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[Therrion Single Challenge 10/50] Vicious Cyclone!


Therrion

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If you control a WIND monster: Activate 1 of these effects.
● Add 1 WIND monster from your Graveyard to your hand. This turn, your opponent cannot target monsters with that returned monster's name with card effects.
● Target 1 card your opponent controls and 2 cards in your Graveyard: Return them to the bottom of their owner's Decks, then, return 1 monster you control to the hand.

 

[spoiler=Design Notes] I wanted WIND to see more love, so I made this gem. A The Warrior Returning Alive for the Attribute that also protects the returned monster if it is Summoned and etc. The second effect also provides nice recycling of cards into your Deck while also getting rid of a threat your opponent controls, and tops it all off by returning a monster you control to your hand (which may trigger Divine Wind, if you run it, or bounce monsters for reuse, such as Debris Dragon). Thoughts? [/spoiler]

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IMO some monsters with in Dragunitys, Harpies and Mecha Phantoms can be as good as Debris, plus the later 2 have a build with Divine Wind. It is nice, only thing limiting its playability is that it does not realy bring anything new to the table. I say give it a bounce effects depending on the type (spell/monster/trap) of your own returned card. Then maybe give it a "You can only 'this card' once per turn" or make the returned cards unuseable, that's just a thought, IMO controling the type of card you need when you want it is enough of a drawback.

Anyways, if you still want to boost it and do not like all my babbling, then spinning is better than destroying I guess.

Hope I hepled.

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If you go with "to the top of the deck", I would say it being a spell is better (as long as it's not quick). With this as a trap during the opponent turn you can stop their plays and control their next draw. But with it as a spell you will most likely only find extra deck monsters and backrow, which spinning any of is less powerful/useful (as I see it) than stoping plays.

That brings to my mind that "Activate only during your opponent's Main Phase 2." condition, it can fit this card if it is a trap.

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The card was redone a lot, the first effect having something added on and the second effect's way of handling opponent's card changed in addition to more of a cost (in most circumstances) added for choosing it, making you need atleast 2 cards in your Graveyard (none the less that you want returned to your Deck).

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