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PSYFrame Support


Forest Fire

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PSYFrame Iota
Level 3 LIGHT
Psychic/Tuner/Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When a Spell Card that is already face-up on the field activates its effect while you control no monsters: You can Special Summon this card from your hand and 1 "PSYFrame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. During the End Phase, banish any monsters Summoned this way.
ATK: 1000 / DEF: 0

PSYFrame Theta
Level 3 LIGHT
Psychic/Tuner/Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When a Trap Card that is already face-up on the field activates its effect while you control no monsters: You can Special Summon this card from your hand and 1 "PSYFrame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. During the End Phase, banish any monsters Summoned this way.
ATK: 900 / DEF: 0

PSYFrame Second Circuit
Continuous Spell
"PSYFrame" monsters you control are not banished by their own effects. "PSYFrame Driver" cannot be banished by the effects of "PSYFrame" cards you control.

PSYFrame Omicron
Level 9 LIGHT
Psychic/Synchro/Effect
Once per turn, during either player's turn: You can target 1 face-down Spell/Trap card your opponent controls; banish both it and this card until your next Standby Phase. During either player's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in your Graveyard; return this card to the Extra Deck, and if you do, add it to your hand.

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So the first two take care of pretty much literally anything else that the others don't already, except Continuous Effect floodgates and the like. yay.

 

Driver II seems utterly pointless, given people only run 2/3 for a reason, because of how searchable it is.

 

The Cont. Spell renders Psychic Feel Zone sorta pointless, which is good and bad. Sure, you might get to keep them, but it means you keep them. No more stuff for you for the turn until you Synchro next turn in your M1, meaning they can pull stuff in DP/SP.

 

For the Synchro, assuming your opponent has a hand, sure, banishing FD is easy. But how are they going to add it back and set it in a way that would prevent breaking the game state? Easiest method seems to be completely banishing entire hand FD, and then adding S/T to topdeck, banishing FD, and then adding just that back and then setting it again, but this seems impractical on so many levels.

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So the first two take care of pretty much literally anything else that the others don't already, except Continuous Effect floodgates and the like. yay.

 

Driver II seems utterly pointless, given people only run 2/3 for a reason, because of how searchable it is.

 

The Cont. Spell renders Psychic Feel Zone sorta pointless, which is good and bad. Sure, you might get to keep them, but it means you keep them. No more stuff for you for the turn until you Synchro next turn in your M1, meaning they can pull stuff in DP/SP.

 

For the Synchro, assuming your opponent has a hand, sure, banishing FD is easy. But how are they going to add it back and set it in a way that would prevent breaking the game state? Easiest method seems to be completely banishing entire hand FD, and then adding S/T to topdeck, banishing FD, and then adding just that back and then setting it again, but this seems impractical on so many levels.

well.... yeah, i see your point about Driver II. as to the continuous spell: the general point was to remove Feel Zone. I mean yes there are drawbacks, but you can't make a card pure +'s, that's just absurd. hmm... how to go about editing the synchro... i could just change the effect to be a more generic Zeta... which was one of my original ideas.. or i could edit it to say "Once per turn, during either player's turn: You can target 1 face-down Spell/Trap card your opponent controls; banish both it and this card until your next Standby Phase. Return the banished Spell/Trap card to it's owner's hand." (and why do you say banish FD? sure it banishes a face-down S/T, but it doesn't banish it FD, or at least i don't think it does)

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