Dokutah Posted August 6, 2014 Report Share Posted August 6, 2014 This card's activation cannot be negated. Target 1 monster equipped with Equip Card(s) and choose 1 Spell & Trap Card Zone that is occupied by a card equipped to that target; move all cards equipped to that target to that Card Zone, and stack them in any order. (They are still on the field and can be targeted and affected by card effects as normal. Control of these cards does not change.)If a card would be equipped to that target place it at the bottom of the stack in the chosen Card Zone. If 2 or more cards in the stack in that Card Zone would be destroyed by card effect, you can destroy the topmost card of the stack instead. The effects of the cards in the pile in that Card Zone cannot be negated, except for the topmost card of the stack equip is not good anymore they say... taking to much space, easy to destroyed, ...bla bla bla... enough with the gibberish... okay for those who not getting how the effect works (its definitely NOT pseudo-xyz): let say we have a monster equipped with 3 equip spell, active this card, targeting that monster which then you will select 1 of spell/trap card that placed by the 1 of those 3 equip card, as it resolve you may move all those equip card to same spell/trap card zone (in this condition that spell/trap card zone is become able to hold more than 1 card)... well we all know creating a original effect especially possible new mechanic like this mean...grammar problem overload XD CnC welcome Link to comment Share on other sites More sharing options...
Mdoraz Posted August 6, 2014 Report Share Posted August 6, 2014 ok, so basically you're overlaying your equip cards to a monster without actually XYZ summoning, and then your monster gains the effect of detaching a material instead of getting destroyed. Or at least that's what I read, correct me if I'm wrong, but it sounds interesting, and I guess its balanced, you just really need to work on the wording of the card, its barely understandable. Link to comment Share on other sites More sharing options...
Dokutah Posted August 6, 2014 Author Report Share Posted August 6, 2014 ok, so basically you're overlaying your equip cards to a monster without actually XYZ summoning, and then your monster gains the effect of detaching a material instead of getting destroyed. Or at least that's what I read, correct me if I'm wrong, but it sounds interesting, and I guess its balanced, you just really need to work on the wording of the card, its barely understandable. description has been updated to answer that CnC welcome Link to comment Share on other sites More sharing options...
Trebuchet MS Posted August 6, 2014 Report Share Posted August 6, 2014 Okay, a novel way of managing your Equip Spells. Never mind card grammar, your basic grammar is lacking too. Let's see how we can adjust this. This card's activation cannot be negated. Target 1 monster equipped with Equip Card(s) and choose 1 Spell & Trap Card Zone that is occupied by a card equipped to that targeted monster equipped equip card(s); move all equip cards equipped to that targeted monster to that Card Zone, and stack them in any order. (They are still on the field and can be targeted and affected by card effects as normal. Control of these cards does not change.) (you can place 2 or more card on the same zone in any order) and If a card would be equipped to that targeted monster, placed it at the bottom of the stack in the chosen other equip Card on that Zone. If there 2 or more equip cards in the stack in on that Card Zone and those cards would be destroyed by card effect, you can destroy the equip card that placed at topmost card of the stack those cards as substitute of those equip cards instead. The effects of the equip(s) cards in the pile in that Card Zone cannot be negated, except for the topmost card of the stack zone. Funny thing is, you also must include the possibility of your opponent equipping their things to your monsters as well. Think "Paralyzing Potion". If you put everything in a stack, it will include your opponent's stuff too. That's why I've left the reminder text that the cards can still be targeted normally and control doesn't change. But it doesn't address the other inherent problem with Equip Cards - if their target is no longer face-up nor on the field, the Equip destroys itself, turning monster removal into a 2-for-1. And that's destruction by the game mechanics, which is something that's very difficult to prevent. You've addressed the problems of Equip Cards clogging your S/T spots, but that's a very minor issue in comparison to the Equip Cards falling off once the monster has left the field. Link to comment Share on other sites More sharing options...
Dokutah Posted August 6, 2014 Author Report Share Posted August 6, 2014 But it doesn't address the other inherent problem with Equip Cards - if their target is no longer face-up nor on the field, the Equip destroys itself, turning monster removal into a 2-for-1. And that's destruction by the game mechanics, which is something that's very difficult to prevent. You've addressed the problems of Equip Cards clogging your S/T spots, but that's a very minor issue in comparison to the Equip Cards falling off once the monster has left the field. for the "got destroyed when equipped monster gone" i can simply make another card for that, since i find it natural...which why i not intend to solve in a single card. although the clogging issue (according to you at least) can be consider minor... at least its player can have additional field advantage to set up...especially counter measure (counter trap,quick-play spell) i think Link to comment Share on other sites More sharing options...
Trebuchet MS Posted August 6, 2014 Report Share Posted August 6, 2014 for the "got destroyed when equipped monster gone" i can simply make another card for that, since i find it natural...which why i not intend to solve in a single card. Actually, for that issue, the Noble Knights' mechanics, centred around Equip Spells, have addressed that. Their Equip Spells have an ability to re-equip to another legal monster, usually a Noble Knight, if sent to the Graveyard, once per turn. It's proven to be quite effective. If you intend to design a card that does that for all Equips, make sure that it doesn't exceed the general power level of the Noble Knights' Equip Spells. Link to comment Share on other sites More sharing options...
Excalibur the Divine Posted August 6, 2014 Report Share Posted August 6, 2014 This will help noble knights with all of their noble arms- (sword name) cards. The card grammar is off, can you follow Gadjiltron's Suggestion? So basically you can equip lots and lots of equips to noble knights and also give them destruction immunity while also being able to activate other spells and traps without any problem, and activating other s/t is a big stopper for noble knights since usually their equips clog their s/t zones. Link to comment Share on other sites More sharing options...
Sir Yamiegg Posted August 10, 2014 Report Share Posted August 10, 2014 Awww miii gawwd ziz iz pretty meh. As Gadjiltron said, the equips falling off is the main problem with Equips, not the Zone clog. But I can see how potentially good this could be in Nobles... A Noble Arms falls off, re-equip at bottom of stack, making it so that fat 3000+ monster protected essentially has to be destroyed about 7 times before it dies. But other than helping Nobles this card actually doesn't have much utility, since the decks that do use equips nowadays only want them so they can make bigger plays (think Supervise, Symbols of Duty, even Symbol of Heritage in all those OTK decks) and so this card becomes useless, and it certainly doesn't justify an Equip-based Deck in itself. If you intend it as Noble support, sure' I'd tech 1 or 2 of these bad boys, but as generic Equip support it falls rather short. Link to comment Share on other sites More sharing options...
Dokutah Posted September 13, 2014 Author Report Share Posted September 13, 2014 Actually, for that issue, the Noble Knights' mechanics, centred around Equip Spells, have addressed that. Their Equip Spells have an ability to re-equip to another legal monster, usually a Noble Knight, if sent to the Graveyard, once per turn. It's proven to be quite effective. If you intend to design a card that does that for all Equips, make sure that it doesn't exceed the general power level of the Noble Knights' Equip Spells. my answer: http://forum.yugiohcardmaker.net/topic/322752-vault-of-variety/ Link to comment Share on other sites More sharing options...
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