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Twilight Seal


RexOverlord2

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An interesting concept, though I think that making it so they can not be removed from play is a little much when you add the other abilities. I would be more than happy to lend you a hand in creating this new type of card series. If you are interested that is.

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I don't always review card groups, but when I do, I try to do it thoroughly.

 

Let the examination begin.

 

[spoiler Twilight Deity: Eclipse](This card is also always treated as a LIGHT attribute monster.) while in the deck, grave, hand, or on the field. This card Cannot be Normal Summoned/Set. this card can only be special summoned. If this card attacks or is attacked: This card becomes immune to all spells, traps & monster is unaffected by other card effects, except its own until the turn player's End Phase. This card cannot be destroyed, or removed from play banished if "Twilight World" is face-up on the field. Any damage this card's controller Your opponent takes all damage you would take is dealt to the opponent instead as effect damage.[/spoiler]

So, a nigh-invulnerable monster that reflects all damage you would take. On its own, it's vulnerable to destruction by battle, making it good only for deterring burn or a suicide attack, but it becomes even more difficult to deal with when the field in question is out. While the "Cannot be Normal Summoned/Set" restriction and lack of inherent way to bring it out from your hand makes it dead weight should you draw this card, what I find more worrying is that there is no restriction to how it can be Special Summoned, making it a prime target for One for One.

 

But let's see what Twilight World is...

 

[spoiler Twilight World]This card's is immune to effects cannot be that would negated. Cannot be destroyed or remove it from play banished by card effects. When an duelists activates an effect is activated, put place 3 Twilight Counters on this card. For every each Twilight Counter on this card, your monsters you control gain 500 ATK and monsters your opponent controls monsters lose 300 ATK.[/spoiler]

Oh dear NO. What we have here is a Field Spell (I think) that is nigh-impossible to remove, and for every move anyone makes your monsters gain an effective 2400 ATK advantage over your opponent's monsters. Even outside its intended theme, say, in a Yusei Synchro Deck, the Twilight Counters can stack like crazy because the usual combo Deck has about 5 effect activations per turn. Do the math - that already grants a massive 7500 ATK to your monsters, and your opponent needs monsters of base 4500 ATK to have a non-zero ATK value.

 

Such a drastic payout for doing anything should never be permitted. Dramatically reduce the Counter accumulation rate, or the ATK boost/drop, or restrict when it can accumulate counters. While we're at it, weaken its immunity. I can already see myself exploiting this card with Earthbound Immortals to attack the opponent directly with ATK values larger than life.

 

[spoiler Twilight Grid]This card's is immune to effects cannot be that would negated. Cannot be destroyed or remove from play this card banished by card effects. While this card is face-up on the field, all duelists may place their own Both players can also activate Field Spell Cards from their hand, Deck or Graveyard onto the field. These field Cards activated this way cannot be destroyed by their controller's opponent's card effects. anyone and/or anything but their respective owners, nor do they destroy each other by being on the Each player can control 1 face-up Field Spell Card at the same time.[/spoiler]

The ability to freely play Field Spells from almost anywhere adds a ridiculous amount of consistency to Field-reliant Decks, not to mention the granted indestructibility makes them particularly difficult to deal with if said Field Spell interferes with the opponent's strategy. (think Necrovalley) I would advise restricting where the Fields can be activated from, and revoking both indestructibility clauses on this card.

 

Applying blanket immunity to removal or negation to pretty much every card you create is terrible design practice. It's also not fun to be on the receiving end of an unstoppable card.

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Two issues with Soul Reversal:

  1. The moment your LP becomes 0, you lose. That's it. No card activations allowed. You're dead. Final Destination.
  2. Quick-Play Trap Cards do not exist.

You claim the old cards have been updated, but excluding Eclipse, I don't see any drastic change to their functionality, let alone their text...

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How about for Soul Reversal you make it a normal trap card with an effect similar to Nutrient Z?
Something like "Activate when a twilight monster you control is destroyed and you take 2000 or more damage to your life points (by one attack or effect). Your opponent selects one card type (Monster, spell, trap) and selects one card from your hand, reveal it. If it is not the type of card your opponent selected: Switch your life points with your opponents.

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