Jump to content

Clockwork (A Small Group of Field/Continuous Spells)


Airride

Recommended Posts

Clockworks

Field Spell

You can only activate this card while you have 3 or more cards in your hand. When this card is activated: Shuffle your hand into the deck, then you may activate, from your deck, graveyard, or that are banished, 1 "Clockwork Lock", 1 "Manic Clockworks", and 1 "Clockwork Haven", and if you do, you may add 1 Level 4 or lower Monster from your deck to your hand, and  if you activated 2 or fewer cards with this effect, you may add up to 2 instead. "Clockwork" Spells that are face-up cannot be destroyed or sent to the graveyard by the opponent's card effect. If a "Clockwork" Continuous or Field Spell is removed from the field, return all "Clockwork" Spells on the field to your hand.

 

Clockwork Lock

Continuous Spell

While "Clockworks" is face up on the field; Both Players cannot Summon monsters that do not have the same type or attribute as a monster they control, unless they control no monsters. If you control no monsters: You may Special Summon 1 Level 4 or lower monster from your hand, but if you do, you cannot special summon other monsters this turn. This effect can be used by both players.

 

Manic Clockworks

Continuous Spell

Each Standby Phase: Add 1 Counter to this card. The Turn Player's monsters gain 100 ATK and DEF for each Counter on this card. When a Monster is sent from the field to the Graveyard: Shuffle it Back into the owner's deck. If 5 or More Monsters are shuffled back into the deck by this effect in 1 turn; Both Players Draw 1 card, and if they do, Damage cannot be inflicted this turn, and players cannot activate any more card effects this turn.

 

Clockwork Haven

Continuous Spell

Once per turn: You may discard a card; Activate one of the following effects (This effect can be used by both players);

-Draw 1 Card.

-Shuffle 1 Monster You control into the deck, and Special 1 Monster from the deck with the same level and type or attribute as the monster shuffled into the deck.

-Special Summon 1 Monster from your hand. It cannot attack this turn.

 

boredomeboredomboredom

Will prolly expand this into it's obvious direction later, but for now, a wacky engine of cards that hurt/help both players.

Link to comment
Share on other sites

Despite these being gimmicky, It's a gimmick that I like. It has a sort of control-oriented approach and could lead to some shenanigans with cards like Sacred Crane, due to the fact it could form it's own engine.
That aside, not sure what these are missing, since they seem pretty solid in their own way, and overall could prove to be interesting.

Link to comment
Share on other sites

I was thinking of possibly adding some Quick-Plays/Normal Spells to supplement these. As you said though, I'm not sure what's missing in here.

As a note; Only Lock's First effect has reliance on if "Clockworks" is on the field or not, every other card and effect does not *need* it, so you can hypothetically run then as completely separate cards in decks. However, due to their slow, and control based nature that helps (or hinders) both players, it wouldn't be the smartest, I think.

And, as another note; You only really need to run 1 of each of Lock, Manic, and Haven, since they can be searched from anywhere with Clockworks, though there is potential in (ab)using the added effect for not needing the extra searches with Clockworks; there are quite a few different styles of play you can use with these with their rather open-endedness, which is what made it so fun to design.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...