Xytherior Posted March 22, 2014 Report Share Posted March 22, 2014 This is a concept that I've had floating around for a while- Spell & Trap Zones that have a special Spell/Trap Card activated within them to change their purpose temporarily. For example.. [spoiler="Mecha Nap-of-the-Earth"][/spoiler] While this Continuous Spell Card is active, the Spell & Trap Card Zone that it occupies becomes Enriched. Enriched Zones are capable of holding cards on top of themselves, as visible with "Mecha Nap-of-the-Earth". Held monsters are still treated as Monster Cards and are NOT Spell Cards or Trap Cards. Other possible effects for other cards could be; Holding spent Xyz Materials, and when a certain amount has been accumulated an effect activates. (XYZ) Activating Spell Cards on this Zone builds Spell Counters/ draws cardsĀ (S) Monsters held in a zone gain 1 Level during each End Phase, can be slid out during either player's turn (M) Cards Set over this Zone cannot be destroyed by card effects (S/T) While [card] is in this zone, it's name is treated as [card] (i.e. Gravekeeper, Necrovalley) (M/S/T) Let me know what you think! Link to comment Share on other sites More sharing options...
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