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Ankh of Isis (Second chance after you lose!) UPDATED


☨Genocide	☨

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FIRST VERSION

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Effect:

This card can only be activated when you lose a duel. Set your life points to 500 and continue the duel as if you haven't lost. During your 2nd End Phase after this card's activation, send this card to the Graveyard. When this card is removed from the Field, you lose.

 

UPDATED VERSION

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Effect:

Activate when you would lose a duel. Apply one of the following effects:
* Set your life points to 500 and immediately end the turn.
* It becomes the end phase of this turn: Draw 2 cards.
* Send 2 cards from your opponents hand to the graveyard. (This one's for exodia)
During your 2nd End Phase after this card's activation, you lose.

I made it a quick play spell, so it can be used outside of the main phase. Also, I removed the requirement of needing to remove the card to lose, you automatically lose if your LPs don't become depleted first.

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Counter Spell Cards do not exist, so card isn't Realistic, thus it does not belong in Realistic Cards. Anyways, card is bad. No, nothing is going to change the fact that this card is an inconsistent piece of garbage. Why would I make room for a card like this in my deck when I can have cards in this cards place that lower the chance of me losing?

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I'd like to note that all of the cards that can prevent you from losing the duel after reaching 0 LP are anime-only.

Yes, Relay Soul and Lantron have both been released, but their effects have been radically altered. 

 

Based on the wording, this should've been a Counter Trap (as Zanda/Striker both mentioned, Counter Spells don't exist in the actual game). That said though, your opponent can still kill you on that turn you activate this card (assuming they have some form of burn effect left or other monsters that haven't attacked yet). All this really does is give you a small amount of LP (which as mentioned earlier, can still be depleted by many common cards). In addition, you should know well enough that S/T removal is common; so once this card is gone, you're out as well. 

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Well, sorry about the counter spell thing, must've been a little sloppy and didn't notice it. But I meant for this card to be used as an extremely desperate measure, and depending on when it's used (with opponent's end phase in mind) I thought it could be quite useful. And I realize that making a card that can bring you back to life could be extremely risky to pull off, that's why I only gave back 500 LP, and made it so easy to still lose, since you are on a second chance anyway, I figured having such an easy way to lose again wouldn't matter. Any suggestions to fix, or should I just scrap it?

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Well, sorry about the counter spell thing, must've been a little sloppy and didn't notice it. But I meant for this card to be used as an extremely desperate measure, and depending on when it's used (with opponent's end phase in mind) I thought it could be quite useful. And I realize that making a card that can bring you back to life could be extremely risky to pull off, that's why I only gave back 500 LP, and made it so easy to still lose, since you are on a second chance anyway, I figured having such an easy way to lose again wouldn't matter. Any suggestions to fix, or should I just scrap it?

 

It still wouldn't be of any use. You could only activate it during the End Phase if your opponent somehow has a burn effect that depletes your life points during the End Phase, which isn't that common of an effect. If you really want to keep with the theme you are going for. Have it be that when you lose the last bit of your life points, it gives you that 500 back and it immediately becomes your turn. Even then, the card is inconsistent because of s/t removal, burn effects, and the like. That and it would end up becoming limited upon release. No way would Konami want a card that saves you three times. It's going to end up being a bad design no matter the case, cards with this sort of effect shouldn't be attempted as there is no way you can bridge the two extremes of making it inconsistent or vastly overpowered. 

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That and it would end up becoming limited upon release. No way would Konami want a card that saves you three times. It's going to end up being a bad design no matter the case, cards with this sort of effect shouldn't be attempted as there is no way you can bridge the two extremes of making it inconsistent or vastly overpowered. 

 

Nothing ever becomes limited upon release, ffs, even the version that you described. Even if badly designed, that version is worthless and does not help you too much and shows what your abilities to build a consistent deck is if you have to rely on a bad stall card to not die.

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Well, sorry about the counter spell thing, must've been a little sloppy and didn't notice it. But I meant for this card to be used as an extremely desperate measure, and depending on when it's used (with opponent's end phase in mind) I thought it could be quite useful. And I realize that making a card that can bring you back to life could be extremely risky to pull off, that's why I only gave back 500 LP, and made it so easy to still lose, since you are on a second chance anyway, I figured having such an easy way to lose again wouldn't matter. Any suggestions to fix, or should I just scrap it?

