Amyar Posted December 20, 2013 Report Share Posted December 20, 2013 Basically, I got really tired when dueling of having people set up a really good trap, then having fallen for it, have them zwerg rush me with lv 10 behemoths. And don't get me wrong, well played for setting up that maneuver, but given the state i'm left in, i'm almost certain to loose. Hell i've even done it myself: Mystic tomatoes, legendary fiend and a hell of a lot of counter traps, you can imagine how easy it is for me. So while these maneuvers can be great, most times their cheep and leave you in an unwinable situation. So i invented a card to help against times like this. The card lore is intentionally hefty to help balance out the card so your not put in that winning situation as well. Hopefully, this could be a good safety net. If you like this, please comment on what, and how to improve (i am still new to this). lore: When a monster(s) would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 3000 Life Points; When the summon occurs destroy that card(s). You may then special summon a monster from your hand or deck with the same level as the intended target (if they were multiple targets you may summon that many cards). When this card resolves trap cards, and their effects on the field, cannot be activated (face up trap card effects are negated) until the next end phase. During the next main phase return all cards summoned by this effect to your hand(excluding monsters under lv 5). previous lore: When a monster(s) would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 3000 Life Points; When the summon occurs destroy that card(s). You may then special summon a monster from your hand or deck with the same level as the intended target (if they were multiple targets you may summon that many cards). When this card resolves trap cards, and their effects on the field, cannot be activated (face up trap card effects are negated) until the next end phase. During the next main phase return all cards summoned by this effect to your hand(excluding monsters under lv 5). Link to comment Share on other sites More sharing options...
the_engineer Posted December 20, 2013 Report Share Posted December 20, 2013 The lore (card text) is missing on the post, you should add it, so other users can easily edit the text (because there's A LOT of text there :P) and help you correcting OCG errors the concept seems fine, even if it would not surpass Solemn Warning/Judgment Link to comment Share on other sites More sharing options...
Amyar Posted December 20, 2013 Author Report Share Posted December 20, 2013 Solemn Warning/Judgment doesn't let you special summon a monster to the field :) . But thanks for the imput, i'll try and add the lore. Link to comment Share on other sites More sharing options...
Amyar Posted January 4, 2014 Author Report Share Posted January 4, 2014 Can i bump this? Link to comment Share on other sites More sharing options...
JACMaker Posted January 4, 2014 Report Share Posted January 4, 2014 Good card, but like the_engineer said, "it would not surpass Solemn Warning/Judgment," and that is because your card does not negate the summon(s). Though, I think it would work wonders around a card like the one in the_engineer's current profile picture, Star Eater. [spoiler=Fixed OCG]When a monster(s) would be Summoned OR when card's effect is activated that Special Summons a monster(s): Pay 3000 Life Points; destroy the card(s) when Summoned, then you can Special Summon a monster from your hand or Deck up to as many destroyed monsters with the same Level as them. When this card resolves: Trap Cards cannot be activated and their effects are negated until the next End Phase. During the next Main Phase return to your hand all Level 5 or higher monsters Summoned by this card's effect.[/spoiler] Link to comment Share on other sites More sharing options...
Amyar Posted January 4, 2014 Author Report Share Posted January 4, 2014 Thanks: now that I think of it, 3000 LP is a bit much to simply activate a stronger version of "a rival appears". I'll change the lore. Again thanks for taking the time to fix it :) . Link to comment Share on other sites More sharing options...
Amyar Posted January 4, 2014 Author Report Share Posted January 4, 2014 Oh, also thanks to the engineer! Link to comment Share on other sites More sharing options...
the_engineer Posted January 6, 2014 Report Share Posted January 6, 2014 Oh, also thanks to the engineer! :) Link to comment Share on other sites More sharing options...
razzy Posted January 6, 2014 Report Share Posted January 6, 2014 It's not bad. Just wondering why is it a counter trap that allows the summoning to go through? It just seems it could cause some confusion to me. When a monster(s) is Normal or Special Summoned through any means: Pay 3000 Life Points; destroy the monster(s). You may then Special Summon monster(s), up to the number of monster(s) destroyed by this card from your hand or Deck that have the same Level as the monster(s) destroyed by this card. After this card resolves, Trap Cards and their effects cannot be activated, also negate the effects of all face-up Trap Cards, until the next end phase. During your next Main Phase return all Level 5 or higher monser(s) summoned by this effect to your hand. Not sure if that's exactly where you wanted to go with it. But hope it helps get you there :) Link to comment Share on other sites More sharing options...
121092 Posted January 6, 2014 Report Share Posted January 6, 2014 Would this void summoning conditions of the monster you want to bring out then? Link to comment Share on other sites More sharing options...
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