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Fast Monsters & Fast Spells


Zazubat

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As some of you might have known, I made a new Extra Deck monster called Stack Monsters some time ago, but I kind of got bored with it, and didn't really know where to really go with it, but now I have made a new thing that I want to try out, called Fast Monsters and Fast Spells. What these are, are Spell Speed 3 for Monsters and Spells, in the short terms. There's more to it than just that, so read carefully! If you got any questions, be sure to let me know. Also, you can download the Fast Spell Template by clicking here (requires Photoshop). Credit to the Fast Spell logo goes to Tormy, credit to template goes to Judas.

 

Rules and such:

Both Fast Monsters and Fast Spells are Spell Speed 3, which means that they work like how Counter Traps work in terms of Spell Speed. A Spell Speed 3 can respond to a Spell Speed lower than it, or the same, and Counter Traps can respond to Fast Spell, and Fast Spells to Fast Monsters, and so on.

Fast Spells work like Quick-Play in the hand, meaning you can activate them at any point during your own turn, as well as in the Damage Step, but you cannot set them, and then activate them.

Fast Monster has only Spell Speed 3 like effects on the field. Unless a card say (This is a Fast Effect), then it's not Spell Speed 3. This goes for Fast Spells as well, except in the hand, where they are always Spell Speed 3.

As with as with Quick-Plays, you can activate these set cards during your opponent's turn as well.

Ignition Effects are still Spell Speed 1, you can't just go activation whenever you want! However, all Quick Effects are now Spell Speed 3.

 

Example of a Fast Monster:

SpiritWolfAnnun.png

During the Battle Phase: You can banish 1 monster from your hand; this card gains ATK equal to half of that monster’s ATK until the end of the Damage Step. The effect of “Spirit Wolf Annun” can only be activated once per turn.

 

Example of a Fast Spell:

[URL=http://s1077.photobucket.com/user/Zaziuma/media/SpiritsintheSky-1.png.html]SpiritsintheSky-1.png[/URL]

Banish 1 card in your hand, then target 1 monster you control; it gains ATK equal to the banished monsters DEF until the End Phase. If this card is in your Graveyard: You can banish this card to target 1 monster you control; it loses 500 ATK, but it cannot be destroyed by battle and can attack directly this turn. (This is Fast Effect.)

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Except Annun needs a strong monster to ditch to even get anywhere useful with its ATK, and you don't get that monster back (like almost all of the time). The second one is realistic (of course, except for it being a new concept). Quick-Play Spells are Spell Speed 2, while this involves Spell Speed 3 effects, as Counter Traps.

 

As for the idea, both of your examples don't really need to be Spell Speed 3 when Spell Speed 2 would fit them both well enough. All that they really get out of it is that some cards just won't be chained to their effects. It really strikes as unnecessary, and we could probably be perfectly fine with only Counter Traps being Spell Speed 3. Maybe if you really want to make Counter Trap-like monsters and Spells, but these examples aren't really convincing enough.

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