First of all, only Quick Play Spell Cards can be activated outside your Main Phases. If you want something that can freely activate outside your Main Phases but remain on the field, I recommend changing this to a Continuous Trap Card. Next, the moment you lose the Duel, you can't activate any effects - the game just stops and the victory is declared for your opponent. So we'll need to change the activation condition to just before you lose the Duel.

 

However, once the opponent sees you activate this card, they'll just begin to set things up to make it even harder for you to recover - sometimes even just use an effect to get rid of the Ankh and have you lose immediately. Against an alternate win condition, you're completely helpless when the victory condition checks again. As mentioned above, an ideal circumstance would be to forcibly end the turn after your last-moment save. If we include that, then perhaps the card would look like this:

 

This card can only be activated Activate when your Life Points would become 0: lose a duel. Set Your Life Points to become 500 instead, then it becomes the End Phase of this turn and continue the duel as if you haven't lost. During your 2nd End Phase after this card's activation, send this card to the Graveyard. When this card is removed from leaves the field, you lose the Duel.

There are very few cards that save yourself from the jaws of death, so I've had to wing it a bit for PSCT modification.

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Effect Suggestion (before scrapping it):

 

(Quick-Play-Spell)

Activate only while your Life Points are lower than your opponent's and the difference is 3000 or more and you have 2 or less cards on your side of the field and hand (including this card) This card's activation and effects cannot be negated. Apply one of the following effects:

  • If activated during your opponent's turn: During this turn Battle Damage to you and monsters you control is reduced to 0 and damage from card effects to your Life Points is reduced to 0. During your next turn's End Phase you lose the Duel.
  • If activated during your turn: Draw 2 cards. During this turn's End Phase you lose the Duel. 
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Nothing ever becomes limited upon release, ffs, even the version that you described. Even if badly designed, that version is worthless and does not help you too much and shows what your abilities to build a consistent deck is if you have to rely on a bad stall card to not die.

Again, this card is meant as a desperate measure, just in case your opponent pulls an unforseen move on you, and you must resort to this. It is not meant for normal circumstances. I find uses in it to counter exodia, last turn, etc.

 

First of all, only Quick Play Spell Cards can be activated outside your Main Phases. If you want something that can freely activate outside your Main Phases but remain on the field, I recommend changing this to a Continuous Trap Card. Next, the moment you lose the Duel, you can't activate any effects - the game just stops and the victory is declared for your opponent. So we'll need to change the activation condition to just before you lose the Duel.

 

However, once the opponent sees you activate this card, they'll just begin to set things up to make it even harder for you to recover - sometimes even just use an effect to get rid of the Ankh and have you lose immediately. Against an alternate win condition, you're completely helpless when the victory condition checks again. As mentioned above, an ideal circumstance would be to forcibly end the turn after your last-moment save. If we include that, then perhaps the card would look like this:

 

There are very few cards that save yourself from the jaws of death, so I've had to wing it a bit for PSCT modification.

I like the idea of imediately making it your turn, but I didn't wanna limit it to just your life points reaching 0. I wanted to include monster/card effect, perhaps if i changed the wording to
Activate if you were to lose a duel?
Thank you so much for the corrections, I haven't played in a while, and am not really up to date on proper grammar for cards.

 

 

Effect Suggestion (before scrapping it):

 

(Quick-Play-Spell)

Activate only while your Life Points are lower than your opponent's and the difference is 3000 or more and you have 2 or less cards on your side of the field and hand (including this card) This card's activation and effects cannot be negated. Apply one of the following effects:

  • If activated during your opponent's turn: During this turn Battle Damage to you and monsters you control is reduced to 0 and damage from card effects to your Life Points is reduced to 0. During your next turn's End Phase you lose the Duel.
  • If activated during your turn: Draw 2 cards. During this turn's End Phase you lose the Duel. 

 

I like the idea of giving the user option/the options you provided, but I wanted it to be a card that you use when you lose, but I'll try to incorporate that into the effect.

 

 

 

Hm... thanks guys, you've all given me hope to rebuild this card

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