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Stuff about Card Names


Airride

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WANTED

Continuous Spell

When this card is activated: Declare 1 card name. This card cannot be destroyed. When a card with the name you declared is Summoned or Activated: Negate the Summon or activation and destroy it, and if you do, send this card to the graveyard, and activate one of the following effects, based on what type of card was destroyed:

Monster: Gain 2000 Life Points, and Monsters with the same name cannot be summoned this turn.

Spell: Banish that card, then your opponent banishes all spells with the same name as that card in their hand, deck, field, and graveyard.

Trap: Inflict 1500 Damage to your opponent.

 

Forced Lure

Normal Trap

Declare 1 card name; Your Opponent Reveals their hand, and if they have a card(s) with the declared name in their hand, they must Summon or activate that card(s) after the current chain resolves, Ignoring any conditions, costs (except targeting), effects, or summoning conditions.

 

Bleah

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  • 4 weeks later...

WANTED

 

Recemended changes

 

"This card cannot be destroyed by cards that destroy more than one card at the same time"

 

An outright imunity is not the best design and allows it to be counterd with 'Magic jammer' like cards, but survives heavy storm (even though its banned now its just a cheep card IMO)

 

Forced lure

Recemended changes

 

"Ignoring any conditions, costs (except targeting), effects, or summoning conditions only if the timming is wrong or the cost cannot be paid."

 

it forces the opponent to pay any cost if it Can be done, if not it ignores it, a card like this shouldent help the opponent when possable

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Holy Necrobump, batman.

Holy bad grammar/spelling, batman.

 

...Anyways.

WANTED can still be bounced back/"sent" to the graveyard, and otherwise it would be oh-so easy to get around. It's basically a more resistant Prohibition that only prevents a card once, but gives benefits for them using it. Plus, it can clog your backrow with it's staying if you run a fair amount of traps/continuous.

...Though, I may change it to a once-per turn immunity. Maybe.

Forced Lure...It has to bypass costs for the intended usage - making a player play a card when they don't want to, possibly screwing them out of a combo or win. It's not supposed to be used at a time where they could/would want to play the declared card. Besides that, cards with costs are usually played for a reason - They benefit from it (Dragon Rulers Summon, Merlantians LOVE their costs, etc).

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