Ren✧ Posted July 4, 2014 Report Share Posted July 4, 2014 When this card is activated: Place 1 Timer Counter on all other face-up cards. At the start of each player's turn: Place 1 Timer Counter on all other face-up cards. During your End Phase, if a card has 3 or more Timer Counters on it; destroy it. During your Standby Phase, if this card has been in your Graveyard for 5 or more turns: You can activate this card directly from your Graveyard. "My magic is so much stronger than you realize." -Time Wizard This card received second prize in Harpie's Feather Duston's tournament. Messing with out of the box mechanics, like turn count, has always fascinated me, so was kinda fun to make. As always CONSTRUCTIVE criticism is ALWAYS appreciated and will be +REPPED! [ Previous Card l Next Card ] Link to comment Share on other sites More sharing options...
Delibirb Posted July 4, 2014 Report Share Posted July 4, 2014 I think the only thing that bugs me with it is 3 Time Counters seems like just a tad too few. 4 I think would be just about perfect. I do like that it doesnt check Time Counters until your End Phase, so they still have that bit of time to use-'em-or-lose-'em. But as I said in the contest it is a very nice card, and the re-activation effect is what really made it unique. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted July 5, 2014 Report Share Posted July 5, 2014 Suppose a card has reached 3 Timer Counters but before the End Phase this card is taken off the field. Does that card with 3 Timer Counters get banished? Link to comment Share on other sites More sharing options...
Ren✧ Posted July 5, 2014 Author Report Share Posted July 5, 2014 Suppose a card has reached 3 Timer Counters but before the End Phase this card is taken off the field. Does that card with 3 Timer Counters get banished? Well the cards only destroyed, not banished, but no they wouldn't be. The counters themselves don't inherently have the ability to do that, but rather the card effects those with counters on them. I think the only thing that bugs me with it is 3 Time Counters seems like just a tad too few. 4 I think would be just about perfect. I do like that it doesnt check Time Counters until your End Phase, so they still have that bit of time to use-'em-or-lose-'em. But as I said in the contest it is a very nice card, and the re-activation effect is what really made it unique. The problem I had with that, is that duels are so fast nowadays that I was afraid that the card might not even be worth the effort to play. Not that it's overly competitive anyway, but...yeah Link to comment Share on other sites More sharing options...
Zerovirus Posted July 6, 2014 Report Share Posted July 6, 2014 The card's interesting enough. I'm not a fan of tracking how many turns something's been in the graveyard, especially because that means that after 5 turns you can just KEEP activating it from the graveyard (It's not like the card gets sent anywhere else, like the banished zone, since you didn't specify that in the card text after all), accruing an arbitrary number of Timer Counters on everything on the field, making for a field-wipe every standby phase. You probably want to make it only activate ONCE per standby phase, or have it banish itself if it's cast from the grave. Have you considered making an equivalent but for face-down cards only, instead of face-up cards? With a heavy-storm-less, trap-heavy meta, this kind of card could be an interesting source of pressure. 'Use the traps or lose the traps', so to speak. Link to comment Share on other sites More sharing options...
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