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Dark Doctrines


Draconus297

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These are the biggest jerk cards I've ever written.
Enjoy!

Dark Doctrine of Physical Equality
Continuous Spell
As long as this card is face-up on the field, all monsters have 0 ATK. There can be only 2 "Dark Doctrine" cards on the field at a time. If either player activates a third "Dark Doctrine" card: destroy one "Dark Doctrine" card on the field.

Dark Doctrine of Mental Equality
Continuous Spell
As long as this card is face-up on the field, the effects of all monsters are negated. Neither player can Summon monsters whose effects cannot be negated. There can be only 2 "Dark Doctrine" cards on the field at a time. If either player activates a third "Dark Doctrine" card: destroy one "Dark Doctrine" card on the field.

Dark Doctrine of Technological Equality
Continuous Spell
As long as this card is face-up on the field, the effects of all Spell and Trap Cards (except "Dark Doctrine" cards) are negated. Neither player can activate or Set any Spell or Trap Cards, besides "Dark Doctrine" cards. There can be only 2 "Dark Doctrine" cards on the field at a time. If either player activates a third "Dark Doctrine" card, destroy one "Dark Doctrine" card on the field.

Dark Doctrine of True Equality
Trap Card
You can only activate this card if "Dark Doctrine of Physical Equality", Dark Doctrine of Mental Equality", and "Dark Doctrine of Technological Equality" are all in the Graveyard. The current Duel ends in a DRAW.

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This is more than jerk, this is flat-out Satan.

Mill all three spells, and if the game doesn't go your way whip out True Equality. With some good searching cards you can lock down everything. Plus, if you have something like Dark Hole you can-
1. Activate Tech Equality and Mental Equality
2. Nuke everything
3. Summon a high-ATK Normal Monster- 'Neither player can Summon monsters whose effects cannot be negated' implies they need to have an effect in the first place, so Mental doesn't block its summon.
4. Go to town

And that's not even considering you can get rid of your Opponent's Spells and Traps without needing to whip out Tech by using something like Space Typhoon, giving you the opportunity to use your own Spell/Trap and Special Summon some more abusrdity. Hell, you could just use these as a last resort instead of using them as a main part of the deck- Summon en masse in your Main Phase, then lock the field down with Mental and Tech

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Yeah, uh, the design of all of these cards have a stench you can smell from miles away.

 

The first card shuts off all battle destruction and battle damage while it's on the field, forcing either player to kill the card before anyone could work towards ending the Duel. It doesn't even knock the original ATK down to zero, so ATK-boosting cards can't be used to take advantage of the situation. It's just a big, flat-out "no" to the mechanics that keep the duel from going stale.

 

The second card is a more powerful Skill Drain. By the way it's worded, it affects monsters whose effects don't even activate on the field, so "Tribute this; do that" effects can't bypass it. It doesn't shut down the entire duel like the first one does, but it removes a huge mechanic of the game. A lot of people already don't want Skill Drain to be in the game.

 

The third card works the same exact way. Spells and Traps are big parts of the game as well, and you're just like "nope." It's arguably worse because the "Spell version" of Skill Drain is banned. Plus, you conveniently have a stupidly easy way of shutting off all effects by using this and the "no monster effects" one, so you can just create a good position and use these to seal the game off from your opponent.

 

The fourth card is meh, but it's a lot like Self-Destruct Button. Basically, it'll only be ran by people who want to troll others by creating draws everywhere. Design-wise, the only way a tie should happen is if both players actually lose/win at the same time, and not by card effects like Self-Destruct Button.

 

First card is kind-of fixable. Make it only affect the original ATK, and don't make the original ATK go all the way down to zero. The rest need to be completely redone.

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Hate to be the guy who comments twice, but I realized it'd also be absolutely destructive meta-wise.

The only real way to get rid of a combo of Tech and Mental is another Dark Doctorine card, and we end up with everybody running these 3 cards, wasting 9 slots in every deck. To top it off, in this situation, Physical will only really be used as a means of destroying one of the other two in an attempt to break through the perpetual lockdown.

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