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The Time Distorter


Anarkist

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Fallen Angel Lasciare, the Time Distorter 

 

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1 "Fallen Angel" Tuner + 1 or more non-Tuner monsters
You can activate 1 of the following effects once per turn, during either turn, by paying half your Life Points:
• This effect can only be activated as a Spell Speed 3 effect after the resolution of a chain; reverse all card effects that were included in the chain and return the Game Field to how it was before Chain Link 1. All cards used in the chain are negated and sent to the Graveyard.
• Skip the next Game Phase (the one that comes immediately after this one). If this effect is activated during your End Phase, your opponent must skip his/her Draw Phase and start their turn with the Standby Phase and your Life Points become 100.
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A what-now Tuner?

 

Anyways, 2200 for a Level 8 is weak, so you can bump it up a good couple hundred. The first effect is a little confusing. Basically, you get to undo a card effect that takes place with a pretty hefty cost of paying half of your Life Points. I can't really see this as doing much except for "negating" a BTH or so, but your opponent doesn't end up losing the BTH, which means he/she can just use it on a future turn. This isn't worth half of your Life Points at all. Depending on how it is worded, I think it does "negate" Spells unless you mean the Spells would be returned to the hand as well.

 

Then there is the other effect. Skipping a phase is powerful, and it seems you know that. But then, you have it reduce your Life Points all the way down to 100, and this isn't really worth a Time Seal (though this does prevent the user from using this effect multiple times). Maybe if you had it end the current phase that is going on? It can't activate before a player draws during the Draw Phase (I think), so it won't get to be Time Seal.

 

Change the amount of Life Points you pay to a fixed amount. By halving your Life Points every time, they become very low very fast. Then, for the first effect, since it is really screwy with the rules, you may want to change it to something else. I want to suggest reversing the order of chain links in a chain, but that's also pretty screwy.

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hahaha I know man! I was really into the "Time Distorter" aspect and I was thinking 'how can I make a card that just messes with the game's very rules?' but most stuff I came up with was way to OP so I thought massive LP costs could balance it but I think ur right it definitely tipped into the 'unusable' category--thx a lot for the suggestions and the respectful review

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hmm quite difficult for this time...(although is quite creative) let me try:

 

1st effect (type a) : Active as Chain Link 2 or more (this card effect Spell Speed is treated as Spell Speed 3) negate all other card within the Chain, if you do: set all those card(s) that is set before the Chain Link resolution OR return all card(s) that is in respective player hand before the Chain Link resolution. neither player can active his/her respective card that is negated by this card effect for the rest of this turn

 

1st effect (type b ) : Active as Chain Link 2 or more: negate all other card within the Chain, if you do: set all those card(s) that is set before the Chain Link resolution OR return all card(s) that is in respective player hand before the Chain Link resolution. this effect can only be negated by the effect of Counter Trap card.

 

2nd effect : During any Phase of your turn: skip the next Phase after(Standby Phase,Main Phase 1,Battle Phase,Main Phase 2); except End Phase (if you active this effect during your End Phase: skip your opponent Draw Phase). if you skip opponent Draw Phase by this effect, your life point becomes 100.

 

 first effect: i remove the part that sent the negated card to graveyard due it was too power-full and to make it fitting the Time control theme. basically a copy of the original effect (anime) of "Neo Galaxy eyes Tachyon dragon" it was quite power-full since its reset the field and possibly make a great cost sacrificed by your opponent to double..but the worst part of it that the negated card cannot be active until next turn...a game ending scenario. other thing is...although the ruling do mention about the spell speed. it never be mention outside of rulebook (no card effect for it) so in type b i make it can only be negated by counter trap (which both with this card have same spell speed)

 

second effect: to be honest this effect is the most OP...there are many uses and strategy revolving it like: cost free power cards, possible permanent lock-down (since this card can skip draw phase)

 

for the life cost: halving your life is worth it (in fact because it was worth it, its OP)

 

overall...well...sorry...its OP

 

good job on the creative process though...you just need to balance it somehow

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The problem with being able to skip any Phase is that you have the ability to repeatedly skip the End Phase. Several cards or boosts are balanced by the fact that they last until the End Phase - by repeatedly locking out the End Phase you can sustain them almost indefinitely. Take, for example, Limiter Removal. My Machines keep their overclocked ATK and never blow up while I keep skipping the End Phase.

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1 "Fallen Angel" Tuner + 1 or more non-Tuner monsters
You can activate 1 of the following effects once per turn, during either turn; by paying 4000 Life Points:
• No effects can be activated or resolved for the rest of the turn. This effect cannot be negated or chained to.
• Your opponent start their next turn by skipping their draw phase and their Life points being reduced to 100
 
Should also make this an level 9 monster to make it a bit harder to bring out, and boast it attack to 2800.
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1 "Fallen Angel" Tuner + 1 or more non-Tuner monsters
You can activate 1 of the following effects once per turn, during either turn; by paying 4000 Life Points:
• No effects can be activated or resolved for the rest of the turn. This effect cannot be negated or chained to.
• Your opponent start their next turn by skipping their draw phase and their Life points being reduced to 100
 
Should also make this an level 9 monster to make it a bit harder to bring out, and boast it attack to 2800.

 

• Your opponent start their next turn by skipping their draw phase and their Life points being reduced to 100... you kidding right?

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• Your opponent start their next turn by skipping their draw phase and their Life points being reduced to 100... you kidding right?

This effect is unnecessary and broken. Just imagine how much fun burn decks could have with this? One hit-KO. I believe the first effect is enough.

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This effect is unnecessary and broken. Just imagine how much fun burn decks could have with this? One hit-KO. I believe the first effect is enough.

