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[Post-Contest Debut] Time Twister


Trebuchet MS

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I would post this as a Tune-Up, but since my opponent for that round of the 1v1 Summer Open dropped out, this card hasn't seen the light of day.

 

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[spoiler Card Text]During either player's turn, when a Spell/Trap Card or Spell/Trap effect is activated: You can discard this card; negate the activation, and if you do, banish it. At the end of the 3rd turn after this effect has been activated, counting the turn this effect was activated as the 1st turn, that banished card's owner adds it to their hand. You can only activate the effect of "Time Twister" once per turn.[/spoiler]

 

The task was to "create a card that deals with the passing of turns." Having had done a similar contest before, I had to look through several other alternatives to a Suspend adaptation to differentiate from Melting Time. I had considered involving the card with the current turn count, but doing so is prone to creating headaches, because suddenly a little detail in the game that nobody bothers tracking becomes relevant.

 

Then I had the idea of taking Suspend and turning it on its head - instead of sending your cards into the future, why not force the opponent's plays into the future? Hence the effect of Time Twister was penned down.

 

I've taken a few notes from a similar card somewhere else in RC - a hand trap that can negate a Spell activation, but expanded its range a little wider. Time Twister has the ability to negate Spells, Traps, and even Chain-starting effects of S/Ts that are already active. The catch is that rather than disable the threat for good (until it's recycled), the threat is delayed about 3 turns into the future. I would've forced the S/T to attempt to activate once the countdown times out, but that causes activation condition problems, particularly if you twisted away Mirror Force or its brethren. So, the card finds its way back into its owner's hand, although the opponent doesn't get to use it immediately, what with the card usually coming back at the end of their next turn.

 

I should mention that this card can be used on your own cards, as a convoluted way of dodging negation and attempting to get a second use out of that S/T.

 

A look through my other created cards and I've noticed I don't create generic Tuners, so I decided to break the mold a little and try it out. How would this card's Tuner status affect its playability?

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oh yeah. the forum was annoying earlier. probs updates. I think the fact this is a tuner gives it a nice amount of usability and that giving your opponent the card back in 3 turns is a nice and well balanced drawback to the effect. Adding in that you have to discard it for the effect is even better because it's not as op as a once per turn effect (which this would run into if it were to become a once per turn effect). stats look fine to me. all in all a great stall card.   

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