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A Spell out of Hell


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This monster is straight from the darkest depths of Black Magic, which disables the power of other magical beings aside of it, but like all beings, there is always a weakness...

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Card Type : Monster/Effect

Level : 11

Type : Spellcaster

Effect:

Cannot be destroyed by SPELL/TRAP cards and monster effects. Cannot be normal summoned or set. Can only be special summoned when there are 10 SPELL/TRAP cards on the field, and cannot be special summoned by other ways. Once per turn, discard up to 5 SPELL/TRAP cards and banish 1 card for each card discarded. When this card is face-up on the field, neither player can activate any SPELL/TRAP cards nor monster effects. Monsters cannot change their battle positions and cannot be used to Synchro, Xyz, Ritual, or Fusion summon. When there is no SPELL/TRAP card on the field, this card is destroyed.

ATK/DEF : 1380 / 4380

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Not SPELL, just Spell. The caps are kinda distracting, but that's just me nitpicking.

And about the card... Well, it has a ridiculously hard summoning condition which depends on the opponent, but, once out, it basically ends the game, since this part:

When this card is face-up on the field, neither player can activate any SPELL/TRAP cards nor monster effects.

Makes it literally impossible to get this monster off the field. You say that this card's weakness is dying when there's no S/Ts on the field, but how are you going to destroy anything while locked out of all effects? I suggest you remove that part, or limit it to only S/Ts.

And speaking of the weakness, you're going to need a Heavy Storm or something just to trigger it. Most decks can't get 10 S/Ts off the field. Perhaps you could make this card lose stats if a Spell or Trap is destroyed. 

You might want to lower the stats too. Over 4000 defense is kinda crazy. And 80 is an odd number for stats to end in, since they usually end with 50 or 100.

And the banish effect is quite powerful, but is probably fine, considering the summon condition. You didn't include anything about whether it targets, starts a chain, or anything.

The effect would be more balanced if it targeted, then resolved, giving your opponent a chance to respond. That would be worded like this: Once per turn: You can discard up to 5 Spell/Trap cards, then target an equal number of cards on the field; banish them.

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.....I can beat that. Is it a little silly hehe, but I like it. I'm wondering if there a Trap version of it. 

 

Um, could you elaborate on how, exactly?

Besides, my point isn't that it's unbeatable, it's that it's so hard to beat a lot of decks will just be left sitting there for the rest of the duel.

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Just because there is a weakness doesn't mean it's readily exploitable. Do you expect to always have Santa Claws or Kaijus around to forcibly Tribute your opponent's otherwise invincible monster? Do you expect your opponent to always have Mask of Restrict to prevent such a maneuver?

 

Plus, this card's complete indestructibility to effects also means that the card cannot destroy itself if all S/Ts are cleared out, making its main intended weakness moot.

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Well, it's a level 11 monster, and here's the modified version, a Chance:

 

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Effect:

Cannot be destroyed by SPELL/TRAP cards and monster effects. Cannot be normal summoned or set. Can only be special summoned when there are 10 SPELL/TRAP cards on the field, and cannot be special summoned by other ways. Once per turn, discard up to 5 SPELL/TRAP cards and banish 1 card for each card discarded. When this card is face-up on the field, neither player can activate any SPELL/TRAP cards nor monster effects. Monsters cannot change their battle positions and cannot be used to Synchro, Xyz, Ritual, or Fusion summon. During your opponent's turn, he/she  may pay 300 Life Points to banish 1 spell/trap card on the field, with a maximum number of 3 cards per turn. When there is no SPELL/TRAP card on the field, this card is destroyed.

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Edited: The Special Summoning Condition is more reasonable now, but my intend on the hexagram is to be an effect locker monster, and in this case vanillas will be more appreciated (But I don't use vanillas anyway), but I'll rethink about the summoning locker

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Card Lore:

Cannot be destroyed by SPELL/TRAP cards and monster effects, except it's own effect. Cannot be normal summoned or set. Can only be special summoned when there are at least 7 SPELL/TRAP cards on the field, and cannot be special summoned by other ways. Once per turn, discard up to 5 SPELL/TRAP cards and banish 1 card for each card discarded. When this card is face-up on the field, neither player can activate any SPELL/TRAP cards nor monster effects. Monsters cannot change their battle positions and cannot be used to Synchro, Xyz, Ritual, or Fusion summon. During your opponent's turn, he/she may pay 300 Life Points to banish 1 SPELL/TRAP card on the field, with a maximum number of 3 cards per turn. When there is no SPELL/TRAP card on the field, this card is destroyed.

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This the kind of Last Turn-like card where it's hard to play it but once you successfully play it, you win.

 

Summoning conditions and it's effect is ridiculous, basically if you play this card and successfully activate the effect, the duel become sooooo boring~ (since no effect can be activated). Better decrease the summoning conditions to be more easier and change the effects be more agreeable, (No Spell/Trap/monster effect is too much, i said it again too much), pls . . . we already had enough of "you can't play ygo" card (CDI, Quasar, Lancelot, LaDD tec etc etc)

 

This card can be played easily on Trap monster or Burgesstoma (relies heavily on Spell/Trap, mostly Trap) . . . .

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