Quick-Play.

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[quote name='Chance Furlong' timestamp='1349370201' post='6037647']
But that would have beat the purpose of their Spells being Continuous D: (groans) Or do you really think it's better off as a Quick Play > Continuous with Quick-Play abilities?
[/quote]I think you should choose between a Quickplay and a Continuous.

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