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Flash Frost


goonie

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pretty much a total lockdown card in exchange for keeping it alive. 

was debating whether to make it the second turn or the third turn.

open to CnC, will change the effect accordingly.

 

54SfZbQ.jpg

 

Banish 1 face-up WATER monster you control to target 1 face-up monster on the field; place 1 Frost Counter on that target. Monsters with Frost Counters have their effects negated, cannot declare an attack, cannot change their battle positions, cannot be used as costs, cannot be Tributed, cannot be used as a Synchro, Xyz, or Fusion Material Monster, and cannot be removed from the field. Remove all Frost Counters from the field during the End Phase of the second turn after this card's activation.

 

 

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Banish 1 face-up WATER monster you control to target 1 face-up monster on the field; place 1 Frost Counter on that target. Monsters with Frost Counters have their effects negated, cannot declare an attack, cannot change their battle positions, cannot be used as costs, cannot be Tributed, cannot be used as a Synchro, Xyz, or Fusion Material Monster, and cannot be removed from the field. Remove all Frost Counters from the field during the End Phase of the second turn after this card's activation.


Considering this is a single card and I would have no idea if you have an archetype that deals with Frost counters ill review it as a single. For starters this is an increadibly broken effect which punishes your opponent for simply playing the game. Early in the game this card is a game breaker... banishing a Tidal for this card is essentially a minus 0.

To make it more realistic i would suggest:
      - "Monsters with Frost Counters cannot attack, change their battle positions, and have their effects negated, until your opponents End Phase."

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Considering this is a single card and I would have no idea if you have an archetype that deals with Frost counters ill review it as a single. For starters this is an increadibly broken effect which punishes your opponent for simply playing the game. Early in the game this card is a game breaker... banishing a Tidal for this card is essentially a minus 0.

To make it more realistic i would suggest:
      - "Monsters with Frost Counters cannot attack, change their battle positions, and have their effects negated, until your opponents End Phase."

 

That's pretty much a Fiendish Chain, in which case you would go minus from this card with essentially the same effect. I wanted to give it an effect that completely locked down a single card, in exchange for keeping it alive. When you fiendish / do whatever to a card that pretty much doesn't let it use its effects or hinders it from doing certain tasks, a lot of people simply use it to get out another monster, and the goal of this card was to stop them from countering a lockdown card. Hell, you could even use it on your own monster, to combo later if you need another turn to stall / draw the right cards.

What archetype already deals with Frost Counters? I can't seem to find any on a google search. 

And as for Tidal, I was already aware of that, but I wanted to be able to keep the banishing restricted to Waters, to restrict the card a bit.

But yeah, I can see your point, this card was designed to stop a combo / boss monster and I guess its a bit too good at doing so. I want to keep the full lockdown effect though, so I'll probably come up with some more restrictions to place on it.

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There are no decks using Frost Counters (which is why i said if you had an archetype with these as the main counters), however there are a handful of cards that use Ice Counters. The thing with this card is that its essentally a fiendish chain and a magicalized duston mop but lets try to revise it again.

 

 

Trap | Normal
Tribute 1 WATER monster with 2500 or more ATK; select 1 face-up monster your opponent controls, put 1 Frost Counter on that monster. Monsters with Frost Counters cannot attack, change their battle positions, and have their effects negated. Monsters with Frost Counters cannot be Tributed, or be used as a Fusion, Synchro, or Xyz Material for a Summon. During the second End Phase after this card's activation, remove all Frost Counters on the field.


Eradicator-esque costs make it a bit harder to play with -- Still able to be removed from the field (xyz, compulsory, etc.) -- Basically Magicalized Duston Mop + Fiendish Chain (which isnt all that bad actually).

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