Jump to content

A Retelling of a Story


.codex

Recommended Posts

A balanced way to regain your lost cards without being totaly unplayable, or a failed attempt at trying to regain your lost cards?

Ljx5vp6.jpg

Target 1 Spell Card and 1 Trap Card in your Graveyard; banish both, then add 1 Spell/Trap Card from your Graveyard to your hand, except a card with the same name as 1 of the banished cards. You can only activate 1 "A Retelling of a Story" per turn.

Link to comment
Share on other sites

Ehhh... how should I say this... it's...

 

Magician of Faith without any hindering speed. While some Decks simply don't run Traps and others run only a few, the conditions are still much too easy to fulfill that this can easily retrieve any Spell or Trap, including TT, Heavy Storm, or Monster Reborn. Most Decks do not care much that their Spells and Traps got banished from the Graveyard, and doing so doesn't constitute as a cost, more of a "If you run Spells and Traps, you get to reuse one of them" since you are losing them from the Graveyard.

 

The cost needs to have something to do with actual resources that you have right now, such as losing a ton of Life Points or cards in your hand/on the field. You could also put some (better) restrictions on the card, either by limiting what you can retrieve with this effect or by stopping you from being able to do something else during your turn, like Special Summoning.

Link to comment
Share on other sites

Ehhh... how should I say this... it's...

 

Magician of Faith without any hindering speed. While some Decks simply don't run Traps and others run only a few, the conditions are still much too easy to fulfill that this can easily retrieve any Spell or Trap, including TT, Heavy Storm, or Monster Reborn. Most Decks do not care much that their Spells and Traps got banished from the Graveyard, and doing so doesn't constitute as a cost, more of a "If you run Spells and Traps, you get to reuse one of them" since you are losing them from the Graveyard.

 

The cost needs to have something to do with actual resources that you have right now, such as losing a ton of Life Points or cards in your hand/on the field. You could also put some (better) restrictions on the card, either by limiting what you can retrieve with this effect or by stopping you from being able to do something else during your turn, like Special Summoning.

I want to make it playable, giving it horrible clauses would screw that up.

Link to comment
Share on other sites

You can give the card clauses and still have it playable if you do it right. There are cards like Pot of Duality that make their way into several Decks. It's restricted in that you can't SS during the turn that you activate it, but it's not unplayable. What you're going for is more like Pot of Greed or Dark Hole. Sure, they are playable, but they are also absurd (yes, the latter isn't that great right now, but it has had its times). By having some sort of clause, you could potentially make it something that the user would have to try to time, rather than being "Oh look more Monster Reborn that could also be Heavy Storm or Book of Taiyou."

 

The argument for allowing MoF's return is that it is just so slow that it won't make that much of an impact and face-down monsters are susceptible to being destroyed by card effects. This completely says "I'm faster and more guaranteed to work!" all while being much more generic than MoF really could be due to being a Spell. This is why it needs a clause of some sorts, to make the user think more about using this.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...