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Seismic - Your Banished zone is a third deck.


L0SS

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If this card is banished to activate the effect of a "Seismic" monster: Add 1 "Seismic" card from your Deck to your hand.

 

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You can banish this card to add 1 "Seismic" monster from your deck to your hand. Once per turn; if this card is banished: Destroy 1 Set card your opponent controls.

 

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You can Special Summon this card from your hand by banishing 1 "Seismic" monster in you control. Once per turn: You can banish 1 monster in your Graveyard to banish 1 monster in your opponent's Graveyard.

 

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If this card would be destroyed by Battle; you can banish this card: End the Battle Phase. Once per turn; if this card is banished: Return 1 Set card on the field to the owner's hand.

 

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This card gains 1000 ATK for each "Seismic" monster banished. You can Special Summon this card by banishing 2 "Seismic" cards in your hand or on the field. Once per turn; If a card effect is activated that would destroy this card: Return 1 banished monster to the controller's hand to negate the effect and destroy the card.

 

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At the End Phase of the turn this card was Summoned, banish it. Once per turn, if this card is banished; you can target 1 Face-up Attack Position monster on the field: Reduce it's ATK to 0 until the End Phase.

 

[hr]

I liked the idea of effects that activate in the banished zone, so I thought I may a well come up with a whole archetype for it. More cards will be added shortly, including a few Spells/Traps, and maybe an Xyz too. Advice and comments would be appreciated on the real world use of these cards, and any glaring faults I may have glossed over.

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Decemuir seems iffy.
I mean, 1000 per Banished Seismic, and by default, it's at 2000, which isn't problematic by itself; The whole archetype is Banish-centric, it easily gets above 4000 without any real effort(Not to mention it has at least 2 RotAs, but that's irrelevant)
Not to mention, the fact it basically adds whatever you Banished back to your hand, your basically Summoning said giant beater out of thin air, and will generally win you the game without doing anything.

While I like the approach you went with~
You could say he returns, like, maybe 2 of said Seismic monsters to the Graveyard instead of the Hand, since it would actually seem more like a legitimate cost, while trying to save his large ATK, and would make plays with him feel more like strategy, and not just derping around with an abusive, invincible Dimensional Alchemist.

I dunno', that's just the way I see it.

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Knight's fucking awful design for the same reason the Atlanteans are fucking awful design. It's inherently made to dodge costs. Being an all around sild beater to top that off is just stupid.

 

Shifter was worded weirdly, but it's... a once per turn pop in exchange for it being in the banished Zone/Being banished? Either way, it's stupid design because it fuels itself, and it, again, dodges costs/pseudo-costs.

 

Caster, again, is stupid design for the same damn reason. You're rewarding yourself way too much for banishing it for other cards. Yes, this one is a bounce that doesn't gain advantage, but once per turn for it? No.

 

Decemuir is stupid design in the same sense as Abyssmegalo. You pay 2 to get a beater that doesn't cost you any advantage. It will be, at worst, a 2K beater that rewarded you far too much for playing it.You can even get the fodder back, to boot, to NEGATE anything that destroys, so lol Dark Hole. Yes, +2ing by losing 1000 ATK is great design.

 

Combatant seems like it promotes OTKs and nothing but.

 

It feels like you simply tried to make Merlanteans for the Banished Zone. This type of design that' made to laugh at costs/reward you for using a certain area is unacceptable. Sinister Serpent, while not necessarily gonna be used at any time, is banned for a reason. Lock.

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