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Lose A Turn [CROS]


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CPK73N6.jpg

 

 

 A "Go back one space" Trap? (Like those go back one space things on board games)

 

You can only activate this card if you control no Special Summoned monsters
(1) If a monster is Special Summoned: Its effects are negated until the end of this turn.
(2) If an Effect Monster is Special Summoned in Attack Position: Change it to Defense Position.

 

This looks hilarious.

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Nice stun card, is there a new/modern version of Gadgets, or is Gadgets still the best Gadgets?

Satellarknights are kind of the new Gadgets (At least that what Konami judges tend to pass em off as). They definitely won't like this card, they won't get to search their Altiairs and/or go for Triverr or Delteros. I'm not sure how relevant that will be though by the time this comes out

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But. Shell already has been usable.

It's, like, the worst Qliphort bar the Apoqliphorts and maybe access/cephalopod. It's win-moar.

As for the card, gadgets + tinplate beat it. In fact, this card doesn't seem especially good.

Just like reqliphort or w/e it's called, it activates, if the current wording is correct. This means any non-mandatory on-summon effect will still resolve. And this isn't searchable like the former.

Satellars, LolGadgets, and basically every stratos beats it.

I'm sure it'll have a cute niche, and it does stop ignition/continuous/some trigger effects, but... Yeah, it has a pretty big hole.

EDIT: granted, your OWN mandatory on-summon effects can outpace it, at least in the TCG, iirc.
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EDIT: granted, your OWN mandatory on-summon effects can outpace it, at least in the TCG, iirc.

 

Yes, Optional Trigger Effects are always higher on the Chain than Mandatory Trigger Effects in the TCG, and as far as I know in the OCG too. Unfortunately that means this card does not stop on-Summon trigger effects.

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Yes, Optional Trigger Effects are always higher on the Chain than Mandatory Trigger Effects in the TCG, and as far as I know in the OCG too. Unfortunately that means this card does not stop on-Summon trigger effects.

Um... I know that, I even mentioned that in my post.

 

The Edit was about cards like this:

http://yugioh.wikia.com/wiki/Vylon_Omega

 

I believe that, in the TCG, if you summon Omega while this is face-up, you can have this be the first card on the chain and Omega be the second.

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I wonder how this card works when flipped up? Can you flip it against an on summon effect and effectively negate and change battle position? I'm pretty sure Re-Qliphort functions that way if I'm not mistaken.

 

Honestly, that first activation clause would have been better on Emptiness...

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This cards name is bothering me to no end.

 

It does nothing even suggestive about losing a turn :/

 

Nothing, you say?  Giving your opponent's Special Summoned Effect Monsters the equivalent of Summoning Sickness which can (though not a guarantee) stop them in their tracks for a turn has absolutely "nothing" to do with "losing" a turn?

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So apparently the effect is a little bit different than it is now. You see, rather than activating each time a monster is Special Summoned, it negates the effects of all Special Summoned monsters. Also, the wording is a little bit weird, so I am not sure if they mean that if negates only during the turn its activated, or if it negates the Special Summoned monsters until the end of the turn. Anyway, here's the newer version:

 

Activate only if you control no Special Summoned monsters. The effects of all Special Summoned monsters are negated until the end of the turn. If an Effect Monster(s) is Special Summoned in Attack Position: Change it to Defense Position.

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So the first effect is Continuous now... Basically a Skill Drain for special summoned monsters to an extent with only the battle position changing effect activating. If the card works the way I think it does (negates special summoned monster effects until the end of the turn they're summoned) It's a lot better than the previous text. If it only negates effects during the turn it was flipped face up, the card has the potential to be great! Either way, the card is effectively a blanket Fiendish Chain with an activation restriction. 

 

The only issue is that there is no easy way of removing this card after activation without going minus. Sure you can play Magic Planter or Double Cyclone, but those are unreliable.

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Personally think Skill Drain is a better idea, remember that you have to control no Special Summoned monsters. Skill Drain is also permanent.

 

That is arguable.

You don't have to pay 1000, but just need no SS monsters at the time of activation for relatively the same effect aside from "on summon" triggers.

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