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[Written] Adventurer's Kit


Thomas★Zero

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Adventurer's Kit
Spell Card
During your Main Phase 1, if all the monster(s) you control are Warrior-Type: Activate 1 of the following effects;
* Target 1 Normal Spell Card in your Graveyard; add that target to your hand.
* Gain 1000 LP for each Warrior-Type monster you control.
* Target 1 Warrior-Type monster you control; that target gains 1000 ATK and DEF.
You can only attack with 1 monster during this turn's Battle Phase and you cannot Special Summon monsters, except Warrior-Type monsters, this turn. You can only activate 1 "Adventurer's Kit" per turn.

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You can only activate this card while During your Main Phase 1, if all the only monster(s) on your side of the field you control are Warrior-Type: monster(s). Activate 1 of the following effects. You can only attack with 1 monster during this turn's Battle Phase and you cannot Special Summon monsters, except Warrior-Type monsters, this turn. You can only activate 1 "Adventurer's Kit" per turn.
* Add Target 1 Normal Spell Card from in your Graveyard; add that target to your hand.
* Increase your life points by Gain 1000 LP for each Warrior-Type monster you control.
* Target 1 Warrior-Type monster you control; that target gains 1000 increase the ATK and DEF of the targeted card by 1000.
During the turn you activated this card you can only conduct 1 attack during the Battle-Phase this turn and you cannot Special Summon monsters except Warrior-Type monsters. You can only activate "Adventurer's Kit" once per turn.

Locked the card's activation condition to MP1 only so that the subsequent Battle Phase restriction makes sense.

 

Most of the time players would use this to recycle their Normal Spells. Like RotA. Very rarely would one use the other options - the LP gain may be massive but if it does nothing else it simply delays the inevitable, while the stat boost may look decent (being permanent and all) but pales in comparison to relative card advantage.

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Locked the card's activation condition to MP1 only so that the subsequent Battle Phase restriction makes sense.
 
Most of the time players would use this to recycle their Normal Spells. Like RotA. Very rarely would one use the other options - the LP gain may be massive but if it does nothing else it simply delays the inevitable, while the stat boost may look decent (being permanent and all) but pales in comparison to relative card advantage.

Made changes as noted in addition wouldn't the effects that take after this cards activation of what your limited to and the OPT clause be at the end like I done with the edit to the card text.
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