Vision Magician Posted December 23, 2013 Report Share Posted December 23, 2013 Select 1 card in your hand, your opponent then calls the type of card (Monster, Spell or Trap). If they call it right, send that card to the Graveyard. If they call it wrong, Special Summon that card, if it is a monster that can be Special Summoned or activate that card, if it is a Spell/Trap Card. Link to comment Share on other sites More sharing options...
Ludisir Posted December 23, 2013 Report Share Posted December 23, 2013 Interesting card, appears to be somewhat limited in its use though, but perhaps I am thinking too linear or not thinking very creatively. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted December 23, 2013 Report Share Posted December 23, 2013 This could work in so many ways. Opponent most likely expects monster. In this case, have something like DW ready. Or Dandylion, etc. Traps activate from hand is also unexpected, and can have a powerful effect. Also, you could summon a monster easily with this if they declare trap. There is no reason to ever declare spell, sadly. Maybe add a plus if it is a spell? Link to comment Share on other sites More sharing options...
Vision Magician Posted December 24, 2013 Author Report Share Posted December 24, 2013 [quote name="TechGenusMaster" post="6325910" timestamp="1387837016"]Maybe add a plus if it is a spell?[/quote] I'm not sure if I follow what you mean by that? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted December 24, 2013 Report Share Posted December 24, 2013 There is no reason to ever declare spell, sadly. Maybe add a plus if it is a spell? I presume that this Trap allows you to immediately activate the Spell if they call Spell correctly, even if it's a Normal Spell and the Trap was activated during the opponent's turn. Surprise Rituals/Polymerizations are potentially nasty. Link to comment Share on other sites More sharing options...
Vision Magician Posted December 24, 2013 Author Report Share Posted December 24, 2013 I presume that this Trap allows you to immediately activate the Spell if they call Spell correctly, even if it's a Normal Spell and the Trap was activated during the opponent's turn. Surprise Rituals/Polymerizations are potentially nasty. That was the general idea for Spells. That way, you can even play Dark Hole on your opponent's turn. :P Link to comment Share on other sites More sharing options...
Slinky Posted December 26, 2013 Report Share Posted December 26, 2013 This could work in so many ways. Opponent most likely expects monster. In this case, have something like DW ready. Or Dandylion, etc. Traps activate from hand is also unexpected, and can have a powerful effect. Also, you could summon a monster easily with this if they declare trap. There is no reason to ever declare spell, sadly. Maybe add a plus if it is a spell? Dark Worlds don't activate off of Send. That said, this cards name is extremely nice. But I fail to see how this is a "bluff". They don't know your hand, so their guess would be entirely random. And as good as the art is, it doesn't fit. This is a very good concept, but its being portrayed badly, maybe think about how you imagine this card to appear. Link to comment Share on other sites More sharing options...
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