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In This Topic: Card effects cannot miss their timing


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This is a thread I have been thinking in posting for a while now, and finally decided to do so.

 

As the thread title mentions: What if card's effects couldn't miss their timing?

This means:

- "When" + "you can" card effects will be able to be activated even if they weren't the last thing to happen (the card was destroyed/removed in the middle of a chain, used as Tribute or Synchro/Fusion material, etc.). Needless to say, you can still choose to not activate "you can" effects, but the point is that you still get the right of doing so.

Also, such effects would activate at the same moment as Sangan or "Atlantean" monsters would do, starting a chain and everything (not getting in the middle of a chain).

 

- The effects of cards such as "D.D. Sprite'" and "Genex Neutron", whose effects activate at a different time, will still resolve even if the cards are not on the field or are face-down at that time.

 

 

Considering these "rulings":

Which decks would get a boost?

Which cards would appreciate the change?

Which ones would become downright broken and/or potentially change the competitive environment?

 

All I can think of is that Gustos would appreciate the change, as they would be able to use Falco as Synchro Material for +0 Synchro Summons (or +1 if Summoning Sphreez).

Underused cards such as Minefieldriller and Vampire Dragon would become playable.

On the other hand, cards such as Peten and perhaps Lightpulsar Dragon would become too powerful.

 

 

Thoughts?

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Peten the Dark Clown becomes Malicious for Level 3.

 

It's a balancing factor for many cards. Gusto Gulldo is another example.

 

LIGHT FLUXING PULSAR DRAGON

 

Lack of missing the timing would greatly harm the gamestate. It should be asserted more clearly, but removign it just adds more trainwrecks of design to the game.

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The entire game would pretty much have to be rebooted, honestly. There are some cards that are just too good if they didn't miss the timing, and some cards that are already too good because they don't.

 

Then there's some cards that would be awesome if not for the fact their timing sucks (Rise of the Snake Deity). And Geartown-like effects would be even more ridiculous because players don't have to worry about Setting Field Spells instead of activating them over Geartown, and clever combos like chaining MST on Geartown in response to any effect (causing Geartown to miss the timing) wouldn't make a difference.

 

It would require a completely new look at most of the cards in the game.

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Then there's some cards that would be awesome if not for the fact their timing sucks (Rise of the Snake Deity). And Geartown-like effects would be even more ridiculous because players don't have to worry about Setting Field Spells instead of activating them over Geartown, and clever combos like chaining MST on Geartown in response to any effect (causing Geartown to miss the timing) wouldn't make a difference.

 

Wouldn't Geartown (and other continuous Spells) be an exception because they must remain on the field in order to resolve, unlike other "when/you can" effects that would activate and resolve in the field/Graveyard/hand/banished/etc.?

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Wouldn't Geartown (and other continuous Spells) be an exception because they must remain on the field in order to resolve, unlike other "when/you can" effects that would activate and resolve in the field/Graveyard/hand/banished/etc.?

Have you read Geartown's relevant effect?

 

When it's sent to the grave by any means, you SS an Ancient Gear from Hand/Deck/Grave.

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It has been a long time since I used Geartown but yeah, I see now that it wouldn't miss the timing.

 

What about Karakuri Showdown Castle? Unlike Geartown, its last effect requires to be destroyed while face-up on the field. Would MST stop the summoning effect in that case? (My guess is that it would succesfully stop it, but I ask just to be sure)

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