 

Well I figured being able to skip the opponent;s draw phase is an incredibly potent effect so I made the cost extremely high...maybe too high lol

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Well I figured being able to skip the opponent;s draw phase is an incredibly potent effect so I made the cost extremely high...maybe too high lol

Skipping your opponent's Draw Phase at 4000 LP verges on winmoar. Draw Phase skips are most powerful when the opponent is topdecking, or at the very least hinging on their next draw to recover from a bad board state - losing their Draw Phase means they have next to no options to use. And if you've got enough LP to pay that cost you'd normally have a really good advantage over them.

 

But dropping their LP to 100 for almost any cost (except the most convoluted) is stupidly strong. Regardless of what board state they had before, now they've been put to the point where the slightest sneeze from your burn effects will kill them. There's a reason why your opponent can't take any more damage after you use Number C6's infamous LP-to-100 effect.

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Now that I've noticed this, let me critique the original effect.

 

 

You can activate 1 of the following effects Once per turn, during either player's turn: You can by paying half your Life Points to activate 1 of these effects.
This effect can only be activated as a Spell Speed 3 effect After the resolution of a Chain has resolved: reverse all card effects that were included in the chain and return all cards to the same locations (hand, field, Graveyard, Deck, or banished) and positions they were in the Game Field to how it was before the Chain resolved, Link 1. All cards used in the chain are then negated all effects in the Chain and sent to the Graveyard. Cards and effects cannot be activated in response to this effect, except Counter Traps.
• Skip the next Game Phase (the one that comes immediately after this one). If this effect is activated during your End Phase, your opponent must skips his/her their next Draw Phase and start their turn with the Standby Phase and your Life Points become 100.

For the first effect, there exists no such thing as a Spell Speed 3 monster effect. However, since this would activate immediately after a Chain has resolved (and thus we don't need to worry if the Chain ended with a Counter Trap), we can just throw on a "cards and effects cannot respond" but with a Counter Trap exception to make it feel like Spell Speed 3. The time reversal bit was a pain to word properly (and that's why C107 doesn't have its anime effect), but it's more or less essentially a retroactive Vanity's Call. I've removed the "destroy the negated cards" bit to prevent unwanted removal of Continuous S/Ts or monsters that got involved in the Chain, unless that's intended.

 

For the second effect, skipping the opponent's Draw Phase is powerful, but at least you're aware of it and thus have the debilitating drawback of your LP dropping to 100. But as I've said before, I can just not worry about that and repeatedly skip the End Phase, keeping any stupidly powerful effects that are meant to wear off when the End Phase rolls around. I strongly recommend that this effect be edited such that it cannot skip an End Phase.

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Just because I don't think I've seen any hints from the above posters that proven that they realized this, but, the OP didn't include the "LP-to-100" effect for the opponent, Dragonawsed did. Anarkist had the controller's Life Points hit 100 for using the Time Seal effect.

 

Yo thank u for pointing this out my man. I actually havent had a chance to come up with a revised version personally yet, I very much appreciate everyone's input tho

:)

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Now that I've noticed this, let me critique the original effect.

 

For the first effect, there exists no such thing as a Spell Speed 3 monster effect. However, since this would activate immediately after a Chain has resolved (and thus we don't need to worry if the Chain ended with a Counter Trap), we can just throw on a "cards and effects cannot respond" but with a Counter Trap exception to make it feel like Spell Speed 3. The time reversal bit was a pain to word properly (and that's why C107 doesn't have its anime effect), but it's more or less essentially a retroactive Vanity's Call. I've removed the "destroy the negated cards" bit to prevent unwanted removal of Continuous S/Ts or monsters that got involved in the Chain, unless that's intended.

 

For the second effect, skipping the opponent's Draw Phase is powerful, but at least you're aware of it and thus have the debilitating drawback of your LP dropping to 100. But as I've said before, I can just not worry about that and repeatedly skip the End Phase, keeping any stupidly powerful effects that are meant to wear off when the End Phase rolls around. I strongly recommend that this effect be edited such that it cannot skip an End Phase.

 

I agree with a lot of this, and I have two comments to make:

 

Shouldn't it be worded (Once per turn, during either player's turn: You can halve your Life Points to activate 1 of these effects.)?

 

Also, in my opinion, giving this card the ability to skip TO the End Phase is powerful enough. No Main Phases, no BP and opponent can only react with set cards, like this:

 

-During you opponent's Main Phase, skip to the End phase.

 

It would be like paying the cost for Cardcar D.

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Also, in my opinion, giving this card the ability to skip TO the End Phase is powerful enough. No Main Phases, no BP and opponent can only react with set cards, like this:

 

-During you opponent's Main Phase, skip to the End phase.

This is essentially a turn skip, and considering how few turns there can be in a duel, and really should not be created. We have The World, who usually takes a bit of effort to Summon, the skip turn effect can't be accessed 50% of the time, and requires a hefty two Tributes to pull off. Sure, the opponent gets to draw a card in the Draw Phase, but it's still an entire turn tossed out the window.

 

I'd like to reiterate that IMO it would be best to go about this by ending the current Phase when it is activated. If you skip the Battle Phase, it's T-Roar. If you skip the Main Phase, they have to wait until the other one to make their plays (and is often just T-Roar since they won't be able to do much with their Battle Phase), but their turn isn't completely messed up. This also means that you don't have to throw in a special extra cost for yourself just to play the effect like the whole "LP to 100" thing. Also, IIRC, most (if not all) of the effects that wear off or whatever during the End Phase are being changed to happen when the turn ends, so you shouldn't have to worry about things like Power Bond's "drawback" or whatever.

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