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Complete Zone Annihilation.


BertyCollosal

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I made a trap card for once. Hope this is any good (most likely not, given my terribleness at making cards).

 

UiloCvx.jpg

 

When either player activates a Field Spell card; you may pay 2000 Life Points to negate the activation and destroy it. Neither player can summon any monsters for 3 turns after this card's activation.

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No turns of not Summoning.

 

Not only does it mean your opponent cannot play the game at all while you have a field already set up, but if neither player has a field set up, the game doesn't progress at all for three whole turns (also, it doesn't mention whose turns are being lost, so "nerfing" it to two turns actually is a buff if you play it on your opponent's turn). But the biggest offense is definitely "now that I have a field set up, you can't Summon monsters; I won't need to" from the no-Summoning thing.

 

Though, if you remove it, then this card is basically a really expensive, more situational MST (and even if it was free, it's just a slightly better version of World Suppression). That'd make it bad, so you would need to add something else to the card again.

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When a Field Spell card is activated: Pay 2000 LP; destroy that card, and if you do, both players destroy as many Field Spell cards from their hands and decks as possible, also, Field Spell cards cannot be activated for the remainder of the duel. During your opponent's next End Phase, your opponent takes 500 damage for each card destroyed by this effect. 

 

Do you like? Hilarious OTK deck xD

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