Dragonawsed Posted July 6, 2014 Report Share Posted July 6, 2014 If this card leaves the field (except by battle) and is sent to the Graveyard: During the End Phase, you can Special Summon 1 "Lynn, The Rising Star" from your hand or Deck. Any suggestions would be helpful. Link to comment Share on other sites More sharing options...
Forest Fire Posted July 6, 2014 Report Share Posted July 6, 2014 If this card leaves the field (except by battle), and enters the graveyard: If this card is sent to the Graveyard, except went it is destroyed by battle: During the End Phase, you can special summon Special Summon "Lynn, The Rising Star" from you deck or hand. It's not a perfect ocg fix, but it's better. Really this card isn't very helpful, unless you have a deck built specifically around effects that activate when you special summon monsters from your hand/deck. I can think of situations where this would help, such as summoning bigger monsters or summoning multiple level 5 or 6 monsters, but really that's it. The ATK and DEF are fine for a level 4 monster. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 6, 2014 Report Share Posted July 6, 2014 If this card leaves the field (except by battle) and is sent to the Graveyard: During the End Phase, you can Special Summon 1 "Lynn, The Rising Star" from your hand or Deck. This is pretty much an floater monster that can make another copy of itself, except when attacked. In other words, you can replace it if you use it to Synchro or Tribute Summon (I'd say Xyz, but it's not considered to be on the field at that point). Otherwise, it doesn't do anything useful for when your opponent kills it; unlike most other floater monsters that exist [and they SS the monster immediately]; though considering this is mostly for Synchro/Fusions [for Super Poly or whatever] or Tribute Summoning, the End Phase measure is somewhat necessary to make sure you don't spam the field for an Xyz (despite being unable to "replace" itself). Needless to say, this card is essentially a vanilla against Decks that focus on banishing cards instead. Stats are average for a Level 4, but is passable for doing stuff when it has to. You can boost it to 1800 or something though. Link to comment Share on other sites More sharing options...
Dragonawsed Posted July 6, 2014 Author Report Share Posted July 6, 2014 It's not a perfect ocg fix, but it's better. Really this card isn't very helpful, unless you have a deck built specifically around effects that activate when you special summon monsters from your hand/deck. I can think of situations where this would help, such as summoning bigger monsters or summoning multiple level 5 or 6 monsters, but really that's it. The ATK and DEF are fine for a level 4 monster. Thanks for the suggestion, and I will definitely apply it right away. This card was designed to be applied to a different type of summoning requirement all together, where the player would advance their existing cards to be more powerful... Think of an XYZ-style of overlay with a quick-play aspect. Certain cards would empower the monster or give addition effect that would benefit the monster, without ever need to set the power up card in the S/T zone; which would mean it would be play in from the hand. To balanced this, I gave it additional rulings that to apply this type of card, the monster need to last on the field more than one turn, and that when they are empowered, they would be destroyed by the end phase. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted July 6, 2014 Report Share Posted July 6, 2014 This brings to mind a silly combo with Generation Shift. Destroy a copy of this card with Shift, find another copy, SS the third copy during the End Phase, and on your next turn, Normal Summon the third copy and go into an Xyz Summon. It's not the most efficient method to milk this card for its worth, but it's something... Link to comment Share on other sites More sharing options...
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