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Anti Swarm and Phase Moving card, Advance Regulation


Hexanort

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hkrq9Xf.jpg

 

Lore:

Each time monster(s) is Summoned, except during End Phase: Place 1 Advance Counter on this card. When the 2nd Advance Counter is placed on this card: Remove all Advance Counters on this card, then move the turn phase into next phase. During each player End Phase: Remove all Advance Counters on this card. There can only be 1 face-up "Advance Regulation" on the field.

 

disrupt swarming by moving phase forward every 2 summon, too disruptive?

any feedback welcomed

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Too disruptive. While this is on the field, you can't Synchro or Xyz Summon to run a monster over, because Summoning the Materials will take you from Main Phase 1 to the Battle Phase. Also, you can screw up your opponent's turn by springing a monster with Call of the Haunted et al, and potentially lock them out of the game with something like Black Garden.

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My main concern is that it is a trap card. Something like Kaiser is very very good for anti-swarm but it is a spell and your opponent knows it is there before the commit resources. Advance Regulation could be sprung on your opponent after they begin to commit(but then again Maxx C works like that as well). 

Potential ideas: Increase the counters needed to three, make it a continuous spell card.

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I would either make it Special Summons only or increase the counter requirement to 3. 

 

Each time a monster(s) is ?Special? Summoned, except during the End Phase, place 1 Advance Counter on this card. When there are ?2? Advance Counters on this card: Remove all Advance Counters from card, then end the current phase. During the End Phase: Remove all Advance Counters from this card. There can only be 1 "Advance Regulation" on the field.

that should be almost right, not sure about the when 2 counters thing.

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Too disruptive. While this is on the field, you can't Synchro or Xyz Summon to run a monster over, because Summoning the Materials will take you from Main Phase 1 to the Battle Phase. Also, you can screw up your opponent's turn by springing a monster with Call of the Haunted et al, and potentially lock them out of the game with something like Black Garden.

 

 

My main concern is that it is a trap card. Something like Kaiser is very very good for anti-swarm but it is a spell and your opponent knows it is there before the commit resources. Advance Regulation could be sprung on your opponent after they begin to commit(but then again Maxx C works like that as well). 

Potential ideas: Increase the counters needed to three, make it a continuous spell card.

 

for the 2 limit of the summon, i know it would disrupt most synchro/xyz summon

but i dont think its that disruptive, there already existing trap that limit summon to 2 per turn (Summon Limit), and spell that

force to move to EP when 3rd summon is conducted in M1 (Summon Breaker), this card is less punishing than those (at least than summon limit since summon breaker is limited to M1), by only moving the phase forward

 

i forgot about black garden though, its definitely an issue, i think i'll lessen the disruption by limiting it to summon by the turn player's only

 

 

I would either make it Special Summons only or increase the counter requirement to 3. 

 

Each time a monster(s) is ?Special? Summoned, except during the End Phase, place 1 Advance Counter on this card. When there are ?2? Advance Counters on this card: Remove all Advance Counters from card, then end the current phase. During the End Phase: Remove all Advance Counters from this card. There can only be 1 "Advance Regulation" on the field.

that should be almost right, not sure about the when 2 counters thing.

 

it doesnt limit to special summon, its all summon, also about wording on 2 counter timing i'm referencing the text to an existing card, tower of babel that also activate effect when number of counter is placed so it should be right (not sure though since the card is old)

 

fix #1: limit to special summon by turn player's only

 

[spoiler='Fix #1']Q7yOCcI.jpg

 

Lore:

Each time the turn player Summon a monster(s), except during End Phase: Place 1 Advance Counter on this card. When the 2nd Advance Counter is placed on this card: Remove all Advance Counters on this card, then move the turn phase into next phase. During each player End Phase: Remove all Advance Counters on this card. There can only be 1 face-up "Advance Regulation" on the field.[/spoiler]

 

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well think differently than most of above poster

 

outside the black garden issue...

this card is almost balance, just like you said is less potent than Summon Limit and you still can special summon more monster during your end phase or  other phase (mostly Standby phase) via effect tutor, although you do need to limit the restriction in respective player turn and how its respond to effect that allow your opponent to spam something on your side for nasty trick (mostly token)

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