Lunar Origins Posted January 2, 2015 Report Share Posted January 2, 2015 Forced Conversion [ Trap / Continuous ] [ 1 ]: You can only activate this card during your opponent's turn, except during their End Phase. You can activate this card from your hand. [ 2 ]: You can banish this card until your next Standby Phase (it returns to the field face-up); Place 1 Conversion counter on each face-up monster your opponent controls. You can only activate this effect of "Forced Conversion" once per turn. [ 3 ] You may use face up monsters your opponent controls with counters on them as Synchro Material monsters, Xyz Material monsters, and Fusion Material monsters. Link to comment Share on other sites More sharing options...
-Griffin Posted January 2, 2015 Report Share Posted January 2, 2015 I really don't like the design. Super-punishes any Monster staying on the field for a full turn and the TCG already punishes anyone expecting a Monster to survive more than a phase. Because of that, I don't think it'd see play, but I also wouldn't like its impact if it did. Link to comment Share on other sites More sharing options...
- Minimania - Posted January 2, 2015 Report Share Posted January 2, 2015 may not* be offered as tributes.This card reminds me of Flying "C", which constricts your opponent from Xyz Summoning, and it reminds me of Dustons as well. The banishing effect is perfectly capable; it can resist cards like Mystical Space Typhoon and the likes, especially since it's been activated from the Hand. The counters* keep this card in check because if you banish it, then only certain monsters may get the counters*. Your opponent can Normal Summon during their turn, and that monster can be used as material.I would have to say it's a 7 out of 10 overall. It has a decent design. It's one of those cards that you would either side deck, or run only one of in your Deck. Link to comment Share on other sites More sharing options...
Judαs Posted January 2, 2015 Report Share Posted January 2, 2015 Idk if I got this wrong, but it seems to allow you to your opponent's monsters for synchro/xyz if they can't get rid of them during Main Phase 2, and even banishes itself to protect it from destruction. if they don't waste an mst on it during your turn, there's the risk of using their monsters. IMO, simply removing the activate from hand part would balance it sufficiently ._. Link to comment Share on other sites More sharing options...
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