Airride Posted August 24, 2014 Report Share Posted August 24, 2014 Substitutionary Self Destruction Normal Spell Target 1 card you control: activate one of the following effects. After resolving that effect, add 1 "Substitutionary Self Destruction" from your deck or graveyard to your hand. You can only activate 1 "Substitutionary Self Destruction" per turn. - Destroy that target. This is treated as being destroyed by battle with an opponent's card. - Destroy that target. This is treated as being destroyed by an opponent's card effect. I dunno. Link to comment Share on other sites More sharing options...
Darj Posted August 24, 2014 Report Share Posted August 24, 2014 What if you target an S/T and choose the first effect? Of course you wouldn't do that but my point is that the first effect should target monsters only. I think this deserves an effect like "draw 1 card" or something because its only applications are setting off cards that normally require the opponent's interaction, and if you are going to build a deck whose most of the cards rely on the opponent to work and intend to use this to keep things rolling I think it wouldn't be that bad, if not actually fair, if it rewarded you with a +0 and became some kind of deck thinner or draw engine. Granted, there are few cards that could abuse of said engine, namely Artifact Sanctum (for triggering its 2 effects; but even then, triggering Sanctum yourself wouldn't be as devastating as when the opponent does it), but really, running 1~2 of this just for Sanctum would most likely hurt the deck's consistency and can end as awful dead draws... unless you run other cards that want to be destroyed by the opponent. So yeah, it would be only playable in decks full of those kind of cards. Even searching copies of itself would be cool for keeping your opponent-dependent engines going. Link to comment Share on other sites More sharing options...
Airride Posted August 24, 2014 Author Report Share Posted August 24, 2014 What if you target an S/T and choose the first effect? Of course you wouldn't do that but my point is that the first effect should target monsters only. I think this deserves an effect like "draw 1 card" or something because its only applications are setting off cards that normally require the opponent's interaction, and if you are going to build a deck whose most of the cards rely on the opponent to work and intend to use this to keep things rolling I think it wouldn't be that bad, if not actually fair, if it rewarded you with a +0 and became some kind of deck thinner or draw engine. Granted, there are few cards that could abuse of said engine, namely Artifact Sanctum (for triggering its 2 effects; but even then, triggering Sanctum yourself wouldn't be as devastating as when the opponent does it), but really, running 1~2 of this just for Sanctum would most likely hurt the deck's consistency and can end as awful dead draws... unless you run other cards that want to be destroyed by the opponent. So yeah, it would be only playable in decks full of those kind of cards. Even searching copies of itself would be cool for keeping your opponent-dependent engines going. Technically, they can still be destroyed by battle (ie: Magical Hats, Trap monsters, etc), so I think I can let that happen. And...The searching thing sounds cool, if I add an effect that only lets 1 be used per turn. Link to comment Share on other sites More sharing options...
Darj Posted August 24, 2014 Report Share Posted August 24, 2014 Yeah, OPT is needed or otherwise you would be able to go turbo with certain engines. I noticed that you allowed the card to search copies from the grave as well. That's interesting, as it technically gives you an infinite play enabler, but I'm not sure if it would pushing it too far because suddenly all those floaters that require destruction by battle or by your opponent become good, not to mention that you can set the Spell as bluff or use it as discard fodder when you no longer need it. Using it to start a couple of combos is fine in my opinion, but when you can retrieve it infinitely... not sure if that would be fair. Link to comment Share on other sites More sharing options...
Airride Posted August 24, 2014 Author Report Share Posted August 24, 2014 Yeah, OPT is needed or otherwise you would be able to go turbo with certain engines. I noticed that you allowed the card to search copies from the grave as well. That's interesting, as it technically gives you an infinite play enabler, but I'm not sure if it would pushing it too far because suddenly all those floaters that require destruction by battle or by your opponent become good, not to mention that you can set the Spell as bluff or use it as discard fodder when you no longer need it. Using it to start a couple of combos is fine in my opinion, but when you can retrieve it infinitely... not sure if that would be fair. Only 3 uses is kind of hard to work with, I think. I was thinking of giving it an alternate retrieval effect, so you couldn't recover it and use one in the same turn. However, I thought that would take uip too much text space. Maybe change that too? Like, Discard a card, or something? Alternately, change it to a Normal Spell. Link to comment Share on other sites More sharing options...
Darj Posted August 24, 2014 Report Share Posted August 24, 2014 It can see it working as a Normal Spell. You take out the bluffing, a bit of speed (in case you wanted to destroy one of your cards during the opponent's turn for a surprise), and actually disables it from triggering Sanctum during the opponent's turn, which was perhaps the most problematic combo you could set off with this card. I wouldn't go for a cost like a discard because it would kill its purpose as a +0 play enabler/engine starter. Link to comment Share on other sites More sharing options...
Airride Posted August 24, 2014 Author Report Share Posted August 24, 2014 It can see it working as a Normal Spell. You take out the bluffing, a bit of speed (in case you wanted to destroy one of your cards during the opponent's turn for a surprise), and actually disables it from triggering Sanctum during the opponent's turn, which was perhaps the most problematic combo you could set off with this card. I wouldn't go for a cost like a discard because it would kill its purpose as a +0 play enabler/engine starter. For the discard part, I was thinking an effect like "You may discard 1 card; Add this card from your graveyard to your hand". Regardless, it's a Normal Spell now. Link to comment Share on other sites More sharing options...
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